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| author | Ray <[email protected]> | 2018-02-12 11:27:26 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2018-02-12 11:27:26 +0100 |
| commit | dd8f0765b833bff2fbcc523e2d0a20d4fd28b5f3 (patch) | |
| tree | 298dc5f3d8890bdb478c73c3737c751486b6ec5b /src/rlgl.c | |
| parent | b908a4078a2f318e6bc9cbdcb7045d1ccab0c6a4 (diff) | |
| parent | 8af5f9dfe0e23d918bb88a5fca9e5671c9100f3a (diff) | |
| download | raylib-dd8f0765b833bff2fbcc523e2d0a20d4fd28b5f3.tar.gz raylib-dd8f0765b833bff2fbcc523e2d0a20d4fd28b5f3.zip | |
Merge pull request #465 from raysan5/develop
Integrate develop branch into master
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 53 |
1 files changed, 27 insertions, 26 deletions
@@ -2324,39 +2324,40 @@ char *LoadText(const char *fileName) // Load shader from files and bind default locations // NOTE: If shader string is NULL, using default vertex/fragment shaders -Shader LoadShader(char *vsFileName, char *fsFileName) +Shader LoadShader(const char *vsFileName, const char *fsFileName) { Shader shader = { 0 }; + + char *vShaderStr = NULL; + char *fShaderStr = NULL; + + if (vsFileName != NULL) vShaderStr = LoadText(vsFileName); + if (fsFileName != NULL) fShaderStr = LoadText(fsFileName); + shader = LoadShaderCode(vShaderStr, fShaderStr); + + if (vShaderStr != NULL) free(vShaderStr); + if (fShaderStr != NULL) free(fShaderStr); + + return shader; +} + +// Load shader from code strings +// NOTE: If shader string is NULL, using default vertex/fragment shaders +Shader LoadShaderCode(char *vsCode, char *fsCode) +{ + Shader shader = { 0 }; + // NOTE: All locations must be reseted to -1 (no location) for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) unsigned int vertexShaderId = defaultVShaderId; unsigned int fragmentShaderId = defaultFShaderId; - - if (vsFileName != NULL) - { - char *vShaderStr = LoadText(vsFileName); - - if (vShaderStr != NULL) - { - vertexShaderId = CompileShader(vShaderStr, GL_VERTEX_SHADER); - free(vShaderStr); - } - } - - if (fsFileName != NULL) - { - char* fShaderStr = LoadText(fsFileName); - - if (fShaderStr != NULL) - { - fragmentShaderId = CompileShader(fShaderStr, GL_FRAGMENT_SHADER); - free(fShaderStr); - } - } - + + if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER); + if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER); + if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader; else { @@ -2399,7 +2400,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName) TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location); } #endif - + return shader; } |
