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Rework some sentences and fix some grammar
@ -1,8 +1,8 @@
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Dealing with custom shaders and make them generic is not an easy task. There are many things to consider for a shader because, after all, the shader is the responsible to process all the data send 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, 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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Find an unified generic shader to deal with all kind 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 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 shader struct support the following data:
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By default, raylib's shader struct supports the following data:
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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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@ -28,22 +28,22 @@ typedef struct Shader {
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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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On shader loading, following fixed location names are expected for maps:
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On shader load, the following fixed location names are expected for maps:
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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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```
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Shaders are also directly related to Material struct:
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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 (binded to shader mapTexture0Loc)
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Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
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Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
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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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@ -52,12 +52,12 @@ typedef struct Material {
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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} Material;
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```
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Where three texture maps (texDiffuse, texNormal, texSpecular) are binded to shader location points.
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Where three texture maps (texDiffuse, texNormal, texSpecular) will bind to shader location points.
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On drawing, depending on textures assigned to material and selected shader, they are internally binded on drawing or not:
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When drawing, textures are internally bound or not depending on the selected shader and material:
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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 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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@ -67,4 +67,4 @@ material.texDiffuse = LoadTexture("wood_diffuse.png"); // texture unit 0 act
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material.texSpecular = LoadTexture("wood_specular.png"); // texture unit 2 NOT activated (not available in material shader)
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```
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Despite its name on material struct (`texDiffuse`, `texNormal`, `texSpecular`), user is free to use those maps in any way inside the **custom** shader.
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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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