Add UpdateMeshBuffer

This commit is contained in:
Milan Nikolic 2023-11-08 21:14:00 +01:00
parent d269b291f2
commit 22e56137c1
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GPG key ID: 9229D0EAA3AA4E75

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@ -253,6 +253,145 @@ func GetModelBoundingBox(model Model) BoundingBox {
return v
}
// DrawModel - Draw a model (with texture if set)
func DrawModel(model Model, position Vector3, scale float32, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
cscale := (C.float)(scale)
ctint := colorCptr(tint)
C.DrawModel(*cmodel, *cposition, cscale, *ctint)
}
// DrawModelEx - Draw a model with extended parameters
func DrawModelEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
crotationAxis := rotationAxis.cptr()
crotationAngle := (C.float)(rotationAngle)
cscale := scale.cptr()
ctint := colorCptr(tint)
C.DrawModelEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
}
// DrawModelWires - Draw a model wires (with texture if set)
func DrawModelWires(model Model, position Vector3, scale float32, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
cscale := (C.float)(scale)
ctint := colorCptr(tint)
C.DrawModelWires(*cmodel, *cposition, cscale, *ctint)
}
// DrawModelWiresEx - Draw a model wires (with texture if set) with extended parameters
func DrawModelWiresEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
crotationAxis := rotationAxis.cptr()
crotationAngle := (C.float)(rotationAngle)
cscale := scale.cptr()
ctint := colorCptr(tint)
C.DrawModelWiresEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
}
// DrawBoundingBox - Draw bounding box (wires)
func DrawBoundingBox(box BoundingBox, col color.RGBA) {
cbox := box.cptr()
ccolor := colorCptr(col)
C.DrawBoundingBox(*cbox, *ccolor)
}
// DrawBillboard - Draw a billboard texture
func DrawBillboard(camera Camera, texture Texture2D, center Vector3, size float32, tint color.RGBA) {
ccamera := camera.cptr()
ctexture := texture.cptr()
ccenter := center.cptr()
csize := (C.float)(size)
ctint := colorCptr(tint)
C.DrawBillboard(*ccamera, *ctexture, *ccenter, csize, *ctint)
}
// DrawBillboardRec - Draw a billboard texture defined by sourceRec
func DrawBillboardRec(camera Camera, texture Texture2D, sourceRec Rectangle, center Vector3, size Vector2, tint color.RGBA) {
ccamera := camera.cptr()
ctexture := texture.cptr()
csourceRec := sourceRec.cptr()
ccenter := center.cptr()
csize := size.cptr()
ctint := colorCptr(tint)
C.DrawBillboardRec(*ccamera, *ctexture, *csourceRec, *ccenter, *csize, *ctint)
}
// DrawBillboardPro - Draw a billboard texture with pro parameters
func DrawBillboardPro(camera Camera, texture Texture2D, sourceRec Rectangle, position Vector3, up Vector3, size Vector2, origin Vector2, rotation float32, tint Color) {
ccamera := camera.cptr()
ctexture := texture.cptr()
csourceRec := sourceRec.cptr()
cposition := position.cptr()
cup := up.cptr()
csize := size.cptr()
corigin := origin.cptr()
crotation := (C.float)(rotation)
ctint := colorCptr(tint)
C.DrawBillboardPro(*ccamera, *ctexture, *csourceRec, *cposition, *cup, *csize, *corigin, crotation, *ctint)
}
// UploadMesh - Upload vertex data into a VAO (if supported) and VBO
func UploadMesh(mesh *Mesh, dynamic bool) {
pinner := runtime.Pinner{}
//Mesh pointer fields must be pinned to allow a Mesh pointer to be passed to C.UploadMesh() below
//nil checks are required because Pin() will panic if passed nil
if mesh.Vertices != nil {
pinner.Pin(mesh.Vertices)
}
if mesh.Texcoords != nil {
pinner.Pin(mesh.Texcoords)
}
if mesh.Texcoords2 != nil {
pinner.Pin(mesh.Texcoords2)
}
if mesh.Normals != nil {
pinner.Pin(mesh.Normals)
}
if mesh.Tangents != nil {
pinner.Pin(mesh.Tangents)
}
if mesh.Colors != nil {
pinner.Pin(mesh.Colors)
}
if mesh.Indices != nil {
pinner.Pin(mesh.Indices)
}
if mesh.AnimVertices != nil {
pinner.Pin(mesh.AnimVertices)
}
if mesh.AnimNormals != nil {
pinner.Pin(mesh.AnimNormals)
}
if mesh.BoneIds != nil {
pinner.Pin(mesh.BoneIds)
}
if mesh.BoneWeights != nil {
pinner.Pin(mesh.BoneWeights)
}
//VboID of a new mesh should always be nil before uploading, but including this in case a mesh happens to have it set.
