|
|
@ -1,6 +1,6 @@ |
|
|
|
/********************************************************************************************** |
|
|
|
* |
|
|
|
* rlgl v3.5 - raylib OpenGL abstraction layer |
|
|
|
* rlgl v3.7 - raylib OpenGL abstraction layer |
|
|
|
* |
|
|
|
* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to |
|
|
|
* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). |
|
|
@ -901,8 +901,8 @@ static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; |
|
|
|
// Module specific Functions Declaration |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
static n">Shader rlLoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) |
|
|
|
static void rlUnloadShaderDefault(void); // Unload default shader |
|
|
|
static kt">void rlLoadShaderDefault(void); // Load default shader (RLGL.State.defaultShader) |
|
|
|
static void rlUnloadShaderDefault(void); // Unload default shader (RLGL.State.defaultShader) |
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 |
|
|
|
#if defined(GRAPHICS_API_OPENGL_11) |
|
|
|
static int rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight); // Generate mipmaps data on CPU side |
|
|
@ -1816,7 +1816,7 @@ void rlglInit(int width, int height) |
|
|
|
else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture"); |
|
|
|
|
|
|
|
// Init default Shader (customized for GL 3.3 and ES2) |
|
|
|
RLGL.State.defaultShader = rlLoadShaderDefault(); |
|
|
|
rlLoadShaderDefault(); // RLGL.State.defaultShader |
|
|
|
RLGL.State.currentShader = RLGL.State.defaultShader; |
|
|
|
|
|
|
|
// Init default vertex arrays buffers |
|
|
@ -3700,13 +3700,13 @@ void rlLoadDrawCube(void) |
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
// Load default shader (just vertex positioning and texture coloring) |
|
|
|
// NOTE: This shader program is used for internal buffers |
|
|
|
static Shader rlLoadShaderDefault(void) |
|
|
|
// NOTE: It uses global variable: RLGL.State.defaultShader |
|
|
|
static void rlLoadShaderDefault(void) |
|
|
|
{ |
|
|
|
Shader shader = { 0 }; |
|
|
|
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); |
|
|
|
RLGL.State.defaultShader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); |
|
|
|
|
|
|
|
// NOTE: All locations must be reseted to -1 (no location) |
|
|
|
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; |
|
|
|
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) RLGLspan>.State.defaultShader.locs[i] = -1; |
|
|
|
|
|
|
|
// Vertex shader directly defined, no external file required |
|
|
|
const char *defaultVShaderStr = |
|
|
@ -3776,28 +3776,27 @@ static Shader rlLoadShaderDefault(void) |
|
|
|
RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader |
|
|
|
RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader |
|
|
|
|
|
|
|
shader.id = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); |
|
|
|
RLGLspan>.State.defaultShader.id = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); |
|
|
|
|
|
|
|
if (shader.id > 0) |
|
|
|
if (RLGLspan>.State.defaultShader.id > 0) |
|
|
|
{ |
|
|
|
TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", shader.id); |
|
|
|
TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGLspan>.State.defaultShader.id); |
|
|
|
|
|
|
|
// Set default shader locations: attributes locations |
|
|
|
shader.locs[SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition"); |
|
|
|
shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord"); |
|
|
|
shader.locs[SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); |
|
|
|
RLGLspan>.State.defaultShader.locs[SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGLspan>.State.defaultShader.id, "vertexPosition"); |
|
|
|
RLGLspan>.State.defaultShader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGLspan>.State.defaultShader.id, "vertexTexCoord"); |
|
|
|
RLGLspan>.State.defaultShader.locs[SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGLspan>.State.defaultShader.id, "vertexColor"); |
|
|
|
|
|
|
|
// Set default shader locations: uniform locations |
|
|
|
shader.locs[SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); |
|
|
|
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); |
|
|
|
shader.locs[SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); |
|
|
|
RLGLspan>.State.defaultShader.locs[SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGLspan>.State.defaultShader.id, "mvp"); |
|
|
|
RLGLspan>.State.defaultShader.locs[SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGLspan>.State.defaultShader.id, "colDiffuse"); |
|
|
|
RLGLspan>.State.defaultShader.locs[SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGLspan>.State.defaultShader.id, "texture0"); |
|
|
|
} |
|
|
|
else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", shader.id); |
|
|
|
|
|
|
|
return shader; |
|
|
|
else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShader.id); |
|
|
|
} |
|
|
|
|
|
|
|
// Unload default shader |
|
|
|
// NOTE: It uses global variable: RLGL.State.defaultShader |
|
|
|
static void rlUnloadShaderDefault(void) |
|
|
|
{ |
|
|
|
glUseProgram(0); |
|
|
|