Improved mesh support
Depending on mesh data, it can be loaded and default vertex attribute location points are set, including colors, tangents and texcoords2
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parent
29761c2519
commit
0bcb873cbb
3 changed files with 171 additions and 45 deletions
90
src/rlgl.c
90
src/rlgl.c
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@ -811,9 +811,11 @@ void rlDeleteVertexArrays(unsigned int id)
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void rlDeleteBuffers(unsigned int id)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glDeleteBuffers(1, &id);
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if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
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if (id != 0)
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{
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glDeleteBuffers(1, &id);
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if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
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}
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#endif
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}
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@ -1638,6 +1640,7 @@ void rlglGenerateMipmaps(Texture2D texture)
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}
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// Upload vertex data into a VAO (if supported) and VBO
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// TODO: Consider attributes: color, texcoords2, tangents (if available)
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void rlglLoadMesh(Mesh *mesh)
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{
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mesh->vaoId = 0; // Vertex Array Object
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@ -1648,11 +1651,10 @@ void rlglLoadMesh(Mesh *mesh)
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mesh->vboId[4] = 0; // Vertex tangent VBO
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mesh->vboId[5] = 0; // Vertex texcoord2 VBO
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// TODO: Consider attributes: color, texcoords2, tangents (if available)
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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[3]; // Vertex Buffer Objects (VBOs)
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GLuint vboId[6]; // Vertex Buffer Objects (VBOs)
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if (vaoSupported)
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{
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@ -1661,36 +1663,92 @@ void rlglLoadMesh(Mesh *mesh)
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glBindVertexArray(vaoId);
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}
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// Create buffers for our vertex data (positions, texcoords, normals)
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glGenBuffers(3, vboId);
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// NOTE: Attributes must be uploaded considering default locations points
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// Enable vertex attributes: position (shader-location = 0)
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glGenBuffers(1, &vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(0);
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// Enable vertex attributes: texcoords (shader-location = 1)
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glGenBuffers(1, &vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW);
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(1);
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// Enable vertex attributes: normals (shader-location = 2)
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glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(2);
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if (mesh->normals != NULL)
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{
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glGenBuffers(1, &vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(2);
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}
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else
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{
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// Default color vertex attribute set to WHITE
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glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
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glDisableVertexAttribArray(2);
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}
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// Default color vertex attribute (shader-location = 3)
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glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE
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glDisableVertexAttribArray(3);
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if (mesh->colors != NULL)
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{
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glGenBuffers(1, &vboId[3]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(3);
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}
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else
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{
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// Default color vertex attribute set to WHITE
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glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
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glDisableVertexAttribArray(3);
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}
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// Default tangent vertex attribute (shader-location = 4)
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if (mesh->tangents != NULL)
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{
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glGenBuffers(1, &vboId[4]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW);
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glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(4);
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}
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else
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{
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// Default tangents vertex attribute
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glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
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glDisableVertexAttribArray(4);
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}
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// Default texcoord2 vertex attribute (shader-location = 5)
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if (mesh->texcoords2 != NULL)
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{
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glGenBuffers(1, &vboId[5]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW);
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glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(5);
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}
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else
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{
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// Default tangents vertex attribute
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glVertexAttrib2f(5, 0.0f, 0.0f);
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glDisableVertexAttribArray(5);
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}
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mesh->vboId[0] = vboId[0]; // Vertex position VBO
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mesh->vboId[1] = vboId[1]; // Texcoords VBO
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mesh->vboId[2] = vboId[2]; // Normals VBO
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mesh->vboId[3] = vboId[3]; // Colors VBO
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mesh->vboId[4] = vboId[4]; // Tangents VBO
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mesh->vboId[5] = vboId[5]; // Texcoords2 VBO
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if (vaoSupported)
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{
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@ -1703,7 +1761,7 @@ void rlglLoadMesh(Mesh *mesh)
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}
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else
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{
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TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vboId[0], mesh->vboId[1], mesh->vboId[2]);
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TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
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}
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#endif
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}
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