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@@ -317,7 +317,7 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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-static bool texNPOTSupported = false; // NPOT textures full support
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+static bool texNPOTSupported = false; // NPOT textures full support
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static bool texFloatSupported = false; // float textures support (32 bit per channel)
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static int blendMode = 0; // Track current blending mode
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@@ -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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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+#endif
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return brdf;
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}
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