Bladeren bron

Reorganize data for consistency

pull/118/head
raysan5 9 jaren geleden
bovenliggende
commit
037edbaa13
3 gewijzigde bestanden met toevoegingen van 283 en 211 verwijderingen
  1. +12
    -42
      src/models.c
  2. +264
    -167
      src/rlgl.c
  3. +7
    -2
      src/rlgl.h

+ 12
- 42
src/models.c Bestand weergeven

@ -691,31 +691,14 @@ Model LoadCubicmap(Image cubicmap)
return model; return model;
} }
// Unload 3d model from memory
// Unload 3d model from memory (mesh and material)
void UnloadModel(Model model) void UnloadModel(Model model)
{ {
// Unload mesh data
if (model.mesh.vertices != NULL) free(model.mesh.vertices);
if (model.mesh.texcoords != NULL) free(model.mesh.texcoords);
if (model.mesh.normals != NULL) free(model.mesh.normals);
if (model.mesh.colors != NULL) free(model.mesh.colors);
if (model.mesh.tangents != NULL) free(model.mesh.tangents);
if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
if (model.mesh.indices != NULL) free(model.mesh.indices);
TraceLog(INFO, "Unloaded model data from RAM (CPU)");
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
rlDeleteBuffers(model.mesh.vboId[3]); // colors
rlDeleteBuffers(model.mesh.vboId[4]); // tangents
rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2
rlDeleteBuffers(model.mesh.vboId[6]); // indices
rlDeleteVertexArrays(model.mesh.vaoId);
rlglUnloadMesh(&model.mesh);
UnloadMaterial(model.material); UnloadMaterial(model.material);
TraceLog(INFO, "Unloaded model data from RAM and VRAM");
} }
// Load material data (from file) // Load material data (from file)
@ -1247,40 +1230,27 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint; model.material.colDiffuse = tint;
rlglDrawEx(model.mesh, model.material, model.transform, false);
rlglDrawMesh(model.mesh, model.material, model.transform);
} }
// Draw a model wires (with texture if set) // Draw a model wires (with texture if set)
void DrawModelWires(Model model, Vector3 position, float scale, Color tint) void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
{ {
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, 0.0f);
Matrix matScale = MatrixScale(vScale.x, vScale.y, vScale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
rlEnableWireMode();
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
DrawModel(model, position, scale, tint);
rlglDrawEx(model.mesh, model.material, model.transform, true);
rlDisableWireMode();
} }
// Draw a model wires (with texture if set) with extended parameters // Draw a model wires (with texture if set) with extended parameters
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{ {
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
rlEnableWireMode();
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
rlglDrawEx(model.mesh, model.material, model.transform, true);
rlDisableWireMode();
} }
// Draw a billboard // Draw a billboard

+ 264
- 167
src/rlgl.c Bestand weergeven

@ -740,6 +740,24 @@ void rlDisableDepthTest(void)
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
} }
// Enable wire mode
void rlEnableWireMode(void)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
}
// Disable wire mode
void rlDisableWireMode(void)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
// Unload texture from GPU memory // Unload texture from GPU memory
void rlDeleteTextures(unsigned int id) void rlDeleteTextures(unsigned int id)
{ {
@ -1033,175 +1051,15 @@ void rlglClose(void)
void rlglDraw(void) void rlglDraw(void)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UpdateDefaultBuffers();
DrawDefaultBuffers();
#endif
}
// Draw a 3d mesh with material and transform
void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.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.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
else glDrawArrays(GL_TRIANGLES, 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)
glUseProgram(material.shader.id);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)
// Calculate model-view matrix combining matModel and matView
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting (material.colDiffuse)
// NOTE: Just update one uniform on fragment shader
float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
glUniform4fv(material.shader.tintColorLoc, 1, vColor);
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
}
if (vaoSupported)
{
glBindVertexArray(mesh.vaoId);
}
else
{
// Bind mesh VBO data: vertex position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.vertexLoc);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoordLoc);
// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
if (material.shader.normalLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.normalLoc);
}
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
if (material.shader.colorLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(material.shader.colorLoc);
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
if (material.shader.tangentLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.tangentLoc);
}
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
if (material.shader.texcoord2Loc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoord2Loc);
}
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
// Draw call!
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
if (material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else
/*
for (int i = 0; i < modelsCount; i++)
{ {
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
} }
glUseProgram(0); // Unbind shader program
#endif
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
*/
// NOTE: Default buffers always drawn at the end
UpdateDefaultBuffers();
DrawDefaultBuffers();
#endif #endif
} }
@ -1776,6 +1634,245 @@ void rlglLoadMesh(Mesh *mesh)
#endif #endif
} }
// Update vertex data on GPU (upload new data to one buffer)
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
{
// Activate mesh VAO
if (vaoSupported) glBindVertexArray(mesh.vaoId);
switch (buffer)
{
case 0: // Update vertices (vertex position)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
} break;
case 1: // Update texcoords (vertex texture coordinates)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
} break;
case 2: // Update normals (vertex normals)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
} break;
case 3: // Update colors (vertex colors)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
} break;
case 4: // Update tangents (vertex tangents)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
} break;
case 5: // Update texcoords2 (vertex second texture coordinates)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
} break;
default: break;
}
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
// Another option would be using buffer mapping...
//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
}
// Draw a 3d mesh with material and transform
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
{
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.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.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
else glDrawArrays(GL_TRIANGLES, 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)
glUseProgram(material.shader.id);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)
// Calculate model-view matrix combining matModel and matView
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting (material.colDiffuse)
// NOTE: Just update one uniform on fragment shader
float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
glUniform4fv(material.shader.tintColorLoc, 1, vColor);
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
}
if (vaoSupported)
{
glBindVertexArray(mesh.vaoId);
}
else
{
// Bind mesh VBO data: vertex position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.vertexLoc);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoordLoc);
// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
if (material.shader.normalLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.normalLoc);
}
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
if (material.shader.colorLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(material.shader.colorLoc);
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
if (material.shader.tangentLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.tangentLoc);
}
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
if (material.shader.texcoord2Loc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoord2Loc);
}
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
// Draw call!
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
if (material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glUseProgram(0); // Unbind shader program
#endif
}
// Unload mesh data from CPU and GPU
void rlglUnloadMesh(Mesh *mesh)
{
if (mesh->vertices != NULL) free(mesh->vertices);
if (mesh->texcoords != NULL) free(mesh->texcoords);
if (mesh->normals != NULL) free(mesh->normals);
if (mesh->colors != NULL) free(mesh->colors);
if (mesh->tangents != NULL) free(mesh->tangents);
if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
if (mesh->indices != NULL) free(mesh->indices);
rlDeleteBuffers(mesh->vboId[0]); // vertex
rlDeleteBuffers(mesh->vboId[1]); // texcoords
rlDeleteBuffers(mesh->vboId[2]); // normals
rlDeleteBuffers(mesh->vboId[3]); // colors
rlDeleteBuffers(mesh->vboId[4]); // tangents
rlDeleteBuffers(mesh->vboId[5]); // texcoords2
rlDeleteBuffers(mesh->vboId[6]); // indices
rlDeleteVertexArrays(mesh->vaoId);
}
// Read screen pixel data (color buffer) // Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height) unsigned char *rlglReadScreenPixels(int width, int height)
{ {

+ 7
- 2
src/rlgl.h Bestand weergeven

@ -256,6 +256,8 @@ void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test void rlDisableDepthTest(void); // Disable depth test
void rlEnableWireMode(void); // Enable wire mode
void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
@ -277,8 +279,11 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires);
void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates

Laden…
Annuleren
Opslaan