if mesh.VboID != nil {
pinner.Pin(mesh.VboID)
}
cMesh := mesh.cptr()
C.UploadMesh(cMesh, C.bool(dynamic))
pinner.Unpin()
}
// UpdateMeshBuffer - Update mesh vertex data in GPU for a specific buffer index
func UpdateMeshBuffer(mesh Mesh, index int, data []byte, offset int) {
cindex := (C.int)(index)
coffset := (C.int)(offset)
cdataSize := (C.int)(len(data))
C.UpdateMeshBuffer(*mesh.cptr(), cindex, unsafe.Pointer(&data[0]), cdataSize, coffset)
}
// UnloadMesh - Unload mesh from memory (RAM and/or VRAM)
func UnloadMesh(mesh *Mesh) {
//C.UnloadMesh() only needs to read the VaoID & VboID
@ -265,6 +404,16 @@ func UnloadMesh(mesh *Mesh) {
C.UnloadMesh(*cmesh)
}
// DrawMesh - Draw a single mesh
func DrawMesh(mesh Mesh, material Material, transform Matrix) {
C.DrawMesh(*mesh.cptr(), *material.cptr(), *transform.cptr())
}
// DrawMeshInstanced - Draw mesh with instanced rendering
func DrawMeshInstanced(mesh Mesh, material Material, transforms []Matrix, instances int) {
C.DrawMeshInstanced(*mesh.cptr(), *material.cptr(), transforms[0].cptr(), C.int(instances))
}
// ExportMesh - Export mesh as an OBJ file
func ExportMesh(mesh Mesh, fileName string) {
cfileName := C.CString(fileName)
@ -273,6 +422,14 @@ func ExportMesh(mesh Mesh, fileName string) {
C.ExportMesh(*cmesh, cfileName)
}
// GetMeshBoundingBox - Compute mesh bounding box limits
func GetMeshBoundingBox(mesh Mesh) BoundingBox {
cmesh := mesh.cptr()
ret := C.GetMeshBoundingBox(*cmesh)
v := newBoundingBoxFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshPoly - Generate polygonal mesh
func GenMeshPoly(sides int, radius float32) Mesh {
csides := (C.int)(sides)
@ -479,106 +636,6 @@ func IsModelAnimationValid(model Model, anim ModelAnimation) bool {
return v
}
// DrawModel - Draw a model (with texture if set)
func DrawModel(model Model, position Vector3, scale float32, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
cscale := (C.float)(scale)
ctint := colorCptr(tint)
C.DrawModel(*cmodel, *cposition, cscale, *ctint)
}
// DrawModelEx - Draw a model with extended parameters
func DrawModelEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
crotationAxis := rotationAxis.cptr()
crotationAngle := (C.float)(rotationAngle)
cscale := scale.cptr()
ctint := colorCptr(tint)
C.DrawModelEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
}
// DrawModelWires - Draw a model wires (with texture if set)
func DrawModelWires(model Model, position Vector3, scale float32, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
cscale := (C.float)(scale)
ctint := colorCptr(tint)
C.DrawModelWires(*cmodel, *cposition, cscale, *ctint)
}
// DrawModelWiresEx - Draw a model wires (with texture if set) with extended parameters
func DrawModelWiresEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
crotationAxis := rotationAxis.cptr()
crotationAngle := (C.float)(rotationAngle)
cscale := scale.cptr()
ctint := colorCptr(tint)
C.DrawModelWiresEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
}
// DrawBoundingBox - Draw bounding box (wires)
func DrawBoundingBox(box BoundingBox, col color.RGBA) {
cbox := box.cptr()
ccolor := colorCptr(col)
C.DrawBoundingBox(*cbox, *ccolor)
}
// DrawBillboard - Draw a billboard texture
func DrawBillboard(camera Camera, texture Texture2D, center Vector3, size float32, tint color.RGBA) {
ccamera := camera.cptr()
