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@@ -740,6 +740,24 @@ void rlDisableDepthTest(void)
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glDisable(GL_DEPTH_TEST);
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}
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+// Enable wire mode
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+void rlEnableWireMode(void)
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+{
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+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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+ // NOTE: glPolygonMode() not available on OpenGL ES
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+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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+#endif
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+}
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+
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+// Disable wire mode
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+void rlDisableWireMode(void)
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+{
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+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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+ // NOTE: glPolygonMode() not available on OpenGL ES
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+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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+#endif
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+}
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+
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// Unload texture from GPU memory
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void rlDeleteTextures(unsigned int id)
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{
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@@ -1033,175 +1051,15 @@ void rlglClose(void)
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void rlglDraw(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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- UpdateDefaultBuffers();
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- DrawDefaultBuffers();
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-#endif
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-}
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-
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-// Draw a 3d mesh with material and transform
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-void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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-{
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-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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- // NOTE: glPolygonMode() not available on OpenGL ES
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- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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-#endif
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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.texDiffuse.id);
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-
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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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- glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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- if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
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- if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
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-
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- glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
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- glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
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- if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
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- if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
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-
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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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-
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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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- rlPopMatrix();
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-
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- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
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- if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
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- if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
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-
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- glDisable(GL_TEXTURE_2D);
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- glBindTexture(GL_TEXTURE_2D, 0);
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-#endif
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-
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-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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- glUseProgram(material.shader.id);
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-
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- // At this point the modelview matrix just contains the view matrix (camera)
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- // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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- Matrix matView = modelview; // View matrix (camera)
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- Matrix matProjection = projection; // Projection matrix (perspective)
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-
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- // Calculate model-view matrix combining matModel and matView
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- Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
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-
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- // Calculate model-view-projection matrix (MVP)
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- Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
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-
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- // Send combined model-view-projection matrix to shader
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- glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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-
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- // Apply color tinting (material.colDiffuse)
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- // NOTE: Just update one uniform on fragment shader
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- float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
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- glUniform4fv(material.shader.tintColorLoc, 1, vColor);
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-
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- // Set shader textures (diffuse, normal, specular)
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- glActiveTexture(GL_TEXTURE0);
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- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
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- glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
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-
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- if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
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- {
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- glActiveTexture(GL_TEXTURE1);
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- glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
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- glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
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- }
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-
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- if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
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- {
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- glActiveTexture(GL_TEXTURE2);
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- glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
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- glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
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- }
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-
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- if (vaoSupported)
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- {
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- glBindVertexArray(mesh.vaoId);
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- }
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- else
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- {
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- // Bind mesh VBO data: vertex position (shader-location = 0)
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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- glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.vertexLoc);
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-
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- // Bind mesh VBO data: vertex texcoords (shader-location = 1)
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
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- glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.texcoordLoc);
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-
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- // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
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- if (material.shader.normalLoc != -1)
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- {
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
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- glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.normalLoc);
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- }
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-
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- // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
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- if (material.shader.colorLoc != -1)
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- {
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
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- glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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- glEnableVertexAttribArray(material.shader.colorLoc);
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- }
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-
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- // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
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- if (material.shader.tangentLoc != -1)
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- {
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
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- glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.tangentLoc);
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- }
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-
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- // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
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- if (material.shader.texcoord2Loc != -1)
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- {
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
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- glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.texcoord2Loc);
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- }
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-
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- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
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- }
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-
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- // Draw call!
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- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
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- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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-
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- if (material.texNormal.id != 0)
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- {
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- glActiveTexture(GL_TEXTURE1);
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- glBindTexture(GL_TEXTURE_2D, 0);
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- }
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-
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- if (material.texSpecular.id != 0)
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- {
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- glActiveTexture(GL_TEXTURE2);
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- glBindTexture(GL_TEXTURE_2D, 0);
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- }
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-
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- glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
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- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
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-
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- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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- else
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+/*
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+ for (int i = 0; i < modelsCount; i++)
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{
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- glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
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- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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+ rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
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}
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-
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- glUseProgram(0); // Unbind shader program
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-#endif
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-
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-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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- // NOTE: glPolygonMode() not available on OpenGL ES
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- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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+*/
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+ // NOTE: Default buffers always drawn at the end
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+ UpdateDefaultBuffers();
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+ DrawDefaultBuffers();
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#endif
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}
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@@ -1776,6 +1634,245 @@ void rlglLoadMesh(Mesh *mesh)
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#endif
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}
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+// Update vertex data on GPU (upload new data to one buffer)
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+void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
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+{
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+ // Activate mesh VAO
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+ if (vaoSupported) glBindVertexArray(mesh.vaoId);
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+
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+ switch (buffer)
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+ {
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+ case 0: // Update vertices (vertex position)
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+ {
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+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
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+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
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+
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+ } break;
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+ case 1: // Update texcoords (vertex texture coordinates)
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+ {
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+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
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+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
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+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
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+
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+ } break;
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+ case 2: // Update normals (vertex normals)
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+ {
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+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
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+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
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+
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+ } break;
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+ case 3: // Update colors (vertex colors)
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+ {
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+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
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+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
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+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
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+
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+ } break;
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+ case 4: // Update tangents (vertex tangents)
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+ {
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+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
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+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
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+ } break;
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+ case 5: // Update texcoords2 (vertex second texture coordinates)
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+ {
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+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
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+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
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+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
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+ } break;
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+ default: break;
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+ }
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+
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+ // Unbind the current VAO
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+ if (vaoSupported) glBindVertexArray(0);
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+
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+ // Another option would be using buffer mapping...
