WARNING: BREAKING: rlgl redesign -WIP-
rlgl module has been completely redesigned to move Mesh/Material structures to [models] module. Still some work to do, broken elements: - [models] OpenGL 1.1 mesh rendering: DrawMesh() - [models] Mesh Instancing: DrawMeshInstanced() - [models] Stereo rendering: DrawMesh() - [models] GL_FLOAT, GL_UNSIGNED_INT exposed - [models] GenMeshCustom() - [rlgl] GenTexture*() functions removal?
This commit is contained in:
parent
9569d6a802
commit
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6 changed files with 744 additions and 780 deletions
392
src/models.c
392
src/models.c
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@ -386,7 +386,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
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rlCheckRenderBatchLimit(36);
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rlEnableTexture(texture.id);
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rlSetTexture(texture.id);
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//rlPushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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@ -435,7 +435,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
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rlEnd();
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//rlPopMatrix();
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rlDisableTexture();
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rlSetTexture(0);
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}
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// Draw sphere
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@ -725,7 +725,7 @@ Model LoadModel(const char *fileName)
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else
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{
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// Upload vertex data to GPU (static mesh)
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for (int i = 0; i < model.meshCount; i++) rlLoadMesh(&model.meshes[i], false);
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for (int i = 0; i < model.meshCount; i++) UploadMesh(&model.meshes[i], false);
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}
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if (model.materialCount == 0)
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@ -813,29 +813,356 @@ void UnloadModelKeepMeshes(Model model)
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TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
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}
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// Load meshes from model file
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Mesh *LoadMeshes(const char *fileName, int *meshCount)
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#define GL_UNSIGNED_BYTE 0x1401
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#define GL_FLOAT 0x1406
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// Upload vertex data into a VAO (if supported) and VBO
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void UploadMesh(Mesh *mesh, bool dynamic)
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{
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Mesh *meshes = NULL;
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int count = 0;
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if (mesh->vaoId > 0)
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{
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// Check if mesh has already been loaded in GPU
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TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId);
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return;
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}
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// TODO: Load meshes from file (OBJ, IQM, GLTF)
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mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
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*meshCount = count;
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return meshes;
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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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mesh->vboId[1] = 0; // Vertex texcoords VBO
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mesh->vboId[2] = 0; // Vertex normals VBO
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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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mesh->vaoId = rlLoadVertexArray();
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rlEnableVertexArray(mesh->vaoId);
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// NOTE: Attributes must be uploaded considering default locations points
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// Enable vertex attributes: position (shader-location = 0)
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mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(0, 3, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(0);
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// Enable vertex attributes: texcoords (shader-location = 1)
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mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
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rlSetVertexAttribute(1, 2, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(1);
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if (mesh->normals != NULL)
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{
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// Enable vertex attributes: normals (shader-location = 2)
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mesh->vboId[2] = rlLoadVertexBuffer(mesh->normals, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(2, 3, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(2);
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}
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else
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{
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// Default color vertex attribute set to WHITE
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float value[3] = { 1.0f, 1.0f, 1.0f };
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rlSetVertexAttributeDefault(2, value, SHADER_ATTRIB_VEC3, 3);
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rlDisableVertexAttribute(2);
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}
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if (mesh->colors != NULL)
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{
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// Enable vertex attribute: color (shader-location = 3)
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mesh->vboId[3] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
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rlSetVertexAttribute(3, 4, GL_UNSIGNED_BYTE, 1, 0, 0);
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rlEnableVertexAttribute(3);
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}
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else
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{
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// Default color vertex attribute set to WHITE
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float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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rlSetVertexAttributeDefault(3, value, SHADER_ATTRIB_VEC4, 4);
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rlDisableVertexAttribute(3);
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}
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if (mesh->tangents != NULL)
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{
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// Enable vertex attribute: tangent (shader-location = 4)
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mesh->vboId[4] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic);
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rlSetVertexAttribute(4, 4, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(4);
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}
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else
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{
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// Default tangents vertex attribute
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float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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rlSetVertexAttributeDefault(4, value, SHADER_ATTRIB_VEC4, 4);
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rlDisableVertexAttribute(4);
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}
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if (mesh->texcoords2 != NULL)
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{
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// Enable vertex attribute: texcoord2 (shader-location = 5)
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mesh->vboId[5] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic);
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rlSetVertexAttribute(5, 2, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(5);
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}
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else
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{
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// Default texcoord2 vertex attribute
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float value[2] = { 0.0f, 0.0f };
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rlSetVertexAttributeDefault(5, value, SHADER_ATTRIB_VEC2, 2);
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rlDisableVertexAttribute(5);
