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:
Ray 2021-03-25 14:28:12 +01:00
parent 9569d6a802
commit cba412cc31
6 changed files with 744 additions and 780 deletions

View file

@ -386,7 +386,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
rlCheckRenderBatchLimit(36);
rlEnableTexture(texture.id);
rlSetTexture(texture.id);
//rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
@ -435,7 +435,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
rlEnd();
//rlPopMatrix();
rlDisableTexture();
rlSetTexture(0);
}
// Draw sphere
@ -725,7 +725,7 @@ Model LoadModel(const char *fileName)
else
{
// Upload vertex data to GPU (static mesh)
for (int i = 0; i < model.meshCount; i++) rlLoadMesh(&model.meshes[i], false);
for (int i = 0; i < model.meshCount; i++) UploadMesh(&model.meshes[i], false);
}
if (model.materialCount == 0)
@ -813,29 +813,356 @@ void UnloadModelKeepMeshes(Model model)
TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
}
// Load meshes from model file
Mesh *LoadMeshes(const char *fileName, int *meshCount)
#define GL_UNSIGNED_BYTE 0x1401
#define GL_FLOAT 0x1406
// Upload vertex data into a VAO (if supported) and VBO
void UploadMesh(Mesh *mesh, bool dynamic)
{
Mesh *meshes = NULL;
int count = 0;
if (mesh->vaoId > 0)
{
// Check if mesh has already been loaded in GPU
TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId);
return;
}
// TODO: Load meshes from file (OBJ, IQM, GLTF)
mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
*meshCount = count;
return meshes;
mesh->vaoId = 0; // Vertex Array Object
mesh->vboId[0] = 0; // Vertex positions VBO
mesh->vboId[1] = 0; // Vertex texcoords VBO
mesh->vboId[2] = 0; // Vertex normals VBO
mesh->vboId[3] = 0; // Vertex colors VBO
mesh->vboId[4] = 0; // Vertex tangents VBO
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
mesh->vboId[6] = 0; // Vertex indices VBO
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mesh->vaoId = rlLoadVertexArray();
rlEnableVertexArray(mesh->vaoId);
// NOTE: Attributes must be uploaded considering default locations points
// Enable vertex attributes: position (shader-location = 0)
mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
rlSetVertexAttribute(0, 3, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(0);
// Enable vertex attributes: texcoords (shader-location = 1)
mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
rlSetVertexAttribute(1, 2, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(1);
if (mesh->normals != NULL)
{
// Enable vertex attributes: normals (shader-location = 2)
mesh->vboId[2] = rlLoadVertexBuffer(mesh->normals, mesh->vertexCount*3*sizeof(float), dynamic);
rlSetVertexAttribute(2, 3, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(2);
}
else
{
// Default color vertex attribute set to WHITE
float value[3] = { 1.0f, 1.0f, 1.0f };
rlSetVertexAttributeDefault(2, value, SHADER_ATTRIB_VEC3, 3);
rlDisableVertexAttribute(2);
}
if (mesh->colors != NULL)
{
// Enable vertex attribute: color (shader-location = 3)
mesh->vboId[3] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
rlSetVertexAttribute(3, 4, GL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(3);
}
else
{
// Default color vertex attribute set to WHITE
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
rlSetVertexAttributeDefault(3, value, SHADER_ATTRIB_VEC4, 4);
rlDisableVertexAttribute(3);
}
if (mesh->tangents != NULL)
{
// Enable vertex attribute: tangent (shader-location = 4)
mesh->vboId[4] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic);
rlSetVertexAttribute(4, 4, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(4);
}
else
{
// Default tangents vertex attribute
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
rlSetVertexAttributeDefault(4, value, SHADER_ATTRIB_VEC4, 4);
rlDisableVertexAttribute(4);
}
if (mesh->texcoords2 != NULL)
{
// Enable vertex attribute: texcoord2 (shader-location = 5)
mesh->vboId[5] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic);
rlSetVertexAttribute(5, 2, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(5);
}
else
{
// Default texcoord2 vertex attribute
float value[2] = { 0.0f, 0.0f };
rlSetVertexAttributeDefault(5, value, SHADER_ATTRIB_VEC2, 2);
rlDisableVertexAttribute(5);
}
if (mesh->indices != NULL)
{
mesh->vboId[6] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic);
}
if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
rlDisableVertexArray();
#endif
}
// Upload mesh vertex data to GPU
void UploadMesh(Mesh *mesh)
// Draw a 3d mesh with material and transform
void DrawMesh(Mesh mesh, Material material, Matrix transform)
{
rlLoadMesh(mesh, false); // Static mesh by default
#if defined(GRAPHICS_API_OPENGL_11)
/*
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
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);
if (mesh.indices != NULL) glDrawArrayElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
else glDrawArrays(0, mesh.vertexCount);
rlPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
*/
