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Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio

pull/116/head
Joshua Reisenauer 9 年之前
父節點
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529d20ee6a
共有 3 個檔案被更改,包括 55 行新增20 行删除
  1. +18
    -5
      src/models.c
  2. +5
    -2
      src/raylib.h
  3. +32
    -13
      src/rlgl.c

+ 18
- 5
src/models.c 查看文件

@ -553,7 +553,7 @@ Model LoadModel(const char *fileName)
if (model.mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
else
{
rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
@ -567,7 +567,9 @@ Model LoadModelEx(Mesh data)
{
Model model = { 0 };
rlglLoadMesh(&data); // Upload vertex data to GPU
model.mesh = data;
rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
@ -693,12 +695,13 @@ Model LoadCubicmap(Image cubicmap)
void UnloadModel(Model model)
{
// Unload mesh data
free(model.mesh.vertices);
free(model.mesh.texcoords);
k">if (model.mesh.vertices != NULL) free(model.mesh.vertices);
k">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)");
@ -708,8 +711,11 @@ void UnloadModel(Model model)
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);
UnloadMaterial(model.material);
}
// Load material data (from file)
@ -743,6 +749,13 @@ Material LoadDefaultMaterial(void)
return material;
}
void UnloadMaterial(Material material)
{
rlDeleteTextures(material.texDiffuse.id);
rlDeleteTextures(material.texNormal.id);
rlDeleteTextures(material.texSpecular.id);
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
@ -2006,7 +2019,7 @@ static Material LoadMTL(const char *fileName)
char buffer[MAX_BUFFER_SIZE];
Vector3 color = { 1.0f, 1.0f, 1.0f };
char *mapFileName;
char *mapFileName = NULL;
FILE *mtlFile;

+ 5
- 2
src/raylib.h 查看文件

@ -368,18 +368,20 @@ typedef struct BoundingBox {
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // num vertices
int vertexCount; // number of vertices stored in arrays
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices; // vertex indices (in case vertex data comes indexed)
int triangleCount; // number of triangles to draw
BoundingBox bounds; // mesh limits defined by min and max points
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
@ -813,6 +815,7 @@ void SetModelTexture(Model *model, Texture2D texture); // Link a textur
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
void UnloadMaterial(Material material); // Unload material textures from VRAM
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters

+ 32
- 13
src/rlgl.c 查看文件

@ -783,16 +783,16 @@ void rlDisableDepthTest(void)
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
glDeleteTextures(1, &id);
k">if (id != 0) glDeleteTextures(1, &id);
}
// Unload render texture from GPU memory
void rlDeleteRenderTextures(RenderTexture2D target)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteFramebuffers(1, &target.id);
glDeleteTextures(1, &target.texture.id);
glDeleteTextures(1, &target.depth.id);
k">if (target.id != 0) glDeleteFramebuffers(1, &target.id);
k">if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
k">if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id);
#endif
}
@ -800,7 +800,7 @@ void rlDeleteRenderTextures(RenderTexture2D target)
void rlDeleteShader(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteProgram(id);
k">if (id != 0) glDeleteProgram(id);
#endif
}
@ -810,7 +810,7 @@ void rlDeleteVertexArrays(unsigned int id)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (vaoSupported)
{
glDeleteVertexArrays(1, &id);
k">if (id != 0) glDeleteVertexArrays(1, &id);
TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
}
#endif
@ -1094,7 +1094,7 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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
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
@ -1104,7 +1104,9 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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
@ -1204,10 +1206,13 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.texcoord2Loc);
}
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
}
// Draw call!
glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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)
{
@ -1225,7 +1230,11 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glUseProgram(0); // Unbind shader program
#endif
@ -1682,11 +1691,12 @@ void rlglLoadMesh(Mesh *mesh)
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)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
GLuint vboId[6]; // Vertex Buffer Objects (VBOs)
GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
if (vaoSupported)
{
@ -1775,12 +1785,21 @@ void rlglLoadMesh(Mesh *mesh)
glDisableVertexAttribArray(5);
}
if (mesh->indices != NULL)
{
glGenBuffers(1, &vboId[6]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[6]);
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
mesh->vboId[3] = vboId[3]; // Colors VBO
mesh->vboId[4] = vboId[4]; // Tangents VBO
mesh->vboId[5] = vboId[5]; // Texcoords2 VBO
mesh->vboId[6] = vboId[6]; // Indices VBO
if (vaoSupported)
{
@ -2733,9 +2752,9 @@ static void DrawDefaultBuffers(void)
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
#if defined(GRAPHICS_API_OPENGL_33)
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset));
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
#elif defined(GRAPHICS_API_OPENGL_ES2)
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * indicesOffset));
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
#endif
//GLenum err;
//if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!

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