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[rlgl] Implement vertex normals for RLGL immediate drawing mode #3866

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Apr 23, 2024
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19 changes: 13 additions & 6 deletions cmake/CompileDefinitions.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -99,12 +99,19 @@ if (${CUSTOMIZE_BUILD})
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_NEAR=0.01")
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_FAR=1000.0")

target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_POSITION=\"vertexPosition\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD=\"vertexTexCoord\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_NORMAL=\"vertexNormal\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_COLOR=\"vertexColor\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TANGENT=\"vertexTangent\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2=\"vertexTexCoord2\"")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION=0")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD=1")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL=2")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR=3")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT=4")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2=5")

target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION=\"vertexPosition\"")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD=\"vertexTexCoord\"")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL=\"vertexNormal\"")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR=\"vertexColor\"")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT=\"vertexTangent\"")
target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2=\"vertexTexCoord2\"")

target_compile_definitions("raylib" PUBLIC "MAX_TEXT_BUFFER_LENGTH=1024")
target_compile_definitions("raylib" PUBLIC "MAX_TEXT_UNICODE_CHARS=512")
Expand Down
18 changes: 6 additions & 12 deletions examples/shaders/shaders_basic_lighting.c
Original file line number Diff line number Diff line change
Expand Up @@ -52,10 +52,6 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type

// Load plane model from a generated mesh
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));

// Load basic lighting shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
Expand All @@ -69,10 +65,6 @@ int main(void)
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);

// Assign out lighting shader to model
model.materials[0].shader = shader;
cube.materials[0].shader = shader;

// Create lights
Light lights[MAX_LIGHTS] = { 0 };
lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
Expand Down Expand Up @@ -112,8 +104,12 @@ int main(void)

BeginMode3D(camera);

DrawModel(model, Vector3Zero(), 1.0f, WHITE);
DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
BeginShaderMode(shader);

DrawPlane(Vector3Zero(), (Vector2) { 10.0, 10.0 }, WHITE);
DrawCube(Vector3Zero(), 2.0, 4.0, 2.0, WHITE);

EndShaderMode();

// Draw spheres to show where the lights are
for (int i = 0; i < MAX_LIGHTS; i++)
Expand All @@ -136,8 +132,6 @@ int main(void)

// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload the model
UnloadModel(cube); // Unload the model
UnloadShader(shader); // Unload shader

CloseWindow(); // Close window and OpenGL context
Expand Down
20 changes: 14 additions & 6 deletions src/config.h
Original file line number Diff line number Diff line change
Expand Up @@ -112,14 +112,22 @@
#define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance

// Default shader vertex attribute locations
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5

// Default shader vertex attribute names to set location points
// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2

#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
#define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
Expand Down
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