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@@ -1084,12 +1084,13 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
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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_VERTEX_ARRAY); // Enable vertex array
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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- glEnableClientState(GL_NORMAL_ARRAY); // Enable normals 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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glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
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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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glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
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- glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
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- //glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array (NOT USED)
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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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rlPushMatrix();
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlMultMatrixf(MatrixToFloat(transform));
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@@ -1099,7 +1100,8 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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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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glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
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- glDisableClientState(GL_NORMAL_ARRAY); // Disable normals 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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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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@@ -1170,7 +1172,29 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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glEnableVertexAttribArray(material.shader.normalLoc);
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glEnableVertexAttribArray(material.shader.normalLoc);
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}
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}
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- // TODO: Bind mesh VBO data: colors, tangents, texcoords2 (if available)
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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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}
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// Draw call!
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// Draw call!
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@@ -1640,16 +1664,15 @@ void rlglGenerateMipmaps(Texture2D texture)
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}
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}
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// Upload vertex data into a VAO (if supported) and VBO
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// Upload vertex data into a VAO (if supported) and VBO
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-// TODO: Consider attributes: color, texcoords2, tangents (if available)
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void rlglLoadMesh(Mesh *mesh)
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void rlglLoadMesh(Mesh *mesh)
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{
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{
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vboId[0] = 0; // Vertex positions VBO
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mesh->vboId[0] = 0; // Vertex positions VBO
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mesh->vboId[1] = 0; // Vertex texcoords VBO
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mesh->vboId[1] = 0; // Vertex texcoords VBO
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mesh->vboId[2] = 0; // Vertex normals VBO
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mesh->vboId[2] = 0; // Vertex normals VBO
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- mesh->vboId[3] = 0; // Vertex color VBO
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- mesh->vboId[4] = 0; // Vertex tangent VBO
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- mesh->vboId[5] = 0; // Vertex texcoord2 VBO
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+ mesh->vboId[3] = 0; // Vertex colors VBO
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+ mesh->vboId[4] = 0; // Vertex tangents VBO
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+ mesh->vboId[5] = 0; // Vertex texcoords2 VBO
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@@ -2314,12 +2337,16 @@ static void LoadDefaultShaderLocations(Shader *shader)
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// vertex texcoord location = 1
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// vertex texcoord location = 1
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// vertex normal location = 2
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// vertex normal location = 2
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// vertex color location = 3
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// vertex color location = 3
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+ // vertex tangent location = 4
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+ // vertex texcoord2 location = 5
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// Get handles to GLSL input attibute locations
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// Get handles to GLSL input attibute locations
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shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
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shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
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shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
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shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
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shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
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shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
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shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
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shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
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+ shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent");
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+ shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2");
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// Get handles to GLSL uniform locations (vertex shader)
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// Get handles to GLSL uniform locations (vertex shader)
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shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
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shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
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