Merge pull request #718 from MarcoLizza/shaders-uniforms-array

Shaders uniforms array
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Ray 2019-01-09 17:01:59 +01:00 committed by GitHub
commit 35bcbd1b60
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9 changed files with 282 additions and 15 deletions

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@ -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")

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@ -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 \
@ -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 \

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@ -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);
}

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@ -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);
}

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@ -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);
}

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@ -0,0 +1,161 @@
/*******************************************************************************************
*
* 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;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
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;
}

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@ -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)

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@ -1231,6 +1231,8 @@ 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)

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@ -470,6 +470,8 @@ 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)
@ -2891,35 +2893,47 @@ 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
}