diff options
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 45 |
1 files changed, 36 insertions, 9 deletions
@@ -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"); |
