Simplified internal (default) dynamic buffers
This commit is contained in:
parent
454b422fd6
commit
075f51e0a3
3 changed files with 84 additions and 120 deletions
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@ -376,7 +376,7 @@ typedef struct Mesh {
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float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices; // vertex indices (in case vertex data comes indexed)
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int triangleCount; // number of triangles to draw
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int triangleCount; // number of triangles stored (indexed or not)
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BoundingBox bounds; // mesh limits defined by min and max points
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200
src/rlgl.c
200
src/rlgl.c
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@ -128,54 +128,23 @@
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Vertex buffer (position + color arrays)
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// NOTE: Used for lines and triangles VAOs
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// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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typedef struct {
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int vCounter;
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int cCounter;
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float *vertices; // 3 components per vertex
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unsigned char *colors; // 4 components per vertex
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} VertexPositionColorBuffer;
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// Vertex buffer (position + texcoords + color arrays)
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// NOTE: Not used
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typedef struct {
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int vCounter;
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int tcCounter;
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int cCounter;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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unsigned char *colors; // 4 components per vertex
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} VertexPositionColorTextureBuffer;
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// Vertex buffer (position + texcoords + normals arrays)
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// NOTE: Not used
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typedef struct {
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int vCounter;
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int tcCounter;
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int nCounter;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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float *normals; // 3 components per vertex
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//short *normals; // NOTE: Less data load... but padding issues and normalizing required!
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} VertexPositionTextureNormalBuffer;
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// Vertex buffer (position + texcoords + colors + indices arrays)
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// NOTE: Used for quads VAO
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typedef struct {
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int vCounter;
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int tcCounter;
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int cCounter;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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unsigned char *colors; // 4 components per vertex
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int vCounter; // vertex position counter to process (and draw) from full buffer
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int tcCounter; // vertex texcoord counter to process (and draw) from full buffer
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int cCounter; // vertex color counter to process (and draw) from full buffer
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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unsigned int *indices; // 6 indices per quad (could be int)
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unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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unsigned short *indices; // 6 indices per quad (must be short)
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unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
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// NOTE: 6*2 byte = 12 byte, not alignment problem!
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#endif
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} VertexPositionColorTextureIndexBuffer;
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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} DynamicBuffer;
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// Draw call type
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// NOTE: Used to track required draw-calls, organized by texture
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@ -205,18 +174,9 @@ static DrawMode currentDrawMode;
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static float currentDepth = -1.0f;
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// Default vertex buffers for lines, triangles and quads
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static VertexPositionColorBuffer lines; // No texture support
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static VertexPositionColorBuffer triangles; // No texture support
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static VertexPositionColorTextureIndexBuffer quads;
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// Default vertex buffers VAOs (if supported)
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static GLuint vaoLines, vaoTriangles, vaoQuads;
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// Default vertex buffers VBOs
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static GLuint linesBuffer[2]; // Lines buffers (position, color)
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static GLuint trianglesBuffer[2]; // Triangles buffers (position, color)
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static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index)
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static DynamicBuffer lines;
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static DynamicBuffer triangles;
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static DynamicBuffer quads;
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// Default buffers draw calls
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static DrawCall *draws;
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@ -1207,7 +1167,7 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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glEnableVertexAttribArray(material.shader.texcoord2Loc);
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}
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
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}
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// Draw call!
