Merge pull request #384 from nounoursheureux/develop
Store the default shaders
This commit is contained in:
commit
e12182f59b
@ -20,10 +20,8 @@
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
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#endif
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#define MAX_POSTPRO_SHADERS 12
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@ -85,18 +83,18 @@ int main()
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// NOTE 2: We load the correct shader depending on GLSL version
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Shader shaders[MAX_POSTPRO_SHADERS];
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shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
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shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
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shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
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shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
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shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
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shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
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shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
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shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
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shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
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shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
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shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
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shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
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shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
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shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
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shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
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shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
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shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
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shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
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shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
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shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
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shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
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shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
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int currentShader = FX_GRAYSCALE;
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@ -177,4 +175,4 @@ int main()
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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151
src/rlgl.c
151
src/rlgl.c
@ -267,6 +267,10 @@ static Vector3 *tempBuffer;
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static int tempBufferCount = 0;
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static bool useTempBuffer = false;
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// Shaders
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static unsigned int defaultVertexShader;
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static unsigned int defaultFragmentShader;
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// Shader Programs
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static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
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static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
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@ -324,7 +328,8 @@ static int screenHeight; // Default framebuffer height
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount);
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static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
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static unsigned int LoadShaderPartial(const char *shaderStr, int type); // Load custom shader and return shader id
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static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fragmentShader); // Load custom shader strings and return program id
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static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
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static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
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@ -2359,22 +2364,33 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Shaders loading from external text file
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char *vShaderStr = LoadText(vsFileName);
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char *fShaderStr = LoadText(fsFileName);
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if ((vShaderStr != NULL) && (fShaderStr != NULL))
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{
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
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unsigned int vertexShader, fragmentShader;
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// After shader loading, we TRY to set default location names
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if (shader.id > 0) SetShaderDefaultLocations(&shader);
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// Shader strings must be freed
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if (vsFileName == NULL) {
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vertexShader = defaultVertexShader;
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} else {
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char *vShaderStr = LoadText(vsFileName);
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vertexShader = LoadShaderPartial(vShaderStr, GL_VERTEX_SHADER);
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free(vShaderStr);
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}
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if (fsFileName == NULL) {
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fragmentShader = defaultVertexShader;
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} else {
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char* fShaderStr = LoadText(fsFileName);
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fragmentShader = LoadShaderPartial(fShaderStr, GL_FRAGMENT_SHADER);
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free(fShaderStr);
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}
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shader.id = LoadShaderProgram(vertexShader, fragmentShader);
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// After shader loading, we TRY to set default location names
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if (shader.id > 0) SetShaderDefaultLocations(&shader);
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if (vertexShader != defaultVertexShader) glDeleteShader(vertexShader);
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if (fragmentShader != defaultFragmentShader) glDeleteShader(fragmentShader);
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if (shader.id == 0)
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{
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TraceLog(LOG_WARNING, "Custom shader could not be loaded");
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@ -3127,82 +3143,48 @@ static void LoadTextureCompressed(unsigned char *data, int width, int height, in
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}
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}
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static unsigned int LoadShaderPartial(const char *shaderStr, int type)
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{
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unsigned int shader = glCreateShader(type);
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glShaderSource(shader, 1, &shaderStr, NULL);
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GLint success = 0;
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (success != GL_TRUE)
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{
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TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile shader...", shader);
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int maxLength = 0;
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int length;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
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#ifdef _MSC_VER
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char *log = malloc(maxLength);
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#else
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char log[maxLength];
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#endif
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glGetShaderInfoLog(shader, maxLength, &length, log);
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TraceLog(LOG_INFO, "%s", log);
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#ifdef _MSC_VER
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free(log);
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#endif
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}
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else TraceLog(LOG_INFO, "[VSHDR ID %i] Shader compiled successfully", shader);
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return shader;
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}
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// Load custom shader strings and return program id
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static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
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static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fragmentShader)
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{
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unsigned int program = 0;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLuint vertexShader;
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GLuint fragmentShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const char *pvs = vShaderStr;
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const char *pfs = fShaderStr;
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glShaderSource(vertexShader, 1, &pvs, NULL);
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glShaderSource(fragmentShader, 1, &pfs, NULL);
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GLint success = 0;
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (success != GL_TRUE)
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{
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TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
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int maxLength = 0;
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int length;
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glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
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#ifdef _MSC_VER
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char *log = malloc(maxLength);
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#else
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char log[maxLength];
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#endif
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glGetShaderInfoLog(vertexShader, maxLength, &length, log);
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TraceLog(LOG_INFO, "%s", log);
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#ifdef _MSC_VER
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free(log);
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#endif
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}
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else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (success != GL_TRUE)
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{
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TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
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int maxLength = 0;
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int length;
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glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
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#ifdef _MSC_VER
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char *log = malloc(maxLength);
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#else
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char log[maxLength];
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#endif
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glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
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TraceLog(LOG_INFO, "%s", log);
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#ifdef _MSC_VER
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free(log);
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#endif
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}
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else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
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program = glCreateProgram();
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glAttachShader(program, vertexShader);
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@ -3250,9 +3232,6 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
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program = 0;
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}
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else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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#endif
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return program;
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}
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@ -3326,7 +3305,9 @@ static Shader LoadShaderDefault(void)
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#endif
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"} \n";
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shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
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defaultVertexShader = LoadShaderPartial(vDefaultShaderStr, GL_VERTEX_SHADER);
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defaultFragmentShader = LoadShaderPartial(fDefaultShaderStr, GL_FRAGMENT_SHADER);
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shader.id = LoadShaderProgram(defaultVertexShader, defaultFragmentShader);
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if (shader.id > 0)
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{
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@ -3388,6 +3369,8 @@ static void UnloadShaderDefault(void)
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{
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glUseProgram(0);
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glDeleteShader(defaultVertexShader);
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glDeleteShader(defaultFragmentShader);
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//glDetachShader(defaultShader, vertexShader);
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//glDetachShader(defaultShader, fragmentShader);
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//glDeleteShader(vertexShader); // Already deleted on shader compilation
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