Corrected some issues

Corrected compilation for OpenGL 1.1
Review mesh data uploading to GPU
This commit is contained in:
raysan5 2017-07-20 12:26:25 +02:00
parent 0dabb2708b
commit 52cd5c6324
2 changed files with 32 additions and 84 deletions

View File

@ -593,6 +593,8 @@ Model LoadModel(const char *fileName)
model.transform = MatrixIdentity();
model.material = LoadMaterialDefault();
rlLoadMesh(&model.mesh, false); // Upload mesh data to GPU (static)
return model;
}
@ -620,6 +622,7 @@ void UnloadModel(Model model)
}
// Load mesh from file
// NOTE: Mesh data loaded in CPU, not GPU
Mesh LoadMesh(const char *fileName)
{
Mesh mesh = { 0 };
@ -631,7 +634,6 @@ Mesh LoadMesh(const char *fileName)
#endif
if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded");
else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
// TODO: Initialize default mesh data in case loading fails, maybe a cube?
@ -648,46 +650,7 @@ void UnloadMesh(Mesh *mesh)
Mesh GenMeshCube(float width, float height, float length)
{
Mesh mesh = { 0 };
/*
float vertices[] = {
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
*/
float vertices[] = {
-width/2, -height/2, length/2,
width/2, -height/2, length/2,

View File

@ -1734,28 +1734,25 @@ void rlLoadMesh(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] = { 0 }; // Vertex Buffer Objects (VBOs)
if (vaoSupported)
{
// Initialize Quads VAO (Buffer A)
glGenVertexArrays(1, &vaoId);
glBindVertexArray(vaoId);
glGenVertexArrays(1, &mesh->vaoId);
glBindVertexArray(mesh->vaoId);
}
// NOTE: Attributes must be uploaded considering default locations points
// Enable vertex attributes: position (shader-location = 0)
glGenBuffers(1, &vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
glGenBuffers(1, &mesh->vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
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]);
glGenBuffers(1, &mesh->vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(1);
@ -1763,8 +1760,8 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
// Enable vertex attributes: normals (shader-location = 2)
if (mesh->normals != NULL)
{
glGenBuffers(1, &vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
glGenBuffers(1, &mesh->vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(2);
@ -1779,8 +1776,8 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
// Default color vertex attribute (shader-location = 3)
if (mesh->colors != NULL)
{
glGenBuffers(1, &vboId[3]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
glGenBuffers(1, &mesh->vboId[3]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
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);
@ -1795,8 +1792,8 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
// Default tangent vertex attribute (shader-location = 4)
if (mesh->tangents != NULL)
{
glGenBuffers(1, &vboId[4]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
glGenBuffers(1, &mesh->vboId[4]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(4);
@ -1811,8 +1808,8 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
// Default texcoord2 vertex attribute (shader-location = 5)
if (mesh->texcoords2 != NULL)
{
glGenBuffers(1, &vboId[5]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
glGenBuffers(1, &mesh->vboId[5]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(5);
@ -1826,26 +1823,14 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
if (mesh->indices != NULL)
{
glGenBuffers(1, &vboId[6]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[6]);
glGenBuffers(1, &mesh->vboId[6]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->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)
{
if (vaoId > 0)
{
mesh->vaoId = vaoId;
TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
}
if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
}
else
@ -1922,7 +1907,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
{
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].tex.id);
glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
@ -1937,7 +1922,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
@ -2533,7 +2518,7 @@ void SetMatrixModelview(Matrix view)
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
{
Texture2D cubemap = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Get cubemap shader locations
//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
@ -2605,7 +2590,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
cubemap.width = size;
cubemap.height = size;
#endif
return cubemap;
}
@ -2613,7 +2598,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
{
Texture2D irradiance = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Get irradiance shader locations
//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
@ -2680,7 +2665,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
irradiance.width = size;
irradiance.height = size;
#endif
return irradiance;
}
@ -2688,7 +2673,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
{
Texture2D prefilter = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Get prefilter shader locations
//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
@ -2772,7 +2757,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
prefilter.width = size;
prefilter.height = size;
#endif
return prefilter;
}
@ -2780,7 +2765,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
{
Texture2D brdf = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Generate BRDF convolution texture
glGenTextures(1, &brdf.id);
glBindTexture(GL_TEXTURE_2D, brdf.id);
@ -2812,7 +2797,7 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
brdf.width = size;
brdf.height = size;
#endif
return brdf;
}