From 7b8965eb38adcbc325533acc831e3331c3efba9c Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 25 Dec 2018 15:19:25 +0100 Subject: Support float texture data on OpenGL ES 2.0 --- examples/models/models_skybox.c | 2 +- examples/models/resources/shaders/cubemap.fs | 4 ++-- examples/models/resources/shaders/cubemap.vs | 4 ++-- examples/models/resources/shaders/skybox.fs | 4 ++-- examples/models/resources/shaders/skybox.vs | 4 ++-- 5 files changed, 9 insertions(+), 9 deletions(-) (limited to 'examples/models') diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 6f6002b8..a6b233e3 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Define the camera to look into our 3d world - Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); diff --git a/examples/models/resources/shaders/cubemap.fs b/examples/models/resources/shaders/cubemap.fs index 09ae62f5..e8e28536 100644 --- a/examples/models/resources/shaders/cubemap.fs +++ b/examples/models/resources/shaders/cubemap.fs @@ -9,7 +9,7 @@ #version 330 // Input vertex attributes (from vertex shader) -in vec3 fragPos; +in vec3 fragPosition; // Input uniform values uniform sampler2D equirectangularMap; @@ -28,7 +28,7 @@ vec2 SampleSphericalMap(vec3 v) void main() { // Normalize local position - vec2 uv = SampleSphericalMap(normalize(fragPos)); + vec2 uv = SampleSphericalMap(normalize(fragPosition)); // Fetch color from texture map vec3 color = texture(equirectangularMap, uv).rgb; diff --git a/examples/models/resources/shaders/cubemap.vs b/examples/models/resources/shaders/cubemap.vs index 6e0bf4e1..5721eaa2 100644 --- a/examples/models/resources/shaders/cubemap.vs +++ b/examples/models/resources/shaders/cubemap.vs @@ -16,12 +16,12 @@ uniform mat4 projection; uniform mat4 view; // Output vertex attributes (to fragment shader) -out vec3 fragPos; +out vec3 fragPosition; void main() { // Calculate fragment position based on model transformations - fragPos = vertexPosition; + fragPosition = vertexPosition; // Calculate final vertex position gl_Position = projection*view*vec4(vertexPosition, 1.0); diff --git a/examples/models/resources/shaders/skybox.fs b/examples/models/resources/shaders/skybox.fs index 0bd2f320..053a2517 100644 --- a/examples/models/resources/shaders/skybox.fs +++ b/examples/models/resources/shaders/skybox.fs @@ -9,7 +9,7 @@ #version 330 // Input vertex attributes (from vertex shader) -in vec3 fragPos; +in vec3 fragPosition; // Input uniform values uniform samplerCube environmentMap; @@ -20,7 +20,7 @@ out vec4 finalColor; void main() { // Fetch color from texture map - vec3 color = texture(environmentMap, fragPos).rgb; + vec3 color = texture(environmentMap, fragPosition).rgb; // Apply gamma correction color = color/(color + vec3(1.0)); diff --git a/examples/models/resources/shaders/skybox.vs b/examples/models/resources/shaders/skybox.vs index f40d615c..dcbe6c3d 100644 --- a/examples/models/resources/shaders/skybox.vs +++ b/examples/models/resources/shaders/skybox.vs @@ -16,12 +16,12 @@ uniform mat4 projection; uniform mat4 view; // Output vertex attributes (to fragment shader) -out vec3 fragPos; +out vec3 fragPosition; void main() { // Calculate fragment position based on model transformations - fragPos = vertexPosition; + fragPosition = vertexPosition; // Remove translation from the view matrix mat4 rotView = mat4(mat3(view)); -- cgit v1.2.3 From 5c614f69755623e346105d17c71697005bd2900c Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 5 Jan 2019 19:24:42 +0100 Subject: Some code tweaks --- examples/models/models_material_pbr.c | 2 +- src/raylib.h | 2 +- src/rlgl.h | 33 +++++++++++++++++++++++++-------- 3 files changed, 27 insertions(+), 10 deletions(-) (limited to 'examples/models') diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index a4a10d60..6885f753 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -156,7 +156,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); - mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE); + mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); UnloadTexture(cubemap); UnloadTexture(texHDR); diff --git a/src/raylib.h b/src/raylib.h index e422e6bc..6d4b08d0 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1241,7 +1241,7 @@ RLAPI Matrix GetMatrixModelview(); // Get RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data -RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data +RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data // Shading begin/end functions RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing diff --git a/src/rlgl.h b/src/rlgl.h index 7776879a..2b575614 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -480,7 +480,7 @@ Matrix GetMatrixModelview(); // Get inter Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data -Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data +Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data // Shading begin/end functions void BeginShaderMode(Shader shader); // Begin custom shader drawing @@ -849,7 +849,7 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; #if defined(SUPPORT_VR_SIMULATOR) // VR global variables -static VrStereoConfig vrConfig; // VR stereo configuration