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Bind shader program
rlEnableShader(material.shader.id);
// Matrices and other values required by shader
//-----------------------------------------------------
// Calculate and send to shader model matrix
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1)
{
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
}
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
{
float values[4] = {
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
};
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
}
// Upload to shader material.colSpecular (if available)
if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
{
float values[4] = {
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
};
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
}
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], rlGetMatrixModelview());
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], rlGetMatrixProjection());
// At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = rlGetMatrixModelview(); // View matrix (camera)
Matrix matProjection = rlGetMatrixProjection(); // Projection matrix (perspective)
// Accumulate several transformations:
// matView: rlgl internal modelview matrix (actually, just view matrix)
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
// transform: function parameter transformation
Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(rlGetMatrixTransform(), matView));
//-----------------------------------------------------
// Bind active texture maps (if available)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id > 0)
{
// Select current shader texture slot
rlActiveTextureSlot(i);
// Enable texture for active slot
if ((i == MATERIAL_MAP_IRRADIANCE) ||
(i == MATERIAL_MAP_PREFILTER) ||
(i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
else rlEnableTexture(material.maps[i].texture.id);
rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1);
}
}
// Try binding vertex array objects (VAO)
// or use VBOs if not possible
if (!rlEnableVertexArray(mesh.vaoId))
{
// Bind mesh VBO data: vertex position (shader-location = 0)
rlEnableVertexBuffer(mesh.vboId[0]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
rlEnableVertexBuffer(mesh.vboId[0]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
rlEnableVertexBuffer(mesh.vboId[1]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1)
{
// Bind mesh VBO data: vertex normals (shader-location = 2)
rlEnableVertexBuffer(mesh.vboId[2]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]);
}
// Bind mesh VBO data: vertex colors (shader-location = 3, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1)
{
if (mesh.vboId[3] != 0)
{
rlEnableVertexBuffer(mesh.vboId[3]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
}
else
{
// Set default value for unused attribute
// NOTE: Required when using default shader and no VAO support
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC2, 4);
rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
}
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1)
{
rlEnableVertexBuffer(mesh.vboId[4]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]);
}
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1)
{
rlEnableVertexBuffer(mesh.vboId[5]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
}
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
}
//rlDrawVertexData(int vertexCount, Matrix matModelView, bool stereo)
int eyesCount = 1;
//if (RLGL.State.stereoRender) eyesCount = 2;
for (int eye = 0; eye < eyesCount; eye++)
{
if (eyesCount == 1) rlSetMatrixModelview(matModelView);
else
{
// Setup current eye viewport (half screen width)
//rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
// Set current eye view offset to modelview matrix
//rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.offsetStereo[eye]));
// Set current eye projection matrix
//rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
}
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection()); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP);
// Draw calls
if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3);
else rlDrawVertexArray(0, mesh.vertexCount);
}
// Unbind all binded texture maps
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
// Select current shader texture slot
rlActiveTextureSlot(i);
// Disable texture for active slot
if ((i == MATERIAL_MAP_IRRADIANCE) ||
(i == MATERIAL_MAP_PREFILTER) ||
(i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
else rlDisableTexture();
}
// Disable all possible vertex array objects (or VBOs)
rlDisableVertexArray();
rlDisableVertexBuffer();
rlDisableVertexBufferElement();
// Disable shader program
rlDisableShader();
// Restore rlgl internal modelview and projection matrices
rlSetMatrixModelview(matView);
rlSetMatrixProjection(matProjection);
#endif
}
// Unload mesh from memory (RAM and/or VRAM)
// Unload mesh from memory (RAM and VRAM)
void UnloadMesh(Mesh mesh)
{
// Unload rlgl mesh vboId data
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