Review GenDrawCube() and GenDrawQuad()
Better organized and commented
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1 changed files with 58 additions and 54 deletions
112
src/rlgl.h
112
src/rlgl.h
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@ -4467,33 +4467,34 @@ static void GenDrawQuad(void)
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unsigned int quadVBO = 0;
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unsigned int quadVBO = 0;
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float vertices[] = {
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float vertices[] = {
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// Positions // Texture Coords
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// Positions Texcoords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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};
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// Set up plane VAO
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// Gen VAO to contain VBO
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glGenVertexArrays(1, &quadVAO);
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindVertexArray(quadVAO);
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// Fill buffer
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// Gen and fill vertex buffer (VBO)
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glGenBuffers(1, &quadVBO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
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// Link vertex attributes
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// Bind vertex attributes (position, texcoords)
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
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// Draw quad
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// Draw quad
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glBindVertexArray(quadVAO);
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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glBindVertexArray(0);
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// Delete buffers (VBO and VAO)
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glDeleteBuffers(1, &quadVBO);
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glDeleteBuffers(1, &quadVBO);
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glDeleteVertexArrays(1, &quadVAO);
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glDeleteVertexArrays(1, &quadVAO);
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}
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}
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@ -4505,60 +4506,62 @@ static void GenDrawCube(void)
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unsigned int cubeVBO = 0;
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unsigned int cubeVBO = 0;
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float vertices[] = {
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float vertices[] = {
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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// Positions Normals Texcoords
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
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};
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};
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// Set up cube VAO
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// Gen VAO to contain VBO
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glGenVertexArrays(1, &cubeVAO);
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glGenVertexArrays(1, &cubeVAO);
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glBindVertexArray(cubeVAO);
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// Gen and fill vertex buffer (VBO)
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glGenBuffers(1, &cubeVBO);
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glGenBuffers(1, &cubeVBO);
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// Fill buffer
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Link vertex attributes
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// Bind vertex attributes (position, normals, texcoords)
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glBindVertexArray(cubeVAO);
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glBindVertexArray(cubeVAO);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -4567,6 +4570,7 @@ static void GenDrawCube(void)
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glBindVertexArray(0);
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// Delete VBO and VAO
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glDeleteBuffers(1, &cubeVBO);
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glDeleteBuffers(1, &cubeVBO);
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glDeleteVertexArrays(1, &cubeVAO);
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glDeleteVertexArrays(1, &cubeVAO);
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}
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}
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