diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 2c0a15e38..0da741408 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -100,9 +100,8 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - // user must unload shaders and textures as they could be in use - // by other models.... - UnloadShader(model.materials[0].shader); + // Shaders and textures must be unloaded by user, + // they could be in use by other models UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture); UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture); UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture); @@ -111,6 +110,7 @@ int main(void) UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture); UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture); UnloadTexture(model.materials[0].maps[MAP_BRDF].texture); + UnloadShader(model.materials[0].shader); UnloadModel(model); // Unload model diff --git a/examples/shaders/shaders_simple.c b/examples/shaders/shaders_simple.c index cf57e1267..e8c5ea97e 100644 --- a/examples/shaders/shaders_simple.c +++ b/examples/shaders/shaders_simple.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - demonstrates how you can use your own simple shaders in raylib +* raylib [shaders] example - Simple shader * * This example has been created using raylib 2.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) @@ -11,28 +11,23 @@ * ******************************************************************************************** * -* after a model is loaded it has a default material, this material can be modified in place -* rather than creating one from scratch... -* While all of the MAPs have particular names, they can be used for any purpose -* Three of the MAP are applied as cubic maps (see below) +* After a model is loaded it has a default material, this material can be +* modified in place rather than creating one from scratch... +* While all of the maps have particular names, they can be used for any purpose +* except for three maps that are applied as cubic maps (see below) * ********************************************************************************************/ - -#include - #include "raylib.h" #include "raymath.h" - -#define screenWidth 1280 -#define screenHeight 720 - - int main(void) { // Initialization //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + InitWindow(screenWidth, screenHeight, "raylib - simple shader"); // Define the camera to look into our 3d world @@ -43,71 +38,64 @@ int main(void) camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; - // three models to show the shader on + // Define our three models to show the shader on Mesh torus = GenMeshTorus(.3, 1, 16, 32); Model model1 = LoadModelFromMesh(torus); Mesh cube = GenMeshCube(.8,.8,.8); Model model2 = LoadModelFromMesh(cube); - // this one un shaded just so we can see the gaps in the other two + // Generate model to be shaded just to see the gaps in the other two Mesh sphere = GenMeshSphere(1, 16, 16); Model model3 = LoadModelFromMesh(sphere); - // load the shader - Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", - "resources/shaders/glsl330/mask.fs"); - - // apply the diffuse texture (colour map) - Texture tex = LoadTexture("resources/plasma.png"); - model1.materials[0].maps[MAP_DIFFUSE].texture = tex; - model2.materials[0].maps[MAP_DIFFUSE].texture = tex; - - // using MAP_EMISSION as a spare slot to use for 2nd texture - // dont use MAP_IRRADIANCE, MAP_PREFILTER, or MAP_CUBEMAP - // as they are bound as cube maps (which don't see to work at all on my machine!) - Texture maskTx = LoadTexture("resources/mask.png"); - model1.materials[0].maps[MAP_EMISSION].texture = maskTx; - model2.materials[0].maps[MAP_EMISSION].texture = maskTx; + // Load the shader + Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", "resources/shaders/glsl330/mask.fs"); + + // Load and apply the diffuse texture (colour map) + Texture texDiffuse = LoadTexture("resources/plasma.png"); + model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; + model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; + + // Using MAP_EMISSION as a spare slot to use for 2nd texture + // NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP + // as they are bound as cube maps + Texture texMask = LoadTexture("resources/mask.png"); + model1.materials[0].maps[MAP_EMISSION].texture = texMask; + model2.materials[0].maps[MAP_EMISSION].texture = texMask; shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); - // frame is incremented each frame to animate the shader - int shaderFrame = GetShaderLocation(shader, "frame"); + // Frame is incremented each frame to animate the shader + int shaderFrame = GetShaderLocation(shader, "framesCounter"); - // apply the shader to the two models + // Apply the shader to the two models model1.materials[0].shader = shader; model2.materials[0].shader = shader; - - // frame counter - int frame = 0; - - // model rotation - Vector3 ang = { 0 }; + int framesCounter = 0; + Vector3 rotation = { 0 }; // Model rotation angles SetTargetFPS(60); // Set to run at 60 frames-per-second //-------------------------------------------------------------------------------------- - - // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- + framesCounter++; + rotation.x += 0.01f; + rotation.y += 0.005f; + rotation.z -= 0.0025f; - frame ++; - ang.x += 0.01; - ang.y += 0.005; - ang.z -= 0.0025; - - // animate the shader - SetShaderValue(shader, shaderFrame, &frame, UNIFORM_INT); + // Send frames counter to shader for animation + SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT); - // rotate one of the models - model1.transform = MatrixRotateXYZ(ang); + // Rotate one of the models + model1.transform = MatrixRotateXYZ(rotation); UpdateCamera(&camera); + //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- @@ -124,11 +112,10 @@ int main(void) EndMode3D(); - DrawFPS(10, 10); + DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE); + DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE); - int l = MeasureText(FormatText("Frame %i", frame), 20); - DrawRectangle(16, 698, l+8, 42, BLUE); - DrawText(FormatText("Frame %i", frame), 20, 700, 20, WHITE); + DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- @@ -136,18 +123,17 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - UnloadModel(model1); UnloadModel(model2); UnloadModel(model3); - UnloadTexture(tex); - UnloadTexture(maskTx); - UnloadShader(shader); + + UnloadTexture(texDiffuse); // Unload default diffuse texture + UnloadTexture(texMask); // Unload texture mask + + UnloadShader(shader); // Unload shader - CloseWindow(); // Close window and OpenGL context + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } - - diff --git a/src/models.c b/src/models.c index 3e0cce44f..90f3290a2 100644 --- a/src/models.c +++ b/src/models.c @@ -2921,7 +2921,8 @@ static Model LoadOBJ(const char *fileName) tinyobj_attrib_free(&attrib); tinyobj_shapes_free(meshes, meshCount); tinyobj_materials_free(materials, materialCount); - RL_FREE(data); // oh ray how did you miss this...! :-p + + RL_FREE(data); } // NOTE: At this point we have all model data loaded diff --git a/src/rlgl.h b/src/rlgl.h index 8eae4426d..2de1fbbca 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -2967,8 +2967,8 @@ char *LoadText(const char *fileName) Shader LoadShader(const char *vsFileName, const char *fsFileName) { Shader shader = { 0 }; - // double allocation causing leak (allocation done in LoadShaderCode) - //shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); + + // NOTE: Shader.locs is allocated by LoadShaderCode() char *vShaderStr = NULL; char *fShaderStr = NULL;