summaryrefslogtreecommitdiffhomepage
path: root/src/core.c
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2021-03-28 20:12:48 +0200
committerraysan5 <[email protected]>2021-03-28 20:12:48 +0200
commit23a764190e9c8604975f92f02e0fdbb72fce9935 (patch)
tree8b193d8aa56301f0fe7478b7fc75f332ba7d02e0 /src/core.c
parentbc6b16beb257fd78eb97a341f92b172c994b5a35 (diff)
downloadraylib-23a764190e9c8604975f92f02e0fdbb72fce9935.tar.gz
raylib-23a764190e9c8604975f92f02e0fdbb72fce9935.zip
ADDED: LoadShaderFromMemory() #1690
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c44
1 files changed, 44 insertions, 0 deletions
diff --git a/src/core.c b/src/core.c
index d4f9f4fc..dbf255a4 100644
--- a/src/core.c
+++ b/src/core.c
@@ -2069,6 +2069,50 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
return shader;
}
+// Load shader from code strings and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
+{
+ Shader shader = { 0 };
+ shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
+
+ shader.id = rlLoadShaderCode(vsCode, fsCode);
+
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0)
+ {
+ // Default shader attrib locations have been fixed before linking:
+ // vertex position location = 0
+ // vertex texcoord location = 1
+ // vertex normal location = 2
+ // vertex color location = 3
+ // vertex tangent location = 4
+ // vertex texcoord2 location = 5
+
+ // NOTE: If any location is not found, loc point becomes -1
+
+ // Get handles to GLSL input attibute locations
+ shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+ shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+ // Get handles to GLSL uniform locations (vertex shader)
+ shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
+ shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
+ shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
+
+ // Get handles to GLSL uniform locations (fragment shader)
+ shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
+ shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0");
+ shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1");
+ shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2");
+ }
+
+ return shader;
+}
+
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
{