Added support for indexed mesh data

This commit is contained in:
raysan5 2016-05-10 18:24:28 +02:00
parent ac44db26a2
commit 1ddf594d15
3 changed files with 50 additions and 17 deletions

View file

@ -783,16 +783,16 @@ void rlDisableDepthTest(void)
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
glDeleteTextures(1, &id);
if (id != 0) glDeleteTextures(1, &id);
}
// Unload render texture from GPU memory
void rlDeleteRenderTextures(RenderTexture2D target)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteFramebuffers(1, &target.id);
glDeleteTextures(1, &target.texture.id);
glDeleteTextures(1, &target.depth.id);
if (target.id != 0) glDeleteFramebuffers(1, &target.id);
if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id);
#endif
}
@ -800,7 +800,7 @@ void rlDeleteRenderTextures(RenderTexture2D target)
void rlDeleteShader(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteProgram(id);
if (id != 0) glDeleteProgram(id);
#endif
}
@ -810,7 +810,7 @@ void rlDeleteVertexArrays(unsigned int id)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (vaoSupported)
{
glDeleteVertexArrays(1, &id);
if (id != 0) glDeleteVertexArrays(1, &id);
TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
}
#endif
@ -1204,10 +1204,13 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoord2Loc);
}
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
}
// Draw call!
glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.trianglesCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
if (material.texNormal.id != 0)
{
@ -1225,7 +1228,11 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glUseProgram(0); // Unbind shader program
#endif
@ -1682,11 +1689,12 @@ void rlglLoadMesh(Mesh *mesh)
mesh->vboId[3] = 0; // Vertex colors VBO
mesh->vboId[4] = 0; // Vertex tangents VBO
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
mesh->vboId[6] = 0; // Vertex indices VBO
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
GLuint vboId[6]; // Vertex Buffer Objects (VBOs)
GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
if (vaoSupported)
{
@ -1775,12 +1783,21 @@ void rlglLoadMesh(Mesh *mesh)
glDisableVertexAttribArray(5);
}
if (mesh->indices != NULL)
{
glGenBuffers(1, &vboId[6]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[6]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->trianglesCount*3, mesh->indices, GL_STATIC_DRAW);
}
mesh->vboId[0] = vboId[0]; // Vertex position VBO
mesh->vboId[1] = vboId[1]; // Texcoords VBO
mesh->vboId[2] = vboId[2]; // Normals VBO
mesh->vboId[3] = vboId[3]; // Colors VBO
mesh->vboId[4] = vboId[4]; // Tangents VBO
mesh->vboId[5] = vboId[5]; // Texcoords2 VBO
mesh->vboId[6] = vboId[6]; // Indices VBO
if (vaoSupported)
{
@ -2733,9 +2750,9 @@ static void DrawDefaultBuffers(void)
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
#if defined(GRAPHICS_API_OPENGL_33)
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset));
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
#elif defined(GRAPHICS_API_OPENGL_ES2)
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * indicesOffset));
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
#endif
//GLenum err;
//if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!