diff --git a/src/models.c b/src/models.c index 7d24e383e..066b919ed 100644 --- a/src/models.c +++ b/src/models.c @@ -553,7 +553,7 @@ Model LoadModel(const char *fileName) if (model.mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded"); else { - rlglLoadMesh(&model.mesh); // Upload vertex data to GPU + rlglLoadMesh(&model.mesh); // Upload vertex data to GPU model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); @@ -567,7 +567,9 @@ Model LoadModelEx(Mesh data) { Model model = { 0 }; - rlglLoadMesh(&data); // Upload vertex data to GPU + model.mesh = data; + + rlglLoadMesh(&model.mesh); // Upload vertex data to GPU model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); @@ -693,12 +695,13 @@ Model LoadCubicmap(Image cubicmap) void UnloadModel(Model model) { // Unload mesh data - free(model.mesh.vertices); - free(model.mesh.texcoords); + if (model.mesh.vertices != NULL) free(model.mesh.vertices); + if (model.mesh.texcoords != NULL) free(model.mesh.texcoords); if (model.mesh.normals != NULL) free(model.mesh.normals); if (model.mesh.colors != NULL) free(model.mesh.colors); if (model.mesh.tangents != NULL) free(model.mesh.tangents); if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); + if (model.mesh.indices != NULL) free(model.mesh.indices); TraceLog(INFO, "Unloaded model data from RAM (CPU)"); @@ -708,8 +711,11 @@ void UnloadModel(Model model) rlDeleteBuffers(model.mesh.vboId[3]); // colors rlDeleteBuffers(model.mesh.vboId[4]); // tangents rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2 + rlDeleteBuffers(model.mesh.vboId[6]); // indices rlDeleteVertexArrays(model.mesh.vaoId); + + UnloadMaterial(model.material); } // Load material data (from file) @@ -743,6 +749,13 @@ Material LoadDefaultMaterial(void) return material; } +void UnloadMaterial(Material material) +{ + rlDeleteTextures(material.texDiffuse.id); + rlDeleteTextures(material.texNormal.id); + rlDeleteTextures(material.texSpecular.id); +} + // Link a texture to a model void SetModelTexture(Model *model, Texture2D texture) { @@ -2006,7 +2019,7 @@ static Material LoadMTL(const char *fileName) char buffer[MAX_BUFFER_SIZE]; Vector3 color = { 1.0f, 1.0f, 1.0f }; - char *mapFileName; + char *mapFileName = NULL; FILE *mtlFile; diff --git a/src/raylib.h b/src/raylib.h index d464c8e98..911fd8b54 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -368,18 +368,20 @@ typedef struct BoundingBox { // Vertex data definning a mesh typedef struct Mesh { - int vertexCount; // num vertices + int vertexCount; // number of vertices stored in arrays float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) 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 stored (indexed or not) BoundingBox bounds; // mesh limits defined by min and max points unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data) + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; // Shader type (generic shader) @@ -813,6 +815,7 @@ void SetModelTexture(Model *model, Texture2D texture); // Link a textur Material LoadMaterial(const char *fileName); // Load material data (from file) Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +void UnloadMaterial(Material material); // Unload material textures from VRAM void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters diff --git a/src/raymath.h b/src/raymath.h index 52e92b50e..59d66e562 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -158,6 +158,7 @@ RMDEF void PrintMatrix(Matrix m); // Print matrix ut //------------------------------------------------------------------------------------ RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion +RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix @@ -908,6 +909,23 @@ RMDEF void QuaternionNormalize(Quaternion *q) q->w *= ilength; } +// Invert provided quaternion +RMDEF void QuaternionInvert(Quaternion *quat) +{ + float length = QuaternionLength(*quat); + float lengthSq = length*length; + + if (lengthSq != 0.0) + { + float i = 1.0f/lengthSq; + + quat->x *= -i; + quat->y *= -i; + quat->z *= -i; + quat->w *= i; + } +} + // Calculate two quaternion multiplication RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) { diff --git a/src/rlgl.c b/src/rlgl.c index 33f12debc..0c0da2218 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -128,54 +128,23 @@ // Types and Structures Definition //---------------------------------------------------------------------------------- -// Vertex buffer (position + color arrays) -// NOTE: Used for lines and triangles VAOs +// Dynamic vertex buffers (position + texcoords + colors + indices arrays) typedef struct { - int vCounter; - int cCounter; - float *vertices; // 3 components per vertex - unsigned char *colors; // 4 components per vertex -} VertexPositionColorBuffer; - -// Vertex buffer (position + texcoords + color arrays) -// NOTE: Not used -typedef struct { - int vCounter; - int tcCounter; - int cCounter; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - unsigned char *colors; // 4 components per vertex -} VertexPositionColorTextureBuffer; - -// Vertex buffer (position + texcoords + normals arrays) -// NOTE: Not used -typedef struct { - int vCounter; - int tcCounter; - int nCounter; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - float *normals; // 3 components per vertex - //short *normals; // NOTE: Less data load... but padding issues and normalizing required! -} VertexPositionTextureNormalBuffer; - -// Vertex buffer (position + texcoords + colors + indices arrays) -// NOTE: Used for quads VAO -typedef struct { - int vCounter; - int tcCounter; - int cCounter; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - unsigned char *colors; // 4 components per vertex + int vCounter; // vertex position counter to process (and draw) from full buffer + int tcCounter; // vertex texcoord counter to process (and draw) from full buffer + int cCounter; // vertex color counter to process (and draw) from full buffer + float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - unsigned int *indices; // 6 indices per quad (could be int) + unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) #elif defined(GRAPHICS_API_OPENGL_ES2) - unsigned short *indices; // 6 indices per quad (must be short) + unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) // NOTE: 6*2 byte = 12 byte, not alignment problem! #endif -} VertexPositionColorTextureIndexBuffer; + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) +} DynamicBuffer; // Draw call type // NOTE: Used to track required draw-calls, organized by texture @@ -205,18 +174,9 @@ static DrawMode currentDrawMode; static float currentDepth = -1.0f; -// Default vertex buffers for lines, triangles and quads -static VertexPositionColorBuffer lines; // No texture support -static VertexPositionColorBuffer triangles; // No texture support -static VertexPositionColorTextureIndexBuffer quads; - -// Default vertex buffers VAOs (if supported) -static GLuint vaoLines, vaoTriangles, vaoQuads; - -// Default vertex buffers VBOs -static GLuint linesBuffer[2]; // Lines buffers (position, color) -static GLuint trianglesBuffer[2]; // Triangles buffers (position, color) -static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index) +static DynamicBuffer lines; +static DynamicBuffer triangles; +static DynamicBuffer quads; // Default buffers draw calls static DrawCall *draws; @@ -783,16 +743,16 @@ 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 +760,7 @@ 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 +770,7 @@ 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 @@ -1094,7 +1054,7 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) 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 + 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 @@ -1104,7 +1064,9 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) rlPushMatrix(); rlMultMatrixf(MatrixToFloat(transform)); rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); - glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + + 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 @@ -1204,10 +1166,13 @@ 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, quads.vboId[3]); } // Draw call! - glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + 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) { @@ -1225,7 +1190,11 @@ 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 +1651,11 @@ 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 +1744,21 @@ 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->triangleCount*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) { @@ -2388,22 +2366,28 @@ static void LoadDefaultBuffers(void) // Lines - Initialize arrays (vertex position and color data) lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line + lines.texcoords = NULL; + lines.indices = NULL; for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f; for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0; lines.vCounter = 0; lines.cCounter = 0; + lines.tcCounter = 0; // Triangles - Initialize arrays (vertex position and color data) triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle + triangles.texcoords = NULL; + triangles.indices = NULL; for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f; for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0; triangles.vCounter = 0; triangles.cCounter = 0; + triangles.tcCounter = 0; // Quads - Initialize arrays (vertex position, texcoord, color data and indexes) quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad @@ -2449,96 +2433,95 @@ static void LoadDefaultBuffers(void) if (vaoSupported) { // Initialize Lines VAO - glGenVertexArrays(1, &vaoLines); - glBindVertexArray(vaoLines); + glGenVertexArrays(1, &lines.vaoId); + glBindVertexArray(lines.vaoId); } - // Create buffers for our vertex data - glGenBuffers(2, linesBuffer); - // Lines - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); + glGenBuffers(2, &lines.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.vertexLoc); glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); // Vertex color buffer (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); + glGenBuffers(2, &lines.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.colorLoc); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", vaoLines); - else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", linesBuffer[0], linesBuffer[1]); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]); // Upload and link triangles vertex buffers if (vaoSupported) { // Initialize Triangles VAO - glGenVertexArrays(1, &vaoTriangles); - glBindVertexArray(vaoTriangles); + glGenVertexArrays(1, &triangles.vaoId); + glBindVertexArray(triangles.vaoId); } - // Create buffers for our vertex data - glGenBuffers(2, trianglesBuffer); - // Triangles - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); + glGenBuffers(1, &triangles.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.vertexLoc); glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); // Vertex color buffer (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); + glGenBuffers(1, &triangles.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.colorLoc); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", vaoTriangles); - else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", trianglesBuffer[0], trianglesBuffer[1]); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", triangles.vboId[0], triangles.vboId[1]); // Upload and link quads vertex buffers if (vaoSupported) { // Initialize Quads VAO - glGenVertexArrays(1, &vaoQuads); - glBindVertexArray(vaoQuads); + glGenVertexArrays(1, &quads.vaoId); + glBindVertexArray(quads.vaoId); } - // Create buffers for our vertex data - glGenBuffers(4, quadsBuffer); - // Quads - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); + glGenBuffers(1, &quads.