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@ -1693,7 +1653,6 @@ void rlglLoadMesh(Mesh *mesh)
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mesh->vboId[5] = 0; // Vertex texcoords2 VBO
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mesh->vboId[6] = 0; // Vertex indices VBO
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLuint vaoId = 0; // Vertex Array Objects (VAO)
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GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
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@ -2407,22 +2366,28 @@ static void LoadDefaultBuffers(void)
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// Lines - Initialize arrays (vertex position and color data)
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lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
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lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
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lines.texcoords = NULL;
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lines.indices = NULL;
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for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f;
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for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0;
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lines.vCounter = 0;
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lines.cCounter = 0;
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lines.tcCounter = 0;
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// Triangles - Initialize arrays (vertex position and color data)
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triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle
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triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
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triangles.texcoords = NULL;
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triangles.indices = NULL;
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for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f;
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for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0;
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triangles.vCounter = 0;
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triangles.cCounter = 0;
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triangles.tcCounter = 0;
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// Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
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quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad
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@ -2468,96 +2433,95 @@ static void LoadDefaultBuffers(void)
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if (vaoSupported)
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{
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// Initialize Lines VAO
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glGenVertexArrays(1, &vaoLines);
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glBindVertexArray(vaoLines);
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glGenVertexArrays(1, &lines.vaoId);
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glBindVertexArray(lines.vaoId);
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}
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// Create buffers for our vertex data
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glGenBuffers(2, linesBuffer);
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// Lines - Vertex buffers binding and attributes enable
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// Vertex position buffer (shader-location = 0)
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
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glGenBuffers(2, &lines.vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(currentShader.vertexLoc);
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glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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// Vertex color buffer (shader-location = 3)
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
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glGenBuffers(2, &lines.vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(currentShader.colorLoc);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", vaoLines);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", linesBuffer[0], linesBuffer[1]);
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
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// Upload and link triangles vertex buffers
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if (vaoSupported)
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{
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// Initialize Triangles VAO
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glGenVertexArrays(1, &vaoTriangles);
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glBindVertexArray(vaoTriangles);
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glGenVertexArrays(1, &triangles.vaoId);
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glBindVertexArray(triangles.vaoId);
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}
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// Create buffers for our vertex data
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glGenBuffers(2, trianglesBuffer);
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// Triangles - Vertex buffers binding and attributes enable
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// Vertex position buffer (shader-location = 0)
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
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glGenBuffers(1, &triangles.vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(currentShader.vertexLoc);
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glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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// Vertex color buffer (shader-location = 3)
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
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glGenBuffers(1, &triangles.vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(currentShader.colorLoc);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", vaoTriangles);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", trianglesBuffer[0], trianglesBuffer[1]);
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", triangles.vboId[0], triangles.vboId[1]);
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// Upload and link quads vertex buffers
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if (vaoSupported)
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{
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// Initialize Quads VAO
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glGenVertexArrays(1, &vaoQuads);
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glBindVertexArray(vaoQuads);
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glGenVertexArrays(1, &quads.vaoId);
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glBindVertexArray(quads.vaoId);
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}
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// Create buffers for our vertex data
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glGenBuffers(4, quadsBuffer);
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// Quads - Vertex buffers binding and attributes enable
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// Vertex position buffer (shader-location = 0)
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
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glGenBuffers(1, &quads.vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(currentShader.vertexLoc);
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glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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// Vertex texcoord buffer (shader-location = 1)
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
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glGenBuffers(1, &quads.vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(currentShader.texcoordLoc);
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glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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// Vertex color buffer (shader-location = 3)
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
