Reorganize data for consistency
This commit is contained in:
parent
bc08271da3
commit
037edbaa13
52
src/models.c
52
src/models.c
@ -691,31 +691,14 @@ Model LoadCubicmap(Image cubicmap)
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return model;
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}
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// Unload 3d model from memory
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// Unload 3d model from memory (mesh and material)
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void UnloadModel(Model model)
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{
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// Unload mesh data
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if (model.mesh.vertices != NULL) free(model.mesh.vertices);
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if (model.mesh.texcoords != NULL) free(model.mesh.texcoords);
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if (model.mesh.normals != NULL) free(model.mesh.normals);
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if (model.mesh.colors != NULL) free(model.mesh.colors);
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if (model.mesh.tangents != NULL) free(model.mesh.tangents);
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if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
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if (model.mesh.indices != NULL) free(model.mesh.indices);
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TraceLog(INFO, "Unloaded model data from RAM (CPU)");
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rlDeleteBuffers(model.mesh.vboId[0]); // vertex
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rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
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rlDeleteBuffers(model.mesh.vboId[2]); // normals
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rlDeleteBuffers(model.mesh.vboId[3]); // colors
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rlDeleteBuffers(model.mesh.vboId[4]); // tangents
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rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2
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rlDeleteBuffers(model.mesh.vboId[6]); // indices
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rlglUnloadMesh(&model.mesh);
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rlDeleteVertexArrays(model.mesh.vaoId);
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UnloadMaterial(model.material);
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TraceLog(INFO, "Unloaded model data from RAM and VRAM");
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}
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// Load material data (from file)
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@ -1247,40 +1230,27 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
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model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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model.material.colDiffuse = tint;
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rlglDrawEx(model.mesh, model.material, model.transform, false);
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rlglDrawMesh(model.mesh, model.material, model.transform);
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}
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// Draw a model wires (with texture if set)
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void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
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{
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Vector3 vScale = { scale, scale, scale };
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Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
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// Calculate transformation matrix from function parameters
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// Get transform matrix (rotation -> scale -> translation)
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Matrix matRotation = MatrixRotate(rotationAxis, 0.0f);
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Matrix matScale = MatrixScale(vScale.x, vScale.y, vScale.z);
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Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
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rlEnableWireMode();
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model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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model.material.colDiffuse = tint;
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DrawModel(model, position, scale, tint);
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rlglDrawEx(model.mesh, model.material, model.transform, true);
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rlDisableWireMode();
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}
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// Draw a model wires (with texture if set) with extended parameters
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void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
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{
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// Calculate transformation matrix from function parameters
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// Get transform matrix (rotation -> scale -> translation)
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Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
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Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
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Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
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rlEnableWireMode();
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model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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model.material.colDiffuse = tint;
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DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
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rlglDrawEx(model.mesh, model.material, model.transform, true);
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rlDisableWireMode();
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}
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// Draw a billboard
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431
src/rlgl.c
431
src/rlgl.c
@ -740,6 +740,24 @@ void rlDisableDepthTest(void)
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glDisable(GL_DEPTH_TEST);
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}
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// Enable wire mode
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void rlEnableWireMode(void)
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{
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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// NOTE: glPolygonMode() not available on OpenGL ES
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#endif
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}
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// Disable wire mode
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void rlDisableWireMode(void)
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{
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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// NOTE: glPolygonMode() not available on OpenGL ES
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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}
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// Unload texture from GPU memory
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void rlDeleteTextures(unsigned int id)
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{
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@ -1033,178 +1051,18 @@ void rlglClose(void)
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void rlglDraw(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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/*
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for (int i = 0; i < modelsCount; i++)
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{
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rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
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}
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*/
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// NOTE: Default buffers always drawn at the end
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UpdateDefaultBuffers();
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DrawDefaultBuffers();
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#endif
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}
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// Draw a 3d mesh with material and transform
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void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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{
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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// NOTE: glPolygonMode() not available on OpenGL ES
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if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
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// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
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glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
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if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
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glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
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glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
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if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
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if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
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else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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rlPopMatrix();
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glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
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if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
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if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUseProgram(material.shader.id);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matView = modelview; // View matrix (camera)
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Matrix matProjection = projection; // Projection matrix (perspective)
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// Calculate model-view matrix combining matModel and matView
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Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
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// Calculate model-view-projection matrix (MVP)
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Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
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// Send combined model-view-projection matrix to shader
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glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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// Apply color tinting (material.colDiffuse)
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// NOTE: Just update one uniform on fragment shader
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float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
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glUniform4fv(material.shader.tintColorLoc, 1, vColor);
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// Set shader textures (diffuse, normal, specular)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
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glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
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if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
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glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
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}
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if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
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glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
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}
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if (vaoSupported)
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{
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glBindVertexArray(mesh.vaoId);
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}
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else
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{
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// Bind mesh VBO data: vertex position (shader-location = 0)
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.vertexLoc);
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// Bind mesh VBO data: vertex texcoords (shader-location = 1)
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
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glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.texcoordLoc);
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// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
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if (material.shader.normalLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
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glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.normalLoc);
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}
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// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
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if (material.shader.colorLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
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glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(material.shader.colorLoc);
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}
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// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
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if (material.shader.tangentLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
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glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.tangentLoc);
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}
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// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
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if (material.shader.texcoord2Loc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
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glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.texcoord2Loc);
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}
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
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}
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// Draw call!
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
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else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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if (material.texNormal.id != 0)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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if (material.texSpecular.id != 0)
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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glUseProgram(0); // Unbind shader program
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#endif
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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// NOTE: glPolygonMode() not available on OpenGL ES
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if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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}
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// Initialize Graphics Device (OpenGL stuff)
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// NOTE: Stores global variables screenWidth and screenHeight
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void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
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@ -1776,6 +1634,245 @@ void rlglLoadMesh(Mesh *mesh)
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#endif
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}
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// Update vertex data on GPU (upload new data to one buffer)
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void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
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{
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// Activate mesh VAO
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if (vaoSupported) glBindVertexArray(mesh.vaoId);
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switch (buffer)
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{
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case 0: // Update vertices (vertex position)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
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} break;
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case 1: // Update texcoords (vertex texture coordinates)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
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} break;
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case 2: // Update normals (vertex normals)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
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} break;
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case 3: // Update colors (vertex colors)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
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} break;
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case 4: // Update tangents (vertex tangents)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
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} break;
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case 5: // Update texcoords2 (vertex second texture coordinates)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
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} break;
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default: break;
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}
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// Unbind the current VAO
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if (vaoSupported) glBindVertexArray(0);
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// Another option would be using buffer mapping...
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//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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// Now we can modify vertices
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//glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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// Draw a 3d mesh with material and transform
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void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
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// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
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glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
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if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
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glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
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glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
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if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
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if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
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else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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rlPopMatrix();
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glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
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if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
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if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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#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)
|
||||
unsigned char *rlglReadScreenPixels(int width, int height)
|
||||
{
|
||||
|
@ -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 rlEnableDepthTest(void); // Enable 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 rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) 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)
|
||||
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 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
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user