Embed standard shader into raylib

This commit is contained in:
Ray 2016-06-07 00:32:45 +02:00
parent 1bcf500eca
commit 9281e477eb
2 changed files with 203 additions and 21 deletions

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@ -62,6 +62,10 @@
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
#endif
#if !defined(GRAPHICS_API_OPENGL_11)
#include "standard_shader.h" // Standard shader to embed
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@ -189,26 +193,27 @@ static bool useTempBuffer = false;
// Shader Programs
static Shader defaultShader;
static Shader standardShader;
static Shader currentShader; // By default, defaultShader
static Shader standardShader; // Lazy initialization when GetStandardShader()
static Shader currentShader; // By default, defaultShader
static bool standardShaderLoaded = false;
// Flags for supported extensions
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
// Compressed textures support flags
static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support
static bool texCompASTCSupported = false; // ASTC texture compression support
static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support
static bool texCompASTCSupported = false; // ASTC texture compression support
// Lighting data
static Light lights[MAX_LIGHTS]; // Lights pool
static int lightsCount; // Counts current enabled physic objects
static Light lights[MAX_LIGHTS]; // Lights pool
static int lightsCount; // Counts current enabled physic objects
#endif
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support
static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
@ -1031,7 +1036,6 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
standardShader = LoadStandardShader();
currentShader = defaultShader;
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
@ -2184,14 +2188,22 @@ Shader GetDefaultShader(void)
}
// Get default shader
// NOTE: Inits global variable standardShader
Shader GetStandardShader(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
return standardShader;
#else
Shader shader = { 0 };
return shader;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (standardShaderLoaded) shader = standardShader;
else
{
// Lazy initialization of standard shader
standardShader = LoadStandardShader();
shader = standardShader;
}
#endif
return shader;
}
// Get shader uniform location
@ -2567,18 +2579,22 @@ static Shader LoadDefaultShader(void)
// Load standard shader
// NOTE: This shader supports:
// - Up to 3 different maps: diffuse, normal, specular
// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
// - Up to 8 lights: Point, Directional or Spot
// - Up to 3 different maps: diffuse, normal, specular
// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
// - Up to 8 lights: Point, Directional or Spot
static Shader LoadStandardShader(void)
{
// Load standard shader (TODO: rewrite as char pointers)
Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
Shader shader;
// Load standard shader (embeded in standard_shader.h)
shader.id = LoadShaderProgram(vStandardShaderStr, fStandardShaderStr);
if (shader.id != 0)
{
LoadDefaultShaderLocations(&shader);
TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
standardShaderLoaded = true;
}
else
{

166
src/standard_shader.h Normal file
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@ -0,0 +1,166 @@
// Vertex shader definition to embed, no external file required
const static unsigned char vStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"attribute vec3 vertexPosition; \n"
"attribute vec3 vertexNormal; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec3 fragPosition; \n"
"varying vec3 fragNormal; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 vertexPosition; \n"
"in vec3 vertexNormal; \n"
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec3 fragPosition; \n"
"out vec3 fragNormal; \n"
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
"uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragPosition = vertexPosition; \n"
" fragNormal = vertexNormal; \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader definition to embed, no external file required
const static unsigned char fStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"varying vec3 fragPosition; \n"
"varying vec3 fragNormal; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 fragPosition; \n"
"in vec3 fragNormal; \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragColor; \n"
"out vec4 finalColor; \n"
#endif
"uniform sampler2D texture0; \n"
"uniform sampler2D texture1; \n"
"uniform sampler2D texture2; \n"
"uniform vec4 colAmbient; \n"
"uniform vec4 colDiffuse; \n"
"uniform vec4 colSpecular; \n"
"uniform float glossiness; \n"
"uniform int useNormal; \n"
"uniform int useSpecular; \n"
"uniform mat4 modelMatrix; \n"
"uniform vec3 viewDir; \n"
"struct Light { \n"
" int enabled; \n"
" int type; \n"
" vec3 position; \n"
" vec3 direction; \n"
" vec4 diffuse; \n"
" float intensity; \n"
" float radius; \n"
" float coneAngle; }; \n"
"const int maxLights = 8; \n"
"uniform int lightsCount; \n"
"uniform Light lights[maxLights]; \n"
"\n"
"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n"
"{\n"
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
" vec3 surfaceToLight = l.position - surfacePos;\n"
" float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);\n"
" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n"
" float spec = 0.0;\n"
" if (diff > 0.0)\n"
" {\n"
" vec3 h = normalize(-l.direction + v);\n"
" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
" }\n"
" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
"}\n"
"\n"
"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n"
"{\n"
" vec3 lightDir = normalize(-l.direction);\n"
" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
" float spec = 0.0;\n"
" if (diff > 0.0)\n"
" {\n"
" vec3 h = normalize(lightDir + v);\n"
" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
" }\n"
" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
"}\n"
"\n"
"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n"
"{\n"
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
" vec3 lightDir = normalize(-l.direction);\n"
" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
" float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);\n"
" attenuation = dot(lightToSurface, -lightDir);\n"
" float lightToSurfaceAngle = degrees(acos(attenuation));\n"
" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n"
" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n"
" float diffAttenuation = diff*attenuation;\n"
" float spec = 0.0;\n"
" if (diffAttenuation > 0.0)\n"
" {\n"
" vec3 h = normalize(lightDir + v);\n"
" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
" }\n"
" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));\n"
" vec3 normal = normalize(normalMatrix*fragNormal);\n"
" vec3 n = normalize(normal);\n"
" vec3 v = normalize(viewDir);\n"
" vec4 texelColor = texture(texture0, fragTexCoord);\n"
" vec3 lighting = colAmbient.rgb;\n"
" if (useNormal == 1)\n"
" {\n"
" n *= texture(texture1, fragTexCoord).rgb;\n"
" n = normalize(n);\n"
" }\n"
" float spec = 1.0;\n"
" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
" for (int i = 0; i < lightsCount; i++)\n"
" {\n"
" if (lights[i].enabled == 1)\n"
" {\n"
" switch (lights[i].type)\n"
" {\n"
" case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;\n"
" case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;\n"
" case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;\n"
" default: break;\n"
" }\n"
" }\n"
" }\n"
#if defined(GRAPHICS_API_OPENGL_33)
" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#endif
"} \n";