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-rw-r--r--src/rlgl.c319
1 files changed, 160 insertions, 159 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 9e563ced..f273e55d 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -170,6 +170,11 @@
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GL_LUMINANCE 0x1909
+ #define GL_LUMINANCE_ALPHA 0x190A
+#endif
+
#if defined(GRAPHICS_API_OPENGL_ES2)
#define glClearDepth glClearDepthf
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
@@ -227,7 +232,7 @@ typedef struct DrawCall {
typedef struct VrStereoConfig {
RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
Shader distortionShader; // VR stereo rendering distortion shader
- //Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
+ Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
} VrStereoConfig;
@@ -262,7 +267,9 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
-// Shader Programs
+// Shaders
+static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
+static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
@@ -319,7 +326,9 @@ 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 LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
+
+static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
+static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
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)
@@ -1378,7 +1387,40 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
glBindTexture(GL_TEXTURE_2D, id);
-#if defined(GRAPHICS_API_OPENGL_33)
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
+ switch (format)
+ {
+ case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
+ case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ #if defined(GRAPHICS_API_OPENGL_21)
+ case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
+ case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
+ case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;
+ case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;
+ #endif
+ #if defined(GRAPHICS_API_OPENGL_ES2)
+ case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float
+ case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
+ case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
+ case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
+ case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
+ case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ #endif
+ default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
+ }
+#elif defined(GRAPHICS_API_OPENGL_33)
// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
// NOTE: On embedded systems, we let the driver choose the best internal format
@@ -1431,33 +1473,6 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
default: TraceLog(LOG_WARNING, "Texture format not recognized"); break;
}
-#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
- switch (format)
- {
- case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
- case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-#if defined(GRAPHICS_API_OPENGL_ES2)
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
-#endif
- default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
- }
#endif
// Texture parameters configuration
@@ -1575,10 +1590,10 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
-#if defined(GRAPHICS_API_OPENGL_33)
- #define USE_DEPTH_TEXTURE
-#else
+#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
#define USE_DEPTH_RENDERBUFFER
+#else
+ #define USE_DEPTH_TEXTURE
#endif
#if defined(USE_DEPTH_RENDERBUFFER)
@@ -1937,17 +1952,17 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
// Upload to shader material.colDiffuse
if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
- (float)material.maps[MAP_DIFFUSE].color.g/255,
- (float)material.maps[MAP_DIFFUSE].color.b/255,
- (float)material.maps[MAP_DIFFUSE].color.a/255);
+ glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
+ (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
+ (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
+ (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
// Upload to shader material.colSpecular (if available)
if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255,
- (float)material.maps[MAP_SPECULAR].color.g/255,
- (float)material.maps[MAP_SPECULAR].color.b/255,
- (float)material.maps[MAP_SPECULAR].color.a/255);
+ glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.g/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.b/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.a/255.0f);
if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
@@ -2202,7 +2217,7 @@ void *rlReadTexturePixels(Texture2D texture)
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glBindTexture(GL_TEXTURE_2D, 0);
- // Attach our texture to FBO -> Texture must be RGB
+ // Attach our texture to FBO -> Texture must be RGBA
// NOTE: Previoust attached texture is automatically detached
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
@@ -2222,32 +2237,30 @@ void *rlReadTexturePixels(Texture2D texture)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepthf(1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glViewport(0, 0, width, height);
- //glMatrixMode(GL_PROJECTION);
- //glLoadIdentity();
- rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
- //glMatrixMode(GL_MODELVIEW);
- //glLoadIdentity();
//glDisable(GL_TEXTURE_2D);
- //glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
+ //glDisable(GL_BLEND);
+
+ glViewport(0, 0, texture.width, texture.height);
+ rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0);
- Model quad;
- //quad.mesh = GenMeshQuad(width, height);
- quad.transform = MatrixIdentity();
- quad.shader = defaultShader;
-
- DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
-
- pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char));
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glUseProgram(GetShaderDefault().id);
+ glBindTexture(GL_TEXTURE_2D, texture.id);
+ GenDrawQuad();
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glUseProgram(0);
+
+ pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
- glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
+ glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Bind framebuffer 0, which means render to back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- UnloadModel(quad);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+
#endif // GET_TEXTURE_FBO_OPTION
// Clean up temporal fbo
@@ -2342,33 +2355,47 @@ 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 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)
- // Shaders loading from external text file
- char *vShaderStr = LoadText(vsFileName);
- char *fShaderStr = LoadText(fsFileName);
- if ((vShaderStr != NULL) && (fShaderStr != NULL))
- {
- shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
-
- // After shader loading, we TRY to set default location names
- if (shader.id > 0) SetShaderDefaultLocations(&shader);
+ unsigned int vertexShaderId, fragmentShaderId;
- // Shader strings must be freed
+ if (vsFileName == NULL) vertexShaderId = defaultVShaderId;
+ else
+ {
+ char *vShaderStr = LoadText(vsFileName);
+ vertexShaderId = CompileShader(vShaderStr, GL_VERTEX_SHADER);
free(vShaderStr);
+ }
+
+ if (fsFileName == NULL) fragmentShaderId = defaultVShaderId;
+ else
+ {
+ char* fShaderStr = LoadText(fsFileName);
+ fragmentShaderId = CompileShader(fShaderStr, GL_FRAGMENT_SHADER);
free(fShaderStr);
}
+ shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
+
+ if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
+ if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
+
if (shader.id == 0)
{
TraceLog(LOG_WARNING, "Custom shader could not be loaded");
shader = defaultShader;
}
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0) SetShaderDefaultLocations(&shader);
// Get available shader uniforms
// NOTE: This information is useful for debug...