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}
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if (mesh->indices != NULL)
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{
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mesh->vboId[6] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic);
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}
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if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
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else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
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rlDisableVertexArray();
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#endif
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}
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// Upload mesh vertex data to GPU
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void UploadMesh(Mesh *mesh)
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// Draw a 3d mesh with material and transform
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void DrawMesh(Mesh mesh, Material material, Matrix transform)
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{
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rlLoadMesh(mesh, false); // Static mesh by default
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#if defined(GRAPHICS_API_OPENGL_11)
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/*
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
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// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
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glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
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if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
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glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
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glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
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if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
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if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r, material.maps[MATERIAL_MAP_DIFFUSE].color.g, material.maps[MATERIAL_MAP_DIFFUSE].color.b, material.maps[MATERIAL_MAP_DIFFUSE].color.a);
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if (mesh.indices != NULL) glDrawArrayElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
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else glDrawArrays(0, mesh.vertexCount);
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rlPopMatrix();
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glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
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if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
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if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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*/
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Bind shader program
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rlEnableShader(material.shader.id);
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// Matrices and other values required by shader
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//-----------------------------------------------------
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// Calculate and send to shader model matrix
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1)
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{
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
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}
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// Upload to shader material.colDiffuse
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if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
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{
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float values[4] = {
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
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};
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
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}
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// Upload to shader material.colSpecular (if available)
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if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
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{
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float values[4] = {
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
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};
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
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}
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], rlGetMatrixModelview());
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], rlGetMatrixProjection());
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matView = rlGetMatrixModelview(); // View matrix (camera)
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Matrix matProjection = rlGetMatrixProjection(); // Projection matrix (perspective)
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// Accumulate several transformations:
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// matView: rlgl internal modelview matrix (actually, just view matrix)
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// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
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// transform: function parameter transformation
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Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(rlGetMatrixTransform(), matView));
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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if (material.maps[i].texture.id > 0)
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{
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// Select current shader texture slot
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rlActiveTextureSlot(i);
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// Enable texture for active slot
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if ((i == MATERIAL_MAP_IRRADIANCE) ||
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(i == MATERIAL_MAP_PREFILTER) ||
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(i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
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else rlEnableTexture(material.maps[i].texture.id);
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rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1);
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}
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}
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// Try binding vertex array objects (VAO)
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// or use VBOs if not possible
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if (!rlEnableVertexArray(mesh.vaoId))
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{
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// Bind mesh VBO data: vertex position (shader-location = 0)
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rlEnableVertexBuffer(mesh.vboId[0]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
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rlEnableVertexBuffer(mesh.vboId[0]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
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// Bind mesh VBO data: vertex texcoords (shader-location = 1)
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rlEnableVertexBuffer(mesh.vboId[1]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
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if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1)
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{
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// Bind mesh VBO data: vertex normals (shader-location = 2)
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rlEnableVertexBuffer(mesh.vboId[2]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]);
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}
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// Bind mesh VBO data: vertex colors (shader-location = 3, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1)
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{
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if (mesh.vboId[3] != 0)
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{
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rlEnableVertexBuffer(mesh.vboId[3]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, 1, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
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}
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else
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{
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// Set default value for unused attribute
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// NOTE: Required when using default shader and no VAO support
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float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC2, 4);
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rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
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}
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}
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// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1)
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{
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rlEnableVertexBuffer(mesh.vboId[4]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]);
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}
