Reviewed defines, try to avoid elif statements
This commit is contained in:
parent
2a5ce96047
commit
ab36fbf24a
57
src/core.c
57
src/core.c
@ -1445,18 +1445,20 @@ void *GetWindowHandle(void)
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#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
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// NOTE: Returned handle is: void *HWND (windows.h)
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return glfwGetWin32Window(CORE.Window.handle);
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#elif defined(__linux__)
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#endif
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#if defined(__linux__)
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// NOTE: Returned handle is: unsigned long Window (X.h)
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// typedef unsigned long XID;
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// typedef XID Window;
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//unsigned long id = (unsigned long)glfwGetX11Window(window);
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return NULL; // TODO: Find a way to return value... cast to void *?
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#elif defined(__APPLE__)
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#endif
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#if defined(__APPLE__)
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// NOTE: Returned handle is: (objc_object *)
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return NULL; // TODO: return (void *)glfwGetCocoaWindow(window);
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#else
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return NULL;
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#endif
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return NULL;
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}
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// Get number of monitors
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@ -2717,6 +2719,7 @@ bool SaveStorageValue(unsigned int position, int value)
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int LoadStorageValue(unsigned int position)
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{
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int value = 0;
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#if defined(SUPPORT_DATA_STORAGE)
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char path[512] = { 0 };
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#if defined(PLATFORM_ANDROID)
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@ -2768,9 +2771,11 @@ void OpenURL(const char *url)
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char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char));
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#if defined(_WIN32)
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sprintf(cmd, "explorer %s", url);
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#elif defined(__linux__)
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#endif
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#if defined(__linux__) || defined(__FreeBSD__)
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sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
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#elif defined(__APPLE__)
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#endif
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#if defined(__APPLE__)
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sprintf(cmd, "open '%s'", url);
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#endif
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system(cmd);
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@ -2904,13 +2909,12 @@ const char *GetGamepadName(int gamepad)
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#if defined(PLATFORM_DESKTOP)
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if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad);
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else return NULL;
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#elif defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name);
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return CORE.Input.Gamepad.name;
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#else
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return NULL;
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#endif
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name);
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return CORE.Input.Gamepad.name;
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#endif
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return NULL;
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}
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// Return gamepad axis count
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@ -3112,11 +3116,12 @@ float GetMouseWheelMove(void)
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{
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#if defined(PLATFORM_ANDROID)
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return 0.0f;
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#elif defined(PLATFORM_WEB)
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return CORE.Input.Mouse.previousWheelMove/100.0f;
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#else
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return CORE.Input.Mouse.previousWheelMove;
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#endif
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#if defined(PLATFORM_WEB)
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return CORE.Input.Mouse.previousWheelMove/100.0f;
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#endif
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return CORE.Input.Mouse.previousWheelMove;
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}
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// Returns mouse cursor
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@ -3166,11 +3171,16 @@ Vector2 GetTouchPosition(int index)
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{
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Vector2 position = { -1.0f, -1.0f };
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
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#if defined(PLATFORM_DESKTOP)
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// TODO: GLFW does not support multi-touch input just yet
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// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
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if (index == 0) position = GetMousePosition();
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#endif
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#if defined(PLATFORM_ANDROID)
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if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
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else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
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#if defined(PLATFORM_ANDROID)
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if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
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{
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position.x = position.x*((float)CORE.Window.screen.width/(float)(CORE.Window.display.width - CORE.Window.renderOffset.x)) - CORE.Window.renderOffset.x/2;
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@ -3181,13 +3191,12 @@ Vector2 GetTouchPosition(int index)
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position.x = position.x*((float)CORE.Window.render.width/(float)CORE.Window.display.width) - CORE.Window.renderOffset.x/2;
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position.y = position.y*((float)CORE.Window.render.height/(float)CORE.Window.display.height) - CORE.Window.renderOffset.y/2;
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}
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#endif
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#endif
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#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
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if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
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else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
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#elif defined(PLATFORM_DESKTOP)
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// TODO: GLFW is not supporting multi-touch input just yet
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// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
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if (index == 0) position = GetMousePosition();
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// TODO: Touch position scaling required?
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#endif
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return position;
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@ -258,13 +258,15 @@ PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex);
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// Functions required to query time on Windows
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int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
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int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
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#elif defined(__linux__)
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#endif
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#if defined(__linux__) || defined(__FreeBSD__)
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#if _POSIX_C_SOURCE < 199309L
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#undef _POSIX_C_SOURCE
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#define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
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#endif
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#include <sys/time.h> // Required for: timespec
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#elif defined(__APPLE__) // macOS also defines __MACH__
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#endif
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#if defined(__APPLE__) // macOS also defines __MACH__
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#include <mach/mach_time.h> // Required for: mach_absolute_time()
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#endif
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#endif
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70
src/rlgl.h
70
src/rlgl.h
@ -136,7 +136,8 @@
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// This is the maximum amount of elements (quads) per batch
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// NOTE: Be careful with text, every letter maps to a quad
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#define DEFAULT_BATCH_BUFFER_ELEMENTS 8192
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// We reduce memory sizes for embedded systems (RPI and HTML5)
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// NOTE: On HTML5 (emscripten) this is allocated on heap,
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// by default it's only 16MB!...just take care...
