Unified internal shader to only one
Only defaultShader required, set default value for vertex color attribute if not enabled and fragColor uniform
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a66c8531d6
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121
src/rlgl.c
121
src/rlgl.c
@ -202,7 +202,7 @@ static VertexPositionColorBuffer triangles; // No texture support
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static VertexPositionColorTextureIndexBuffer quads;
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// Shader Programs
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static Shader defaultShader, simpleShader;
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static Shader defaultShader;
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static Shader currentShader; // By default, defaultShader
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// Vertex Array Objects (VAO)
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@ -255,8 +255,7 @@ unsigned int whiteTexture;
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static Shader LoadDefaultShader(void);
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static Shader LoadSimpleShader(void);
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static void GetShaderDefaultLocations(Shader *shader);
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static void LoadDefaultShaderLocations(Shader *shader);
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static void InitializeBuffers(void);
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static void InitializeBuffersGPU(void);
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static void UpdateBuffers(void);
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@ -1021,9 +1020,8 @@ void rlglInit(void)
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if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
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else TraceLog(WARNING, "Base white texture could not be loaded");
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// Init default Shader (Custom for GL 3.3 and ES2)
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// Init default Shader (customized for GL 3.3 and ES2)
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defaultShader = LoadDefaultShader();
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simpleShader = LoadSimpleShader();
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//customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
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currentShader = defaultShader;
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@ -1083,12 +1081,11 @@ void rlglClose(void)
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glDeleteVertexArrays(1, &vaoQuads);
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}
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//glDetachShader(defaultShaderProgram, v);
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//glDetachShader(defaultShaderProgram, f);
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//glDeleteShader(v);
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//glDeleteShader(f);
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//glDetachShader(defaultShaderProgram, vertexShader);
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//glDetachShader(defaultShaderProgram, fragmentShader);
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//glDeleteShader(vertexShader); // Already deleted on shader compilation
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//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
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glDeleteProgram(defaultShader.id);
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glDeleteProgram(simpleShader.id);
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// Free vertex arrays memory
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free(lines.vertices);
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@ -1124,6 +1121,7 @@ void rlglDraw(void)
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glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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glUniform1i(currentShader.mapDiffuseLoc, 0);
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glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
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}
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// NOTE: We draw in this order: lines, triangles, quads
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@ -1866,6 +1864,8 @@ Model rlglLoadModel(Mesh mesh)
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model.mesh.vboId[1] = 0; // Vertex texcoords VBO
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model.mesh.vboId[2] = 0; // Vertex normals VBO
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// TODO: Consider attributes: color, texcoords2, tangents (if available)
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model.transform = MatrixIdentity();
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#if defined(GRAPHICS_API_OPENGL_11)
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@ -1873,7 +1873,7 @@ Model rlglLoadModel(Mesh mesh)
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model.material.shader.id = 0; // No shader used
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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model.material.shader = simpleShader; // Default model shader
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model.material.shader = defaultShader; // Default model shader
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model.material.texDiffuse.id = whiteTexture; // Default whiteTexture
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model.material.texDiffuse.width = 1; // Default whiteTexture width
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@ -1896,7 +1896,7 @@ Model rlglLoadModel(Mesh mesh)
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}
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// Create buffers for our vertex data (positions, texcoords, normals)
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glGenBuffers(3, vertexBuffer);
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glGenBuffers(4, vertexBuffer);
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// Enable vertex attributes: position
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
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@ -1915,7 +1915,10 @@ Model rlglLoadModel(Mesh mesh)
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
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glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.normalLoc);
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glVertexAttrib4f(model.material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE
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glDisableVertexAttribArray(model.material.shader.colorLoc);
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model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO
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model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO
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model.mesh.vboId[2] = vertexBuffer[2]; // Normals VBO
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@ -2068,7 +2071,7 @@ void *rlglReadTexturePixels(Texture2D texture)
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Model quad;
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//quad.mesh = GenMeshQuad(width, height);
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quad.transform = MatrixIdentity();
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quad.shader = simpleShader;
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quad.shader = defaultShader;
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DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
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@ -2109,11 +2112,12 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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{
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
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if (shader.id != 0) GetShaderDefaultLocations(&shader);
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// After shader loading, we try to load default location names
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if (shader.id != 0) LoadDefaultShaderLocations(&shader);
