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authorRay <[email protected]>2021-03-25 20:35:48 +0100
committerRay <[email protected]>2021-03-25 20:35:48 +0100
commitfb9a437f8aa650c8b7903e1f22a199725b49b006 (patch)
treedd3695b24c4f171e747807a5848d537ebbe166d8 /src/models.c
parentcba412cc313e4f95eafb3fba9303400e65c98984 (diff)
downloadraylib-fb9a437f8aa650c8b7903e1f22a199725b49b006.tar.gz
raylib-fb9a437f8aa650c8b7903e1f22a199725b49b006.zip
REVIEWED: OpenGL 1.1 working again
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c75
1 files changed, 35 insertions, 40 deletions
diff --git a/src/models.c b/src/models.c
index a7814416..4c5a0833 100644
--- a/src/models.c
+++ b/src/models.c
@@ -813,9 +813,6 @@ void UnloadModelKeepMeshes(Model model)
TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
}
-#define GL_UNSIGNED_BYTE 0x1401
-#define GL_FLOAT 0x1406
-
// Upload vertex data into a VAO (if supported) and VBO
void UploadMesh(Mesh *mesh, bool dynamic)
{
@@ -845,19 +842,19 @@ void UploadMesh(Mesh *mesh, bool dynamic)
// Enable vertex attributes: position (shader-location = 0)
mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
- rlSetVertexAttribute(0, 3, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(0);
// Enable vertex attributes: texcoords (shader-location = 1)
mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
- rlSetVertexAttribute(1, 2, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(1, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(1);
if (mesh->normals != NULL)
{
// Enable vertex attributes: normals (shader-location = 2)
mesh->vboId[2] = rlLoadVertexBuffer(mesh->normals, mesh->vertexCount*3*sizeof(float), dynamic);
- rlSetVertexAttribute(2, 3, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(2);
}
else
@@ -872,7 +869,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
{
// Enable vertex attribute: color (shader-location = 3)
mesh->vboId[3] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
- rlSetVertexAttribute(3, 4, GL_UNSIGNED_BYTE, 1, 0, 0);
+ rlSetVertexAttribute(3, 4, RL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(3);
}
else
@@ -887,7 +884,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
{
// Enable vertex attribute: tangent (shader-location = 4)
mesh->vboId[4] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic);
- rlSetVertexAttribute(4, 4, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(4);
}
else
@@ -902,7 +899,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
{
// Enable vertex attribute: texcoord2 (shader-location = 5)
mesh->vboId[5] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic);
- rlSetVertexAttribute(5, 2, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(5);
}
else
@@ -929,37 +926,35 @@ void UploadMesh(Mesh *mesh, bool dynamic)
void DrawMesh(Mesh mesh, Material material, Matrix transform)
{
#if defined(GRAPHICS_API_OPENGL_11)
-/*
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
-
- // 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
- if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
- if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
+ #define GL_VERTEX_ARRAY 0x8074
+ #define GL_NORMAL_ARRAY 0x8075
+ #define GL_COLOR_ARRAY 0x8076
+ #define GL_TEXTURE_COORD_ARRAY 0x8078
- glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
- glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
- 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
+ rlEnableTexture(material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
+ rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices);
+ rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
+ rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
+ rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
+
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
- rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r, material.maps[MATERIAL_MAP_DIFFUSE].color.g, material.maps[MATERIAL_MAP_DIFFUSE].color.b, material.maps[MATERIAL_MAP_DIFFUSE].color.a);
+ rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
+ material.maps[MATERIAL_MAP_DIFFUSE].color.g,
+ material.maps[MATERIAL_MAP_DIFFUSE].color.b,
+ material.maps[MATERIAL_MAP_DIFFUSE].color.a);
- if (mesh.indices != NULL) glDrawArrayElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
- else glDrawArrays(0, mesh.vertexCount);
+ if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices);
+ else rlDrawVertexArray(0, mesh.vertexCount);
rlPopMatrix();
- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
- if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
- if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
+ rlDisableStatePointer(GL_VERTEX_ARRAY);
+ rlDisableStatePointer(GL_TEXTURE_COORD_ARRAY);
+ rlDisableStatePointer(GL_NORMAL_ARRAY);
+ rlDisableStatePointer(GL_COLOR_ARRAY);
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-*/
+ rlDisableTexture();
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -1039,23 +1034,23 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
{
// Bind mesh VBO data: vertex position (shader-location = 0)
rlEnableVertexBuffer(mesh.vboId[0]);
- rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
rlEnableVertexBuffer(mesh.vboId[0]);
- rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
rlEnableVertexBuffer(mesh.vboId[1]);
- rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1)
{
// Bind mesh VBO data: vertex normals (shader-location = 2)
rlEnableVertexBuffer(mesh.vboId[2]);
- rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]);
}
@@ -1065,7 +1060,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (mesh.vboId[3] != 0)
{
rlEnableVertexBuffer(mesh.vboId[3]);
- rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, 1, 0, 0);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
}
else
@@ -1082,7 +1077,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1)
{
rlEnableVertexBuffer(mesh.vboId[4]);
- rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]);
}
@@ -1090,7 +1085,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1)
{
rlEnableVertexBuffer(mesh.vboId[5]);
- rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
}
@@ -1124,7 +1119,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP);
// Draw calls
- if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3);
+ if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0);
else rlDrawVertexArray(0, mesh.vertexCount);
}