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glGenBuffers(1, &quads.vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(currentShader.colorLoc);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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// Fill index buffer
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
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glGenBuffers(1, &quads.vboId[3]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
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#if defined(GRAPHICS_API_OPENGL_33)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
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#endif
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", vaoQuads);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
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// Unbind the current VAO
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if (vaoSupported) glBindVertexArray(0);
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if (lines.vCounter > 0)
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{
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// Activate Lines VAO
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if (vaoSupported) glBindVertexArray(vaoLines);
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if (vaoSupported) glBindVertexArray(lines.vaoId);
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// Lines - vertex positions buffer
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
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glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
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// Lines - colors buffer
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
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glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
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}
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if (triangles.vCounter > 0)
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{
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// Activate Triangles VAO
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if (vaoSupported) glBindVertexArray(vaoTriangles);
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if (vaoSupported) glBindVertexArray(triangles.vaoId);
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// Triangles - vertex positions buffer
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
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glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
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// Triangles - colors buffer
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
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glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
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}
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if (quads.vCounter > 0)
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{
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// Activate Quads VAO
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if (vaoSupported) glBindVertexArray(vaoQuads);
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if (vaoSupported) glBindVertexArray(quads.vaoId);
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// Quads - vertex positions buffer
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
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glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
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// Quads - texture coordinates buffer
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
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glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
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// Quads - colors buffer
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
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glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
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@ -2659,17 +2623,17 @@ static void DrawDefaultBuffers(void)
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if (vaoSupported)
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{
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glBindVertexArray(vaoLines);
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glBindVertexArray(lines.vaoId);
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}
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else
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{
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// Bind vertex attrib: position (shader-location = 0)
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
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glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
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glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(currentShader.vertexLoc);
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// Bind vertex attrib: color (shader-location = 3)
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
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glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(currentShader.colorLoc);
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}
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@ -2687,17 +2651,17 @@ static void DrawDefaultBuffers(void)
|
|||
|
||||
if (vaoSupported)
|
||||
{
|
||||
glBindVertexArray(vaoTriangles);
|
||||
glBindVertexArray(triangles.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind vertex attrib: position (shader-location = 0)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
||||
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.vertexLoc);
|
||||
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
||||
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.colorLoc);
|
||||
}
|
||||
|
@ -2717,26 +2681,26 @@ static void DrawDefaultBuffers(void)
|
|||
|
||||
if (vaoSupported)
|
||||
{
|
||||
glBindVertexArray(vaoQuads);
|
||||
glBindVertexArray(quads.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind vertex attrib: position (shader-location = 0)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
||||
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.vertexLoc);
|
||||
|
||||
// Bind vertex attrib: texcoord (shader-location = 1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
||||
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.texcoordLoc);
|
||||
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
||||
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.colorLoc);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
||||
}
|
||||
|
||||
//TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
|
||||
|
@ -2806,21 +2770,21 @@ static void UnloadDefaultBuffers(void)
|
|||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
// Delete VBOs from GPU (VRAM)
|
||||
glDeleteBuffers(1, &linesBuffer[0]);
|
||||
glDeleteBuffers(1, &linesBuffer[1]);
|
||||
glDeleteBuffers(1, &trianglesBuffer[0]);
|
||||
glDeleteBuffers(1, &trianglesBuffer[1]);
|
||||
glDeleteBuffers(1, &quadsBuffer[0]);
|
||||
glDeleteBuffers(1, &quadsBuffer[1]);
|
||||
glDeleteBuffers(1, &quadsBuffer[2]);
|
||||
glDeleteBuffers(1, &quadsBuffer[3]);
|
||||
glDeleteBuffers(1, &lines.vboId[0]);
|
||||
glDeleteBuffers(1, &lines.vboId[1]);
|
||||
glDeleteBuffers(1, &triangles.vboId[0]);
|
||||
glDeleteBuffers(1, &triangles.vboId[1]);
|
||||
glDeleteBuffers(1, &quads.vboId[0]);
|
||||
glDeleteBuffers(1, &quads.vboId[1]);
|
||||
glDeleteBuffers(1, &quads.vboId[2]);
|
||||
glDeleteBuffers(1, &quads.vboId[3]);
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
// Delete VAOs from GPU (VRAM)
|
||||
glDeleteVertexArrays(1, &vaoLines);
|
||||
glDeleteVertexArrays(1, &vaoTriangles);
|
||||
glDeleteVertexArrays(1, &vaoQuads);
|
||||
glDeleteVertexArrays(1, &lines.vaoId);
|
||||
glDeleteVertexArrays(1, &triangles.vaoId);
|
||||
glDeleteVertexArrays(1, &quads.vaoId);
|
||||
}
|
||||
|
||||
// Free vertex arrays memory from CPU (RAM)
|
||||
|
|
|
@ -147,7 +147,7 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
|
|||
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
|
||||
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
|
||||
unsigned short *indices; // vertex indices (in case vertex data comes indexed)
|
||||
int triangleCount; // number of triangles to draw
|
||||
int triangleCount; // number of triangles stored (indexed or not)
|
||||
|
||||
BoundingBox bounds; // mesh limits defined by min and max points
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue