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@@ -3544,61 +3544,66 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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unsigned int vertexShaderId = 0;
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unsigned int vertexShaderId = 0;
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unsigned int fragmentShaderId = 0;
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unsigned int fragmentShaderId = 0;
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- if (vsCode != NULL) {
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- vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
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- } else {
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- vertexShaderId = RLGL.State.defaultVShaderId;
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- }
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- if (fsCode != NULL) {
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- fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
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- } else {
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- fragmentShaderId = RLGL.State.defaultFShaderId;
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- }
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-
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- // Load shader program if provided vertex/fragment shaders compile successfully
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- if ((vertexShaderId != 0) && (fragmentShaderId != 0)) id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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-
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- // Once shader program is compiled, we can detach and delete vertex/fragment shaders
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- // NOTE: Vertex
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- if (vertexShaderId != 0)
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- {
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- // Detach shader before deletion to make sure memory is freed
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- glDetachShader(id, vertexShaderId);
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- glDeleteShader(vertexShaderId);
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- }
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- if (fragmentShaderId != 0)
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- {
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- // Detach shader before deletion to make sure memory is freed
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- glDetachShader(id, fragmentShaderId);
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- glDeleteShader(fragmentShaderId);
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- }
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-
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- if (id == 0)
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- {
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- // In case shader loading fails, we return the default shader
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- TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
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- id = RLGL.State.defaultShaderId;
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- }
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+ // Compile vertex shader (if provided)
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+ if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
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+ // In case no vertex shader was provided or compilation failed, we use default vertex shader
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+ if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
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+
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+ // Compile fragment shader (if provided)
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+ if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
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+ // In case no fragment shader was provided or compilation failed, we use default fragment shader
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+ if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
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+
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+ // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
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+ if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
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else
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else
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{
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{
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- // Get available shader uniforms
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- // NOTE: This information is useful for debug...
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- int uniformCount = -1;
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- glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
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+ // One of or both shader are new, we need to compile a new shader program
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+ id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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- for (int i = 0; i < uniformCount; i++)
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+ // We can detach and delete vertex/fragment shaders (if not default ones)
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+ // NOTE: We detach shader before deletion to make sure memory is freed
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+ if (vertexShaderId != RLGL.State.defaultVShaderId)
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{
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{
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- int namelen = -1;
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- int num = -1;
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- char name[256] = { 0 }; // Assume no variable names longer than 256
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- GLenum type = GL_ZERO;
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+ glDetachShader(id, vertexShaderId);
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+ glDeleteShader(vertexShaderId);
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+ }
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+ if (fragmentShaderId != RLGL.State.defaultFShaderId)
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+ {
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+ glDetachShader(id, fragmentShaderId);
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+ glDeleteShader(fragmentShaderId);
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+ }
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- // Get the name of the uniforms
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- glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
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+ // In case shader program loading failed, we assign default shader
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+ if (id == 0)
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+ {
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+ // In case shader loading fails, we return the default shader
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+ TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
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+ id = RLGL.State.defaultShaderId;
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+ }
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+ /*
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+ else
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+ {
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+ // Get available shader uniforms
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+ // NOTE: This information is useful for debug...
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+ int uniformCount = -1;
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+ glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
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+
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+ for (int i = 0; i < uniformCount; i++)
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+ {
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+ int namelen = -1;
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+ int num = -1;
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+ char name[256] = { 0 }; // Assume no variable names longer than 256
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+ GLenum type = GL_ZERO;
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- name[namelen] = 0;
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- TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
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+ // Get the name of the uniforms
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+ glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
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+
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+ name[namelen] = 0;
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+ TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
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+ }
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}
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}
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+ */
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}
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}
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#endif
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#endif
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