diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c index 74077143..516d5087 100644 --- a/examples/shaders_custom_uniform.c +++ b/examples/shaders_custom_uniform.c @@ -33,7 +33,7 @@ int main() Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model - Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture + Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map) SetModelTexture(&dwarf, texture); // Bind texture to model Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position @@ -94,10 +94,12 @@ int main() EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) - SetCustomShader(shader); - // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) - DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); - SetDefaultShader(); + BeginShaderMode(shader); + + // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) + DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); + + EndShaderMode(); DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index e9fafe15..5e8b5a80 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -33,7 +33,7 @@ int main() Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model - Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture + Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map) SetModelTexture(&dwarf, texture); // Bind texture to model Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position @@ -80,10 +80,12 @@ int main() EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) - SetCustomShader(shader); - // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) - DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); - SetDefaultShader(); + BeginShaderMode(shader); + + // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) + DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); + + EndShaderMode(); DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY); diff --git a/examples/shaders_shapes_textures.c b/examples/shaders_shapes_textures.c index 1b1142fa..0a14469f 100644 --- a/examples/shaders_shapes_textures.c +++ b/examples/shaders_shapes_textures.c @@ -65,16 +65,16 @@ int main() // Activate our custom shader to be applied on next shapes/textures drawings - SetCustomShader(shader); + BeginShaderMode(shader); - DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); + DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); - DrawRectangle(250 - 60, 90, 120, 60, RED); - DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD); - DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); + DrawRectangle(250 - 60, 90, 120, 60, RED); + DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD); + DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); // Activate our default shader for next drawings - SetDefaultShader(); + EndShaderMode(); DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); @@ -89,12 +89,12 @@ int main() DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); // Activate our custom shader to be applied on next shapes/textures drawings - SetCustomShader(shader); + BeginShaderMode(shader); - DrawTexture(sonic, 380, -10, WHITE); // Using custom shader + DrawTexture(sonic, 380, -10, WHITE); // Using custom shader // Activate our default shader for next drawings - SetDefaultShader(); + EndShaderMode(); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/textures_particles_trail_blending.c b/examples/textures_particles_trail_blending.c index 76cd0423..0b47c790 100644 --- a/examples/textures_particles_trail_blending.c +++ b/examples/textures_particles_trail_blending.c @@ -102,20 +102,22 @@ int main() ClearBackground(DARKGRAY); - SetBlendMode(blending); + BeginBlendMode(blending); - // Draw active particles - for (int i = 0; i < MAX_PARTICLES; i++) - { - if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height }, - (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size }, - (Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation, - Fade(mouseTail[i].color, mouseTail[i].alpha)); - } + // Draw active particles + for (int i = 0; i < MAX_PARTICLES; i++) + { + if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height }, + (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size }, + (Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation, + Fade(mouseTail[i].color, mouseTail[i].alpha)); + } + + EndBlendMode(); - DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, RAYWHITE); + DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK); - if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, RAYWHITE); + if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK); else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE); EndDrawing(); diff --git a/src/raylib.h b/src/raylib.h index cba73e52..5bef3698 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -860,8 +860,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p //------------------------------------------------------------------------------------ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations void UnloadShader(Shader shader); // Unload a custom shader from memory -void SetDefaultShader(void); // Set default shader to be used in batch draw -void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw + Shader GetDefaultShader(void); // Get default shader Shader GetStandardShader(void); // Get default shader Texture2D GetDefaultTexture(void); // Get default texture @@ -871,7 +870,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) +void BeginShaderMode(Shader shader); // Begin custom shader drawing +void EndShaderMode(void); // End custom shader drawing (use default shader) +void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +void EndBlendMode(void); // End blending mode (reset to default: alpha blending) Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool void DestroyLight(Light light); // Destroy a light and take it out of the list diff --git a/src/rlgl.c b/src/rlgl.c index 97a92a4d..5c4c9c01 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -2157,7 +2157,7 @@ void UnloadShader(Shader shader) } // Set custom shader to be used on batch draw -void SetCustomShader(Shader shader) +void BeginShaderMode(Shader shader) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (currentShader.id != shader.id) @@ -2169,10 +2169,10 @@ void SetCustomShader(Shader shader) } // Set default shader to be used in batch draw -void SetDefaultShader(void) +void EndShaderMode(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - SetCustomShader(defaultShader); + BeginShaderMode(defaultShader); #endif } @@ -2254,9 +2254,9 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) #endif } -// Set blending mode (alpha, additive, multiplied) -// NOTE: Only 3 blending modes predefined -void SetBlendMode(int mode) +// Begin blending mode (alpha, additive, multiplied) +// NOTE: Only 3 blending modes supported, default blend mode is alpha +void BeginBlendMode(int mode) { if ((blendMode != mode) && (mode < 3)) { @@ -2274,6 +2274,12 @@ void SetBlendMode(int mode) } } +// End blending mode (reset to default: alpha blending) +void EndBlendMode(void) +{ + BeginBlendMode(BLEND_ALPHA); +} + // Create a new light, initialize it and add to pool Light CreateLight(int type, Vector3 position, Color diffuse) { diff --git a/src/rlgl.h b/src/rlgl.h index 23ad29fb..ccf2b36a 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -317,9 +317,9 @@ void *rlglReadTexturePixels(Texture2D texture); // Read text //------------------------------------------------------------------------------------ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations void UnloadShader(Shader shader); // Unload a custom shader from memory -void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw -void SetDefaultShader(void); // Set default shader to be used in batch draw + Shader GetDefaultShader(void); // Get default shader +Shader GetStandardShader(void); // Get default shader Texture2D GetDefaultTexture(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location @@ -327,7 +327,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) +void BeginShaderMode(Shader shader); // Begin custom shader drawing +void EndShaderMode(void); // End custom shader drawing (use default shader) +void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +void EndBlendMode(void); // End blending mode (reset to default: alpha blending) Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool void DestroyLight(Light light); // Destroy a light and take it out of the list