Support 4 components mesh.tangent data

Added struct Vector4 for convenience
This commit is contained in:
Ray
2018-02-24 12:31:32 +01:00
parent 6d64327a87
commit 077bef4286
4 changed files with 31 additions and 18 deletions

View File

@@ -1782,14 +1782,14 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
{
glGenBuffers(1, &mesh->vboId[4]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(4);
}
else
{
// Default tangents vertex attribute
glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
glDisableVertexAttribArray(4);
}
@@ -1804,7 +1804,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
}
else
{
// Default tangents vertex attribute
// Default texcoord2 vertex attribute
glVertexAttrib2f(5, 0.0f, 0.0f);
glDisableVertexAttribArray(5);
}
@@ -1868,8 +1868,8 @@ void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
case 4: // Update tangents (vertex tangents)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
} break;
case 5: // Update texcoords2 (vertex second texture coordinates)
{
@@ -2019,7 +2019,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0);
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
}