@@ -2393,7 +2420,6 @@ 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;
@@ -2443,7 +2469,7 @@ int GetShaderLocation(Shader shader, const char *uniformName)
}
// Set shader uniform value (float)
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
+void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
@@ -2459,7 +2485,7 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
}
// Set shader uniform value (int)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
+void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
@@ -2900,11 +2926,15 @@ void InitVrSimulator(VrDeviceInfo info)
vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
#if defined(SUPPORT_DISTORTION_SHADER)
- // Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
- vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
+ // Load distortion shader
+ unsigned int vertexShaderId = CompileShader(distortionVShaderStr, GL_VERTEX_SHADER);
+ unsigned int fragmentShaderId = CompileShader(distortionFShaderStr, GL_FRAGMENT_SHADER);
+
+ vrConfig.distortionShader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
#endif
+ // Set VR configutarion parameters, including distortion shader
SetStereoConfig(info);
vrSimulatorReady = true;
@@ -2929,18 +2959,6 @@ void CloseVrSimulator(void)
#endif
}
-// TODO: Review VR system to be more flexible,
-// move distortion shader to user side,
-// SetStereoConfig() must be reviewed...
-/*
-// Set VR view distortion shader
-void SetVrDistortionShader(Shader shader)
-{
- vrConfig.distortionShader = shader;
- SetStereoConfig(info);
-}
-*/
-
// Detect if VR simulator is running
bool IsVrSimulatorReady(void)
{
@@ -2951,6 +2969,15 @@ bool IsVrSimulatorReady(void)
#endif
}
+// Set VR distortion shader for stereoscopic rendering
+// TODO: Review VR system to be more flexible, move distortion shader to user side
+void SetVrDistortionShader(Shader shader)
+{
+ vrConfig.distortionShader = shader;
+
+ //SetStereoConfig(info); // TODO: Must be reviewed to set new distortion shader uniform values...
+}
+
// Enable/Disable VR experience (device or simulator)
void ToggleVrMode(void)
{
@@ -3115,45 +3142,29 @@ static void LoadTextureCompressed(unsigned char *data, int width, int height, in
}
}
-// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
+// Compile custom shader and return shader id
+static unsigned int CompileShader(const char *shaderStr, int type)
{
- 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);
+ unsigned int shader = glCreateShader(type);
+ glShaderSource(shader, 1, &shaderStr, NULL);
GLint success = 0;
-
- glCompileShader(vertexShader);
-
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
+ glCompileShader(shader);
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success != GL_TRUE)
{
- TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
-
+ TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
int maxLength = 0;
int length;
-
- glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
#ifdef _MSC_VER
char *log = malloc(maxLength);
#else
char log[maxLength];
#endif
- glGetShaderInfoLog(vertexShader, maxLength, &length, log);
+ glGetShaderInfoLog(shader, maxLength, &length, log);
TraceLog(LOG_INFO, "%s", log);
@@ -3161,40 +3172,23 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
free(log);
#endif
}
- else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
-
- glCompileShader(fragmentShader);
-
- glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
-
- 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);
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
-#ifdef _MSC_VER
- char *log = malloc(maxLength);
-#else
- char log[maxLength];
-#endif
- glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
+ return shader;
+}
- TraceLog(LOG_INFO, "%s", log);
+// Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
+{
+ unsigned int program = 0;
-#ifdef _MSC_VER
- free(log);
-#endif
- }
- else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ GLint success = 0;
program = glCreateProgram();
- glAttachShader(program, vertexShader);
- glAttachShader(program, fragmentShader);
+ glAttachShader(program, vShaderId);
+ glAttachShader(program, fShaderId);
// NOTE: Default attribute shader locations must be binded before linking
glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
@@ -3238,9 +3232,6 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
program = 0;
}
else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
-
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
#endif
return program;
}
@@ -3250,10 +3241,13 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadShaderDefault(void)
{
- Shader shader;
+ 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;
// Vertex shader directly defined, no external file required
- char vDefaultShaderStr[] =
+ char defaultVShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -3282,7 +3276,7 @@ static Shader LoadShaderDefault(void)
"} \n";
// Fragment shader directly defined, no external file required
- char fDefaultShaderStr[] =
+ char defaultFShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -3311,22 +3305,29 @@ static Shader LoadShaderDefault(void)
#endif
"} \n";
- shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
+ // NOTE: Compiled vertex/fragment shaders are kept for re-use
+ defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
+ defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
+
+ shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
if (shader.id > 0)
{
TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
-
- // Set default shader locations
- // Get handles to GLSL input attibute locations
+
+ // Set default shader locations: attributes locations
shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
- // Get handles to GLSL uniform locations
+ // Set default shader locations: uniform locations
shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
+
+ // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
+ // changed for external custom shaders, we just use direct bindings above
+ //SetShaderDefaultLocations(&shader);
}
else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
@@ -3370,10 +3371,10 @@ static void UnloadShaderDefault(void)
{
glUseProgram(0);
- //glDetachShader(defaultShader, vertexShader);
- //glDetachShader(defaultShader, fragmentShader);
- //glDeleteShader(vertexShader); // Already deleted on shader compilation
- //glDeleteShader(fragmentShader); // Already deleted on shader compilation
+ glDetachShader(defaultShader.id, defaultVShaderId);
+ glDetachShader(defaultShader.id, defaultFShaderId);
+ glDeleteShader(defaultVShaderId);
+ glDeleteShader(defaultFShaderId);
glDeleteProgram(defaultShader.id);
}
@@ -4023,8 +4024,8 @@ static void SetStereoConfig(VrDeviceInfo hmd)
vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
// Compute eyes Viewports
- //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
- //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
+ vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
+ vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
}
// Set internal projection and modelview matrix depending on eyes tracking data