[rlgl] Implement vertex normals for RLGL immediate drawing mode (#3866)
* Fix several non-functional `target_compile_definitions` * Avoid hardcoding the default vertex attribute locations * Implement functional `rlNormal3f` * Add normal definitions for `DrawCube` * Update the basic lighting example to use `DrawCube` and `DrawPlane`
This commit is contained in:
parent
e0f6faa151
commit
d80febde7d
5 changed files with 303 additions and 102 deletions
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@ -99,12 +99,19 @@ if (${CUSTOMIZE_BUILD})
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target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_NEAR=0.01")
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target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_FAR=1000.0")
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target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_POSITION=\"vertexPosition\"")
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target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD=\"vertexTexCoord\"")
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target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_NORMAL=\"vertexNormal\"")
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target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_COLOR=\"vertexColor\"")
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target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TANGENT=\"vertexTangent\"")
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target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2=\"vertexTexCoord2\"")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION=0")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD=1")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL=2")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR=3")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT=4")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2=5")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION=\"vertexPosition\"")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD=\"vertexTexCoord\"")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL=\"vertexNormal\"")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR=\"vertexColor\"")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT=\"vertexTangent\"")
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target_compile_definitions("raylib" PUBLIC "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2=\"vertexTexCoord2\"")
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target_compile_definitions("raylib" PUBLIC "MAX_TEXT_BUFFER_LENGTH=1024")
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target_compile_definitions("raylib" PUBLIC "MAX_TEXT_UNICODE_CHARS=512")
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@ -52,10 +52,6 @@ int main(void)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load plane model from a generated mesh
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Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
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// Load basic lighting shader
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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@ -69,10 +65,6 @@ int main(void)
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
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// Assign out lighting shader to model
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model.materials[0].shader = shader;
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cube.materials[0].shader = shader;
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// Create lights
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
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@ -112,8 +104,12 @@ int main(void)
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BeginMode3D(camera);
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DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
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BeginShaderMode(shader);
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DrawPlane(Vector3Zero(), (Vector2) { 10.0, 10.0 }, WHITE);
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DrawCube(Vector3Zero(), 2.0, 4.0, 2.0, WHITE);
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EndShaderMode();
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// Draw spheres to show where the lights are
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for (int i = 0; i < MAX_LIGHTS; i++)
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@ -136,8 +132,6 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload the model
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UnloadModel(cube); // Unload the model
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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20
src/config.h
20
src/config.h
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@ -112,14 +112,22 @@
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#define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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// Default shader vertex attribute locations
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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// Default shader vertex attribute names to set location points
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// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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298
src/rlgl.h
298
src/rlgl.h
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@ -62,12 +62,12 @@
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* When loading a shader, the following vertex attributes and uniform
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* location names are tried to be set automatically:
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*
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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@ -349,6 +349,7 @@ typedef struct rlVertexBuffer {
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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 *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
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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; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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@ -357,7 +358,7 @@ typedef struct rlVertexBuffer {
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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#endif
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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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unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
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} rlVertexBuffer;
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// Draw call type
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@ -930,24 +931,44 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#endif
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#endif
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// Default shader vertex attribute locations
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#endif
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// Default shader vertex attribute names to set location points
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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#endif
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
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@ -1092,8 +1113,15 @@ static const char *rlGetCompressedFormatName(int format); // Get compressed form
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static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
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// Auxiliar matrix math functions
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typedef struct rl_float16 {
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float v[16];
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} rl_float16;
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static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data
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#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix
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static Matrix rlMatrixIdentity(void); // Get identity matrix
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static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
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static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix
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static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix operations
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@ -1456,7 +1484,10 @@ void rlVertex3f(float x, float y, float z)
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
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// WARNING: By default rlVertexBuffer struct does not store normals
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// Add current normal
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
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// Add current color
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
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// NOTE: Normals limited to TRIANGLES only?