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else
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{
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TraceLog(WARNING, "Custom shader could not be loaded");
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shader = simpleShader;
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shader = defaultShader;
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}
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// Shader strings must be freed
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@ -2123,7 +2127,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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else
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{
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TraceLog(WARNING, "Custom shader could not be loaded");
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shader = simpleShader;
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shader = defaultShader;
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}
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#endif
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@ -2432,20 +2436,20 @@ static Shader LoadDefaultShader(void)
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"out vec2 fragTexCoord; \n"
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"out vec4 fragTintColor; \n"
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"out vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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char vShaderStr[] = "#version 100 \n"
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragTintColor; \n"
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"varying vec4 fragColor; \n"
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#endif
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"uniform mat4 mvpMatrix; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragTintColor = vertexColor; \n"
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" fragColor = vertexColor; \n"
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
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"} \n";
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@ -2453,23 +2457,24 @@ static Shader LoadDefaultShader(void)
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#if defined(GRAPHICS_API_OPENGL_33)
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char fShaderStr[] = "#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 fragTintColor; \n"
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"out vec4 fragColor; \n"
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"in vec4 fragColor; \n"
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"out vec4 finalColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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char fShaderStr[] = "#version 100 \n"
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragTintColor; \n"
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"varying vec4 fragColor; \n"
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#endif
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"uniform sampler2D texture0; \n"
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"uniform vec4 fragTintColor; \n"
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"void main() \n"
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"{ \n"
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#if defined(GRAPHICS_API_OPENGL_33)
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" fragColor = texelColor*fragTintColor; \n"
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" finalColor = texelColor*fragTintColor*fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
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" gl_FragColor = texelColor*fragTintColor; \n"
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" gl_FragColor = texelColor*fragTintColor*fragColor; \n"
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#endif
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"} \n";
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@ -2478,73 +2483,13 @@ static Shader LoadDefaultShader(void)
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
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else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
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GetShaderDefaultLocations(&shader);
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return shader;
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}
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// Load Simple Shader (Vertex and Fragment)
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// NOTE: This shader program is used to render models
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static Shader LoadSimpleShader(void)
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{
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Shader shader;
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// Vertex shader directly defined, no external file required
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#if defined(GRAPHICS_API_OPENGL_33)
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char vShaderStr[] = "#version 330 \n"
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"in vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec3 vertexNormal; \n"
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"out vec2 fragTexCoord; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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char vShaderStr[] = "#version 100 \n"
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec3 vertexNormal; \n"
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"varying vec2 fragTexCoord; \n"
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#endif
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"uniform mat4 mvpMatrix; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
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"} \n";
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// Fragment shader directly defined, no external file required
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#if defined(GRAPHICS_API_OPENGL_33)
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char fShaderStr[] = "#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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char fShaderStr[] = "#version 100 \n"
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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"varying vec2 fragTexCoord; \n"
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#endif
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"uniform sampler2D texture0; \n"
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"uniform vec4 fragTintColor; \n"
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"void main() \n"
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"{ \n"
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#if defined(GRAPHICS_API_OPENGL_33)
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" fragColor = texelColor*fragTintColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
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" gl_FragColor = texelColor*fragTintColor; \n"
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#endif
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"} \n";
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id);
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else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id);
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GetShaderDefaultLocations(&shader);
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LoadDefaultShaderLocations(&shader);
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return shader;
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}
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// Get location handlers to for shader attributes and uniforms
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static void GetShaderDefaultLocations(Shader *shader)
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static void LoadDefaultShaderLocations(Shader *shader)
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{
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// Get handles to GLSL input attibute locations
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shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
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