Update C library

This commit is contained in:
Milan Nikolic 2017-11-14 04:10:20 +01:00
parent 793e521511
commit 2d8472fb63
11 changed files with 360 additions and 302 deletions

View file

@ -170,6 +170,11 @@
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
#if defined(GRAPHICS_API_OPENGL_21)
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#define glClearDepth glClearDepthf
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
@ -227,7 +232,7 @@ typedef struct DrawCall {
typedef struct VrStereoConfig {
RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
Shader distortionShader; // VR stereo rendering distortion shader
//Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
} VrStereoConfig;
@ -262,7 +267,9 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
// Shader Programs
// Shaders
static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
@ -319,7 +326,9 @@ static int screenHeight; // Default framebuffer height
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount);
static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
@ -1378,7 +1387,40 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
glBindTexture(GL_TEXTURE_2D, id);
#if defined(GRAPHICS_API_OPENGL_33)
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
switch (format)
{
case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
#if defined(GRAPHICS_API_OPENGL_21)
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
#endif
default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
}
#elif defined(GRAPHICS_API_OPENGL_33)
// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
// NOTE: On embedded systems, we let the driver choose the best internal format
@ -1431,33 +1473,6 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
default: TraceLog(LOG_WARNING, "Texture format not recognized"); break;
}
#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
switch (format)
{
case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
#if defined(GRAPHICS_API_OPENGL_ES2)
case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
#endif
default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
}
#endif
// Texture parameters configuration
@ -1575,10 +1590,10 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
#if defined(GRAPHICS_API_OPENGL_33)
#define USE_DEPTH_TEXTURE
#else
#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
#define USE_DEPTH_RENDERBUFFER
#else
#define USE_DEPTH_TEXTURE
#endif
#if defined(USE_DEPTH_RENDERBUFFER)
@ -1937,17 +1952,17 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
// Upload to shader material.colDiffuse
if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
(float)material.maps[MAP_DIFFUSE].color.g/255,
(float)material.maps[MAP_DIFFUSE].color.b/255,
(float)material.maps[MAP_DIFFUSE].color.a/255);
glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
(float)material.maps[MAP_DIFFUSE].color.g/255.0f,
(float)material.maps[MAP_DIFFUSE].color.b/255.0f,
(float)material.maps[MAP_DIFFUSE].color.a/255.0f);
// Upload to shader material.colSpecular (if available)
if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255,
(float)material.maps[MAP_SPECULAR].color.g/255,
(float)material.maps[MAP_SPECULAR].color.b/255,
(float)material.maps[MAP_SPECULAR].color.a/255);
glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
(float)material.maps[MAP_SPECULAR].color.g/255.0f,
(float)material.maps[MAP_SPECULAR].color.b/255.0f,
(float)material.maps[MAP_SPECULAR].color.a/255.0f);
if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
@ -2226,8 +2241,8 @@ void *rlReadTexturePixels(Texture2D texture)
glEnable(GL_DEPTH_TEST);
//glDisable(GL_BLEND);
glViewport(0, 0, width, height);
rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
glViewport(0, 0, texture.width, texture.height);
rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(GetShaderDefault().id);
@ -2340,33 +2355,47 @@ char *LoadText(const char *fileName)
}
// Load shader from files and bind default locations
// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShader(char *vsFileName, char *fsFileName)
{
Shader shader = { 0 };
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file
char *vShaderStr = LoadText(vsFileName);
char *fShaderStr = LoadText(fsFileName);
if ((vShaderStr != NULL) && (fShaderStr != NULL))
unsigned int vertexShaderId, fragmentShaderId;
if (vsFileName == NULL) vertexShaderId = defaultVShaderId;
else
{
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
// After shader loading, we TRY to set default location names
if (shader.id > 0) SetShaderDefaultLocations(&shader);
// Shader strings must be freed
char *vShaderStr = LoadText(vsFileName);
vertexShaderId = CompileShader(vShaderStr, GL_VERTEX_SHADER);
free(vShaderStr);
}
if (fsFileName == NULL) fragmentShaderId = defaultVShaderId;
else
{
char* fShaderStr = LoadText(fsFileName);
fragmentShaderId = CompileShader(fShaderStr, GL_FRAGMENT_SHADER);
free(fShaderStr);
}
shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
if (shader.id == 0)
{
TraceLog(LOG_WARNING, "Custom shader could not be loaded");
shader = defaultShader;
}
// After shader loading, we TRY to set default location names
if (shader.id > 0) SetShaderDefaultLocations(&shader);
// Get available shader uniforms
// NOTE: This information is useful for debug...
@ -2391,7 +2420,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
}
#endif
return shader;
@ -2441,7 +2469,7 @@ int GetShaderLocation(Shader shader, const char *uniformName)
}
// Set shader uniform value (float)
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
@ -2457,7 +2485,7 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
}
// Set shader uniform value (int)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
@ -2898,11 +2926,15 @@ void InitVrSimulator(VrDeviceInfo info)
vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
#if defined(SUPPORT_DISTORTION_SHADER)
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
// Load distortion shader
unsigned int vertexShaderId = CompileShader(distortionVShaderStr, GL_VERTEX_SHADER);
unsigned int fragmentShaderId = CompileShader(distortionFShaderStr, GL_FRAGMENT_SHADER);
vrConfig.distortionShader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
#endif
// Set VR configutarion parameters, including distortion shader
SetStereoConfig(info);
vrSimulatorReady = true;
@ -2927,18 +2959,6 @@ void CloseVrSimulator(void)
#endif
}
// TODO: Review VR system to be more flexible,
// move distortion shader to user side,
// SetStereoConfig() must be reviewed...
/*
// Set VR view distortion shader
void SetVrDistortionShader(Shader shader)
{
vrConfig.distortionShader = shader;
SetStereoConfig(info);
}
*/
// Detect if VR simulator is running
bool IsVrSimulatorReady(void)
{
@ -2949,6 +2969,15 @@ bool IsVrSimulatorReady(void)
#endif
}
// Set VR distortion shader for stereoscopic rendering
// TODO: Review VR system to be more flexible, move distortion shader to user side
void SetVrDistortionShader(Shader shader)
{
vrConfig.distortionShader = shader;
//SetStereoConfig(info); // TODO: Must be reviewed to set new distortion shader uniform values...
}
// Enable/Disable VR experience (device or simulator)
void ToggleVrMode(void)
{
@ -3113,86 +3142,53 @@ static void LoadTextureCompressed(unsigned char *data, int width, int height, in
}
}
// Compile custom shader and return shader id
static unsigned int CompileShader(const char *shaderStr, int type)
{
unsigned int shader = glCreateShader(type);
glShaderSource(shader, 1, &shaderStr, NULL);
GLint success = 0;
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success != GL_TRUE)
{
TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
int maxLength = 0;
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
#ifdef _MSC_VER
char *log = malloc(maxLength);
#else
char log[maxLength];
#endif
glGetShaderInfoLog(shader, maxLength, &length, log);
TraceLog(LOG_INFO, "%s", log);
#ifdef _MSC_VER
free(log);
#endif
}
else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
return shader;
}
// Load custom shader strings and return program id
static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
{
unsigned int program = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vertexShader;
GLuint fragmentShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const char *pvs = vShaderStr;
const char *pfs = fShaderStr;
glShaderSource(vertexShader, 1, &pvs, NULL);
glShaderSource(fragmentShader, 1, &pfs, NULL);
GLint success = 0;
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (success != GL_TRUE)
{
TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
int maxLength = 0;
int length;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
#ifdef _MSC_VER
char *log = malloc(maxLength);
#else
char log[maxLength];
#endif
glGetShaderInfoLog(vertexShader, maxLength, &length, log);
TraceLog(LOG_INFO, "%s", log);
#ifdef _MSC_VER
free(log);
#endif
}
else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (success != GL_TRUE)
{
TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
int maxLength = 0;
int length;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
#ifdef _MSC_VER
char *log = malloc(maxLength);
#else
char log[maxLength];
#endif
glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
TraceLog(LOG_INFO, "%s", log);
#ifdef _MSC_VER
free(log);
#endif
}
else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glAttachShader(program, vShaderId);
glAttachShader(program, fShaderId);
// NOTE: Default attribute shader locations must be binded before linking
glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
@ -3236,9 +3232,6 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
program = 0;
}
else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
#endif
return program;
}
@ -3248,10 +3241,13 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadShaderDefault(void)
{
Shader shader;
Shader shader = { 0 };
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
// Vertex shader directly defined, no external file required
char vDefaultShaderStr[] =
char defaultVShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@ -3280,7 +3276,7 @@ static Shader LoadShaderDefault(void)
"} \n";
// Fragment shader directly defined, no external file required
char fDefaultShaderStr[] =
char defaultFShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@ -3309,22 +3305,29 @@ static Shader LoadShaderDefault(void)
#endif
"} \n";
shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
// NOTE: Compiled vertex/fragment shaders are kept for re-use
defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
if (shader.id > 0)
{
TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
// Set default shader locations
// Get handles to GLSL input attibute locations
// Set default shader locations: attributes locations
shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
// Get handles to GLSL uniform locations
// Set default shader locations: uniform locations
shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
// NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
// changed for external custom shaders, we just use direct bindings above
//SetShaderDefaultLocations(&shader);
}
else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
@ -3368,10 +3371,10 @@ static void UnloadShaderDefault(void)
{
glUseProgram(0);
//glDetachShader(defaultShader, vertexShader);
//glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
glDetachShader(defaultShader.id, defaultVShaderId);
glDetachShader(defaultShader.id, defaultFShaderId);
glDeleteShader(defaultVShaderId);
glDeleteShader(defaultFShaderId);
glDeleteProgram(defaultShader.id);
}
@ -4021,8 +4024,8 @@ static void SetStereoConfig(VrDeviceInfo hmd)
vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
// Compute eyes Viewports
//vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
//vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
}
// Set internal projection and modelview matrix depending on eyes tracking data