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void rlNormal3f(float x, float y, float z)
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{
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RLGL.State.normalx = x;
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RLGL.State.normaly = y;
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RLGL.State.normalz = z;
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float normalx = x;
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float normaly = y;
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float normalz = z;
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if (RLGL.State.transformRequired)
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{
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normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
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normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
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normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
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}
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float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
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if (length != 0.0f)
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{
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float ilength = 1.0f / length;
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normalx *= ilength;
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normaly *= ilength;
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normalz *= ilength;
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}
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RLGL.State.normalx = normalx;
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RLGL.State.normaly = normaly;
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RLGL.State.normalz = normalz;
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}
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// Define one vertex (color)
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@ -2163,7 +2211,10 @@ void rlglInit(int width, int height)
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RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
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// Init default vertex arrays buffers
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// Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
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RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
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RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
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RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
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RLGL.currentBatch = &RLGL.defaultBatch;
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// Init stack matrices (emulating OpenGL 1.1)
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@ -2608,6 +2659,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
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batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
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batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
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batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
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batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
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#if defined(GRAPHICS_API_OPENGL_33)
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batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
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@ -2618,6 +2670,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
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for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
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for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
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for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
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for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
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int k = 0;
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@ -2667,16 +2720,23 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
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glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
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glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
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// Vertex color buffer (shader-location = 3)
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// Vertex normal buffer (shader-location = 2)
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glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
|
||||
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
// Vertex color buffer (shader-location = 3)
|
||||
glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
|
||||
glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
|
||||
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
|
||||
// Fill index buffer
|
||||
glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
|
||||
glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
|
||||
#endif
|
||||
|
@ -2731,10 +2791,10 @@ void rlUnloadRenderBatch(rlRenderBatch batch)
|
|||
if (RLGL.ExtSupported.vao)
|
||||
{
|
||||
glBindVertexArray(batch.vertexBuffer[i].vaoId);
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
glDisableVertexAttribArray(2);
|
||||
glDisableVertexAttribArray(3);
|
||||
glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
|
||||
glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
|
||||
glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
|
||||
glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
|
@ -2743,6 +2803,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch)
|
|||
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
|
||||
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
|
||||
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
|
||||
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
|
||||
|
||||
// Delete VAOs from GPU (VRAM)
|
||||
if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
|
||||
|
@ -2750,6 +2811,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch)
|
|||
// Free vertex arrays memory from CPU (RAM)
|
||||
RL_FREE(batch.vertexBuffer[i].vertices);
|
||||
RL_FREE(batch.vertexBuffer[i].texcoords);
|
||||
RL_FREE(batch.vertexBuffer[i].normals);
|
||||
RL_FREE(batch.vertexBuffer[i].colors);
|
||||
RL_FREE(batch.vertexBuffer[i].indices);
|
||||
}
|
||||
|
@ -2784,8 +2846,13 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
|
|||
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
|
||||
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
|
||||
|
||||
// Colors buffer
|
||||
// Normals buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