ctexture := texture.cptr()
ccenter := center.cptr()
csize := (C.float)(size)
ctint := colorCptr(tint)
C.DrawBillboard(*ccamera, *ctexture, *ccenter, csize, *ctint)
}
// DrawBillboardRec - Draw a billboard texture defined by sourceRec
func DrawBillboardRec(camera Camera, texture Texture2D, sourceRec Rectangle, center Vector3, size Vector2, tint color.RGBA) {
ccamera := camera.cptr()
ctexture := texture.cptr()
csourceRec := sourceRec.cptr()
ccenter := center.cptr()
csize := size.cptr()
ctint := colorCptr(tint)
C.DrawBillboardRec(*ccamera, *ctexture, *csourceRec, *ccenter, *csize, *ctint)
}
// DrawBillboardPro - Draw a billboard texture with pro parameters
func DrawBillboardPro(camera Camera, texture Texture2D, sourceRec Rectangle, position Vector3, up Vector3, size Vector2, origin Vector2, rotation float32, tint Color) {
ccamera := camera.cptr()
ctexture := texture.cptr()
csourceRec := sourceRec.cptr()
cposition := position.cptr()
cup := up.cptr()
csize := size.cptr()
corigin := origin.cptr()
crotation := (C.float)(rotation)
ctint := colorCptr(tint)
C.DrawBillboardPro(*ccamera, *ctexture, *csourceRec, *cposition, *cup, *csize, *corigin, crotation, *ctint)
}
// DrawMesh - Draw a single mesh
func DrawMesh(mesh Mesh, material Material, transform Matrix) {
C.DrawMesh(*mesh.cptr(), *material.cptr(), *transform.cptr())
}
// DrawMeshInstanced - Draw mesh with instanced rendering
func DrawMeshInstanced(mesh Mesh, material Material, transforms []Matrix, instances int) {
C.DrawMeshInstanced(*mesh.cptr(), *material.cptr(), transforms[0].cptr(), C.int(instances))
}
// GetMeshBoundingBox - Compute mesh bounding box limits
func GetMeshBoundingBox(mesh Mesh) BoundingBox {
cmesh := mesh.cptr()
ret := C.GetMeshBoundingBox(*cmesh)
v := newBoundingBoxFromPointer(unsafe.Pointer(&ret))
return v
}
// CheckCollisionSpheres - Detect collision between two spheres
func CheckCollisionSpheres(centerA Vector3, radiusA float32, centerB Vector3, radiusB float32) bool {
ccenterA := centerA.cptr()
@ -660,52 +717,3 @@ func GetRayCollisionQuad(ray Ray, p1, p2, p3, p4 Vector3) RayCollision {
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
return v
}
// UploadMesh - Upload vertex data into a VAO (if supported) and VBO
func UploadMesh(mesh *Mesh, dynamic bool) {
pinner := runtime.Pinner{}
//Mesh pointer fields must be pinned to allow a Mesh pointer to be passed to C.UploadMesh() below
//nil checks are required because Pin() will panic if passed nil
if mesh.Vertices != nil {
pinner.Pin(mesh.Vertices)
}
if mesh.Texcoords != nil {
pinner.Pin(mesh.Texcoords)
}
if mesh.Texcoords2 != nil {
pinner.Pin(mesh.Texcoords2)
}
if mesh.Normals != nil {
pinner.Pin(mesh.Normals)
}
if mesh.Tangents != nil {
pinner.Pin(mesh.Tangents)
}
if mesh.Colors != nil {
pinner.Pin(mesh.Colors)
}
if mesh.Indices != nil {
pinner.Pin(mesh.Indices)
}
if mesh.AnimVertices != nil {
pinner.Pin(mesh.AnimVertices)
}
if mesh.AnimNormals != nil {
pinner.Pin(mesh.AnimNormals)
}
if mesh.BoneIds != nil {
pinner.Pin(mesh.BoneIds)
}
if mesh.BoneWeights != nil {
pinner.Pin(mesh.BoneWeights)
}
//VboID of a new mesh should always be nil before uploading, but including this in case a mesh happens to have it set.
if mesh.VboID != nil {
pinner.Pin(mesh.VboID)
}
cMesh := mesh.cptr()
C.UploadMesh(cMesh, C.bool(dynamic))
pinner.Unpin()
}