Updated shader system
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4c6c182023
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2 changed files with 125 additions and 41 deletions
33
src/raylib.h
33
src/raylib.h
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@ -282,26 +282,34 @@ typedef struct VertexData {
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// Shader type
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typedef struct Shader {
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unsigned int id; // Shader program id
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unsigned int id; // Shader program id
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unsigned int texDiffuseId; // Diffuse texture id
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unsigned int texNormalId; // Normal texture id
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unsigned int texSpecularId; // Specular texture id
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// Variable attributes
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unsigned int vertexLoc; // Vertex attribute location point (vertex shader)
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unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader)
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unsigned int normalLoc; // Normal attribute location point (vertex shader)
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unsigned int colorLoc; // Color attibute location point (vertex shader)
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int vertexLoc; // Vertex attribute location point (vertex shader)
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int texcoordLoc; // Texcoord attribute location point (vertex shader)
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int normalLoc; // Normal attribute location point (vertex shader)
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int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader)
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unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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unsigned int textureLoc; // Texture uniform location point (fragment shader)
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unsigned int tintColorLoc; // Color uniform location point (fragment shader)
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int projectionLoc; // Projection matrix uniform location point (vertex shader)
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int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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} Shader;
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// 3d Model type
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typedef struct Model {
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VertexData mesh;
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Matrix transform;
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Texture2D texture;
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Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
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Shader shader;
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} Model;
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@ -432,7 +440,10 @@ void SetSmoothZoomControl(int smoothZoomControlKey);
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int GetShaderLocation(Shader shader, const char *uniformName);
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size);
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void SetShaderTexture(Shader shader, int uniformLoc, Texture2D texture);
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture);
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture);
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void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture);
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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133
src/rlgl.c
133
src/rlgl.c
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@ -1140,7 +1140,7 @@ void rlglDraw(void)
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glUniformMatrix4fv(currentShader.projectionLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, GetMatrixVector(modelview));
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glUniform1i(currentShader.textureLoc, 0);
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glUniform1i(currentShader.mapDiffuseLoc, 0);
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}
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// NOTE: We draw in this order: triangle shapes, textured quads and lines
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@ -1159,9 +1159,12 @@ void rlglDraw(void)
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glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(currentShader.vertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(currentShader.colorLoc);
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if (currentShader.colorLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(currentShader.colorLoc);
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}
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}
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glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
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@ -1191,10 +1194,13 @@ void rlglDraw(void)
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glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(currentShader.texcoordLoc);
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(currentShader.colorLoc);
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if (currentShader.colorLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(currentShader.colorLoc);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
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}
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@ -1244,9 +1250,12 @@ void rlglDraw(void)
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glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(currentShader.vertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(currentShader.colorLoc);
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if (currentShader.colorLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(currentShader.colorLoc);
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}
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}
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glDrawArrays(GL_LINES, 0, lines.vCounter);
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@ -1348,13 +1357,16 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
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// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
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glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(modelviewworld));
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glUniform1i(model.shader.textureLoc, 0); // Texture fits in texture unit 0 (Check glActiveTexture())
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// Apply color tinting to model
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// NOTE: Just update one uniform on fragment shader
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float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
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glUniform4fv(model.shader.tintColorLoc, 1, vColor);
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// Set shader textures (diffuse, normal, specular)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
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//glUniform1i(model.shader.mapDiffuseLoc, 0); // Diffuse texture fits in texture unit 0
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if (vaoSupported)
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{
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@ -1377,20 +1389,16 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
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glEnableVertexAttribArray(model.shader.normalLoc);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, model.texture.id);
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//glActiveTexture(GL_TEXTURE1);
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//glBindTexture(GL_TEXTURE_2D, 4);
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// Draw call!
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glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
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glUseProgram(0);
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glUseProgram(0); // Unbind shader program
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#endif
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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@ -1968,6 +1976,8 @@ unsigned int rlglLoadShaderFromText(char *vShaderStr, char *fShaderStr)
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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// NOTE: All uniform variables are intitialised to 0 when a program links
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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@ -2041,6 +2051,11 @@ Shader rlglLoadShader(char *vsFileName, char *fsFileName)
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// Shader strings must be freed
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free(vShaderStr);
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free(fShaderStr);
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// Set shader textures ids (all 0 by default)
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shader.texDiffuseId = 0;
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shader.texNormalId = 0;
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shader.texSpecularId = 0;
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// Get handles to GLSL input attibute locations
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//-------------------------------------------------------------------
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@ -2048,14 +2063,17 @@ Shader rlglLoadShader(char *vsFileName, char *fsFileName)
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shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
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shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
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// NOTE: custom shader does not use colorLoc
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shader.colorLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
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shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.textureLoc = glGetUniformLocation(shader.id, "texture0");
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shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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//--------------------------------------------------------------------
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#endif
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@ -2152,18 +2170,66 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
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glUseProgram(0);
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}
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void SetShaderTexture(Shader shader, int uniformLoc, Texture2D texture)
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
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{
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glUseProgram(shader.id);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture.id);
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shader->texDiffuseId = texture.id;
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glUniform1i(uniformLoc, 1); // Texture fits in texture unit 1 (Check glActiveTexture())
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glUseProgram(shader->id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, shader->texDiffuseId);
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glUniform1i(shader->mapDiffuseLoc, 0); // Texture fits in active texture unit 0
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glUseProgram(0);
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}
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture)
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{
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shader->mapNormalLoc = glGetUniformLocation(shader->id, uniformName);
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if (shader->mapNormalLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
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else
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{
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shader->texNormalId = texture.id;
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glUseProgram(shader->id);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, shader->texNormalId);
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glUniform1i(shader->mapNormalLoc, 1); // Texture fits in active texture unit 1
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glUseProgram(0);
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}
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}
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void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture)
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{
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shader->mapSpecularLoc = glGetUniformLocation(shader->id, uniformName);
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if (shader->mapSpecularLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
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else
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{
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shader->texSpecularId = texture.id;
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glUseProgram(shader->id);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, shader->texSpecularId);
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glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 0
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glUseProgram(0);
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}
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}
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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void PrintProjectionMatrix(void)
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{
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@ -2281,13 +2347,17 @@ static Shader LoadDefaultShader(void)
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shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
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shader.colorLoc = glGetAttribLocation(shader.id, "vertexColor");
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// NOTE: default shader does not use normalLoc
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shader.normalLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
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shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.textureLoc = glGetUniformLocation(shader.id, "texture0");
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shader.tintColorLoc = -1;
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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//--------------------------------------------------------------------
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return shader;
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@ -2353,14 +2423,17 @@ static Shader LoadSimpleShader(void)
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shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
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shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
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// NOTE: simple shader does not use colorLoc
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shader.colorLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
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shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.textureLoc = glGetUniformLocation(shader.id, "texture0");
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shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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//--------------------------------------------------------------------
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return shader;
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