Reorganize data for consistency

This commit is contained in:
raysan5 2016-05-18 13:22:14 +02:00
parent bc08271da3
commit 037edbaa13
3 changed files with 282 additions and 210 deletions

View file

@ -740,6 +740,24 @@ void rlDisableDepthTest(void)
glDisable(GL_DEPTH_TEST);
}
// Enable wire mode
void rlEnableWireMode(void)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
}
// Disable wire mode
void rlDisableWireMode(void)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
@ -1033,178 +1051,18 @@ void rlglClose(void)
void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
/*
for (int i = 0; i < modelsCount; i++)
{
rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
}
*/
// NOTE: Default buffers always drawn at the end
UpdateDefaultBuffers();
DrawDefaultBuffers();
#endif
}
// Draw a 3d mesh with material and transform
void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
rlPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(material.shader.id);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)
// Calculate model-view matrix combining matModel and matView
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting (material.colDiffuse)
// NOTE: Just update one uniform on fragment shader
float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
glUniform4fv(material.shader.tintColorLoc, 1, vColor);
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
}
if (vaoSupported)
{
glBindVertexArray(mesh.vaoId);
}
else
{
// Bind mesh VBO data: vertex position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.vertexLoc);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoordLoc);
// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
if (material.shader.normalLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.normalLoc);
}
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
if (material.shader.colorLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(material.shader.colorLoc);
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
if (material.shader.tangentLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.tangentLoc);
}
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
if (material.shader.texcoord2Loc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoord2Loc);
}
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
// Draw call!
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
if (material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glUseProgram(0); // Unbind shader program
#endif
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
// Initialize Graphics Device (OpenGL stuff)
// NOTE: Stores global variables screenWidth and screenHeight
void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
@ -1776,6 +1634,245 @@ void rlglLoadMesh(Mesh *mesh)
#endif
}
// Update vertex data on GPU (upload new data to one buffer)
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
{
// Activate mesh VAO
if (vaoSupported) glBindVertexArray(mesh.vaoId);
switch (buffer)
{
case 0: // Update vertices (vertex position)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
} break;
case 1: // Update texcoords (vertex texture coordinates)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
} break;
case 2: // Update normals (vertex normals)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
} break;
case 3: // Update colors (vertex colors)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
} break;
case 4: // Update tangents (vertex tangents)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
} break;
case 5: // Update texcoords2 (vertex second texture coordinates)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
} break;
default: break;
}
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
// Another option would be using buffer mapping...
//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
}
// Draw a 3d mesh with material and transform
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
{
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
rlPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(material.shader.id);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)
// Calculate model-view matrix combining matModel and matView
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting (material.colDiffuse)
// NOTE: Just update one uniform on fragment shader
float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
glUniform4fv(material.shader.tintColorLoc, 1, vColor);
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
}
if (vaoSupported)
{
glBindVertexArray(mesh.vaoId);
}
else
{
// Bind mesh VBO data: vertex position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.vertexLoc);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoordLoc);
// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
if (material.shader.normalLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.normalLoc);
}
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
if (material.shader.colorLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(material.shader.colorLoc);
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
if (material.shader.tangentLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.tangentLoc);
}
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
if (material.shader.texcoord2Loc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoord2Loc);
}
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
// Draw call!
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
if (material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glUseProgram(0); // Unbind shader program
#endif
}
// Unload mesh data from CPU and GPU
void rlglUnloadMesh(Mesh *mesh)
{
if (mesh->vertices != NULL) free(mesh->vertices);
if (mesh->texcoords != NULL) free(mesh->texcoords);
if (mesh->normals != NULL) free(mesh->normals);
if (mesh->colors != NULL) free(mesh->colors);
if (mesh->tangents != NULL) free(mesh->tangents);
if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
if (mesh->indices != NULL) free(mesh->indices);
rlDeleteBuffers(mesh->vboId[0]); // vertex
rlDeleteBuffers(mesh->vboId[1]); // texcoords
rlDeleteBuffers(mesh->vboId[2]); // normals
rlDeleteBuffers(mesh->vboId[3]); // colors
rlDeleteBuffers(mesh->vboId[4]); // tangents
rlDeleteBuffers(mesh->vboId[5]); // texcoords2
rlDeleteBuffers(mesh->vboId[6]); // indices
rlDeleteVertexArrays(mesh->vaoId);
}
// Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height)
{