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authorRay San <[email protected]>2017-11-10 12:37:53 +0100
committerRay San <[email protected]>2017-11-10 12:37:53 +0100
commitb6b58991e689d9f5a6fa18ff8ea9b2162d1f7d62 (patch)
tree698478968b759d9525c160a9b570677fdfb7faf5 /src/rlgl.c
parente12182f59b4c84bb3c941b02ae4253de645fdf4d (diff)
downloadraylib-b6b58991e689d9f5a6fa18ff8ea9b2162d1f7d62.tar.gz
raylib-b6b58991e689d9f5a6fa18ff8ea9b2162d1f7d62.zip
Working on UWP support
Support Universal Windows Platform (UWP): - Windows 10 App - Windows Phone - Xbox One
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c117
1 files changed, 67 insertions, 50 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index c5c9493d..3b89fdd1 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -267,10 +267,6 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
-// Shaders
-static unsigned int defaultVertexShader;
-static unsigned int defaultFragmentShader;
-
// Shader Programs
static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
@@ -328,8 +324,7 @@ static int screenHeight; // Default framebuffer height
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount);
-static unsigned int LoadShaderPartial(const char *shaderStr, int type); // Load custom shader and return shader id
-static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fragmentShader); // Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
@@ -1141,7 +1136,7 @@ void rlglInit(int width, int height)
}
#ifdef _MSC_VER
- free(extList);
+ //free(extList);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
@@ -2364,33 +2359,22 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Shaders loading from external text file
+ char *vShaderStr = LoadText(vsFileName);
+ char *fShaderStr = LoadText(fsFileName);
- unsigned int vertexShader, fragmentShader;
+ if ((vShaderStr != NULL) && (fShaderStr != NULL))
+ {
+ shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
- if (vsFileName == NULL) {
- vertexShader = defaultVertexShader;
- } else {
- char *vShaderStr = LoadText(vsFileName);
- vertexShader = LoadShaderPartial(vShaderStr, GL_VERTEX_SHADER);
- free(vShaderStr);
- }
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0) SetShaderDefaultLocations(&shader);
- if (fsFileName == NULL) {
- fragmentShader = defaultVertexShader;
- } else {
- char* fShaderStr = LoadText(fsFileName);
- fragmentShader = LoadShaderPartial(fShaderStr, GL_FRAGMENT_SHADER);
+ // Shader strings must be freed
+ free(vShaderStr);
free(fShaderStr);
}
- shader.id = LoadShaderProgram(vertexShader, fragmentShader);
-
- // After shader loading, we TRY to set default location names
- if (shader.id > 0) SetShaderDefaultLocations(&shader);
-
- if (vertexShader != defaultVertexShader) glDeleteShader(vertexShader);
- if (fragmentShader != defaultFragmentShader) glDeleteShader(fragmentShader);
-
if (shader.id == 0)
{
TraceLog(LOG_WARNING, "Custom shader could not be loaded");
@@ -3143,28 +3127,45 @@ static void LoadTextureCompressed(unsigned char *data, int width, int height, in
}
}
-static unsigned int LoadShaderPartial(const char *shaderStr, int type)
+// Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
{
- unsigned int shader = glCreateShader(type);
- glShaderSource(shader, 1, &shaderStr, NULL);
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ 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(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+
+ glCompileShader(vertexShader);
+
+ glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (success != GL_TRUE)
{
- TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile shader...", shader);
+ TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
+
int maxLength = 0;
int length;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+
+ glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
#ifdef _MSC_VER
char *log = malloc(maxLength);
#else
char log[maxLength];
#endif
- glGetShaderInfoLog(shader, maxLength, &length, log);
+ glGetShaderInfoLog(vertexShader, maxLength, &length, log);
TraceLog(LOG_INFO, "%s", log);
@@ -3172,19 +3173,36 @@ static unsigned int LoadShaderPartial(const char *shaderStr, int type)
free(log);
#endif
}
- else TraceLog(LOG_INFO, "[VSHDR ID %i] Shader compiled successfully", shader);
+ else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
- return shader;
-}
+ glCompileShader(fragmentShader);
-// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fragmentShader)
-{
- unsigned int program = 0;
+ glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (success != GL_TRUE)
+ {
+ TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
+
+ int maxLength = 0;
+ int length;
+
+ glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
+
+#ifdef _MSC_VER
+ char *log = malloc(maxLength);
+#else
+ char log[maxLength];
+#endif
+ glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
+
+ TraceLog(LOG_INFO, "%s", log);
+
+#ifdef _MSC_VER
+ free(log);
+#endif
+ }
+ else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
- GLint success = 0;
program = glCreateProgram();
glAttachShader(program, vertexShader);
@@ -3232,6 +3250,9 @@ static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fr
program = 0;
}
else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
#endif
return program;
}
@@ -3305,9 +3326,7 @@ static Shader LoadShaderDefault(void)
#endif
"} \n";
- defaultVertexShader = LoadShaderPartial(vDefaultShaderStr, GL_VERTEX_SHADER);
- defaultFragmentShader = LoadShaderPartial(fDefaultShaderStr, GL_FRAGMENT_SHADER);
- shader.id = LoadShaderProgram(defaultVertexShader, defaultFragmentShader);
+ shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
if (shader.id > 0)
{
@@ -3369,8 +3388,6 @@ static void UnloadShaderDefault(void)
{
glUseProgram(0);
- glDeleteShader(defaultVertexShader);
- glDeleteShader(defaultFragmentShader);
//glDetachShader(defaultShader, vertexShader);
//glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation