diff --git a/examples/shaders/resources/shaders/glsl100/color_mix.fs b/examples/shaders/resources/shaders/glsl100/color_mix.fs new file mode 100644 index 000000000..f6ab7dcde --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/color_mix.fs @@ -0,0 +1,21 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform sampler2D texture1; +uniform vec4 colDiffuse; + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor0 = texture2D(texture0, fragTexCoord); + vec4 texelColor1 = texture2D(texture1, fragTexCoord); + + gl_FragColor = (texelColor0 + texelColor1)*0.5f; +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/color_mix.fs b/examples/shaders/resources/shaders/glsl330/color_mix.fs new file mode 100644 index 000000000..bac8d576a --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/color_mix.fs @@ -0,0 +1,22 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec3 vertexPos; +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform sampler2D texture1; +uniform vec4 colDiffuse; + +out vec4 finalColor; + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor0 = texture(texture0, fragTexCoord); + vec4 texelColor1 = texture(texture1, fragTexCoord); + + finalColor = (texelColor0 + texelColor1)*0.5f; +} \ No newline at end of file diff --git a/examples/shaders/shaders_multi_sample2d.c b/examples/shaders/shaders_multi_sample2d.c new file mode 100644 index 000000000..31a6af823 --- /dev/null +++ b/examples/shaders/shaders_multi_sample2d.c @@ -0,0 +1,89 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Multiple sample2D with default batch system +* +* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. +* +* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example +* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders +* raylib comes with shaders ready for both versions, check raylib/shaders install folder +* +* This example has been created using raylib 3.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2020 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D"); + + Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 }); + Texture texRed = LoadTextureFromImage(imRed); + UnloadImage(imRed); + + Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 }); + Texture texBlue = LoadTextureFromImage(imBlue); + UnloadImage(imBlue); + + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION)); + + // Set an additional sampler2D, using another texture1 + // NOTE: Additional samplers are enabled for all batch calls + SetShaderValueTexture(shader, GetShaderLocation(shader, "texture1"), texBlue); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // ... + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(shader); + + // We are drawing texture using default sampler2D but + // but additional texture units will be also enabled + DrawTexture(texRed, 0, 0, WHITE); + + EndShaderMode(); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadTexture(texRed); // Unload texture + UnloadTexture(texBlue); // Unload texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/src/rlgl.h b/src/rlgl.h index 59dab623c..1a193535c 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -3356,12 +3356,14 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture) glUseProgram(shader.id); // Register a new active texture for the internal batch system + // NOTE: Default texture is always activated as GL_TEXTURE0 for (int i = 0; i < 4; i++) { - if (RLGL.State.activeTextureId[i] == 0) + if (RLGL.State.activeTextureId[i] == 0) { - glUniform1i(uniformLoc, i + 1); // Activate new texture unit (0 is used by default texture) + glUniform1i(uniformLoc, 1 + i); // Activate new texture unit RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing + break; } } @@ -4461,9 +4463,10 @@ static void DrawRenderBatch(RenderBatch *batch) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); } - glActiveTexture(GL_TEXTURE0); // One texture is always active for default shader - glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active texture 0 - + // Setup some default shader values + glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0 + // Activate additional sampler textures // Those additional textures will be common for all draw calls of the batch for (int i = 0; i < 4; i++) @@ -4474,13 +4477,15 @@ static void DrawRenderBatch(RenderBatch *batch) glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]); } } - - // Setup some default shader values - glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); + + // Activate default sampler texture (one texture is always active for default shader) + // NOTE: Batch system accumulates calls by texture0 changes, + // additional textures are enabled for all the draw calls + glActiveTexture(GL_TEXTURE0); for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++) { - // Texture 0 is always active by default, bind the texture for current draw call + // Texture0 is always active by default, bind the texture for current draw call glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);