Improved vertex attribs support for models
This commit is contained in:
parent
0bcb873cbb
commit
f7d4951165
@ -695,7 +695,7 @@ void UnloadModel(Model model)
|
||||
// Unload mesh data
|
||||
free(model.mesh.vertices);
|
||||
free(model.mesh.texcoords);
|
||||
free(model.mesh.normals);
|
||||
if (model.mesh.normals != NULL) free(model.mesh.normals);
|
||||
if (model.mesh.colors != NULL) free(model.mesh.colors);
|
||||
if (model.mesh.tangents != NULL) free(model.mesh.tangents);
|
||||
if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
|
||||
|
14
src/raylib.h
14
src/raylib.h
@ -369,12 +369,12 @@ typedef struct BoundingBox {
|
||||
// Vertex data definning a mesh
|
||||
typedef struct Mesh {
|
||||
int vertexCount; // num vertices
|
||||
float *vertices; // vertex position (XYZ - 3 components per vertex)
|
||||
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
|
||||
float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
|
||||
float *normals; // vertex normals (XYZ - 3 components per vertex)
|
||||
float *tangents; // vertex tangents (XYZ - 3 components per vertex)
|
||||
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
|
||||
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
|
||||
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
|
||||
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
|
||||
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
|
||||
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
|
||||
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
|
||||
|
||||
BoundingBox bounds; // mesh limits defined by min and max points
|
||||
|
||||
@ -391,6 +391,8 @@ typedef struct Shader {
|
||||
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
|
||||
int normalLoc; // Normal attribute location point (default-location = 2)
|
||||
int colorLoc; // Color attibute location point (default-location = 3)
|
||||
int tangentLoc; // Tangent attribute location point (default-location = 4)
|
||||
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
|
||||
|
||||
// Uniform locations
|
||||
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
|
||||
|
45
src/rlgl.c
45
src/rlgl.c
@ -1084,12 +1084,13 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
|
||||
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
|
||||
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
|
||||
glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
|
||||
if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
|
||||
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
|
||||
glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
|
||||
//glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array (NOT USED)
|
||||
if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
|
||||
if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
|
||||
|
||||
rlPushMatrix();
|
||||
rlMultMatrixf(MatrixToFloat(transform));
|
||||
@ -1099,7 +1100,8 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
|
||||
glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
|
||||
if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
|
||||
if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
@ -1170,7 +1172,29 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
|
||||
glEnableVertexAttribArray(material.shader.normalLoc);
|
||||
}
|
||||
|
||||
// TODO: Bind mesh VBO data: colors, tangents, texcoords2 (if available)
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw call!
|
||||
@ -1640,16 +1664,15 @@ void rlglGenerateMipmaps(Texture2D texture)
|
||||
}
|
||||
|
||||
// Upload vertex data into a VAO (if supported) and VBO
|
||||
// TODO: Consider attributes: color, texcoords2, tangents (if available)
|
||||
void rlglLoadMesh(Mesh *mesh)
|
||||
{
|
||||
mesh->vaoId = 0; // Vertex Array Object
|
||||
mesh->vboId[0] = 0; // Vertex positions VBO
|
||||
mesh->vboId[1] = 0; // Vertex texcoords VBO
|
||||
mesh->vboId[2] = 0; // Vertex normals VBO
|
||||
mesh->vboId[3] = 0; // Vertex color VBO
|
||||
mesh->vboId[4] = 0; // Vertex tangent VBO
|
||||
mesh->vboId[5] = 0; // Vertex texcoord2 VBO
|
||||
mesh->vboId[3] = 0; // Vertex colors VBO
|
||||
mesh->vboId[4] = 0; // Vertex tangents VBO
|
||||
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
|
||||
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@ -2314,12 +2337,16 @@ static void LoadDefaultShaderLocations(Shader *shader)
|
||||
// vertex texcoord location = 1
|
||||
// vertex normal location = 2
|
||||
// vertex color location = 3
|
||||
// vertex tangent location = 4
|
||||
// vertex texcoord2 location = 5
|
||||
|
||||
// Get handles to GLSL input attibute locations
|
||||
shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
|
||||
shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
|
||||
shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
|
||||
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
|
||||
shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent");
|
||||
shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2");
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
|
||||
|
Loading…
Reference in New Issue
Block a user