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Updated raylib generic uber shader and custom shaders (markdown)
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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 (e.g. 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, 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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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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By default, raylib's shader struct supports the following data:
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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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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int colorLoc; // Color attibute location point (default-location = 3)
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Diffuse color uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
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int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
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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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} Shader;
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```
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As you can see, most of the location points are pre-defined **on shader loading**; custom shaders developed for raylib must follow those conventions.
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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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```c
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// Shader location point type
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typedef enum {
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LOC_VERTEX_POSITION = 0,
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LOC_VERTEX_TEXCOORD01,
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LOC_VERTEX_TEXCOORD02,
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LOC_VERTEX_NORMAL,
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LOC_VERTEX_TANGENT,
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LOC_VERTEX_COLOR,
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LOC_MATRIX_MVP,
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LOC_MATRIX_MODEL,
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LOC_MATRIX_VIEW,
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LOC_MATRIX_PROJECTION,
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LOC_VECTOR_VIEW,
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LOC_COLOR_DIFFUSE,
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LOC_COLOR_SPECULAR,
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LOC_COLOR_AMBIENT,
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LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
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LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
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LOC_MAP_NORMAL,
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LOC_MAP_ROUGHNESS,
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LOC_MAP_OCCUSION,
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LOC_MAP_EMISSION,
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LOC_MAP_HEIGHT,
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LOC_MAP_CUBEMAP,
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LOC_MAP_IRRADIANCE,
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LOC_MAP_PREFILTER,
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LOC_MAP_BRDF
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} ShaderLocationIndex;
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On shader load, the following fixed location names are expected for maps:
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
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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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```glsl
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uniform sampler2D texture0; // GL_TEXTURE0
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uniform sampler2D texture1; // GL_TEXTURE1
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uniform sampler2D texture2; // GL_TEXTURE2
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uniform mat4 mvp; // VS: ModelViewProjection matrix
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uniform mat4 projection; // VS: Projection matrix
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uniform mat4 view; // VS: View matrix
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uniform vec4 colDiffuse; // FS: Diffuse color
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uniform sampler2D texture0; // FS: GL_TEXTURE0
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uniform sampler2D texture1; // FS: GL_TEXTURE1
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uniform sampler2D texture2; // FS: GL_TEXTURE2
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```
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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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Shader shader; // Standard shader (supports 3 map textures)
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Texture2D texDiffuse; // Diffuse texture (bound to shader mapTexture0Loc)
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Texture2D texNormal; // Normal texture (bound to shader mapTexture1Loc)
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Texture2D texSpecular; // Specular texture (bound to shader mapTexture2Loc)
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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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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float *params; // Material generic parameters (if required)
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} Material;
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```
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Where three texture maps (texDiffuse, texNormal, texSpecular) will bind to shader location points.
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When drawing, textures are internally bound or not depending on the selected shader and material:
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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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```c
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// Material map type
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typedef enum {
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MAP_ALBEDO = 0, // MAP_DIFFUSE
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MAP_METALNESS = 1, // MAP_SPECULAR
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MAP_NORMAL = 2,
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MAP_ROUGHNESS = 3,
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MAP_OCCLUSION,
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MAP_EMISSION,
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MAP_HEIGHT,
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MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_BRDF
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} TexmapIndex;
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#define MAP_DIFFUSE MAP_ALBEDO
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#define MAP_SPECULAR MAP_METALNESS
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```
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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 = LoadDefaultMaterial(); // Default shader assigned to material (supports only diffuse map)
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material.texDiffuse = LoadTexture("wood_diffuse.png"); // texture unit 0 activated (available in material shader)
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material.texSpecular = LoadTexture("wood_specular.png"); // texture unit 2 activated (available in material shader)
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// Standard material loading example
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Material material = LoadStandardMaterial(); // Standard shader assigned to material (supports diffuse, normal and specular maps)
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material.texDiffuse = LoadTexture("wood_diffuse.png"); // texture unit 0 activated (available in material shader)
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material.texSpecular = LoadTexture("wood_specular.png"); // texture unit 2 NOT activated (not available in material shader)
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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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```
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Despite its name on material struct (`texDiffuse`, `texNormal`, `texSpecular`), the user is free to use those maps in any way inside the **custom** shader.
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User can load any custom shader using provided `Material` and `Shader`structs:
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```c
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Material material = { 0 }; // Empty material
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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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```
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