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Updated raylib generic uber shader and custom shaders (markdown)
@ -1,16 +1,16 @@
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Dealing with custom shaders and making them generic is not an easy task. There are many things to consider for a shader because, after all, the shader is responsible for processing all the data sent to the GPU (mesh, materials, textures, lighting) to generate the final frame.
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Dealing with custom shaders and making them generic is not an easy task. There are many things to consider for a shader because, after all, shaders are responsible for processing all the data sent to the GPU (mesh, materials, textures, lighting) to generate the final frame.
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Finding a unified generic shader to deal with all kinds of stuff is very complicated and, after analyzing some of the big engines out there, I decided to go for a custom uber-shader-based solution.
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Finding a unified generic shader to deal with all kinds of stuff is very complicated so, after analyzing some of the big engines out there, I decided to go for a custom uber-shader-based solution.
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By default, raylib's shader struct is defined as:
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```c
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typedef struct Shader {
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unsigned int id; // Shader program id
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int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
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unsigned int id; // Shader program id
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int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
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} Shader;
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```
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This struct provides an array to store shader locations, those locations can be accessed by position using predefined values for convenience:
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This struct provides an array to store shader locations, those locations can be accessed by position using predefined enum values for convenience:
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```c
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// Shader location point type
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typedef enum {
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@ -45,7 +45,7 @@ typedef enum {
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#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
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```
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On shader loading, the following location names are checked:
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On shader loading, the following GLSL location names are checked:
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```glsl
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uniform mat4 mvp; // VS: ModelViewProjection matrix
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uniform mat4 projection; // VS: Projection matrix
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@ -58,17 +58,15 @@ uniform sampler2D texture2; // FS: GL_TEXTURE2
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Shaders are also directly related to the Material struct:
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```c
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// Material type
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typedef struct Material {
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// Material type (generic)
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typedef struct Material {
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Shader shader; // Material shader
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MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
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MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
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float *params; // Material generic parameters (if required)
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} Material;
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```
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Material support by default a number of maps (texture and properties) that can be accessed for convenience using the provided values:
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Material supports by default a number of maps (texture and properties) that can be accessed for convenience using the provided values:
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```c
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// Material map type
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@ -94,8 +92,8 @@ When drawing, maps are internally bound or not depending on the availability:
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```c
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// Default material loading example
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Material material = LoadMaterialDefault(); // Default shader assigned to material
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material.maps[MAP_DIFFUSE] = LoadTexture("tex_diffuse.png"); // texture unit 0 activated (available in material shader)
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material.maps[MAP_SPECULAR] = LoadTexture("tex_specular.png"); // texture unit 1 activated (available in material shader)
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material.maps[MAP_DIFFUSE].texture = LoadTexture("tex_diffuse.png"); // texture unit 0 activated (available in material shader)
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material.maps[MAP_SPECULAR].texture = LoadTexture("tex_specular.png"); // texture unit 1 activated (available in material shader)
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```
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User can load any custom shader using provided `Material` and `Shader`structs:
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@ -108,7 +106,7 @@ material.shader = LoadShader("custom_shader.vs", "custom_shader.fs");
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// Setup location points in case names are not predefined ones or more locations are required
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// Use: GetShaderLocation() and SetShaderValue*() functions
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material.maps[0] = LoadTexture("tex_albedo.png");
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material.maps[1] = LoadTexture("tex_metalness.png");
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material.maps[2] = LoadTexture("tex_normal.png");
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material.maps[0].texture = LoadTexture("tex_albedo.png");
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material.maps[1].texture = LoadTexture("tex_metalness.png");
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material.maps[2].texture = LoadTexture("tex_normal.png");
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```
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