Redesigned lighting shader system
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9d66bc4a05
commit
36f20376e6
@ -427,7 +427,9 @@ typedef struct Shader {
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Diffuse color uniform location point (fragment shader)
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int colDiffuseLoc; // Diffuse color uniform location point (fragment shader)
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int colAmbientLoc; // Ambient color uniform location point (fragment shader)
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int colSpecularLoc; // Specular color uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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@ -464,7 +466,7 @@ typedef struct LightData {
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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Vector3 position; // Light position
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Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float radius; // Light attenuation radius light intensity reduced with distance (world distance)
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Color diffuse; // Light diffuse color
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209
src/rlgl.c
209
src/rlgl.c
@ -337,6 +337,8 @@ static int screenHeight; // Default framebuffer height
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// Lighting data
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static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount = 0; // Enabled lights counter
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static int lightsLocs[MAX_LIGHTS][8]; // 8 possible location points per light:
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// enabled, type, position, target, radius, diffuse, intensity, coneAngle
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -362,9 +364,10 @@ static void SetStereoConfig(VrDeviceInfo info);
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// Set internal projection and modelview matrix depending on eyes tracking data
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
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static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
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static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS)
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static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
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static char *ReadTextFile(const char *fileName); // Read chars array from text file
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static char *ReadTextFile(const char *fileName); // Read chars array from text file
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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@ -1939,9 +1942,14 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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glUseProgram(material.shader.id);
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// Upload to shader material.colDiffuse
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float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
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glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
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glUniform4f(material.shader.colDiffuseLoc, (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255);
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// Upload to shader material.colAmbient (if available)
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if (material.shader.colAmbientLoc != -1) glUniform4f(material.shader.colAmbientLoc, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
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// Upload to shader material.colSpecular (if available)
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if (material.shader.colSpecularLoc != -1) glUniform4f(material.shader.colSpecularLoc, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matView = modelview; // View matrix (camera)
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@ -1950,32 +1958,35 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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// Calculate model-view matrix combining matModel and matView
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Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
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// Check if using standard shader to get location points
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// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
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if (material.shader.id == standardShader.id)
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// If not using default shader, we check for some additional location points
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// NOTE: This method is quite inefficient... it's a temporal solution while looking for a better one
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if (material.shader.id != defaultShader.id)
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{
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// Transpose and inverse model transformations matrix for fragment normal calculations
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Matrix transInvTransform = transform;
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MatrixTranspose(&transInvTransform);
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MatrixInvert(&transInvTransform);
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// Send model transformations matrix to shader
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glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transInvTransform));
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// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
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glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
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// Setup shader uniforms for lights
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SetShaderLights(material.shader);
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// Upload to shader material.colAmbient
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glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
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// Upload to shader material.colSpecular
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glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
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// Upload to shader glossiness
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glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
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// Check if model matrix is located in shader and upload value
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int modelMatrixLoc = glGetUniformLocation(material.shader.id, "modelMatrix");
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if (modelMatrixLoc != -1)
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{
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// Transpose and inverse model transformations matrix for fragment normal calculations
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Matrix transInvTransform = transform;
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MatrixTranspose(&transInvTransform);
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MatrixInvert(&transInvTransform);
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// Send model transformations matrix to shader
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glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform));
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}
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// Check if view direction is located in shader and upload value
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// NOTE: View matrix values m8, m9 and m10 are view direction vector axis (target - position)
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int viewDirLoc = glGetUniformLocation(material.shader.id, "viewDir");
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if (viewDirLoc != -1) glUniform3f(viewDirLoc, matView.m8, matView.m9, matView.m10);
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// Check if glossiness is located in shader and upload value
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int glossinessLoc = glGetUniformLocation(material.shader.id, "glossiness");
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if (glossinessLoc != -1) glUniform1f(glossinessLoc, material.glossiness);
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// Set shader lights values for enabled lights
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// NOTE: Lights array location points are obtained on shader loading (if available)
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if (lightsCount > 0) SetShaderLightsValues(material.shader);
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}
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// Set shader textures (diffuse, normal, specular)
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@ -3100,7 +3111,7 @@ static Shader LoadStandardShader(void)
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shader = GetDefaultShader();
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}
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#else
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shader = defaultShader;
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shader = GetDefaultShader();
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TraceLog(WARNING, "[SHDR ID %i] Standard shader not available, using default shader", shader.id);
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#endif
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@ -3112,12 +3123,12 @@ static Shader LoadStandardShader(void)
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static void LoadDefaultShaderLocations(Shader *shader)
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{
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// NOTE: Default shader attrib locations have been fixed before linking:
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// vertex position location = 0
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// vertex texcoord location = 1
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// vertex normal location = 2
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// vertex color location = 3
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// vertex tangent location = 4
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// vertex texcoord2 location = 5
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// vertex position location = 0
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// vertex texcoord location = 1
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// vertex normal location = 2
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// vertex color location = 3
