diff options
| author | raysan5 <[email protected]> | 2015-02-02 00:57:08 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2015-02-02 00:57:08 +0100 |
| commit | 42c92e4f2e2f12589434b91861fd98d11125e449 (patch) | |
| tree | 3e03553cc9e512dac4f5011128a045edbb92c24a /src/rlgl.c | |
| parent | b9e53cd1352e6a8d2f282b29cdab2828a40dfd33 (diff) | |
| download | raylib-42c92e4f2e2f12589434b91861fd98d11125e449.tar.gz raylib-42c92e4f2e2f12589434b91861fd98d11125e449.zip | |
Add support for custom shaders
Custom shaders for models
Postprocessig on FBO (in progress)
Some useless spaces removed
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 550 |
1 files changed, 353 insertions, 197 deletions
@@ -32,20 +32,20 @@ #include <stdlib.h> // Declares malloc() and free() for memory management, rand() #if defined(GRAPHICS_API_OPENGL_11) - #ifdef __APPLE__ // OpenGL include for OSX - #include <OpenGL/gl.h> - #else - #include <GL/gl.h> // Basic OpenGL include - #endif + #ifdef __APPLE__ // OpenGL include for OSX + #include <OpenGL/gl.h> + #else + #include <GL/gl.h> // Basic OpenGL include + #endif #endif #if defined(GRAPHICS_API_OPENGL_33) #define GLEW_STATIC - #ifdef __APPLE__ // OpenGL include for OSX + #ifdef __APPLE__ // OpenGL include for OSX #include <OpenGL/gl3.h> - #else - #include <GL/glew.h> // Extensions loading lib - //#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW + #else + #include <GL/glew.h> // Extensions loading lib + //#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW #endif #endif @@ -164,6 +164,12 @@ static GLuint simpleVertexLoc, simpleTexcoordLoc, simpleNormalLoc, simpleColorLo static GLuint simpleProjectionMatrixLoc, simpleModelviewMatrixLoc; static GLuint simpleTextureLoc; +// Custom Shader program attibutes binding locations +static GLuint customVertexLoc, customTexcoordLoc, customNormalLoc, customColorLoc; +static GLuint customProjectionMatrixLoc, customModelviewMatrixLoc; +static GLuint customTextureLoc; +static bool customShader = false; + // Vertex Array Objects (VAO) static GLuint vaoLines, vaoTriangles, vaoQuads; @@ -182,6 +188,9 @@ static bool useTempBuffer = false; // Support for VAOs (OpenGL ES2 could not support VAO extensions) static bool vaoSupported = false; + +// Framebuffer object and texture +static GLuint fbo, fboColorTexture, fboDepthTexture, fboShader = 0; #endif #if defined(GRAPHICS_API_OPENGL_ES2) @@ -208,7 +217,6 @@ static void InitializeBuffersGPU(void); static void UpdateBuffers(void); // Custom shader files loading (external) -static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName); static char *TextFileRead(char *fn); #endif @@ -313,21 +321,21 @@ void rlRotatef(float angleDeg, float x, float y, float z) // TODO: Support rotation in multiple axes Matrix rot = MatrixIdentity(); - // OPTION 1: It works... + // OPTION 1: It works... if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD); else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD); else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD); - - // OPTION 2: Requires review... - //Vector3 vec = (Vector3){ 0, 1, 0 }; + + // OPTION 2: Requires review... + //Vector3 vec = (Vector3){ 0, 1, 0 }; //VectorNormalize(&vec); //rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working? - + // OPTION 3: TODO: Review, it doesn't work! //Vector3 vec = (Vector3){ x, y, z }; //VectorNormalize(&vec); //rot = MatrixRotate(angleDeg*vec.x, angleDeg*vec.x, angleDeg*vec.x); - + MatrixTranspose(&rot); *currentMatrix = MatrixMultiply(*currentMatrix, rot); @@ -696,6 +704,17 @@ void rlDeleteTextures(unsigned int id) glDeleteTextures(1, &id); } +// Unload shader from GPU memory +void rlDeleteShader(unsigned int id) +{ + glDeleteProgram(id); +} + +void rlEnableFBO(void) +{ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); +} + // Unload vertex data (VAO) from GPU memory void rlDeleteVertexArrays(unsigned int id) { @@ -786,7 +805,7 @@ void rlglInit(void) #endif #if defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... + // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... #if !defined(PLATFORM_WEB) glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES"); glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES"); @@ -851,7 +870,8 @@ void rlglInit(void) // Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2 defaultShaderProgram = LoadDefaultShader(); simpleShaderProgram = LoadSimpleShader(); - //customShaderProgram = LoadShaders("simple150.vert", "simple150.frag"); + //simpleShaderProgram = LoadCustomShader("custom.vs", "custom.fs"); // Works ok + //customShaderProgram = LoadCustomShader("simple150.vert", "simple150.frag"); // Get handles to GLSL input vars locations for defaultShaderProgram //------------------------------------------------------------------- @@ -866,7 +886,7 @@ void rlglInit(void) // Get handles to GLSL uniform vars locations (fragment-shader) defaultTextureLoc = glGetUniformLocation(defaultShaderProgram, "texture0"); //-------------------------------------------------------------------- - + // Get handles to GLSL input vars locations for simpleShaderProgram //------------------------------------------------------------------- simpleVertexLoc = glGetAttribLocation(simpleShaderProgram, "vertexPosition"); @@ -908,10 +928,53 @@ void rlglInit(void) } drawsCounter = 1; - draws[drawsCounter - 1].textureId = whiteTexture; + draws[drawsCounter - 1].textureId = whiteTexture; #endif } +// Init postpro system +void rlglInitPostpro(void) +{ + // Create the texture that will serve as the color attachment for the framebuffer + glGenTextures(1, &fboColorTexture); + glBindTexture(GL_TEXTURE_2D, fboColorTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GetScreenWidth(), GetScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, 0); + + // Create the texture that will serve as the depth attachment for the framebuffer. + glGenTextures(1, &fboDepthTexture); + glBindTexture(GL_TEXTURE_2D, fboDepthTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GetScreenWidth(), GetScreenHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, 0); + + // Create the framebuffer object + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + // Attach colort texture and depth texture to FBO + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboColorTexture, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fboDepthTexture, 0); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) TraceLog(WARNING, "Framebuffer object could not be created..."); + else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + fboShader = 0; + + // TODO: Init simple quad VAO and data here? +} + // Vertex Buffer Object deinitialization (memory free) void rlglClose(void) { @@ -950,6 +1013,7 @@ void rlglClose(void) //glDeleteShader(v); //glDeleteShader(f); glDeleteProgram(defaultShaderProgram); + glDeleteProgram(simpleShaderProgram); // Free vertex arrays memory free(lines.vertices); @@ -965,6 +1029,8 @@ void rlglClose(void) // Free GPU texture glDeleteTextures(1, &whiteTexture); + + if (fbo != 0) glDeleteFramebuffers(1, &fbo); free(draws); #endif @@ -977,13 +1043,16 @@ void rlglDraw(void) if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) { - glUseProgram(defaultShaderProgram); // Use our shader + if (fbo == 0) glUseProgram(defaultShaderProgram); // Use our default shader + else glUseProgram(fboShader); // Use our postpro shader + glUseProgram(defaultShaderProgram); + glUniformMatrix4fv(defaultProjectionMatrixLoc, 1, false, GetMatrixVector(projection)); glUniformMatrix4fv(defaultModelviewMatrixLoc, 1, false, GetMatrixVector(modelview)); glUniform1i(defaultTextureLoc, 0); } - + // NOTE: We draw in this order: triangle shapes, textured quads and lines if (triangles.vCounter > 0) @@ -1116,6 +1185,67 @@ void rlglDraw(void) #endif } +void rlglDrawPostpro(unsigned int shaderId) +{ + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // TODO: Draw screen quad with texture +/* + const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, + -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; + const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; + + glBindBuffer(GL_ARRAY_BUFFER, quadVbo); + + glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); + glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); + + glEnableVertexAttribArray(ATTRIB_VERTEX); + glEnableVertexAttribArray(ATTRIB_TEXCOORD0); + + glBindTexture(GL_TEXTURE_2D, fboColorTexture); + + glDrawArrays(GL_TRIANGLES, 0, 2*3); + + // Quad render using triangle strip + glBindBuffer(GL_ARRAY_BUFFER, uiVBO[1]); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); + glUseProgram(0); +*/ + rlEnableTexture(fboColorTexture); + + rlPushMatrix(); + rlBegin(RL_QUADS); + rlColor4ub(255, 255, 255, 255); + rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer + + // Bottom-left corner for texture and quad + rlTexCoord2f(0.0f, 1.0f); + rlVertex2f(0.0f, 0.0f); + + // Bottom-right corner for texture and quad + rlTexCoord2f(0.0f, 0.0f); + rlVertex2f(0.0f, GetScreenHeight()); + + // Top-right corner for texture and quad + rlTexCoord2f(1.0f, 0.0f); + rlVertex2f(GetScreenWidth(), GetScreenHeight()); + + // Top-left corner for texture and quad + rlTexCoord2f(1.0f, 1.0f); + rlVertex2f(GetScreenWidth(), 0.0f); + rlEnd(); + rlPopMatrix(); + + fboShader = shaderId; + + rlglDraw(); +} + // Draw a 3d model void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires) { @@ -1159,23 +1289,35 