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| author | Ray <[email protected]> | 2021-03-25 20:35:48 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-25 20:35:48 +0100 |
| commit | fb9a437f8aa650c8b7903e1f22a199725b49b006 (patch) | |
| tree | dd3695b24c4f171e747807a5848d537ebbe166d8 /src/models.c | |
| parent | cba412cc313e4f95eafb3fba9303400e65c98984 (diff) | |
| download | raylib-fb9a437f8aa650c8b7903e1f22a199725b49b006.tar.gz raylib-fb9a437f8aa650c8b7903e1f22a199725b49b006.zip | |
REVIEWED: OpenGL 1.1 working again
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 75 |
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); } |