|
||||
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
|
||||
|
||||
// Colors buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
|
||||
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
|
||||
|
||||
|
@ -2838,13 +2905,30 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
|
|||
|
||||
// Create modelview-projection matrix and upload to shader
|
||||
Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
|
||||
float matMVPfloat[16] = {
|
||||
matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
|
||||
matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
|
||||
matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
|
||||
matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15
|
||||
};
|
||||
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat);
|
||||
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
|
||||
|
||||
if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
|
||||
{
|
||||
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
|
||||
}
|
||||
|
||||
// WARNING: For the following setup of the view, model, and normal matrices, it is expected that
|
||||
// transformations and rendering occur between rlPushMatrix and rlPopMatrix.
|
||||
|
||||
if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
|
||||
{
|
||||
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
|
||||
}
|
||||
|
||||
if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
|
||||
{
|
||||
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
|
||||
}
|
||||
|
||||
if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
|
||||
{
|
||||
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
|
||||
}
|
||||
|
||||
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
|
||||
else
|
||||
|
@ -2859,12 +2943,17 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
|
|||
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
|
||||
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
// Bind vertex attrib: normal (shader-location = 2)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
|
||||
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
|
||||
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
|
||||
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
|
||||
}
|
||||
|
||||
// Setup some default shader values
|
||||
|
@ -4014,12 +4103,12 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
|||
glAttachShader(program, fShaderId);
|
||||
|
||||
// NOTE: Default attribute shader locations must be Bound before linking
|
||||
glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
||||
glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
||||
glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
||||
glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
||||
glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
||||
|
||||
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
||||
|
||||
|
@ -4482,10 +4571,10 @@ void rlLoadDrawQuad(void)
|
|||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
||||
|
||||
// Bind vertex attributes (position, texcoords)
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
|
||||
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
|
||||
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
|
||||
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
|
||||
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
|
||||
|
||||
// Draw quad
|
||||
glBindVertexArray(quadVAO);
|
||||
|
@ -4556,12 +4645,12 @@ void rlLoadDrawCube(void)
|
|||
|
||||
// Bind vertex attributes (position, normals, texcoords)
|
||||
glBindVertexArray(cubeVAO);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
|
||||
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
|
||||
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
|
||||
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
|
||||
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
|
||||
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
|
||||
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
@ -4709,14 +4798,14 @@ static void rlLoadShaderDefault(void)
|
|||
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
|
||||
|
||||
// Set default shader locations: attributes locations
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition");
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord");
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor");
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
|
||||
// Set default shader locations: uniform locations
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp");
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse");
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0");
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
|
||||
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
|
||||
}
|
||||
else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
|
||||
}
|
||||
|
@ -4868,6 +4957,31 @@ static int rlGetPixelDataSize(int width, int height, int format)
|
|||
|
||||
// Auxiliar math functions
|
||||
|
||||
// Get float array of matrix data
|
||||
static rl_float16 rlMatrixToFloatV(Matrix mat)
|
||||
{
|
||||
rl_float16 result = { 0 };
|
||||
|
||||
result.v[0] = mat.m0;
|
||||
result.v[1] = mat.m1;
|
||||
result.v[2] = mat.m2;
|
||||
result.v[3] = mat.m3;
|
||||
result.v[4] = mat.m4;
|
||||
result.v[5] = mat.m5;
|
||||
result.v[6] = mat.m6;
|
||||
result.v[7] = mat.m7;
|
||||
result.v[8] = mat.m8;
|
||||
result.v[9] = mat.m9;
|
||||
result.v[10] = mat.m10;
|
||||
result.v[11] = mat.m11;
|
||||
result.v[12] = mat.m12;
|
||||
result.v[13] = mat.m13;
|
||||
result.v[14] = mat.m14;
|
||||
result.v[15] = mat.m15;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get identity matrix
|
||||
static Matrix rlMatrixIdentity(void)
|
||||
{
|
||||
|
@ -4907,4 +5021,76 @@ static Matrix rlMatrixMultiply(Matrix left, Matrix right)
|
|||
return result;
|
||||
}
|
||||
|
||||
// Transposes provided matrix
|
||||
static Matrix rlMatrixTranspose(Matrix mat)
|
||||
{
|
||||
Matrix result = { 0 };
|
||||
|
||||
result.m0 = mat.m0;
|
||||
result.m1 = mat.m4;
|
||||
result.m2 = mat.m8;
|
||||
result.m3 = mat.m12;
|
||||
result.m4 = mat.m1;
|
||||
result.m5 = mat.m5;
|
||||
result.m6 = mat.m9;
|
||||
result.m7 = mat.m13;
|
||||
result.m8 = mat.m2;
|
||||
result.m9 = mat.m6;
|
||||
result.m10 = mat.m10;
|
||||
result.m11 = mat.m14;
|
||||
result.m12 = mat.m3;
|
||||
result.m13 = mat.m7;
|
||||
result.m14 = mat.m11;
|
||||
result.m15 = mat.m15;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Invert provided matrix
|
||||
static Matrix rlMatrixInvert(Matrix mat)
|
||||
{
|
||||
Matrix result = { 0 };
|
||||
|
||||
// Cache the matrix values (speed optimization)
|
||||
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
|
||||
float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
|
||||
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
|
||||
float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
|
||||
|
||||
float b00 = a00*a11 - a01*a10;
|
||||
float b01 = a00*a12 - a02*a10;
|
||||
float b02 = a00*a13 - a03*a10;
|
||||
float b03 = a01*a12 - a02*a11;
|
||||
float b04 = a01*a13 - a03*a11;
|
||||
float b05 = a02*a13 - a03*a12;
|
||||
float b06 = a20*a31 - a21*a30;
|
||||