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(simpleShaderProgram); // Use our simple shader + if (customShader) glUseProgram(model.shaderId); + else glUseProgram(simpleShaderProgram); // Use our simple shader VectorScale(&rotation, DEG2RAD); - + // Get transform matrix (rotation -> scale -> translation) Matrix transform = MatrixTransform(position, rotation, scale); Matrix modelviewworld = MatrixMultiply(transform, modelview); // NOTE: Drawing in OpenGL 3.3+, transform is passed to shader - glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection)); - glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld)); - glUniform1i(simpleTextureLoc, 0); + if (customShader) + { + glUniformMatrix4fv(customProjectionMatrixLoc, 1, false, GetMatrixVector(projection)); + glUniformMatrix4fv(customModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld)); + glUniform1i(customTextureLoc, 0); + } + else + { + glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection)); + glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld)); + glUniform1i(simpleTextureLoc, 0); + } // Apply color tinting to model // NOTE: Just update one uniform on fragment shader float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 }; - glUniform4fv(simpleColorLoc, 1, vColor); + + if (customShader) glUniform4fv(customColorLoc, 1, vColor); + else glUniform4fv(simpleColorLoc, 1, vColor); if (vaoSupported) { @@ -1206,7 +1348,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal if (vaoSupported) glBindVertexArray(0); // Unbind VAO else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs - + glUseProgram(0); #endif @@ -1376,7 +1518,7 @@ Model rlglLoadModel(VertexData mesh) model.vboId[2] = 0; // Normals VBO #elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - model.textureId = 1; // Default whiteTexture + model.textureId = whiteTexture; // Default whiteTexture GLuint vaoModel = 0; // Vertex Array Objects (VAO) GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO) @@ -1412,7 +1554,7 @@ Model rlglLoadModel(VertexData mesh) model.vboId[0] = vertexBuffer[0]; // Vertex position VBO model.vboId[1] = vertexBuffer[1]; // Texcoords VBO model.vboId[2] = vertexBuffer[2]; // Normals VBO - + if (vaoSupported) { if (vaoModel > 0) @@ -1510,6 +1652,102 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh return id; } +// Load a shader (vertex shader + fragment shader) from text data +unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr) +{ + unsigned int program; + 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(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader); + + int maxLength = 0; + int length; + + glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); + + char log[maxLength]; + + glGetShaderInfoLog(vertexShader, maxLength, &length, log); + + TraceLog(INFO, "%s", log); + } + else TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); + + glCompileShader(fragmentShader); + + glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); + + if (success != GL_TRUE) + { + TraceLog(WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader); + + int maxLength = 0; + int length; + + glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); + + char log[maxLength]; + + glGetShaderInfoLog(fragmentShader, maxLength, &length, log); + + TraceLog(INFO, "%s", log); + } + else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); + + program = glCreateProgram(); + + glAttachShader(program, vertexShader); + glAttachShader(program, fragmentShader); + + glLinkProgram(program); + + glGetProgramiv(program, GL_LINK_STATUS, &success); + + if (success == GL_FALSE) + { + TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program); + + int maxLength = 0; + int length; + + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); + + char log[maxLength]; + + glGetProgramInfoLog(program, maxLength, &length, log); + + TraceLog(INFO, "%s", log); + + glDeleteProgram(program); + + program = 0; + } + else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program); + + glDeleteShader(vertexShader); + glDeleteShader(fragmentShader); + + return program; +} + // Read screen pixel data (color buffer) unsigned char *rlglReadScreenPixels(int width, int height) { @@ -1534,6 +1772,66 @@ unsigned char *rlglReadScreenPixels(int width, int height) return imgData; // NOTE: image data should be freed } +unsigned int LoadCustomShader(char *vsFileName, char *fsFileName) +{ + // Shaders loading from external text file + char *vShaderStr = TextFileRead(vsFileName); + char *fShaderStr = TextFileRead(fsFileName); + + unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr); + + if (shaderId != 0) TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shaderId); + else