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rlUpdateMesh now supports updating indices (#1009)
This commit is contained in:
41
src/rlgl.h
41
src/rlgl.h
@@ -504,7 +504,7 @@ RLAPI bool rlRenderTextureComplete(RenderTexture target); // Ver
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// Vertex data management
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RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int num); // Update vertex or index data on GPU (upload new data to one buffer)
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RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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@@ -2471,7 +2471,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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{
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glGenBuffers(1, &mesh->vboId[6]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, drawHint);
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}
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if (vaoSupported)
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@@ -2509,8 +2509,8 @@ unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer,
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return id;
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}
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// Update vertex data on GPU (upload new data to one buffer)
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void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
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// Update vertex or index data on GPU (upload new data to one buffer)
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void rlUpdateMesh(Mesh mesh, int buffer, int num)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Activate mesh VAO
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@@ -2521,42 +2521,51 @@ void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
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case 0: // Update vertices (vertex position)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
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if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.vertices, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*num, mesh.vertices);
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} break;
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case 1: // Update texcoords (vertex texture coordinates)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
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if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*num, mesh.texcoords);
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} break;
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case 2: // Update normals (vertex normals)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
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if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.normals, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*num, mesh.normals);
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} break;
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case 3: // Update colors (vertex colors)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
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if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.colors, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*num, mesh.colors);
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} break;
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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)*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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if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.tangents, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*num, 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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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
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if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
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if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords2, GL_DYNAMIC_DRAW);
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else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*num, mesh.texcoords2);
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} break;
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case 6: // Update indices (triangle index buffer)
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{
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unsigned short *indices = mesh.indices;
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
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if (num >= mesh.triangleCount*3) // 3 indices per triangle
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*num, indices, GL_DYNAMIC_DRAW);
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else
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(*indices)*num, indices);
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} break;
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default: break;
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}
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