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// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1)
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{
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rlEnableVertexBuffer(mesh.vboId[5]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
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}
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
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}
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//rlDrawVertexData(int vertexCount, Matrix matModelView, bool stereo)
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int eyesCount = 1;
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//if (RLGL.State.stereoRender) eyesCount = 2;
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for (int eye = 0; eye < eyesCount; eye++)
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{
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if (eyesCount == 1) rlSetMatrixModelview(matModelView);
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else
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{
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// Setup current eye viewport (half screen width)
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//rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
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// Set current eye view offset to modelview matrix
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//rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.offsetStereo[eye]));
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// Set current eye projection matrix
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//rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
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}
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// Calculate model-view-projection matrix (MVP)
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Matrix matMVP = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection()); // Transform to screen-space coordinates
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// Send combined model-view-projection matrix to shader
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP);
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// Draw calls
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if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3);
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else rlDrawVertexArray(0, mesh.vertexCount);
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}
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// Unbind all binded texture maps
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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// Select current shader texture slot
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rlActiveTextureSlot(i);
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// Disable texture for active slot
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if ((i == MATERIAL_MAP_IRRADIANCE) ||
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(i == MATERIAL_MAP_PREFILTER) ||
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(i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
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else rlDisableTexture();
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}
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// Disable all possible vertex array objects (or VBOs)
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rlDisableVertexArray();
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rlDisableVertexBuffer();
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rlDisableVertexBufferElement();
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// Disable shader program
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rlDisableShader();
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// Restore rlgl internal modelview and projection matrices
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rlSetMatrixModelview(matView);
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rlSetMatrixProjection(matProjection);
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#endif
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}
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// Unload mesh from memory (RAM and/or VRAM)
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// Unload mesh from memory (RAM and VRAM)
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void UnloadMesh(Mesh mesh)
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{
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// Unload rlgl mesh vboId data
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rlUnloadMesh(&mesh);
|
||||
rlUnloadVertexArray(mesh.vaoId);
|
||||
|
||||
for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]);
|
||||
RL_FREE(mesh.vboId);
|
||||
|
||||
RL_FREE(mesh.vertices);
|
||||
RL_FREE(mesh.texcoords);
|
||||
|
@ -918,6 +1245,7 @@ bool ExportMesh(Mesh mesh, const char *fileName)
|
|||
return success;
|
||||
}
|
||||
|
||||
|
||||
// Load materials from model file
|
||||
Material *LoadMaterials(const char *fileName, int *materialCount)
|
||||
{
|
||||
|
@ -1076,8 +1404,8 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
|
|||
}
|
||||
|
||||
// Upload new vertex data to GPU for model drawing
|
||||
rlUpdateBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex position
|
||||
rlUpdateBuffer(model.meshes[m].vboId[2], model.meshes[m].animNormals, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex normals
|
||||
rlUpdateVertexBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex position
|
||||
rlUpdateVertexBuffer(model.meshes[m].vboId[2], model.meshes[m].animNormals, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex normals
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1180,8 +1508,8 @@ Mesh GenMeshPoly(int sides, float radius)
|
|||
RL_FREE(texcoords);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
// NOTE: mesh.vboId array is allocated inside rlLoadMesh()
|
||||
rlLoadMesh(&mesh, false);
|
||||
// NOTE: mesh.vboId array is allocated inside UploadMesh()
|
||||
UploadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
@ -1314,7 +1642,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
|
|||
#endif
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
UploadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
@ -1479,7 +1807,7 @@ par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
|
|||
#endif
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
UploadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
@ -1519,7 +1847,7 @@ RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
|
|||
par_shapes_free_mesh(sphere);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
UploadMesh(&mesh, false);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: sphere");
|
||||
|
||||
|
@ -1563,7 +1891,7 @@ RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
|
|||
par_shapes_free_mesh(sphere);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
UploadMesh(&mesh, false);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: hemisphere");
|
||||
|
||||
|
@ -1626,7 +1954,7 @@ Mesh GenMeshCylinder(float radius, float height, int slices)
|
|||
par_shapes_free_mesh(cylinder);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
UploadMesh(&mesh, false);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cylinder");
|
||||
|
||||
|
@ -1672,7 +2000,7 @@ Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
|
|||
par_shapes_free_mesh(torus);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
UploadMesh(&mesh, false);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: torus");
|
||||
|
||||
|
@ -1716,7 +2044,7 @@ Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
|
|||
par_shapes_free_mesh(knot);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
UploadMesh(&mesh, false);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: knot");
|
||||
|
||||
|
@ -1853,7 +2181,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
|
|||
UnloadImageColors(pixels); // Unload pixels color data
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
UploadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
@ -2204,7 +2532,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
|
|||
UnloadImageColors(pixels); // Unload pixels color data
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
UploadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
@ -2315,7 +2643,7 @@ void MeshTangents(Mesh *mesh)
|
|||
RL_FREE(tan2);
|
||||
|
||||
// Load a new tangent attributes buffer
|
||||
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->vaoId, SHADER_LOC_VERTEX_TANGENT, mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
|
||||
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
|
||||
|
||||
TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
|
||||
}
|
||||
|
@ -2367,7 +2695,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
|
|||
colorTint.a = (unsigned char)((((float)color.a/255.0)*((float)tint.a/255.0))*255.0f);
|
||||
|
||||
model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = colorTint;
|
||||
rlDrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
|
||||
DrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
|
||||
model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = color;
|
||||
}
|
||||
}
|
||||
|
@ -2433,7 +2761,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
|
|||
|
||||
rlCheckRenderBatchLimit(4);
|
||||
|
||||
rlEnableTexture(texture.id);
|
||||
rlSetTexture(texture.id);
|
||||
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
|
@ -2455,7 +2783,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
|
|||
rlVertex3f(b.x, b.y, b.z);
|
||||
rlEnd();
|
||||
|
||||
rlDisableTexture();
|
||||
rlSetTexture(0);
|
||||
}
|
||||
|
||||
// Draw a bounding box with wires
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue