Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
This commit is contained in:
commit
706755d146
5 changed files with 177 additions and 163 deletions
23
src/models.c
23
src/models.c
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@ -553,7 +553,7 @@ Model LoadModel(const char *fileName)
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if (model.mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
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else
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{
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rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
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rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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@ -567,7 +567,9 @@ Model LoadModelEx(Mesh data)
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{
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Model model = { 0 };
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rlglLoadMesh(&data); // Upload vertex data to GPU
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model.mesh = data;
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rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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@ -693,12 +695,13 @@ Model LoadCubicmap(Image cubicmap)
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void UnloadModel(Model model)
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{
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// Unload mesh data
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free(model.mesh.vertices);
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free(model.mesh.texcoords);
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if (model.mesh.vertices != NULL) free(model.mesh.vertices);
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if (model.mesh.texcoords != NULL) free(model.mesh.texcoords);
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if (model.mesh.normals != NULL) free(model.mesh.normals);
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if (model.mesh.colors != NULL) free(model.mesh.colors);
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if (model.mesh.tangents != NULL) free(model.mesh.tangents);
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if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
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if (model.mesh.indices != NULL) free(model.mesh.indices);
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TraceLog(INFO, "Unloaded model data from RAM (CPU)");
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@ -708,8 +711,11 @@ void UnloadModel(Model model)
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rlDeleteBuffers(model.mesh.vboId[3]); // colors
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rlDeleteBuffers(model.mesh.vboId[4]); // tangents
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rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2
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rlDeleteBuffers(model.mesh.vboId[6]); // indices
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rlDeleteVertexArrays(model.mesh.vaoId);
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UnloadMaterial(model.material);
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}
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// Load material data (from file)
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@ -743,6 +749,13 @@ Material LoadDefaultMaterial(void)
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return material;
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}
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void UnloadMaterial(Material material)
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{
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rlDeleteTextures(material.texDiffuse.id);
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rlDeleteTextures(material.texNormal.id);
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rlDeleteTextures(material.texSpecular.id);
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}
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// Link a texture to a model
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void SetModelTexture(Model *model, Texture2D texture)
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{
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@ -2006,7 +2019,7 @@ static Material LoadMTL(const char *fileName)
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char buffer[MAX_BUFFER_SIZE];
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Vector3 color = { 1.0f, 1.0f, 1.0f };
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char *mapFileName;
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char *mapFileName = NULL;
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FILE *mtlFile;
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@ -368,18 +368,20 @@ typedef struct BoundingBox {
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// Vertex data definning a mesh
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typedef struct Mesh {
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int vertexCount; // num vertices
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int vertexCount; // number of vertices stored in arrays
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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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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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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 stored (indexed or not)
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BoundingBox bounds; // mesh limits defined by min and max points
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
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} Mesh;
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// Shader type (generic shader)
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@ -813,6 +815,7 @@ void SetModelTexture(Model *model, Texture2D texture); // Link a textur
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Material LoadMaterial(const char *fileName); // Load material data (from file)
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Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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void UnloadMaterial(Material material); // Unload material textures from VRAM
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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@ -158,6 +158,7 @@ RMDEF void PrintMatrix(Matrix m); // Print matrix ut
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//------------------------------------------------------------------------------------
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RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion
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RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion
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RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion
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RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication
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RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions
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RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
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@ -908,6 +909,23 @@ RMDEF void QuaternionNormalize(Quaternion *q)
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q->w *= ilength;
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}
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// Invert provided quaternion
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RMDEF void QuaternionInvert(Quaternion *quat)
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{
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float length = QuaternionLength(*quat);
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float lengthSq = length*length;
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if (lengthSq != 0.0)
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{
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float i = 1.0f/lengthSq;
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quat->x *= -i;
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quat->y *= -i;
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quat->z *= -i;
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quat->w *= i;
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}
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}
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// Calculate two quaternion multiplication
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RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
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{
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241
src/rlgl.c
241
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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@ -783,16 +743,16 @@ void rlDisableDepthTest(void)
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// Unload texture from GPU memory
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void rlDeleteTextures(unsigned int id)
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{
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glDeleteTextures(1, &id);
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if (id != 0) glDeleteTextures(1, &id);
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}
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// Unload render texture from GPU memory
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void rlDeleteRenderTextures(RenderTexture2D target)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glDeleteFramebuffers(1, &target.id);
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glDeleteTextures(1, &target.texture.id);
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glDeleteTextures(1, &target.depth.id);
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if (target.id != 0) glDeleteFramebuffers(1, &target.id);
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if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
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if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id);
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#endif
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}
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@ -800,7 +760,7 @@ void rlDeleteRenderTextures(RenderTexture2D target)
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void rlDeleteShader(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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glDeleteProgram(id);
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if (id != 0) glDeleteProgram(id);
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#endif
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}
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@ -810,7 +770,7 @@ void rlDeleteVertexArrays(unsigned int id)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (vaoSupported)
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{
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glDeleteVertexArrays(1, &id);
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if (id != 0) glDeleteVertexArrays(1, &id);
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TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
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}
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#endif
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@ -1104,7 +1064,9 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
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glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
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else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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rlPopMatrix();
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glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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@ -1204,10 +1166,13 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
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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, quads.vboId[3]);
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}
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// Draw call!
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glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
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else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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if (material.texNormal.id != 0)
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{
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@ -1225,7 +1190,11 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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glUseProgram(0); // Unbind shader program
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#endif
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@ -1682,11 +1651,11 @@ void rlglLoadMesh(Mesh *mesh)
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mesh->vboId[3] = 0; // Vertex colors VBO
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mesh->vboId[4] = 0; // Vertex tangents VBO
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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[6]; // Vertex Buffer Objects (VBOs)
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GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
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if (vaoSupported)
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{
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@ -1775,12 +1744,21 @@ void rlglLoadMesh(Mesh *mesh)
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glDisableVertexAttribArray(5);
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}
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if (mesh->indices != NULL)
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{
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glGenBuffers(1, &vboId[6]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[6]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
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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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mesh->vboId[6] = vboId[6]; // Indices VBO
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if (vaoSupported)
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{
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|
@ -2388,22 +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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|
@ -2449,96 +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);
|
||||
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)
|
||||
|
|
47
src/rlgl.h
47
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
|
||||
|
||||
// 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)
|
||||
// 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)
|
||||
|
||||
// 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)
|
||||
|
@ -206,13 +210,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
|
|||
float normalDepth;
|
||||
} Material;
|
||||
|
||||
// 3d Model type
|
||||
typedef struct Model {
|
||||
Mesh mesh;
|
||||
Matrix transform;
|
||||
Material material;
|
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} Model;
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// Color blending modes (pre-defined)
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typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
|
||||
#endif
|
||||
|
|
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Reference in a new issue