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.vertexLoc); glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); // Vertex texcoord buffer (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); + glGenBuffers(1, &quads.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.texcoordLoc); glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); // Vertex color buffer (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); + glGenBuffers(1, &quads.vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.colorLoc); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); // Fill index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); + glGenBuffers(1, &quads.vboId[3]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); #if defined(GRAPHICS_API_OPENGL_33) glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); #elif defined(GRAPHICS_API_OPENGL_ES2) glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); #endif - if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", vaoQuads); - 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]); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId); + 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]); // Unbind the current VAO if (vaoSupported) glBindVertexArray(0); @@ -2554,15 +2537,15 @@ static void UpdateDefaultBuffers(void) if (lines.vCounter > 0) { // Activate Lines VAO - if (vaoSupported) glBindVertexArray(vaoLines); + if (vaoSupported) glBindVertexArray(lines.vaoId); // Lines - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer // Lines - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors); } @@ -2571,15 +2554,15 @@ static void UpdateDefaultBuffers(void) if (triangles.vCounter > 0) { // Activate Triangles VAO - if (vaoSupported) glBindVertexArray(vaoTriangles); + if (vaoSupported) glBindVertexArray(triangles.vaoId); // Triangles - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices); // Triangles - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors); } @@ -2588,20 +2571,20 @@ static void UpdateDefaultBuffers(void) if (quads.vCounter > 0) { // Activate Quads VAO - if (vaoSupported) glBindVertexArray(vaoQuads); + if (vaoSupported) glBindVertexArray(quads.vaoId); // Quads - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices); // Quads - texture coordinates buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords); // Quads - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors); @@ -2640,17 +2623,17 @@ static void DrawDefaultBuffers(void) if (vaoSupported) { - glBindVertexArray(vaoLines); + glBindVertexArray(lines.vaoId); } else { // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); + glBindBuffer(GL_ARRAY_BUFFER, lines.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, linesBuffer[1]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); glEnableVertexAttribArray(currentShader.colorLoc); } @@ -2668,17 +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); } @@ -2698,26 +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); @@ -2733,9 +2716,9 @@ 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! @@ -2787,21 +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) diff --git a/src/rlgl.h b/src/rlgl.h index afc2ab96f..7b88bc9ea 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -137,37 +137,41 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; Vector3 max; } BoundingBox; - // Mesh with vertex data type - // NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId) + // Vertex data definning a mesh typedef struct Mesh { - int vertexCount; // num vertices - float *vertices; // vertex position (XYZ - 3 components per vertex) - float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) - float *texcoords2; // vertex second texture coordinates (useful for lightmaps) - float *normals; // vertex normals (XYZ - 3 components per vertex) - float *tangents; // vertex tangents (XYZ - 3 components per vertex) - unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) + int vertexCount; // number of vertices stored in arrays + float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) + float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + 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 stored (indexed or not) BoundingBox bounds; // mesh limits defined by min and max points unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data) + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; - // Shader type + // Shader type (generic shader) typedef struct Shader { - unsigned int id; // Shader program id + unsigned int id; // Shader program id + + // Vertex attributes locations (default locations) + int vertexLoc; // Vertex attribute location point (default-location = 0) + int texcoordLoc; // Texcoord attribute location point (default-location = 1) + int normalLoc; // Normal attribute location point (default-location = 2) + int colorLoc; // Color attibute location point (default-location = 3) + int tangentLoc; // Tangent attribute location point (default-location = 4) + int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) - // Variable attributes - int vertexLoc; // Vertex attribute location point (vertex shader) - int texcoordLoc; // Texcoord attribute location point (vertex shader) - int normalLoc; // Normal attribute location point (vertex shader) - int colorLoc; // Color attibute location point (vertex shader) - - // Uniforms + // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) + // Texture map locations int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) int mapNormalLoc; // Normal map texture uniform location point (fragment shader) int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) @@ -205,13 +209,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; float glossiness; float normalDepth; } Material; - - // 3d Model type - typedef struct Model { - Mesh mesh; - Matrix transform; - Material material; - } Model; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;