From adf0c6486480d601f7e20272ac43abe19233997d Mon Sep 17 00:00:00 2001 From: Marco Lizza Date: Wed, 9 Jan 2019 16:08:10 +0100 Subject: [PATCH 1/4] Fixing typo in examples makefile, preventing build. --- examples/Makefile | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/examples/Makefile b/examples/Makefile index 53e8555d..deeadb75 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -407,7 +407,7 @@ EXAMPLES = \ models/models_box_collisions \ models/models_billboard \ models/models_obj_loading \ - models/models_obj_viewing \ + models/models_obj_viewer \ models/models_heightmap \ models/models_cubicmap \ models/models_mesh_picking \ From 73597332b6fb1fb934c703c32f287bde1f5b3292 Mon Sep 17 00:00:00 2001 From: Marco Lizza Date: Wed, 9 Jan 2019 16:18:00 +0100 Subject: [PATCH 2/4] Adding uniform array support for shaders. --- .../raylib_npp_parser/raylib_to_parse.h | 2 + src/raylib.h | 2 + src/rlgl.h | 42 ++++++++++++------- 3 files changed, 32 insertions(+), 14 deletions(-) diff --git a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h index 5dfb5dfe..04a6d0d3 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h +++ b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h @@ -376,6 +376,8 @@ RLAPI Texture2D GetTextureDefault(void); // Get 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 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/raylib.h b/src/raylib.h index 430e66db..6c47ae37 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1213,6 +1213,8 @@ RLAPI Texture2D GetTextureDefault(void); // Get 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 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 e1b9a98b..1eac7438 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -478,6 +478,8 @@ Texture2D GetTextureDefault(void); // Get defau 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 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) @@ -2897,35 +2899,47 @@ int GetShaderLocation(Shader shader, const char *uniformName) return location; } -// Set shader uniform value (float) +// 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) +{ + SetShaderValueArrayi(shader, uniformLoc, value, size, 1); +} + +// Set shader uniform value (array of float/vec2/vec3/vec4) +void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glUseProgram(shader.id); - if (size == 1) glUniform1fv(uniformLoc, 1, value); // Shader uniform type: float - else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2 - else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3 - else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4 - else TraceLog(LOG_WARNING, "Shader value float array size not supported"); + 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)"); //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set #endif } -// Set shader uniform value (int) -void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size) +// 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, 1, value); // Shader uniform type: int - else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2 - else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3 - else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4 - else TraceLog(LOG_WARNING, "Shader value int array size not supported"); + 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); + //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set #endif } From 0fe56b1674c99aa75c0dd6f45d77cbff80cf218c Mon Sep 17 00:00:00 2001 From: Marco Lizza Date: Wed, 9 Jan 2019 16:20:56 +0100 Subject: [PATCH 3/4] Adding basic palette-switching example using uniform arrays. --- examples/CMakeLists.txt | 1 + examples/Makefile | 1 + .../shaders/glsl100/palette-switch.fs | 29 ++++ .../shaders/glsl120/palette-switch.fs | 27 +++ .../shaders/glsl330/palette-switch.fs | 30 ++++ examples/shaders/shaders_palette_switch.c | 160 ++++++++++++++++++ 6 files changed, 248 insertions(+) create mode 100644 examples/shaders/resources/shaders/glsl100/palette-switch.fs create mode 100644 examples/shaders/resources/shaders/glsl120/palette-switch.fs create mode 100644 examples/shaders/resources/shaders/glsl330/palette-switch.fs create mode 100644 examples/shaders/shaders_palette_switch.c diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt index 1c0c935c..1d4fdd79 100644 --- a/examples/CMakeLists.txt +++ b/examples/CMakeLists.txt @@ -52,6 +52,7 @@ if(${PLATFORM} MATCHES "Android") list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c) elseif(${PLATFORM} MATCHES "Web") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1") diff --git a/examples/Makefile b/examples/Makefile index deeadb75..b652482f 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -420,6 +420,7 @@ EXAMPLES = \ shaders/shaders_custom_uniform \ shaders/shaders_postprocessing \ shaders/shaders_raymarching \ + shaders/shaders_palette_switch \ audio/audio_sound_loading \ audio/audio_music_stream \ audio/audio_module_playing \ diff --git a/examples/shaders/resources/shaders/glsl100/palette-switch.fs b/examples/shaders/resources/shaders/glsl100/palette-switch.fs new file mode 100644 index 00000000..65a7bd29 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/palette-switch.fs @@ -0,0 +1,29 @@ +#version 100 + +precision mediump float; + +const int colors = 8; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform ivec3 palette[colors]; + +void main() +{ + // Texel color fetching from texture sampler + 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]. + int index = int(texelColor.r * 255.0); + ivec3 color = palette[index]; + + // Calculate final fragment color. Note that the palette color