Support DYNAMIC_DRAW mesh loading
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parent
bdb450fccb
commit
7d1d9ff143
4 changed files with 17 additions and 14 deletions
10
src/models.c
10
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, false); // Upload vertex data to GPU (static model)
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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@ -563,13 +563,13 @@ Model LoadModel(const char *fileName)
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}
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// Load a 3d model (from vertex data)
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Model LoadModelEx(Mesh data)
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Model LoadModelEx(Mesh data, bool dynamic)
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{
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Model model = { 0 };
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model.mesh = data;
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rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
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rlglLoadMesh(&model.mesh, dynamic); // Upload vertex data to GPU
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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@ -668,7 +668,7 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
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model.mesh = GenMeshHeightmap(heightmap, size);
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rlglLoadMesh(&model.mesh);
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rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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@ -683,7 +683,7 @@ Model LoadCubicmap(Image cubicmap)
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model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
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rlglLoadMesh(&model.mesh);
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rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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@ -803,7 +803,7 @@ void DrawGizmo(Vector3 position);
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
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Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
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Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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17
src/rlgl.c
17
src/rlgl.c
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@ -1500,7 +1500,7 @@ void rlglGenerateMipmaps(Texture2D texture)
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}
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// Upload vertex data into a VAO (if supported) and VBO
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void rlglLoadMesh(Mesh *mesh)
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void rlglLoadMesh(Mesh *mesh, bool dynamic)
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{
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vboId[0] = 0; // Vertex positions VBO
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@ -1510,6 +1510,9 @@ void rlglLoadMesh(Mesh *mesh)
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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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int drawHint = GL_STATIC_DRAW;
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if (dynamic) drawHint = GL_DYNAMIC_DRAW;
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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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@ -1527,14 +1530,14 @@ void rlglLoadMesh(Mesh *mesh)
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// Enable vertex attributes: position (shader-location = 0)
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glGenBuffers(1, &vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
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glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(0);
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// Enable vertex attributes: texcoords (shader-location = 1)
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glGenBuffers(1, &vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(1);
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@ -1543,7 +1546,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(2);
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}
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@ -1559,7 +1562,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[3]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(3);
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}
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@ -1575,7 +1578,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[4]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
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glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(4);
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}
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@ -1591,7 +1594,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[5]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
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glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(5);
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}
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@ -280,7 +280,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a textur
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
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void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
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void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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