for simulator +static VrStereoConfig vrConfig = { 0 }; // VR stereo configuration for simulator static bool vrSimulatorReady = false; // VR simulator ready flag static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag // NOTE: This flag is useful to render data over stereo image (i.e. FPS) @@ -2993,7 +2993,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); // Set up cubemap to render and attach to framebuffer - // NOTE: faces are stored with 16 bit floating point values + // NOTE: Faces are stored as 32 bit floating point values glGenTextures(1, &cubemap.id); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); for (unsigned int i = 0; i < 6; i++) @@ -3012,7 +3012,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - // Create projection (transposed) and different views for each face + // Create projection and different views for each face Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), @@ -3050,6 +3050,10 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) cubemap.width = size; cubemap.height = size; + cubemap.mipmaps = 1; + cubemap.format = UNCOMPRESSED_R32G32B32; + + // TODO: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! Only cubemap.id makes some sense... #endif return cubemap; } @@ -3216,15 +3220,20 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) } // Generate BRDF texture using cubemap data -// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size) +// NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 +Texture2D GenTextureBRDF(Shader shader, int size) { Texture2D brdf = { 0 }; -#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Generate BRDF convolution texture glGenTextures(1, &brdf.id); glBindTexture(GL_TEXTURE_2D, brdf.id); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0); +#if defined(GRAPHICS_API_OPENGL_33) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RG, GL_FLOAT, NULL); +#elif defined(GRAPHICS_API_OPENGL_ES2) + if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, size, size, 0, GL_RG, GL_FLOAT, NULL); +#endif + 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_MIN_FILTER, GL_LINEAR); @@ -3236,7 +3245,11 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size) glGenRenderbuffers(1, &rbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindRenderbuffer(GL_RENDERBUFFER, rbo); +#if defined(GRAPHICS_API_OPENGL_33) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); +#elif defined(GRAPHICS_API_OPENGL_ES2) + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); +#endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0); glViewport(0, 0, size, size); @@ -3246,6 +3259,10 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size) // Unbind framebuffer and textures glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Unload framebuffer but keep color texture + glDeleteRenderbuffers(1, &rbo); + glDeleteFramebuffers(1, &fbo); // Reset viewport dimensions to default glViewport(0, 0, screenWidth, screenHeight); -- cgit v1.2.3 From f4fe7f4d4c6d25e4bcc1ea4b48af07ef49b82720 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 6 Jan 2019 15:49:29 +0100 Subject: Review BRDF texture generation Actually, that function should be redesigned... --- examples/models/resources/shaders/brdf.fs | 73 ++++++++++++++----------------- src/rlgl.h | 7 ++- 2 files changed, 38 insertions(+), 42 deletions(-) (limited to 'examples/models') diff --git a/examples/models/resources/shaders/brdf.fs b/examples/models/resources/shaders/brdf.fs index 59ae384a..3e8777d2 100644 --- a/examples/models/resources/shaders/brdf.fs +++ b/examples/models/resources/shaders/brdf.fs @@ -1,12 +1,15 @@ /******************************************************************************************* * -* rPBR [shader] - Bidirectional reflectance distribution function fragment shader +* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader +* +* REF: https://github.com/HectorMF/BRDFGenerator * * Copyright (c) 2017 Victor Fisac * **********************************************************************************************/ #version 330 + #define MAX_SAMPLES 1024u // Input vertex attributes (from vertex shader) @@ -18,43 +21,30 @@ const float PI = 3.14159265359; // Output fragment color out vec4 finalColor; -float DistributionGGX(vec3 N, vec3 H, float roughness); -float RadicalInverse_VdC(uint bits); vec2 Hammersley(uint i, uint N); -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness); +float RadicalInverseVdC(uint bits); float GeometrySchlickGGX(float NdotV, float roughness); float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness); +vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness); vec2 IntegrateBRDF(float NdotV, float roughness); -float DistributionGGX(vec3 N, vec3 H, float roughness) -{ - float a = roughness*roughness; - float a2 = a*a; - float NdotH = max(dot(N, H), 0.0); - float NdotH2 = NdotH*NdotH; - - float nom = a2; - float denom = (NdotH2*(a2 - 1.0) + 1.0); - denom = PI*denom*denom; - - return nom/denom; -} - -float RadicalInverse_VdC(uint bits) +float RadicalInverseVdC(uint bits) { - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; // / 0x100000000 + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 } +// Compute Hammersley coordinates vec2 Hammersley(uint i, uint N) { - return vec2(float(i)/float(N), RadicalInverse_VdC(i)); + return vec2(float(i)/float(N), RadicalInverseVdC(i)); } +// Integrate number of importance samples for (roughness and NoV) vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness) { float a = roughness*roughness; @@ -85,6 +75,7 @@ float GeometrySchlickGGX(float NdotV, float roughness) return nom/denom; } +// Compute the geometry term for the BRDF given roughness squared, NoV, NoL float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); @@ -97,29 +88,31 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) vec2 IntegrateBRDF(float NdotV, float roughness) { - vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV); float A = 0.0; - float B = 0.0; + float B = 0.0; + vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV); vec3 N = vec3(0.0, 0.0, 1.0); - for(uint i = 0u; i < MAX_SAMPLES; i++) + for (int i = 0; i < MAX_SAMPLES; i++) { // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling) - vec2 Xi = Hammersley(i, MAX_SAMPLES); - vec3 H = ImportanceSampleGGX(Xi, N, roughness); - vec3 L = normalize(2.0*dot(V, H)*H - V); - float NdotL = max(L.z, 0.0); - float NdotH = max(H.z, 0.0); - float VdotH = max(dot(V, H), 0.0); + + vec2 Xi = Hammersley(i, MAX_SAMPLES); // Compute a Hammersely coordinate + vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV) + vec3 L = normalize(2.0*dot(V, H)*H - V); // Compute reflection vector L + + float NdotL = max(L.z, 0.0); // Compute normal dot light + float NdotH = max(H.z, 0.0); // Compute normal dot half + float VdotH = max(dot(V, H), 0.0); // Compute view dot half if (NdotL > 0.0) { - float G = GeometrySmith(N, V, L, roughness); - float G_Vis = (G*VdotH)/(NdotH*NdotV); - float Fc = pow(1.0 - VdotH, 5.0); + float G = GeometrySmith(N, V, L, roughness); // Compute the geometry term for the BRDF given roughness squared, NoV, NoL + float GVis = (G*VdotH)/(NdotH*NdotV); // Compute the visibility term given G, VoH, NoH, NoV, NoL + float Fc = pow(1.0 - VdotH, 5.0); // Compute the fresnel term given VoH - A += (1.0 - Fc)*G_Vis; - B += Fc*G_Vis; + A += (1.0 - Fc)*GVis; // Sum the result given fresnel, geometry, visibility + B += Fc*GVis; } } diff --git a/src/rlgl.h b/src/rlgl.h index 2b575614..8c7526fb 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -3221,6 +3221,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) // Generate BRDF texture using cubemap data // NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 +// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator Texture2D GenTextureBRDF(Shader shader, int size) { Texture2D brdf = { 0 }; @@ -3229,9 +3230,9 @@ Texture2D GenTextureBRDF(Shader shader, int size) glGenTextures(1, &brdf.id); glBindTexture(GL_TEXTURE_2D, brdf.id); #if defined(GRAPHICS_API_OPENGL_33) - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RG, GL_FLOAT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL); #elif defined(GRAPHICS_API_OPENGL_ES2) - if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, size, size, 0, GL_RG, GL_FLOAT, NULL); + if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); #endif glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -3269,6 +3270,8 @@ Texture2D GenTextureBRDF(Shader shader, int size) brdf.width = size; brdf.height = size; + brdf.mipmaps = 1; + brdf.format = UNCOMPRESSED_R32G32B32; #endif return brdf; } -- cgit v1.2.3 From 55f8dbc755c2e31d2112e71439fef0d31e8090a6 Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 10 Jan 2019 11:25:26 +0100 Subject: WARNING: Redesigned SetShaderValue() --- examples/models/models_material_pbr.c | 20 ++--- examples/models/models_skybox.c | 4 +- examples/models/rlights.h | 10 +-- examples/others/standard_lighting.c | 25 +++--- .../resources/shaders/glsl330/palette-switch.fs | 2 +- examples/shaders/shaders_custom_uniform.c | 2 +- examples/shaders/shaders_palette_switch.c | 24 +++--- examples/shaders/shaders_raymarching.c | 12 +-- src/raylib.h | 23 +++++- src/rlgl.h | 96 ++++++++++++---------- 10 files changed, 120 insertions(+), 98 deletions(-) (limited to 'examples/models') diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 6885f753..f93c7a68 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -64,7 +64,7 @@ int main() // Send to material PBR shader camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3); + SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw @@ -148,9 +148,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS); // Setup required shader locations - SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); - SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1); - SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1); + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); + SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); + SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); @@ -174,14 +174,14 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); // Enable sample usage in shader for assigned textures - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); - SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1); + SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); // Set up material properties color mat.maps[MAP_ALBEDO].color = albedo; diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index a6b233e3..c7f76ecf 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -30,11 +30,11 @@ int main() // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs"); - SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1); + SetShaderValue(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT); // Load cubemap shader and setup required shader locations Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs"); - SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); // Load HDR panorama (sphere) texture Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); diff --git a/examples/models/rlights.h b/examples/models/rlights.h index 0da3e2cb..19504473 100644 --- a/examples/models/rlights.h +++ b/examples/models/rlights.h @@ -158,20 +158,20 @@ Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shade void UpdateLightValues(Shader shader, Light light) { // Send to shader light enabled state and type - SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1); - SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1); + SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT); + SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT); // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; - SetShaderValue(shader, light.posLoc, position, 3); + SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3); // Send to shader light target position values float target[3] = { light.target.x, light.target.y, light.target.z }; - SetShaderValue(shader, light.targetLoc, target, 3); + SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3); // Send to shader light color values float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 }; - SetShaderValue(shader, light.colorLoc, diff, 4); + SetShaderValue(shader, light.colorLoc, diff, UNIFORM_VEC4); } #endif // RLIGHTS_IMPLEMENTATION \ No newline at end of file diff --git a/examples/others/standard_lighting.c b/examples/others/standard_lighting.c index 72890436..7034aa35 100644 --- a/examples/others/standard_lighting.c +++ b/examples/others/standard_lighting.c @@ -350,9 +350,6 @@ static void GetShaderLightsLocations(Shader shader) // Set shader uniform values for lights // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0 -// TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f(): -//SetShaderValue(Shader shader, int uniformLoc, float *value, int size) -//SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) static void SetShaderLightsValues(Shader shader) { int tempInt[8] = { 0 }; @@ -363,20 +360,20 @@ static void SetShaderLightsValues(Shader shader) if (i < lightsCount) { tempInt[0] = lights[i]->enabled; - SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled); + SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], lights[i]->enabled); tempInt[0] = lights[i]->type; - SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //glUniform1i(lightsLocs[i][1], lights[i]->type); + SetShaderValue(shader, lightsLocs[i][1], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][1], lights[i]->type); tempFloat[0] = (float)lights[i]->diffuse.r/255.0f; tempFloat[1] = (float)lights[i]->diffuse.g/255.0f; tempFloat[2] = (float)lights[i]->diffuse.b/255.0f; tempFloat[3] = (float)lights[i]->diffuse.a/255.0f; - SetShaderValue(shader, lightsLocs[i][5], tempFloat, 4); + SetShaderValue(shader, lightsLocs[i][5], tempFloat, UNIFORM_VEC4); //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); tempFloat[0] = lights[i]->intensity; - SetShaderValue(shader, lightsLocs[i][6], tempFloat, 1); + SetShaderValue(shader, lightsLocs[i][6], tempFloat, UNIFORM_FLOAT); switch (lights[i]->type) { @@ -385,10 +382,10 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = lights[i]->position.x; tempFloat[1] = lights[i]->position.y; tempFloat[2] = lights[i]->position.z; - SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3); tempFloat[0] = lights[i]->radius; - SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1); + SetShaderValue(shader, lightsLocs[i][4], tempFloat, UNIFORM_FLOAT); //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); //glUniform1f(lightsLocs[i][4], lights[i]->radius); @@ -401,7 +398,7 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = direction.x; tempFloat[1] = direction.y; tempFloat[2] = direction.z; - SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3); //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); } break; @@ -410,7 +407,7 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = lights[i]->position.x; tempFloat[1] = lights[i]->position.y; tempFloat[2] = lights[i]->position.z; - SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3); //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); @@ -420,11 +417,11 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = direction.x; tempFloat[1] = direction.y; tempFloat[2] = direction.z; - SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3); //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); tempFloat[0] = lights[i]->coneAngle; - SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1); + SetShaderValue(shader, lightsLocs[i][7], tempFloat, UNIFORM_FLOAT); //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle); } break; default: break; @@ -433,7 +430,7 @@ static void SetShaderLightsValues(Shader shader) else { tempInt[0] = 0; - SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0); // Light disabled + SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], 0); // Light disabled } } } diff --git a/examples/shaders/resources/shaders/glsl330/palette-switch.fs b/examples/shaders/resources/shaders/glsl330/palette-switch.fs index 178c42c5..61b532ed 100644 --- a/examples/shaders/resources/shaders/glsl330/palette-switch.fs +++ b/examples/shaders/resources/shaders/glsl330/palette-switch.fs @@ -16,7 +16,7 @@ out vec4 finalColor; void main() { // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord) * fragColor; + vec4 texelColor = texture(texture0, fragTexCoord)*fragColor; // Convert the (normalized) texel color RED component (GB would work, too) // to the palette index by scaling up from [0, 1] to [0, 255]. diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index de76a376..fbfd82d0 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -79,7 +79,7 @@ int main() swirlCenter[1] = screenHeight - mousePosition.y; // Send new value to the shader to be used on drawing - SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2); + SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2); UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c index ad09ca73..d0b56190 100644 --- a/examples/shaders/shaders_palette_switch.c +++ b/examples/shaders/shaders_palette_switch.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - Apply a postprocessing shader to a scene +* raylib [shaders] example - Color palette switch * * 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. @@ -9,10 +9,10 @@ * 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 2.x (www.raylib.com) +* This example has been created using raylib 2.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* Copyright (c) 2019 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -28,7 +28,7 @@ #define COLORS_PER_PALETTE 8 #define VALUES_PER_COLOR 3 -static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = { +static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = { { 0, 0, 0, 255, 0, 0, @@ -74,7 +74,7 @@ int main() int screenWidth = 800; int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch"); // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version @@ -106,9 +106,10 @@ int main() // Send new value to the shader to be used on drawing. // Note that we are sending RGB triplets w/o the alpha channel *only* if the current // palette index has changed (in order to save performances). - if (currentPalette != paletteIndex) { + if (currentPalette != paletteIndex) + { currentPalette = paletteIndex; - SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE); + SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE); } //---------------------------------------------------------------------------------- @@ -126,14 +127,17 @@ int main() int leftover = screenHeight % COLORS_PER_PALETTE; int y = 0; - for (int i = 0; i < COLORS_PER_PALETTE; ++i) { + for (int i = 0; i < COLORS_PER_PALETTE; ++i) + { int height = linesPerRectangle; - if (leftover > 0) { + + if (leftover > 0) + { height += 1; leftover -= 1; } - DrawRectangle(0, y, screenWidth, height, CLITERAL{ i, i, i, 255 }); + DrawRectangle(0, y, screenWidth, height, (Color){ i, i, i, 255 }); y += height; } diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index d1f9d5f8..79868a2a 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -48,7 +48,7 @@ int main() int resolutionLoc = GetShaderLocation(shader, "resolution"); float resolution[2] = { screenWidth, screenHeight }; - SetShaderValue(shader, resolutionLoc, resolution, 2); + SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); float runTime = 0.0f; @@ -70,11 +70,11 @@ int main() runTime += deltaTime; // Set shader required uniform values - SetShaderValue(shader, viewEyeLoc, cameraPos, 3); - SetShaderValue(shader, viewCenterLoc, cameraTarget, 3); - SetShaderValue(shader, viewUpLoc, cameraUp, 3); - SetShaderValue(shader, deltaTimeLoc, &deltaTime, 1); - SetShaderValue(shader, runTimeLoc, &runTime, 1); + SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3); + SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3); + SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3); + SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT); + SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw diff --git a/src/raylib.h b/src/raylib.h index 275a3b63..5e18ae00 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -676,6 +676,23 @@ typedef enum { #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO #define LOC_MAP_SPECULAR LOC_MAP_METALNESS +// Shader uniform data types +typedef enum { + UNIFORM_BOOL = 0, + UNIFORM_INT, + UNIFORM_UNIT, + UNIFORM_FLOAT, + UNIFORM_IVEC2, + UNIFORM_IVEC3, + UNIFORM_IVEC4, + UNIFORM_UVEC2, + UNIFORM_UVEC3, + UNIFORM_UVEC4, + UNIFORM_VEC2, + UNIFORM_VEC3, + UNIFORM_VEC4, +} ShaderUniformDataType; + // Material map type typedef enum { MAP_ALBEDO = 0, // MAP_DIFFUSE @@ -1229,10 +1246,8 @@ RLAPI Texture2D GetTextureDefault(void); // Get // Shader configuration functions RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float) -RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int) -RLAPI void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4) -RLAPI void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4) +RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) diff --git a/src/rlgl.h b/src/rlgl.h index 07f18f0f..e40553bc 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -332,6 +332,23 @@ typedef unsigned char byte; LOC_MAP_PREFILTER, LOC_MAP_BRDF } ShaderLocationIndex; + + // Shader uniform data types + typedef enum { + UNIFORM_BOOL = 0, + UNIFORM_INT, + UNIFORM_UNIT, + UNIFORM_FLOAT, + UNIFORM_IVEC2, + UNIFORM_IVEC3, + UNIFORM_IVEC4, + UNIFORM_UVEC2, + UNIFORM_UVEC3, + UNIFORM_UVEC4, + UNIFORM_VEC2, + UNIFORM_VEC3, + UNIFORM_VEC4, + } ShaderUniformDataType; #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO #define LOC_MAP_SPECULAR LOC_MAP_METALNESS @@ -468,10 +485,8 @@ Texture2D GetTextureDefault(void); // Get defau // Shader configuration functions int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float) -void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int) -void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4) -void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4) +void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value +void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) @@ -2893,49 +2908,40 @@ int GetShaderLocation(Shader shader, const char *uniformName) return location; } -// Set shader uniform value (float/vec2/vec3/vec4) -void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size) -{ - SetShaderValueArray(shader, uniformLoc, value, size, 1); -} - -// Set shader uniform value (int/ivec2/ivec3/ivec4) -void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size) +// Set shader uniform value +void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType) { - SetShaderValueArrayi(shader, uniformLoc, value, size, 1); + SetShaderValueV(shader, uniformLoc, value, uniformType, 1); } -// Set shader uniform value (array of float/vec2/vec3/vec4) -void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count) +// Set shader uniform value vector +void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glUseProgram(shader.id); - if (size == 1) glUniform1fv(uniformLoc, count, value); // Shader uniform type: float[] - else if (size == 2) glUniform2fv(uniformLoc, count, value); // Shader uniform type: vec2[] - else if (size == 3) glUniform3fv(uniformLoc, count, value); // Shader uniform type: vec3[] - else if (size == 4) glUniform4fv(uniformLoc, count, value); // Shader uniform type: vec4[] - else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)"); - + switch (uniformType) + { + case UNIFORM_BOOL: glUniform1iv(uniformLoc, count, (int *)value); break; + case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; + case UNIFORM_UNIT: glUniform1uiv(uniformLoc, count, (unsigned int *)value); break; + case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break; + case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; + case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; + case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; + case UNIFORM_UVEC2: glUniform2uiv(uniformLoc, count, (unsigned int *)value); break; + case UNIFORM_UVEC3: glUniform3uiv(uniformLoc, count, (unsigned int *)value); break; + case UNIFORM_UVEC4: glUniform4uiv(uniformLoc, count, (unsigned int *)value); break; + case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break; + case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break; + case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break; + default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized"); + } + //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set #endif } -// Set shader uniform value (array of int/ivec2/ivec3/ivec4) -void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.id); - - if (size == 1) glUniform1iv(uniformLoc, count, value); // Shader uniform type: int[] - else if (size == 2) glUniform2iv(uniformLoc, count, value); // Shader uniform type: ivec2[] - else if (size == 3) glUniform3iv(uniformLoc, count, value); // Shader uniform type: ivec3[] - else if (size == 4) glUniform4iv(uniformLoc, count, value); // Shader uniform type: ivec4[] - else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)"); - - //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set -#endif -} // Set shader uniform value (matrix 4x4) void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) @@ -4286,15 +4292,15 @@ static void SetStereoConfig(VrDeviceInfo hmd) #if defined(SUPPORT_DISTORTION_SHADER) // Update distortion shader with lens and distortion-scale parameters - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2); - - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, 4); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2); + + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4); #endif // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance) -- cgit v1.2.3