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// vertex tangent location = 4
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// vertex texcoord2 location = 5
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// Get handles to GLSL input attibute locations
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shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
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@ -3131,10 +3142,18 @@ static void LoadDefaultShaderLocations(Shader *shader)
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shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
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shader->colDiffuseLoc = glGetUniformLocation(shader->id, "colDiffuse");
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shader->colAmbientLoc = glGetUniformLocation(shader->id, "colAmbient");
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shader->colSpecularLoc = glGetUniformLocation(shader->id, "colSpecular");
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shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0");
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shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1");
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shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
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// TODO: Try to find all expected/recognized shader locations (predefined names, must be documented)
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// Try to get lights location points (if available)
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GetShaderLightsLocations(*shader);
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}
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// Unload default shader
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@ -3425,7 +3444,7 @@ static void DrawDefaultBuffers(int eyesCount)
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Matrix matMVP = MatrixMultiply(modelview, projection);
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glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform4f(currentShader.colDiffuseLoc, 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform1i(currentShader.mapTexture0Loc, 0);
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// NOTE: Additional map textures not considered for default buffers drawing
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@ -3620,82 +3639,100 @@ static void UnloadDefaultBuffers(void)
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free(quads.indices);
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}
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// Setup shader uniform values for lights array
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// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
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static void SetShaderLights(Shader shader)
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// Get shader locations for lights (up to MAX_LIGHTS)
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static void GetShaderLightsLocations(Shader shader)
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{
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int locPoint = -1;
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char locName[32] = "lights[x].position\0";
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char locName[32] = "lights[x].\0";
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char locNameUpdated[64];
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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locName[7] = '0' + i;
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "enabled\0");
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lightsLocs[i][0] = glGetUniformLocation(shader.id, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "type\0");
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lightsLocs[i][1] = glGetUniformLocation(shader.id, locNameUpdated);
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if (lights[i] != NULL) // Only upload registered lights data
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "position\0");
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lightsLocs[i][2] = glGetUniformLocation(shader.id, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "direction\0");
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lightsLocs[i][3] = glGetUniformLocation(shader.id, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "radius\0");
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lightsLocs[i][4] = glGetUniformLocation(shader.id, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "diffuse\0");
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lightsLocs[i][5] = glGetUniformLocation(shader.id, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "intensity\0");
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lightsLocs[i][6] = glGetUniformLocation(shader.id, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "coneAngle\0");
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lightsLocs[i][7] = glGetUniformLocation(shader.id, locNameUpdated);
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}
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}
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// Set shader uniform values for lights
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// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
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static void SetShaderLightsValues(Shader shader)
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{
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (i < lightsCount)
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{
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memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1i(locPoint, lights[i]->enabled);
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memcpy(&locName[10], "type\0", strlen("type\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1i(locPoint, lights[i]->type);
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memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
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locPoint = glGetUniformLocation(shader.id, locName);
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glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
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memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
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locPoint = glGetUniformLocation(shader.id, locName);
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glUniform1f(locPoint, lights[i]->intensity);
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glUniform1i(lightsLocs[i][0], lights[i]->enabled);
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glUniform1i(lightsLocs[i][1], lights[i]->type);
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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);
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glUniform1f(lightsLocs[i][6], lights[i]->intensity);
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switch (lights[i]->type)
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{
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case LIGHT_POINT:
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{
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memcpy(&locName[10], "position\0", strlen("position\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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memcpy(&locName[10], "radius\0", strlen("radius\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1f(locPoint, lights[i]->radius);
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glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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glUniform1f(lightsLocs[i][4], lights[i]->radius);
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} break;
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case LIGHT_DIRECTIONAL:
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{
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memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
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VectorNormalize(&direction);
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glUniform3f(locPoint, direction.x, direction.y, direction.z);
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glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
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} break;
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case LIGHT_SPOT:
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{
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memcpy(&locName[10], "position\0", strlen("position\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
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VectorNormalize(&direction);
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glUniform3f(locPoint, direction.x, direction.y, direction.z);
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glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
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memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
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locPoint = GetShaderLocation(shader, locName);
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glUniform1f(locPoint, lights[i]->coneAngle);
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glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
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} break;
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default: break;
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}
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// TODO: Pass to the shader any other required data from LightData struct
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}
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else // Not enabled lights
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else
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{
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memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1i(locPoint, 0);
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glUniform1i(lightsLocs[i][0], 0); // Light disabled
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}
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}
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}
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@ -168,7 +168,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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int colDiffuseLoc; // Color uniform location point (fragment shader)
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int colAmbientLoc; // Ambient color uniform location point (fragment shader)
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int colSpecularLoc; // Specular color uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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