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Added function LoadShaderCode()

Allows loading of shader from text code string directly
pull/462/head
Ray hace 7 años
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commit
4d5d1e0434
Se han modificado 2 ficheros con 29 adiciones y 27 borrados
  1. +2
    -1
      src/raylib.h
  2. +27
    -26
      src/rlgl.c

+ 2
- 1
src/raylib.h Ver fichero

@ -1044,7 +1044,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
// Shader loading/unloading functions
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetShaderDefault(void); // Get default shader

+ 27
- 26
src/rlgl.c Ver fichero

@ -2324,39 +2324,40 @@ char *LoadText(const char *fileName)
// Load shader from files and bind default locations
// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShader(char *vsFileName, char *fsFileName)
Shader LoadShader(">const char *vsFileName, const char *fsFileName)
{
Shader shader = { 0 };
char *vShaderStr = NULL;
char *fShaderStr = NULL;
if (vsFileName != NULL) vShaderStr = LoadText(vsFileName);
if (fsFileName != NULL) fShaderStr = LoadText(fsFileName);
shader = LoadShaderCode(vShaderStr, fShaderStr);
if (vShaderStr != NULL) free(vShaderStr);
if (fShaderStr != NULL) free(fShaderStr);
return shader;
}
// Load shader from code strings
// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShaderCode(char *vsCode, char *fsCode)
{
Shader shader = { 0 };
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int vertexShaderId = defaultVShaderId;
unsigned int fragmentShaderId = defaultFShaderId;
if (vsFileName != NULL)
{
char *vShaderStr = LoadText(vsFileName);
if (vShaderStr != NULL)
{
vertexShaderId = CompileShader(vShaderStr, GL_VERTEX_SHADER);
free(vShaderStr);
}
}
if (fsFileName != NULL)
{
char* fShaderStr = LoadText(fsFileName);
if (fShaderStr != NULL)
{
fragmentShaderId = CompileShader(fShaderStr, GL_FRAGMENT_SHADER);
free(fShaderStr);
}
}
if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
else
{
@ -2399,7 +2400,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
}
#endif
return shader;
}

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