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@ -812,12 +812,12 @@ typedef struct DrawCall { |
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int mode; // Drawing mode: LINES, TRIANGLES, QUADS |
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int vertexCount; // Number of vertex of the draw |
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int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) |
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//unsigned int vaoId; // Vertex array id to be used on the draw |
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//unsigned int shaderId; // Shader id to be used on the draw |
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unsigned int textureId; // Texture id to be used on the draw |
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//unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId |
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//unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShader.id |
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unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes |
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//Matrix projection; // Projection matrix for this draw |
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//Matrix modelview; // Modelview matrix for this draw |
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//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection |
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//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview |
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} DrawCall; |
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// RenderBatch type |
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@ -826,7 +826,7 @@ typedef struct RenderBatch { |
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int currentBuffer; // Current buffer tracking in case of multi-buffering |
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VertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data |
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DrawCall *draws; // Draw calls array |
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DrawCall *draws; // Draw calls array, depends on textureId |
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int drawsCounter; // Draw calls counter |
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float currentDepth; // Current depth value for next draw |
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} RenderBatch; |
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@ -857,7 +857,7 @@ typedef struct rlglData { |
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Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop |
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int stackCounter; // Matrix stack counter |
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Texture2D shapesTexture; // Texture used on shapes drawing (usually a white) |
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Texture2D shapesTexture; // Texture used on shapes drawing (usually a white pixel) |
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Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing |
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unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) |
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unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) |
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@ -4421,16 +4421,14 @@ static void DrawRenderBatch(RenderBatch *batch) |
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#if defined(SUPPORT_VR_SIMULATOR) |
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if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); |
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#endif |
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// Draw buffers |
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if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0) |
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{ |
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// Set current shader and upload current MVP matrix |
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glUseProgram(RLGL.State.currentShader.id); |
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// Create modelview-projection matrix |
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// Create modelview-projection matrix and upload to shader |
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Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); |
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glUniformMatrix4fv(RLGL.State.currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); |
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glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); |
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glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active) |
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@ -4441,8 +4439,6 @@ static void DrawRenderBatch(RenderBatch *batch) |
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// NOTE: Right now additional map textures not considered for default buffers drawing |
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int vertexOffset = 0; |
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if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); |
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else |
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{ |
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@ -4470,9 +4466,10 @@ static void DrawRenderBatch(RenderBatch *batch) |
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{ |
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glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); |
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// TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]? |
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//if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); } |
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//if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); } |
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for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++) |
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{ |
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// Texture 0 is always active by default, bind the texture for current draw call |
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glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); |
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if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount); |
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else |
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