TraceLog(WARNING, "[SHDR ID %i] Custom shader could not be loaded", shaderId); + + return shaderId; + + // Shader strings must be freed + free(vShaderStr); + free(fShaderStr); + + return shaderId; +} + +// Link shader to model +void SetModelShader(Model *model, unsigned int shader) +{ + // Get handles to GLSL input vars locations for simpleShaderProgram + customVertexLoc = glGetAttribLocation(shader, "vertexPosition"); + customTexcoordLoc = glGetAttribLocation(shader, "vertexTexCoord"); + customNormalLoc = glGetAttribLocation(shader, "vertexNormal"); + + // Get handles to GLSL uniform vars locations (vertex-shader) + customModelviewMatrixLoc = glGetUniformLocation(shader, "modelviewMatrix"); + customProjectionMatrixLoc = glGetUniformLocation(shader, "projectionMatrix"); + + // Get handles to GLSL uniform vars locations (fragment-shader) + customTextureLoc = glGetUniformLocation(shader, "texture0"); + customColorLoc = glGetUniformLocation(shader, "fragColor"); + + if (vaoSupported) glBindVertexArray(model->vaoId); + + // Enable vertex attributes: position + glBindBuffer(GL_ARRAY_BUFFER, model->vboId[0]); + glEnableVertexAttribArray(customVertexLoc); + glVertexAttribPointer(customVertexLoc, 3, GL_FLOAT, 0, 0, 0); + + // Enable vertex attributes: texcoords + glBindBuffer(GL_ARRAY_BUFFER, model->vboId[1]); + glEnableVertexAttribArray(customTexcoordLoc); + glVertexAttribPointer(customTexcoordLoc, 2, GL_FLOAT, 0, 0, 0); + + // Enable vertex attributes: normals + glBindBuffer(GL_ARRAY_BUFFER, model->vboId[2]); + glEnableVertexAttribArray(customNormalLoc); + glVertexAttribPointer(customNormalLoc, 3, GL_FLOAT, 0, 0, 0); + + if (vaoSupported) glBindVertexArray(0); // Unbind VAO + + model->shaderId = shader; + + customShader = true; +} + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) void PrintProjectionMatrix() @@ -1559,10 +1857,12 @@ void PrintModelviewMatrix() static GLuint LoadDefaultShader(void) { // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2 + // NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+ + // Just defined #version 330 despite shader is #version 110 // Vertex shader directly defined, no external file required #if defined(GRAPHICS_API_OPENGL_33) - char vShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2 + char vShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2) #elif defined(GRAPHICS_API_OPENGL_ES2) char vShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work! #endif @@ -1582,7 +1882,7 @@ static GLuint LoadDefaultShader(void) // Fragment shader directly defined, no external file required #if defined(GRAPHICS_API_OPENGL_33) - char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2 + char fShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2) #elif defined(GRAPHICS_API_OPENGL_ES2) char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work! "precision mediump float; \n" // WebGL, required for emscripten @@ -1595,63 +1895,12 @@ static GLuint LoadDefaultShader(void) " gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n" "} \n"; - GLuint program; - 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(WARNING, "[VSHDR ID %i] Failed to compile default vertex shader...", vertexShader); - else TraceLog(INFO, "[VSHDR ID %i] Default vertex shader compiled successfully", vertexShader); - - glCompileShader(fragmentShader); - - glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); - - if (success != GL_TRUE) TraceLog(WARNING, "[FSHDR ID %i] Failed to compile default fragment shader...", fragmentShader); - else TraceLog(INFO, "[FSHDR ID %i] Default fragment shader compiled successfully", fragmentShader); - - program = glCreateProgram(); - - glAttachShader(program, vertexShader); - glAttachShader(program, fragmentShader); - - glLinkProgram(program); - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - int maxLength; - int length; + unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr); - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - char log[maxLength]; - - glGetProgramInfoLog(program, maxLength, &length, log); - - TraceLog(INFO, "Shader program fail log: %s", log); - } - else TraceLog(INFO, "[SHDR ID %i] Default shader program loaded successfully", program); - - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); + if (shaderId != