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authorbrankoku <48296877+brankoku@users.noreply.github.com>2019-11-06 05:43:36 -0500
committerRay <raysan5@gmail.com>2019-11-06 11:43:36 +0100
commitbba84540344fc0831234921a3029d0effcd59694 (patch)
treee3129f34404657251dab9e363c1255d382cf75c9
parent29b9b054dd5bd05f8ca81883cc95a9adea521299 (diff)
downloadraylib-bba84540344fc0831234921a3029d0effcd59694.tar.gz
raylib-bba84540344fc0831234921a3029d0effcd59694.zip
rlUpdateMesh now supports updating indices (#1009)
-rw-r--r--src/rlgl.h41
1 files changed, 25 insertions, 16 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index b83da6e8..61a29518 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -504,7 +504,7 @@ RLAPI bool rlRenderTextureComplete(RenderTexture target); // Ver
// Vertex data management
RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
-RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
+RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int num); // Update vertex or index data on GPU (upload new data to one buffer)
RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
@@ -2471,7 +2471,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
{
glGenBuffers(1, &mesh->vboId[6]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, drawHint);
}
if (vaoSupported)
@@ -2509,8 +2509,8 @@ unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer,
return id;
}
-// Update vertex data on GPU (upload new data to one buffer)
-void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
+// Update vertex or index data on GPU (upload new data to one buffer)
+void rlUpdateMesh(Mesh mesh, int buffer, int num)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Activate mesh VAO
@@ -2521,42 +2521,51 @@ void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
case 0: // Update vertices (vertex position)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
+ if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.vertices, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*num, mesh.vertices);
} break;
case 1: // Update texcoords (vertex texture coordinates)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
+ if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*num, mesh.texcoords);
} break;
case 2: // Update normals (vertex normals)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
+ if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.normals, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*num, mesh.normals);
} break;
case 3: // Update colors (vertex colors)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
+ if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.colors, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*num, mesh.colors);
} break;
case 4: // Update tangents (vertex tangents)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
+ if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.tangents, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*num, mesh.tangents);
} break;
case 5: // Update texcoords2 (vertex second texture coordinates)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
+ if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords2, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*num, mesh.texcoords2);
+ } break;
+ case 6: // Update indices (triangle index buffer)
+ {
+ unsigned short *indices = mesh.indices;
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
+ if (num >= mesh.triangleCount*3) // 3 indices per triangle
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*num, indices, GL_DYNAMIC_DRAW);
+ else
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(*indices)*num, indices);
} break;
default: break;
}