components + // are defined in the range [0, 255] and need to be normalized to [0, 1] + // for OpenGL to work. + gl_FragColor = vec4(color / 255.0, texelColor.a); +} diff --git a/examples/shaders/resources/shaders/glsl120/palette-switch.fs b/examples/shaders/resources/shaders/glsl120/palette-switch.fs new file mode 100644 index 00000000..b4384502 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/palette-switch.fs @@ -0,0 +1,27 @@ +#version 120 + +const int colors = 8; + +// Input fragment attributes (from fragment shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform ivec3 palette[colors]; + +void main() +{ + // Texel color fetching from texture sampler + 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]. + int index = int(texelColor.r * 255.0); + ivec3 color = palette[index]; + + // Calculate final fragment color. Note that the palette color components + // are defined in the range [0, 255] and need to be normalized to [0, 1] + // for OpenGL to work. + gl_FragColor = vec4(color / 255.0, texelColor.a); +} diff --git a/examples/shaders/resources/shaders/glsl330/palette-switch.fs b/examples/shaders/resources/shaders/glsl330/palette-switch.fs new file mode 100644 index 00000000..178c42c5 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/palette-switch.fs @@ -0,0 +1,30 @@ +#version 330 + +const int colors = 8; + +// Input fragment attributes (from fragment shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform ivec3 palette[colors]; + +// Output fragment color +out vec4 finalColor; + +void main() +{ + // Texel color fetching from texture sampler + 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]. + int index = int(texelColor.r * 255.0); + ivec3 color = palette[index]; + + // Calculate final fragment color. Note that the palette color components + // are defined in the range [0, 255] and need to be normalized to [0, 1] + // for OpenGL to work. + finalColor = vec4(color / 255.0, texelColor.a); +} diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c new file mode 100644 index 00000000..03151b66 --- /dev/null +++ b/examples/shaders/shaders_palette_switch.c @@ -0,0 +1,160 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Apply a postprocessing shader to a scene +* +* 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 2.x (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 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 + +#define MAX_PALETTES 3 +#define COLORS_PER_PALETTE 8 +#define VALUES_PER_COLOR 3 + +static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = { + { + 0, 0, 0, + 255, 0, 0, + 0, 255, 0, + 0, 0, 255, + 0, 255, 255, + 255, 0, 255, + 255, 255, 0, + 255, 255, 255, + }, + { + 4, 12, 6, + 17, 35, 24, + 30, 58, 41, + 48, 93, 66, + 77, 128, 97, + 137, 162, 87, + 190, 220, 127, + 238, 255, 204, + }, + { + 21, 25, 26, + 138, 76, 88, + 217, 98, 117, + 230, 184, 193, + 69, 107, 115, + 75, 151, 166, + 165, 189, 194, + 255, 245, 247, + } +}; + +static const char *paletteText[] = { + "3-BIT RGB", + "AMMO-8 (GameBoy-like)", + "RKBV (2-strip film)" +}; + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader"); + + // 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 + // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader + Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette-switch.fs", GLSL_VERSION)); + + // Get variable (uniform) location on the shader to connect with the program + // NOTE: If uniform variable could not be found in the shader, function returns -1 + int paletteLoc = GetShaderLocation(shader, "palette"); + + // Initial index not set, will be automatically bounded below. + int currentPalette = -1; + + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + int paletteIndex = currentPalette; + if (IsKeyPressed(KEY_RIGHT)) paletteIndex++; + else if (IsKeyPressed(KEY_LEFT)) paletteIndex--; + + if (paletteIndex >= MAX_PALETTES) paletteIndex = 0; + else if (paletteIndex < 0) paletteIndex = MAX_PALETTES - 1; + + // 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) { + currentPalette = paletteIndex; + SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE); + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(shader); + + // Draw horizontal screen-wide rectangles with increasing "palette index". + // The used palette index is encoded in the RGB components of the pixel. + int linesPerRectangle = screenHeight / COLORS_PER_PALETTE; + int leftover = screenHeight % COLORS_PER_PALETTE; + int y = 0; + + for (int i = 0; i < COLORS_PER_PALETTE; ++i) { + int height = linesPerRectangle; + if (leftover > 0) { + height += 1; + leftover -= 1; + } + + DrawRectangle(0, y, screenWidth, height, CLITERAL{ i, i, i, 255 }); + + y += height; + } + + EndShaderMode(); + + DrawText("CURRENT PALETTE:", 10, 15, 20, RAYWHITE); + DrawText(paletteText[currentPalette], 240, 15, 20, RED); + DrawText("< >", 540, 10, 30, DARKBLUE); + + DrawFPS(700, 15); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} From 0c5bee4c9addc20b8b3c443820764854c63f76d7 Mon Sep 17 00:00:00 2001 From: Marco Lizza Date: Wed, 9 Jan 2019 16:33:09 +0100 Subject: [PATCH 4/4] Limiting FPS to 60 for uniformity with other examples. --- examples/shaders/shaders_palette_switch.c | 1 + 1 file changed, 1 insertion(+) diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c index 03151b66..ad09ca73 100644 --- a/examples/shaders/shaders_palette_switch.c +++ b/examples/shaders/shaders_palette_switch.c @@ -88,6 +88,7 @@ int main() // Initial index not set, will be automatically bounded below. int currentPalette = -1; + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop