mirror of
https://github.com/raysan5/raylib.git
synced 2026-04-10 01:09:10 -04:00
REVIEWED: Attribute name and location, for consistency
This commit is contained in:
@ -1688,7 +1688,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// Instancing required variables
|
||||
float16 *instanceTransforms = NULL;
|
||||
float16 *instanceTransform = NULL;
|
||||
unsigned int instancesVboId = 0;
|
||||
|
||||
// Bind shader program
|
||||
@ -1737,10 +1737,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
|
||||
|
||||
// Create instances buffer
|
||||
instanceTransforms = (float16 *)RL_CALLOC(instances, sizeof(float16));
|
||||
instanceTransform = (float16 *)RL_CALLOC(instances, sizeof(float16));
|
||||
|
||||
// Fill buffer with instances transformations as float16 arrays
|
||||
for (int i = 0; i < instances; i++) instanceTransforms[i] = MatrixToFloatV(transforms[i]);
|
||||
for (int i = 0; i < instances; i++) instanceTransform[i] = MatrixToFloatV(transforms[i]);
|
||||
|
||||
// Enable mesh VAO to attach new buffer
|
||||
rlEnableVertexArray(mesh.vaoId);
|
||||
@ -1749,16 +1749,16 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
// It isn't clear which would be reliably faster in all cases and on all platforms,
|
||||
// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
|
||||
// no faster, since all the transform matrices are transferred anyway
|
||||
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
|
||||
instancesVboId = rlLoadVertexBuffer(instanceTransform, instances*sizeof(float16), false);
|
||||
|
||||
// Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCETRANSFORMS
|
||||
if (material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] != -1)
|
||||
// Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCETRANSFORM
|
||||
if (material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] != -1)
|
||||
{
|
||||
for (unsigned int i = 0; i < 4; i++)
|
||||
{
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] + i);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4));
|
||||
rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] + i, 1);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] + i);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4));
|
||||
rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] + i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1918,7 +1918,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
|
||||
// Remove instance transforms buffer
|
||||
rlUnloadVertexBuffer(instancesVboId);
|
||||
RL_FREE(instanceTransforms);
|
||||
RL_FREE(instanceTransform);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -4404,11 +4404,10 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_OBJ)
|
||||
// Load OBJ mesh data
|
||||
//
|
||||
// Keep the following information in mind when reading this
|
||||
// Notes to keep in mind:
|
||||
// - A mesh is created for every material present in the obj file
|
||||
// - the model.meshCount is therefore the materialCount returned from tinyobj
|
||||
// - the mesh is automatically triangulated by tinyobj
|
||||
// - The model.meshCount is therefore the materialCount returned from tinyobj
|
||||
// - The mesh is automatically triangulated by tinyobj
|
||||
static Model LoadOBJ(const char *fileName)
|
||||
{
|
||||
tinyobj_attrib_t objAttributes = { 0 };
|
||||
@ -4555,7 +4554,8 @@ static Model LoadOBJ(const char *fileName)
|
||||
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
|
||||
#else
|
||||
if (objAttributes.texcoords != NULL && objAttributes.num_texcoords > 0) model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
if (objAttributes.texcoords != NULL && objAttributes.num_texcoords > 0)
|
||||
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
else model.meshes[i].texcoords = NULL;
|
||||
model.meshes[i].colors = NULL;
|
||||
#endif
|
||||
@ -4657,12 +4657,12 @@ static Model LoadOBJ(const char *fileName)
|
||||
// Load IQM mesh data
|
||||
static Model LoadIQM(const char *fileName)
|
||||
{
|
||||
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
|
||||
#define IQM_VERSION 2 // only IQM version 2 supported
|
||||
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
|
||||
#define IQM_VERSION 2 // Only IQM version 2 supported
|
||||
|
||||
#define BONE_NAME_LENGTH 32 // BoneInfo name string length
|
||||
#define MESH_NAME_LENGTH 32 // Mesh name string length
|
||||
#define MATERIAL_NAME_LENGTH 32 // Material name string length
|
||||
#define BONE_NAME_LENGTH 32 // BoneInfo name string length
|
||||
#define MESH_NAME_LENGTH 32 // Mesh name string length
|
||||
#define MATERIAL_NAME_LENGTH 32 // Material name string length
|
||||
|
||||
int dataSize = 0;
|
||||
unsigned char *fileData = LoadFileData(fileName, &dataSize);
|
||||
|
||||
Reference in New Issue
Block a user