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Corrected issue on RPI on model drawing

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raysan5 8 年前
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3fb1c446ea
共有 1 个文件被更改,包括 23 次插入12 次删除
  1. +23
    -12
      src/rlgl.c

+ 23
- 12
src/rlgl.c 查看文件

@ -31,6 +31,7 @@
#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()]
#include <stdlib.h> // Required for: malloc(), free(), rand()
#include <string.h> // Required for: strcmp(), strlen(), strtok()
#include <math.h> // Required for: atan()
#ifndef RLGL_STANDALONE
#include "raymath.h" // Required for Vector3 and Matrix functions
@ -1648,8 +1649,8 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
GLuint vaoId = 0; // Vertex Array Objects (VAO)
GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
GLuint vboId[7] = { 0 }; // Vertex Buffer Objects (VBOs)
if (vaoSupported)
{
@ -1745,7 +1746,6 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
}
mesh->vboId[0] = vboId[0]; // Vertex position VBO
mesh->vboId[1] = vboId[1]; // Texcoords VBO
mesh->vboId[2] = vboId[2]; // Normals VBO
@ -1912,12 +1912,12 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Upload to shader glossiness
glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
}
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0
if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1))
{
// Upload to shader specular map flag
@ -1937,7 +1937,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2
}
if (vaoSupported)
{
glBindVertexArray(mesh.vaoId);
@ -1962,12 +1962,22 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
glEnableVertexAttribArray(material.shader.normalLoc);
}
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
// Bind mesh VBO data: vertex colors (shader-location = 3, 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);
if (mesh.vboId[3] != 0)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(material.shader.colorLoc);
}
else
{
// Set default value for unused attribute
// NOTE: Required when using default shader and no VAO support
glVertexAttrib4f(material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glDisableVertexAttribArray(material.shader.colorLoc);
}
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
@ -1992,6 +2002,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
for (int eye = 0; eye < eyesCount; eye++)
{
if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView);
else modelview = matModelView;
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
@ -2677,7 +2688,7 @@ static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView)
float viewCenter = (float)HScreenSize*0.25f;
float eyeProjectionShift = viewCenter - LensSeparationDistance*0.5f;
float projectionCenterOffset = 4.0f*eyeProjectionShift/(float)HScreenSize;
float projectionCenterOffset = n">eyeProjectionShift/(float)HScreenSize; //4.0f*eyeProjectionShift/(float)HScreenSize;
/*
static float scale[2] = { 0.25, 0.45 };
@ -3274,7 +3285,7 @@ static void LoadDefaultBuffers(void)
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", triangles.vboId[0], triangles.vboId[1]);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
// Upload and link quads vertex buffers
if (vaoSupported)

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