[MODELS] Disable GPU skinning for MacOS platform (#4348)
* Update raylib_api.* by CI * Disable GPU skinning on MacOS Add GPU skinning example to MSVC Projects. * Update raylib_api.* by CI --------- Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
This commit is contained in:
parent
84a4d93bc4
commit
0e7bcd5639
11 changed files with 447 additions and 18 deletions
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@ -10,6 +10,8 @@
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2024 Daniel Holden (@orangeduck)
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*
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* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
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*
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********************************************************************************************/
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@ -11104,7 +11104,7 @@
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},
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{
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"name": "UpdateModelAnimationBoneMatrices",
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"description": "Update model animation mesh bone matrices",
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"description": "Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)",
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"returnType": "void",
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"params": [
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{
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@ -7621,7 +7621,7 @@ return {
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},
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{
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name = "UpdateModelAnimationBoneMatrices",
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description = "Update model animation mesh bone matrices",
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description = "Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)",
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returnType = "void",
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params = {
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{type = "Model", name = "model"},
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@ -4230,7 +4230,7 @@ Function 503: IsModelAnimationValid() (2 input parameters)
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Function 504: UpdateModelAnimationBoneMatrices() (3 input parameters)
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Name: UpdateModelAnimationBoneMatrices
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Return type: void
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Description: Update model animation mesh bone matrices
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Description: Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
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Param[1]: model (type: Model)
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Param[2]: anim (type: ModelAnimation)
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Param[3]: frame (type: int)
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@ -2830,7 +2830,7 @@
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<Param type="Model" name="model" desc="" />
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<Param type="ModelAnimation" name="anim" desc="" />
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</Function>
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<Function name="UpdateModelAnimationBoneMatrices" retType="void" paramCount="3" desc="Update model animation mesh bone matrices">
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<Function name="UpdateModelAnimationBoneMatrices" retType="void" paramCount="3" desc="Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)">
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<Param type="Model" name="model" desc="" />
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<Param type="ModelAnimation" name="anim" desc="" />
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<Param type="int" name="frame" desc="" />
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387
projects/VS2022/examples/models_gpu_skinning.vcxproj
Normal file
387
projects/VS2022/examples/models_gpu_skinning.vcxproj
Normal file
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@ -0,0 +1,387 @@
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Copy Release DLL to output directory</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Copy Release DLL to output directory</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\models\models_gpu_skinning.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
|
@ -299,6 +299,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_splines_drawing", "e
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_top_down_lights", "examples\shapes_top_down_lights.vcxproj", "{703BE7BA-5B99-4F70-806D-3A259F6A991E}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_gpu_skinning", "examples\models_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug.DLL|x64 = Debug.DLL|x64
|
||||
|
@ -2531,6 +2533,22 @@ Global
|
|||
{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release|x64.Build.0 = Release|x64
|
||||
{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release|x86.ActiveCfg = Release|Win32
|
||||
{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release|x86.Build.0 = Release|Win32
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Debug|x64.Build.0 = Debug|x64
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Debug|x86.Build.0 = Debug|Win32
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Release|x64.ActiveCfg = Release|x64
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Release|x64.Build.0 = Release|x64
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Release|x86.ActiveCfg = Release|Win32
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
@ -2682,6 +2700,7 @@ Global
|
|||
{D8026C60-CCBC-45DF-9085-BF21569EB414} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{DF25E545-00FF-4E64-844C-7DF98991F901} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{703BE7BA-5B99-4F70-806D-3A259F6A991E} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{8245DAD9-D402-4D5C-8F45-32229CD3B263} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
|
15
src/config.h
15
src/config.h
|
@ -119,9 +119,18 @@
|
|||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 6
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 8
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
|
||||
|
||||
// The mac OpenGL drivers do not support more than 8 VBOs, so we can't support GPU animations
|
||||
#ifndef __APPLE__
|
||||
#define RL_SUPPORT_MESH_ANIMATION_VBO
|
||||
#endif
|
||||
|
||||
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
|
||||
#endif
|
||||
|
||||
|
||||
// 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
|
||||
|
|
|
@ -1597,7 +1597,7 @@ RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);
|
|||
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
|
||||
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
|
||||
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
|
||||
RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices
|
||||
RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
|
||||
|
||||
// Collision detection functions
|
||||
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
|
||||
|
|
14
src/rlgl.h
14
src/rlgl.h
|
@ -344,16 +344,17 @@
|
|||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 6
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 8
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
|
||||
#endif
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -4170,8 +4171,11 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
|||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
||||
|
||||
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
|
||||
#endif
|
||||
|
||||
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
||||
|
||||
|
|
|
@ -1252,9 +1252,10 @@ void UploadMesh(Mesh *mesh, bool dynamic)
|
|||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = 0; // Vertex buffer: colors
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = 0; // Vertex buffer: tangents
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices
|
||||
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
mesh->vaoId = rlLoadVertexArray();
|
||||
|
@ -1340,7 +1341,8 @@ void UploadMesh(Mesh *mesh, bool dynamic)
|
|||
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, value, SHADER_ATTRIB_VEC2, 2);
|
||||
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
|
||||
}
|
||||
|
||||
|
||||
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
|
||||
if (mesh->boneIds != NULL)
|
||||
{
|
||||
// Enable vertex attribute: boneIds (shader-location = 6)
|
||||
|
@ -1372,6 +1374,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
|
|||
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, value, SHADER_ATTRIB_VEC4, 2);
|
||||
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (mesh->indices != NULL)
|
||||
{
|
||||
|
@ -1485,13 +1488,14 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
|
|||
|
||||
// Upload model normal matrix (if locations available)
|
||||
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
|
||||
|
||||
|
||||
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
|
||||
// Upload Bone Transforms
|
||||
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
|
||||
{
|
||||
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
|
||||
}
|
||||
|
||||
#endif
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Bind active texture maps (if available)
|
||||
|
@ -1570,7 +1574,8 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
|
|||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
|
||||
}
|
||||
|
||||
|
||||
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
|
||||
// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
|
||||
if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
|
||||
{
|
||||
|
@ -1586,6 +1591,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
|
|||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]);
|
||||
}
|
||||
|
@ -1729,11 +1735,13 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
|||
// Upload model normal matrix (if locations available)
|
||||
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
|
||||
|
||||
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
|
||||
// Upload Bone Transforms
|
||||
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
|
||||
{
|
||||
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
|
||||
}
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue