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https://github.com/raysan5/raylib.git
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Support 4 components mesh.tangent data
Added struct Vector4 for convenience
This commit is contained in:
14
src/rlgl.c
14
src/rlgl.c
@@ -1782,14 +1782,14 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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{
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glGenBuffers(1, &mesh->vboId[4]);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
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glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
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glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(4);
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}
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else
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{
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// Default tangents vertex attribute
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glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
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glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
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glDisableVertexAttribArray(4);
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}
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@@ -1804,7 +1804,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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}
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else
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{
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// Default tangents vertex attribute
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// Default texcoord2 vertex attribute
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glVertexAttrib2f(5, 0.0f, 0.0f);
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glDisableVertexAttribArray(5);
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}
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@@ -1868,8 +1868,8 @@ void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
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case 4: // Update tangents (vertex tangents)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
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} break;
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case 5: // Update texcoords2 (vertex second texture coordinates)
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{
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@@ -2019,7 +2019,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
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}
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