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Corrected issue with shader loading

When using FormatText() several times in same function, returned string is static and so, the same is returned, resulting in failures on shader loading.
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Ray 6 년 전
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6332bc0398
3개의 변경된 파일38개의 추가작업 그리고 29개의 파일을 삭제
  1. +27
    -18
      examples/models/models_material_pbr.c
  2. +10
    -10
      examples/models/models_skybox.c
  3. +1
    -1
      examples/models/resources/shaders/glsl330/skybox.vs

+ 27
- 18
examples/models/models_material_pbr.c 파일 보기

@ -17,12 +17,6 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#define CUBEMAP_SIZE 512 // Cubemap texture size
#define IRRADIANCE_SIZE 32 // Irradiance texture size
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
@ -120,9 +114,12 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
{
Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
mat.shader = LoadShader(FormatText("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
#if defined(PLATFORM_DESKTOP)
mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
mat.shader = LoadShader("resources/shaders/glsl100/pbr.vs", "resources/shaders/glsl100/pbr.fs");
#endif
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
@ -149,20 +146,32 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
// Load equirectangular to cubemap shader
Shader shdrCubemap = LoadShader(FormatText("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
#if defined(PLATFORM_DESKTOP)
Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
#endif
// Load irradiance (GI) calculation shader
Shader shdrIrradiance = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
#if defined(PLATFORM_DESKTOP)
Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
#endif
// Load reflection prefilter calculation shader
Shader shdrPrefilter = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
#if defined(PLATFORM_DESKTOP)
Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
#else
Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
#endif
// Load bidirectional reflectance distribution function shader
Shader shdrBRDF = LoadShader(FormatText("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
// Load bidirectional reflectance distribution function shader
#if defined(PLATFORM_DESKTOP)
Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
#else
Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
#endif
// Setup required shader locations
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);

+ 10
- 10
examples/models/models_skybox.c 파일 보기

@ -11,12 +11,6 @@
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main()
{
// Initialization
@ -35,13 +29,19 @@ int main()
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
skybox.materials[0].shader = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
#if defined(PLATFORM_DESKTOP)
skybox.materials[0].shader = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
#endif
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
// Load cubemap shader and setup required shader locations
Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
#if defined(PLATFORM_DESKTOP)
Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
#endif
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
// Load HDR panorama (sphere) texture

+ 1
- 1
examples/models/resources/shaders/glsl330/skybox.vs 파일 보기

@ -28,5 +28,5 @@ void main()
vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
// Calculate final vertex position
gl_Position = clipPos.xyww;
gl_Position = clipPos.xyzw;
}

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