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+ //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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+ // Now we can modify vertices
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+ //glUnmapBuffer(GL_ARRAY_BUFFER);
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+}
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+
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+// Draw a 3d mesh with material and transform
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+void rlglDrawMesh(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.texDiffuse.id);
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+
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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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+ glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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+ if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
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+ if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
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+
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+ glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
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+ glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
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+ if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
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+ if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
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+
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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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+
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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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+ rlPopMatrix();
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+
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+ glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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+ glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
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+ if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
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+ if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
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+
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+ glDisable(GL_TEXTURE_2D);
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+ glBindTexture(GL_TEXTURE_2D, 0);
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+#endif
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+
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+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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+ glUseProgram(material.shader.id);
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+
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+ // At this point the modelview matrix just contains the view matrix (camera)
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+ // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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+ Matrix matView = modelview; // View matrix (camera)
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+ Matrix matProjection = projection; // Projection matrix (perspective)
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+
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+ // Calculate model-view matrix combining matModel and matView
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+ Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
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+
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+ // Calculate model-view-projection matrix (MVP)
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+ Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
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+
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+ // Send combined model-view-projection matrix to shader
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+ glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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+
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+ // Apply color tinting (material.colDiffuse)
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+ // NOTE: Just update one uniform on fragment shader
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+ float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
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+ glUniform4fv(material.shader.tintColorLoc, 1, vColor);
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+
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+ // Set shader textures (diffuse, normal, specular)
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+ glActiveTexture(GL_TEXTURE0);
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+ glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
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+ glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
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+
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+ if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
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+ {
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+ glActiveTexture(GL_TEXTURE1);
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+ glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
|
|
|
+ glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
|
|
|
+ }
|
|
|
+
|
|
|
+ if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE2);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
|
|
|
+ glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
|
|
|
+ }
|
|
|
+
|
|
|
+ if (vaoSupported)
|
|
|
+ {
|
|
|
+ glBindVertexArray(mesh.vaoId);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Bind mesh VBO data: vertex position (shader-location = 0)
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
|
|
+ glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
+ glEnableVertexAttribArray(material.shader.vertexLoc);
|
|
|
+
|
|
|
+ // Bind mesh VBO data: vertex texcoords (shader-location = 1)
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
|
+ glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
|
|
+ glEnableVertexAttribArray(material.shader.texcoordLoc);
|
|
|
+
|
|
|
+ // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
|
|
|
+ if (material.shader.normalLoc != -1)
|
|
|
+ {
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
|
|
+ glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
+ glEnableVertexAttribArray(material.shader.normalLoc);
|
|
|
+ }
|
|
|
+
|
|
|
+ // 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);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Draw call!
|
|
|
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
|
|
|
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
|
|
+
|
|
|
+ if (material.texNormal.id != 0)
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE1);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (material.texSpecular.id != 0)
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE2);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
|
+
|
|
|
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
|
|
+ else
|
|
|
+ {
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
|
|
|
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ glUseProgram(0); // Unbind shader program
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+// Unload mesh data from CPU and GPU
|
|
|
+void rlglUnloadMesh(Mesh *mesh)
|
|
|
+{
|
|
|
+ if (mesh->vertices != NULL) free(mesh->vertices);
|
|
|
+ if (mesh->texcoords != NULL) free(mesh->texcoords);
|
|
|
+ if (mesh->normals != NULL) free(mesh->normals);
|
|
|
+ if (mesh->colors != NULL) free(mesh->colors);
|
|
|
+ if (mesh->tangents != NULL) free(mesh->tangents);
|
|
|
+ if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
|
|
|
+ if (mesh->indices != NULL) free(mesh->indices);
|
|
|
+
|
|
|
+ rlDeleteBuffers(mesh->vboId[0]); // vertex
|
|
|
+ rlDeleteBuffers(mesh->vboId[1]); // texcoords
|
|
|
+ rlDeleteBuffers(mesh->vboId[2]); // normals
|
|
|
+ rlDeleteBuffers(mesh->vboId[3]); // colors
|
|
|
+ rlDeleteBuffers(mesh->vboId[4]); // tangents
|
|
|
+ rlDeleteBuffers(mesh->vboId[5]); // texcoords2
|
|
|
+ rlDeleteBuffers(mesh->vboId[6]); // indices
|
|
|
+
|
|
|
+ rlDeleteVertexArrays(mesh->vaoId);
|
|
|
+}
|
|
|
+
|
|
|
// Read screen pixel data (color buffer)
|
|
|
unsigned char *rlglReadScreenPixels(int width, int height)
|
|
|
{
|