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-rw-r--r--src/rlgl.c90
1 files changed, 74 insertions, 16 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 462ccdec..6ffcb8a5 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -811,9 +811,11 @@ void rlDeleteVertexArrays(unsigned int id)
void rlDeleteBuffers(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteBuffers(1, &id);
-
- if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+ if (id != 0)
+ {
+ glDeleteBuffers(1, &id);
+ if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+ }
#endif
}
@@ -1638,6 +1640,7 @@ 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
@@ -1648,11 +1651,10 @@ void rlglLoadMesh(Mesh *mesh)
mesh->vboId[4] = 0; // Vertex tangent VBO
mesh->vboId[5] = 0; // Vertex texcoord2 VBO
- // TODO: Consider attributes: color, texcoords2, tangents (if available)
-
+
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
- GLuint vboId[3]; // Vertex Buffer Objects (VBOs)
+ GLuint vboId[6]; // Vertex Buffer Objects (VBOs)
if (vaoSupported)
{
@@ -1661,36 +1663,92 @@ void rlglLoadMesh(Mesh *mesh)
glBindVertexArray(vaoId);
}
- // Create buffers for our vertex data (positions, texcoords, normals)
- glGenBuffers(3, vboId);
-
// NOTE: Attributes must be uploaded considering default locations points
// Enable vertex attributes: position (shader-location = 0)
+ glGenBuffers(1, &vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(0);
// Enable vertex attributes: texcoords (shader-location = 1)
+ glGenBuffers(1, &vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(1);
// Enable vertex attributes: normals (shader-location = 2)
- glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
- glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(2);
+ if (mesh->normals != NULL)
+ {
+ glGenBuffers(1, &vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
+ glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(2);
+ }
+ else
+ {
+ // Default color vertex attribute set to WHITE
+ glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
+ glDisableVertexAttribArray(2);
+ }
// Default color vertex attribute (shader-location = 3)
- glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE
- glDisableVertexAttribArray(3);
+ if (mesh->colors != NULL)
+ {
+ glGenBuffers(1, &vboId[3]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW);
+ glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(3);
+ }
+ else
+ {
+ // Default color vertex attribute set to WHITE
+ glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
+ glDisableVertexAttribArray(3);
+ }
+
+ // Default tangent vertex attribute (shader-location = 4)
+ if (mesh->tangents != NULL)
+ {
+ glGenBuffers(1, &vboId[4]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW);
+ glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(4);
+ }
+ else
+ {
+ // Default tangents vertex attribute
+ glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
+ glDisableVertexAttribArray(4);
+ }
+
+ // Default texcoord2 vertex attribute (shader-location = 5)
+ if (mesh->texcoords2 != NULL)
+ {
+ glGenBuffers(1, &vboId[5]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW);
+ glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(5);
+ }
+ else
+ {
+ // Default tangents vertex attribute
+ glVertexAttrib2f(5, 0.0f, 0.0f);
+ glDisableVertexAttribArray(5);
+ }
mesh->vboId[0] = vboId[0]; // Vertex position VBO
mesh->vboId[1] = vboId[1]; // Texcoords VBO
mesh->vboId[2] = vboId[2]; // Normals VBO
+ mesh->vboId[3] = vboId[3]; // Colors VBO
+ mesh->vboId[4] = vboId[4]; // Tangents VBO
+ mesh->vboId[5] = vboId[5]; // Texcoords2 VBO
if (vaoSupported)
{
@@ -1703,7 +1761,7 @@ void rlglLoadMesh(Mesh *mesh)
}
else
{
- TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vboId[0], mesh->vboId[1], mesh->vboId[2]);
+ TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
}
#endif
}