From d53b6f4381485785f7ece3c8004449c20b60ae03 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 25 May 2016 16:19:57 +0200 Subject: Renamed shader variables (more generic names) Now shader maps use a generic naming convention for any kind of texture maps (not only diffuse, normal or specular). Useful for custom shaders. --- src/rlgl.c | 24 +++++++++++++----------- 1 file changed, 13 insertions(+), 11 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index 85c0cae2..d319119f 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1792,23 +1792,23 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Set shader textures (diffuse, normal, specular) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); - glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 + glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0 - if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1)) + if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1)) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, material.texNormal.id); - glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 + glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1 // TODO: Upload to shader normalDepth //glUniform1f(???, material.normalDepth); } - if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) + if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1)) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); - glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 + glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2 } if (vaoSupported) @@ -2569,19 +2569,19 @@ static void LoadDefaultShaderLocations(Shader *shader) // Get handles to GLSL input attibute locations shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); + shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); - shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); - shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); + shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); // Get handles to GLSL uniform locations (vertex shader) shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); // Get handles to GLSL uniform locations (fragment shader) shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse"); - shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0"); - shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); - shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); + shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0"); + shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1"); + shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2"); } // Unload default shader @@ -2864,8 +2864,10 @@ static void DrawDefaultBuffers(void) Matrix matMVP = MatrixMultiply(modelview, projection); glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - glUniform1i(currentShader.mapDiffuseLoc, 0); glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(currentShader.mapTexture0Loc, 0); + + // NOTE: Additional map textures not considered for default buffers drawing } // Draw lines buffers -- cgit v1.2.3 From ea5b00528b0cb1e5cc1e7169a195b75915c8607a Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 29 May 2016 11:49:13 +0200 Subject: Improved render to texture Support render texture size different than screen size --- examples/shaders_custom_uniform.c | 2 ++ src/core.c | 36 +++++++++++++++++++++++++++++++----- src/rlgl.c | 14 ++++++++++++++ src/rlgl.h | 1 + src/textures.c | 7 +++---- 5 files changed, 51 insertions(+), 9 deletions(-) (limited to 'src/rlgl.c') diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c index 32dd7ff1..74077143 100644 --- a/examples/shaders_custom_uniform.c +++ b/examples/shaders_custom_uniform.c @@ -89,6 +89,8 @@ int main() DrawGrid(10, 1.0f); // Draw a grid End3dMode(); + + DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED); EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) diff --git a/src/core.c b/src/core.c index a94ad48d..08f9a7e2 100644 --- a/src/core.c +++ b/src/core.c @@ -562,9 +562,8 @@ void Begin2dMode(Camera2D camera) Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); - Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); - + Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); rlMultMatrixf(MatrixToFloat(matTransform)); @@ -627,11 +626,24 @@ void BeginTextureMode(RenderTexture2D target) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - rlEnableRenderTexture(target.id); - + rlEnableRenderTexture(target.id); // Enable render target + rlClearScreenBuffers(); // Clear render texture buffers + + // Set viewport to framebuffer size + rlViewport(0, 0, target.texture.width, target.texture.height); + + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + // Set orthographic projection to current framebuffer size + // NOTE: Configured top-left corner as (0, 0) + rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); + + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?) } // Ends drawing to render texture @@ -639,7 +651,21 @@ void EndTextureMode(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - rlDisableRenderTexture(); + rlDisableRenderTexture(); // Disable render target + + // Set viewport to default framebuffer size (screen size) + // TODO: consider possible viewport offsets + rlViewport(0, 0, GetScreenWidth(), GetScreenHeight()); + + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + + // Set orthographic projection to current framebuffer size + // NOTE: Configured top-left corner as (0, 0) + rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f); + + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) } // Set target FPS for the game diff --git a/src/rlgl.c b/src/rlgl.c index d319119f..cc4c4c2f 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -404,6 +404,12 @@ void rlOrtho(double left, double right, double bottom, double top, double near, #endif +// Set the viewport area (trasnformation from normalized device coordinates to window coordinates) +void rlViewport(int x, int y, int width, int height) +{ + glViewport(x, y, width, height); +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Vertex level operations //---------------------------------------------------------------------------------- @@ -725,17 +731,25 @@ void rlDisableTexture(void) #endif } +// Enable rendering to texture (fbo) void rlEnableRenderTexture(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindFramebuffer(GL_FRAMEBUFFER, id); + + //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping + //glCullFace(GL_FRONT); #endif } +// Disable rendering to texture void rlDisableRenderTexture(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindFramebuffer(GL_FRAMEBUFFER, 0); + + //glEnable(GL_CULL_FACE); + //glCullFace(GL_BACK); #endif } diff --git a/src/rlgl.h b/src/rlgl.h index fa35dbc6..a3ba6cd5 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -247,6 +247,7 @@ void rlScalef(float x, float y, float z); // Multiply the current matrix b void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix void rlFrustum(double left, double right, double bottom, double top, double near, double far); void rlOrtho(double left, double right, double bottom, double top, double near, double far); +void rlViewport(int x, int y, int width, int height); // Set the viewport area //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations diff --git a/src/textures.c b/src/textures.c index 79047ab7..439311f6 100644 --- a/src/textures.c +++ b/src/textures.c @@ -1385,10 +1385,6 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint) { Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) }; - - if (sourceRec.width < 0) sourceRec.x -= sourceRec.width; - if (sourceRec.height < 0) sourceRec.y -= sourceRec.height; - Vector2 origin = { 0, 0 }; DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint); @@ -1398,6 +1394,9 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Co // NOTE: origin is relative to destination rectangle size void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint) { + if (sourceRec.width < 0) sourceRec.x -= sourceRec.width; + if (sourceRec.height < 0) sourceRec.y -= sourceRec.height; + rlEnableTexture(texture.id); rlPushMatrix(); -- cgit v1.2.3