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@ -811,7 +812,8 @@ typedef struct VertexBuffer {
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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#endif
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unsigned int vaoId; // OpenGL Vertex Array Object id
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@ -970,7 +972,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11)
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// Fallback to OpenGL 1.1 function calls
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//---------------------------------------
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void rlMatrixMode(int mode)
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@ -1001,9 +1002,8 @@ void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
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void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Choose the current matrix to be transformed
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void rlMatrixMode(int mode)
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{
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@ -1124,7 +1124,6 @@ void rlViewport(int x, int y, int width, int height)
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// Module Functions Definition - Vertex level operations
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11)
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// Fallback to OpenGL 1.1 function calls
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//---------------------------------------
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void rlBegin(int mode)
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@ -1147,9 +1146,8 @@ void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
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void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
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void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
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void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Initialize drawing mode (how to organize vertex)
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void rlBegin(int mode)
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{
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@ -1898,15 +1896,18 @@ int rlGetVersion(void)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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return OPENGL_11;
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#elif defined(GRAPHICS_API_OPENGL_21)
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#endif
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#if defined(GRAPHICS_API_OPENGL_21)
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#if defined(__APPLE__)
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return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
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#else
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return OPENGL_21;
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#endif
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#elif defined(GRAPHICS_API_OPENGL_33)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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return OPENGL_33;
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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return OPENGL_ES_20;
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#endif
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}
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@ -1951,7 +1952,8 @@ void rlLoadExtensions(void *loader)
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#if defined(GRAPHICS_API_OPENGL_21)
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if (GLAD_GL_VERSION_2_1) TRACELOG(LOG_INFO, "GL: OpenGL 2.1 profile supported");
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#elif defined(GRAPHICS_API_OPENGL_33)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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if (GLAD_GL_VERSION_3_3) TRACELOG(LOG_INFO, "GL: OpenGL 3.3 Core profile supported");
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else TRACELOG(LOG_ERROR, "GL: OpenGL 3.3 Core profile not supported");
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#endif
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@ -2051,7 +2053,8 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
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{
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#if defined(GRAPHICS_API_OPENGL_21)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
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#elif defined(GRAPHICS_API_OPENGL_33)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
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#endif
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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@ -2218,7 +2221,8 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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{
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#if defined(GRAPHICS_API_OPENGL_21)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
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#elif defined(GRAPHICS_API_OPENGL_33)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
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#endif
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glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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@ -2284,7 +2288,8 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
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case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
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case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
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#endif
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#elif defined(GRAPHICS_API_OPENGL_33)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
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case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
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case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
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@ -2296,7 +2301,7 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
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case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
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case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
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#endif
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#if !defined(GRAPHICS_API_OPENGL_11)
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#if !defined(GRAPHICS_API_OPENGL_11)
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case COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
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case COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
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case COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
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@ -2308,7 +2313,7 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
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case COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
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case COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
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case COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
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#endif
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#endif
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default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
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}
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}
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@ -2456,7 +2461,8 @@ void rlGenerateMipmaps(Texture2D *texture)
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}
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else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", texture->id);
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}
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
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{
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//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
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@ -4140,7 +4146,8 @@ static Shader LoadShaderDefault(void)
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const char *defaultVShaderStr =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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@ -4149,7 +4156,8 @@ static Shader LoadShaderDefault(void)
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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@ -4169,14 +4177,16 @@ static Shader LoadShaderDefault(void)
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const char *defaultFShaderStr =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 fragColor; \n"
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@ -4189,7 +4199,8 @@ static Shader LoadShaderDefault(void)
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
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" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" finalColor = texelColor*colDiffuse*fragColor; \n"
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#endif
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@ -4289,7 +4300,8 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
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||||
batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#endif
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
|
||||
#endif
|
||||
|
||||
@ -4358,7 +4370,8 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#endif
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
|
||||
#endif
|
||||
}
|
||||
@ -4519,7 +4532,8 @@ static void DrawRenderBatch(RenderBatch *batch)
|
||||
// NOTE: The final parameter tells the GPU the offset in bytes from the
|
||||
// start of the index buffer to the location of the first index to process
|
||||
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#endif
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
|
||||
#endif
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user