Corrected some issues
Corrected compilation for OpenGL 1.1 Review mesh data uploading to GPU
This commit is contained in:
parent
0dabb2708b
commit
52cd5c6324
45
src/models.c
45
src/models.c
@ -593,6 +593,8 @@ Model LoadModel(const char *fileName)
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model.transform = MatrixIdentity();
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model.material = LoadMaterialDefault();
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rlLoadMesh(&model.mesh, false); // Upload mesh data to GPU (static)
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return model;
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}
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@ -620,6 +622,7 @@ void UnloadModel(Model model)
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}
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// Load mesh from file
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// NOTE: Mesh data loaded in CPU, not GPU
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Mesh LoadMesh(const char *fileName)
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{
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Mesh mesh = { 0 };
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@ -631,7 +634,6 @@ Mesh LoadMesh(const char *fileName)
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#endif
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if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded");
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else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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// TODO: Initialize default mesh data in case loading fails, maybe a cube?
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@ -648,46 +650,7 @@ void UnloadMesh(Mesh *mesh)
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Mesh GenMeshCube(float width, float height, float length)
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{
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Mesh mesh = { 0 };
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/*
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float vertices[] = {
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
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};
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*/
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float vertices[] = {
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-width/2, -height/2, length/2,
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width/2, -height/2, length/2,
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69
src/rlgl.c
69
src/rlgl.c
@ -1734,28 +1734,25 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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int drawHint = GL_STATIC_DRAW;
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if (dynamic) drawHint = GL_DYNAMIC_DRAW;
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GLuint vaoId = 0; // Vertex Array Objects (VAO)
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GLuint vboId[7] = { 0 }; // Vertex Buffer Objects (VBOs)
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if (vaoSupported)
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{
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// Initialize Quads VAO (Buffer A)
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glGenVertexArrays(1, &vaoId);
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glBindVertexArray(vaoId);
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glGenVertexArrays(1, &mesh->vaoId);
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glBindVertexArray(mesh->vaoId);
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}
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// NOTE: Attributes must be uploaded considering default locations points
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// Enable vertex attributes: position (shader-location = 0)
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glGenBuffers(1, &vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
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glGenBuffers(1, &mesh->vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
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glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(0);
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// Enable vertex attributes: texcoords (shader-location = 1)
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glGenBuffers(1, &vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
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glGenBuffers(1, &mesh->vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(1);
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@ -1763,8 +1760,8 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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// Enable vertex attributes: normals (shader-location = 2)
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if (mesh->normals != NULL)
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{
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glGenBuffers(1, &vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
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glGenBuffers(1, &mesh->vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(2);
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@ -1779,8 +1776,8 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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// Default color vertex attribute (shader-location = 3)
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if (mesh->colors != NULL)
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{
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glGenBuffers(1, &vboId[3]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
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glGenBuffers(1, &mesh->vboId[3]);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(3);
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@ -1795,8 +1792,8 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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// Default tangent vertex attribute (shader-location = 4)
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if (mesh->tangents != NULL)
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{
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glGenBuffers(1, &vboId[4]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
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glGenBuffers(1, &mesh->vboId[4]);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
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glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(4);
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@ -1811,8 +1808,8 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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// Default texcoord2 vertex attribute (shader-location = 5)
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if (mesh->texcoords2 != NULL)
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{
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glGenBuffers(1, &vboId[5]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
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glGenBuffers(1, &mesh->vboId[5]);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
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glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(5);
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@ -1826,26 +1823,14 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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if (mesh->indices != NULL)
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{
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glGenBuffers(1, &vboId[6]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[6]);
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glGenBuffers(1, &mesh->vboId[6]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
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}
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mesh->vboId[0] = vboId[0]; // Vertex position VBO
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mesh->vboId[1] = vboId[1]; // Texcoords VBO
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mesh->vboId[2] = vboId[2]; // Normals VBO
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mesh->vboId[3] = vboId[3]; // Colors VBO
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mesh->vboId[4] = vboId[4]; // Tangents VBO
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mesh->vboId[5] = vboId[5]; // Texcoords2 VBO
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mesh->vboId[6] = vboId[6]; // Indices VBO
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if (vaoSupported)
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{
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if (vaoId > 0)
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{
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mesh->vaoId = vaoId;
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TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
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}
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if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
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else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
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}
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else
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@ -1922,7 +1907,7 @@ void rlDrawMesh(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.maps[MAP_DIFFUSE].tex.id);
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glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.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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@ -1937,7 +1922,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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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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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);
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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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@ -2533,7 +2518,7 @@ void SetMatrixModelview(Matrix view)
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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{
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Texture2D cubemap = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Get cubemap shader locations
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//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
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//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
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@ -2605,7 +2590,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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cubemap.width = size;
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cubemap.height = size;
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#endif
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return cubemap;
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}
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@ -2613,7 +2598,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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{
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Texture2D irradiance = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Get irradiance shader locations
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//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
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//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
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@ -2680,7 +2665,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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irradiance.width = size;
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irradiance.height = size;
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#endif
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return irradiance;
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}
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@ -2688,7 +2673,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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{
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Texture2D prefilter = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Get prefilter shader locations
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//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
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//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
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@ -2772,7 +2757,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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prefilter.width = size;
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prefilter.height = size;
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#endif
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return prefilter;
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}
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@ -2780,7 +2765,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
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{
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Texture2D brdf = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Generate BRDF convolution texture
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glGenTextures(1, &brdf.id);
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glBindTexture(GL_TEXTURE_2D, brdf.id);
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@ -2812,7 +2797,7 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
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brdf.width = size;
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brdf.height = size;
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#endif
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return brdf;
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}
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