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shaderId); + else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shaderId); - return program; + return shaderId; } // Load Simple Shader (Vertex and Fragment) @@ -1659,10 +1908,12 @@ static GLuint LoadDefaultShader(void) static GLuint LoadSimpleShader(void) { // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2 + // NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+ + // Just defined #version 330 despite shader is #version 110 // Vertex shader directly defined, no external file required #if defined(GRAPHICS_API_OPENGL_33) - char vShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2 + char vShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2) #elif defined(GRAPHICS_API_OPENGL_ES2) char vShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work! #endif @@ -1680,7 +1931,7 @@ static GLuint LoadSimpleShader(void) // Fragment shader directly defined, no external file required #if defined(GRAPHICS_API_OPENGL_33) - char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2 + char fShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2) #elif defined(GRAPHICS_API_OPENGL_ES2) char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work! "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) @@ -1693,117 +1944,22 @@ static GLuint LoadSimpleShader(void) " gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n" "} \n"; - GLuint program; - 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(WARNING, "[VSHDR ID %i] Failed to compile simple vertex shader...", vertexShader); - else TraceLog(INFO, "[VSHDR ID %i] Simple vertex shader compiled successfully", vertexShader); - - glCompileShader(fragmentShader); - - glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); - - if (success != GL_TRUE) TraceLog(WARNING, "[FSHDR ID %i] Failed to compile simple fragment shader...", fragmentShader); - else TraceLog(INFO, "[FSHDR ID %i] Simple fragment shader compiled successfully", fragmentShader); - - program = glCreateProgram(); - - glAttachShader(program, vertexShader); - glAttachShader(program, fragmentShader); - - glLinkProgram(program); - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - int maxLength; - int length; - - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - char log[maxLength]; - - glGetProgramInfoLog(program, maxLength, &length, log); - - TraceLog(INFO, "Shader program fail log: %s", log); - } - else TraceLog(INFO, "[SHDR ID %i] Simple shader program loaded successfully", program); - - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); - - return program; -} - -// Load shaders from text files -static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName) -{ - // Shaders loading from external text file - char *vShaderStr = TextFileRead(vertexFileName); - char *fShaderStr = TextFileRead(fragmentFileName); - - GLuint program; - 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); - - glCompileShader(vertexShader); - glCompileShader(fragmentShader); - - TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); - TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); - - program = glCreateProgram(); - - glAttachShader(program, vertexShader); - glAttachShader(program, fragmentShader); - - glLinkProgram(program); - - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); - - free(vShaderStr); - free(fShaderStr); + unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr); - TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program); + if (shaderId != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shaderId); + else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shaderId); - return program; + return shaderId; } -// Read shader text file +// Read text file // NOTE: text chars array should be freed manually static char *TextFileRead(char *fileName) { FILE *textFile; char *text = NULL; - int count=0; + int count = 0; if (fileName != NULL) { @@ -1817,7 +1973,7 @@ static char *TextFileRead(char *fileName) if (count > 0) { - text = (char *)malloc(sizeof(char) * (count+1)); + text = (char *)malloc(sizeof(char) * (count + 1)); count = fread(text, sizeof(char), count, textFile); text[count] = '\0'; } @@ -1826,7 +1982,7 @@ static char *TextFileRead(char *fileName) } else TraceLog(WARNING, "[%s] Text file could not be opened", fileName); } - + return text; } @@ -1925,7 +2081,7 @@ static void InitializeBuffersGPU(void) glGenVertexArrays(1, &vaoTriangles); glBindVertexArray(vaoTriangles); } - + // Create buffers for our vertex data glGenBuffers(2, trianglesBuffer); @@ -1950,7 +2106,7 @@ static void InitializeBuffersGPU(void) glGenVertexArrays(1, &vaoQuads); glBindVertexArray(vaoQuads); } - + // Create buffers for our vertex data glGenBuffers(4, quadsBuffer); @@ -1994,7 +2150,7 @@ static void UpdateBuffers(void) { // Activate Lines VAO if (vaoSupported) glBindVertexArray(vaoLines); - + // Lines - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); @@ -2011,7 +2167,7 @@ static void UpdateBuffers(void) { // Activate Triangles VAO if (vaoSupported) glBindVertexArray(vaoTriangles); - + // Triangles - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); |