float b07 = a20*a32 - a22*a30;
|
||||
float b08 = a20*a33 - a23*a30;
|
||||
float b09 = a21*a32 - a22*a31;
|
||||
float b10 = a21*a33 - a23*a31;
|
||||
float b11 = a22*a33 - a23*a32;
|
||||
|
||||
// Calculate the invert determinant (inlined to avoid double-caching)
|
||||
float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
|
||||
|
||||
result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
|
||||
result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
|
||||
result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
|
||||
result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
|
||||
result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
|
||||
result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
|
||||
result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
|
||||
result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
|
||||
result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
|
||||
result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
|
||||
result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
|
||||
result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
|
||||
result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
|
||||
result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
|
||||
result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
|
||||
result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif // RLGL_IMPLEMENTATION
|
||||
|
|
|
@ -269,6 +269,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
|
|||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
// Front face
|
||||
rlNormal3f(0.0f, 0.0f, 1.0f);
|
||||
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
|
||||
|
@ -278,6 +279,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
|
|||
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
|
||||
|
||||
// Back face
|
||||
rlNormal3f(0.0f, 0.0f, -1.0f);
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
|
||||
|
@ -287,6 +289,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
|
|||
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
|
||||
|
||||
// Top face
|
||||
rlNormal3f(0.0f, 1.0f, 0.0f);
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
|
||||
|
@ -296,6 +299,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
|
|||
rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
|
||||
|
||||
// Bottom face
|
||||
rlNormal3f(0.0f, -1.0f, 0.0f);
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
|
||||
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
|
||||
|
@ -305,6 +309,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
|
|||
rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
|
||||
|
||||
// Right face
|
||||
rlNormal3f(1.0f, 0.0f, 0.0f);
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
|
||||
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
|
||||
|
@ -314,6 +319,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
|
|||
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
|
||||
|
||||
// Left face
|
||||
rlNormal3f(-1.0f, 0.0f, 0.0f);
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right
|
||||
|
@ -1208,13 +1214,13 @@ void UploadMesh(Mesh *mesh, bool dynamic)
|
|||
// Enable vertex attributes: position (shader-location = 0)
|
||||
void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices;
|
||||
mesh->vboId[0] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic);
|
||||
rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(0);
|
||||
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
|
||||
|
||||
// Enable vertex attributes: texcoords (shader-location = 1)
|
||||
mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
|
||||
rlSetVertexAttribute(1, 2, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(1);
|
||||
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
|
||||
|
||||
// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute
|
||||
// is part of current state, and it is maintained even if a different program object is used
|
||||
|
@ -1224,64 +1230,64 @@ void UploadMesh(Mesh *mesh, bool dynamic)
|
|||
// Enable vertex attributes: normals (shader-location = 2)
|
||||
void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals;
|
||||
mesh->vboId[2] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic);
|
||||
rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(2);
|
||||
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default vertex attribute: normal
|
||||
// WARNING: Default value provided to shader if location available
|
||||
float value[3] = { 1.0f, 1.0f, 1.0f };
|
||||
rlSetVertexAttributeDefault(2, value, SHADER_ATTRIB_VEC3, 3);
|
||||
rlDisableVertexAttribute(2);
|
||||
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, value, SHADER_ATTRIB_VEC3, 3);
|
||||
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
|
||||
}
|
||||
|
||||
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, RL_UNSIGNED_BYTE, 1, 0, 0);
|
||||
rlEnableVertexAttribute(3);
|
||||
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, 4, RL_UNSIGNED_BYTE, 1, 0, 0);
|
||||
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default vertex attribute: color
|
||||
// WARNING: Default value provided to shader if location available
|
||||
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; // WHITE
|
||||
rlSetVertexAttributeDefault(3, value, SHADER_ATTRIB_VEC4, 4);
|
||||
rlDisableVertexAttribute(3);
|
||||
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, value, SHADER_ATTRIB_VEC4, 4);
|
||||
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
|
||||
}
|
||||
|
||||
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, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(4);
|
||||
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default vertex attribute: tangent
|
||||
// WARNING: Default value provided to shader if location available
|
||||
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
rlSetVertexAttributeDefault(4, value, SHADER_ATTRIB_VEC4, 4);
|
||||
rlDisableVertexAttribute(4);
|
||||
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, value, SHADER_ATTRIB_VEC4, 4);
|
||||
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT);
|
||||
}
|
||||
|
||||
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, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(5);
|
||||
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, 2, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default vertex attribute: texcoord2
|
||||
// WARNING: Default value provided to shader if location available
|
||||
float value[2] = { 0.0f, 0.0f };
|
||||
rlSetVertexAttributeDefault(5, value, SHADER_ATTRIB_VEC2, 2);
|
||||
rlDisableVertexAttribute(5);
|
||||
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, value, SHADER_ATTRIB_VEC2, 2);
|
||||
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
|
||||
}
|
||||
|
||||
if (mesh->indices != NULL)
|
||||
|
@ -3504,8 +3510,8 @@ void GenMeshTangents(Mesh *mesh)
|
|||
}
|
||||
|
||||
rlEnableVertexArray(mesh->vaoId);
|
||||
rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(4);
|
||||
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT);
|
||||
rlDisableVertexArray();
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue