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Support DYNAMIC_DRAW mesh loading

pull/118/head
raysan5 8 년 전
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7d1d9ff143
4개의 변경된 파일17개의 추가작업 그리고 14개의 파일을 삭제
  1. +5
    -5
      src/models.c
  2. +1
    -1
      src/raylib.h
  3. +10
    -7
      src/rlgl.c
  4. +1
    -1
      src/rlgl.h

+ 5
- 5
src/models.c 파일 보기

@ -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, false); // Upload vertex data to GPU (static model)
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
@ -563,13 +563,13 @@ Model LoadModel(const char *fileName)
}
// Load a 3d model (from vertex data)
Model LoadModelEx(Mesh data)
Model LoadModelEx(Mesh data, bool dynamic)
{
Model model = { 0 };
model.mesh = data;
rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
rlglLoadMesh(&model.mesh, dynamic); // Upload vertex data to GPU
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
@ -668,7 +668,7 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
model.mesh = GenMeshHeightmap(heightmap, size);
rlglLoadMesh(&model.mesh);
rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
@ -683,7 +683,7 @@ Model LoadCubicmap(Image cubicmap)
model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
rlglLoadMesh(&model.mesh);
rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();

+ 1
- 1
src/raylib.h 파일 보기

@ -803,7 +803,7 @@ void DrawGizmo(Vector3 position);
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)

+ 10
- 7
src/rlgl.c 파일 보기

@ -1500,7 +1500,7 @@ void rlglGenerateMipmaps(Texture2D texture)
}
// Upload vertex data into a VAO (if supported) and VBO
void rlglLoadMesh(Mesh *mesh)
void rlglLoadMesh(Mesh *mesh, bool dynamic)
{
mesh->vaoId = 0; // Vertex Array Object
mesh->vboId[0] = 0; // Vertex positions VBO
@ -1510,6 +1510,9 @@ void rlglLoadMesh(Mesh *mesh)
mesh->vboId[4] = 0; // Vertex tangents VBO
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
mesh->vboId[6] = 0; // Vertex indices VBO
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
@ -1527,14 +1530,14 @@ void rlglLoadMesh(Mesh *mesh)
// Enable vertex attributes: position (shader-location = 0)
glGenBuffers(1, &vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(0);
// Enable vertex attributes: texcoords (shader-location = 1)
glGenBuffers(1, &vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(1);
@ -1543,7 +1546,7 @@ void rlglLoadMesh(Mesh *mesh)
{
glGenBuffers(1, &vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(2);
}
@ -1559,7 +1562,7 @@ void rlglLoadMesh(Mesh *mesh)
{
glGenBuffers(1, &vboId[3]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(3);
}
@ -1575,7 +1578,7 @@ void rlglLoadMesh(Mesh *mesh)
{
glGenBuffers(1, &vboId[4]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(4);
}
@ -1591,7 +1594,7 @@ void rlglLoadMesh(Mesh *mesh)
{
glGenBuffers(1, &vboId[5]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(5);
}

+ 1
- 1
src/rlgl.h 파일 보기

@ -280,7 +280,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a textur
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 rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglLoadMesh(Mesh *mesh, bool dynamic); // 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

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