Improved vertex attribs support for models

This commit is contained in:
Ray 2016-05-08 23:50:35 +02:00
parent 0bcb873cbb
commit f7d4951165
3 changed files with 45 additions and 16 deletions

View File

@ -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);

View File

@ -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)

View File

@ -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");