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-rw-r--r--examples/shaders/resources/shaders/glsl100/color_mix.fs21
-rw-r--r--examples/shaders/resources/shaders/glsl330/color_mix.fs22
-rw-r--r--examples/shaders/shaders_multi_sample2d.c89
-rw-r--r--src/rlgl.h23
4 files changed, 146 insertions, 9 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/color_mix.fs b/examples/shaders/resources/shaders/glsl100/color_mix.fs
new file mode 100644
index 00000000..f6ab7dcd
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/color_mix.fs
@@ -0,0 +1,21 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform sampler2D texture1;
+uniform vec4 colDiffuse;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor0 = texture2D(texture0, fragTexCoord);
+ vec4 texelColor1 = texture2D(texture1, fragTexCoord);
+
+ gl_FragColor = (texelColor0 + texelColor1)*0.5f;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/color_mix.fs b/examples/shaders/resources/shaders/glsl330/color_mix.fs
new file mode 100644
index 00000000..bac8d576
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/color_mix.fs
@@ -0,0 +1,22 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec3 vertexPos;
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform sampler2D texture1;
+uniform vec4 colDiffuse;
+
+out vec4 finalColor;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor0 = texture(texture0, fragTexCoord);
+ vec4 texelColor1 = texture(texture1, fragTexCoord);
+
+ finalColor = (texelColor0 + texelColor1)*0.5f;
+} \ No newline at end of file
diff --git a/examples/shaders/shaders_multi_sample2d.c b/examples/shaders/shaders_multi_sample2d.c
new file mode 100644
index 00000000..31a6af82
--- /dev/null
+++ b/examples/shaders/shaders_multi_sample2d.c
@@ -0,0 +1,89 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Multiple sample2D with default batch system
+*
+* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
+* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*
+* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
+* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
+* raylib comes with shaders ready for both versions, check raylib/shaders install folder
+*
+* This example has been created using raylib 3.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2020 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
+
+ Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
+ Texture texRed = LoadTextureFromImage(imRed);
+ UnloadImage(imRed);
+
+ Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
+ Texture texBlue = LoadTextureFromImage(imBlue);
+ UnloadImage(imBlue);
+
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
+
+ // Set an additional sampler2D, using another texture1
+ // NOTE: Additional samplers are enabled for all batch calls
+ SetShaderValueTexture(shader, GetShaderLocation(shader, "texture1"), texBlue);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // ...
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginShaderMode(shader);
+
+ // We are drawing texture using default sampler2D but
+ // but additional texture units will be also enabled
+ DrawTexture(texRed, 0, 0, WHITE);
+
+ EndShaderMode();
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadTexture(texRed); // Unload texture
+ UnloadTexture(texBlue); // Unload texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/src/rlgl.h b/src/rlgl.h
index 59dab623..1a193535 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -3356,12 +3356,14 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
glUseProgram(shader.id);
// Register a new active texture for the internal batch system
+ // NOTE: Default texture is always activated as GL_TEXTURE0
for (int i = 0; i < 4; i++)
{
- if (RLGL.State.activeTextureId[i] == 0)
+ if (RLGL.State.activeTextureId[i] == 0)
{
- glUniform1i(uniformLoc, i + 1); // Activate new texture unit (0 is used by default texture)
+ glUniform1i(uniformLoc, 1 + i); // Activate new texture unit
RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing
+ break;
}
}
@@ -4461,9 +4463,10 @@ static void DrawRenderBatch(RenderBatch *batch)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
}
- glActiveTexture(GL_TEXTURE0); // One texture is always active for default shader
- glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active texture 0
-
+ // Setup some default shader values
+ glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
+
// Activate additional sampler textures
// Those additional textures will be common for all draw calls of the batch
for (int i = 0; i < 4; i++)
@@ -4474,13 +4477,15 @@ static void DrawRenderBatch(RenderBatch *batch)
glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
}
}
-
- // Setup some default shader values
- glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+
+ // Activate default sampler texture (one texture is always active for default shader)
+ // NOTE: Batch system accumulates calls by texture0 changes,
+ // additional textures are enabled for all the draw calls
+ glActiveTexture(GL_TEXTURE0);
for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
{
- // Texture 0 is always active by default, bind the texture for current draw call
+ // Texture0 is always active by default, bind the texture for current draw call
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);