Added function LoadShaderCode()
Allows loading of shader from text code string directly
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5437458469
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4d5d1e0434
2 changed files with 29 additions and 27 deletions
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@ -1044,7 +1044,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
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// Shader loading/unloading functions
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// Shader loading/unloading functions
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RLAPI char *LoadText(const char *fileName); // Load chars array from text file
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RLAPI char *LoadText(const char *fileName); // Load chars array from text file
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RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
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RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
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RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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RLAPI Shader GetShaderDefault(void); // Get default shader
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RLAPI Shader GetShaderDefault(void); // Get default shader
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53
src/rlgl.c
53
src/rlgl.c
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@ -2324,39 +2324,40 @@ char *LoadText(const char *fileName)
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// Load shader from files and bind default locations
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// Load shader from files and bind default locations
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// NOTE: If shader string is NULL, using default vertex/fragment shaders
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// NOTE: If shader string is NULL, using default vertex/fragment shaders
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Shader LoadShader(char *vsFileName, char *fsFileName)
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Shader LoadShader(const char *vsFileName, const char *fsFileName)
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{
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{
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Shader shader = { 0 };
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Shader shader = { 0 };
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char *vShaderStr = NULL;
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char *fShaderStr = NULL;
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if (vsFileName != NULL) vShaderStr = LoadText(vsFileName);
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if (fsFileName != NULL) fShaderStr = LoadText(fsFileName);
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shader = LoadShaderCode(vShaderStr, fShaderStr);
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if (vShaderStr != NULL) free(vShaderStr);
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if (fShaderStr != NULL) free(fShaderStr);
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return shader;
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}
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// Load shader from code strings
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// NOTE: If shader string is NULL, using default vertex/fragment shaders
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Shader LoadShaderCode(char *vsCode, char *fsCode)
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{
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Shader shader = { 0 };
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// NOTE: All locations must be reseted to -1 (no location)
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// NOTE: All locations must be reseted to -1 (no location)
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for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
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for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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unsigned int vertexShaderId = defaultVShaderId;
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unsigned int vertexShaderId = defaultVShaderId;
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unsigned int fragmentShaderId = defaultFShaderId;
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unsigned int fragmentShaderId = defaultFShaderId;
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if (vsFileName != NULL)
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if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
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{
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if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
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char *vShaderStr = LoadText(vsFileName);
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if (vShaderStr != NULL)
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{
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vertexShaderId = CompileShader(vShaderStr, GL_VERTEX_SHADER);
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free(vShaderStr);
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}
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}
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if (fsFileName != NULL)
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{
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char* fShaderStr = LoadText(fsFileName);
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if (fShaderStr != NULL)
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{
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fragmentShaderId = CompileShader(fShaderStr, GL_FRAGMENT_SHADER);
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free(fShaderStr);
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}
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}
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if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
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if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
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else
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else
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{
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{
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@ -2399,7 +2400,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
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TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
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}
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}
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#endif
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#endif
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return shader;
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return shader;
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}
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}
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