Added optional GPU skinning

This commit is contained in:
Daniel Holden 2024-09-14 09:39:04 -04:00
parent ed61bdb568
commit c3dac988a0
4 changed files with 164 additions and 12 deletions

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@ -352,8 +352,10 @@ typedef struct Mesh {
// Animation vertex data // Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations) float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations) float *animNormals; // Animated normals (after bones transformations)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
Matrix *boneMatrices; // Bones animated transformation matrices
int boneCount; // Number of bones
// OpenGL identifiers // OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int vaoId; // OpenGL Vertex Array Object id
@ -771,11 +773,14 @@ typedef enum {
SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
@ -1590,6 +1595,7 @@ RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices
// Collision detection functions // Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres

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@ -1295,6 +1295,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
// vertex color location = 3 // vertex color location = 3
// vertex tangent location = 4 // vertex tangent location = 4
// vertex texcoord2 location = 5 // vertex texcoord2 location = 5
// vertex boneIds location = 6
// vertex boneWeights location = 7
// NOTE: If any location is not found, loc point becomes -1 // NOTE: If any location is not found, loc point becomes -1
@ -1310,6 +1312,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
// Get handles to GLSL uniform locations (vertex shader) // Get handles to GLSL uniform locations (vertex shader)
shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
@ -1317,6 +1321,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION); shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL); shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL); shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
shader.locs[SHADER_LOC_BONE_MATRICES] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES);
// Get handles to GLSL uniform locations (fragment shader) // Get handles to GLSL uniform locations (fragment shader)
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR); shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);

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@ -68,12 +68,15 @@
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))) * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
@ -324,22 +327,28 @@
// Default shader vertex attribute locations // Default shader vertex attribute locations
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 6
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
#endif #endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -759,6 +768,7 @@ RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName);
RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
@ -977,6 +987,12 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
@ -996,6 +1012,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
#endif #endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
#endif
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
#endif #endif
@ -4148,6 +4167,8 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
// NOTE: If some attrib name is no found on the shader, it locations becomes -1 // NOTE: If some attrib name is no found on the shader, it locations becomes -1
@ -4283,6 +4304,14 @@ void rlSetUniformMatrix(int locIndex, Matrix mat)
#endif #endif
} }
// Set shader value uniform matrix
void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUniformMatrix4fv(locIndex, count, true, (const float*)matrices);
#endif
}
// Set shader value uniform sampler // Set shader value uniform sampler
void rlSetUniformSampler(int locIndex, unsigned int textureId) void rlSetUniformSampler(int locIndex, unsigned int textureId)
{ {

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@ -130,7 +130,7 @@
#define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported #define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported
#endif #endif
#ifndef MAX_MESH_VERTEX_BUFFERS #ifndef MAX_MESH_VERTEX_BUFFERS
#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh #define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh
#endif #endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -1252,7 +1252,9 @@ void UploadMesh(Mesh *mesh, bool dynamic)
mesh->vboId[3] = 0; // Vertex buffer: colors mesh->vboId[3] = 0; // Vertex buffer: colors
mesh->vboId[4] = 0; // Vertex buffer: tangents mesh->vboId[4] = 0; // Vertex buffer: tangents
mesh->vboId[5] = 0; // Vertex buffer: texcoords2 mesh->vboId[5] = 0; // Vertex buffer: texcoords2
mesh->vboId[6] = 0; // Vertex buffer: indices mesh->vboId[6] = 0; // Vertex buffer: boneIds
mesh->vboId[7] = 0; // Vertex buffer: boneWeights
mesh->vboId[8] = 0; // Vertex buffer: indices
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mesh->vaoId = rlLoadVertexArray(); mesh->vaoId = rlLoadVertexArray();
@ -1338,10 +1340,42 @@ void UploadMesh(Mesh *mesh, bool dynamic)
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, value, SHADER_ATTRIB_VEC2, 2); rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, value, SHADER_ATTRIB_VEC2, 2);
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2); rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
} }
if (mesh->boneIds != NULL)
{
// Enable vertex attribute: boneIds (shader-location = 6)
mesh->vboId[6] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
}
else
{
// Default vertex attribute: boneIds
// WARNING: Default value provided to shader if location available
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4);
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
}
if (mesh->boneWeights != NULL)
{
// Enable vertex attribute: texcoord2 (shader-location = 5)
mesh->vboId[7] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
}
else
{
// Default vertex attribute: texcoord2
// WARNING: Default value provided to shader if location available
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, value, SHADER_ATTRIB_VEC4, 2);
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
}
if (mesh->indices != NULL) if (mesh->indices != NULL)
{ {
mesh->vboId[6] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic); mesh->vboId[8] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic);
} }
if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
@ -1451,6 +1485,13 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
// Upload model normal matrix (if locations available) // Upload model normal matrix (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
// Upload Bone Transforms
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1)
{
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
}
//----------------------------------------------------- //-----------------------------------------------------
// Bind active texture maps (if available) // Bind active texture maps (if available)
@ -1529,8 +1570,34 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_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]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
} }
// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
{
if (mesh.vboId[6] != 0)
{
rlEnableVertexBuffer(mesh.vboId[6]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
}
else
{
// Set default value for defined vertex attribute in shader but not provided by mesh
// WARNING: It could result in GPU undefined behaviour
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], value, SHADER_ATTRIB_VEC4, 4);
rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
}
}
if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
{
rlEnableVertexBuffer(mesh.vboId[7]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
}
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[8]);
} }
int eyeCount = 1; int eyeCount = 1;
@ -1825,6 +1892,7 @@ void UnloadMesh(Mesh mesh)
RL_FREE(mesh.animNormals); RL_FREE(mesh.animNormals);
RL_FREE(mesh.boneWeights); RL_FREE(mesh.boneWeights);
RL_FREE(mesh.boneIds); RL_FREE(mesh.boneIds);
RL_FREE(mesh.boneMatrices);
} }
// Export mesh data to file // Export mesh data to file
@ -2255,6 +2323,50 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
} }
} }
void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame)
{
if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
{
if (frame >= anim.frameCount) frame = frame%anim.frameCount;
for (int i = 0; i < model.meshCount; i++)
{
if (model.meshes[i].boneMatrices)
{
assert(model.meshes[i].boneCount == anim.boneCount);
for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
{
Vector3 inTranslation = model.bindPose[boneId].translation;
Quaternion inRotation = model.bindPose[boneId].rotation;
Vector3 inScale = model.bindPose[boneId].scale;
Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
Vector3 outScale = anim.framePoses[frame][boneId].scale;
Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
Quaternion invRotation = QuaternionInvert(inRotation);
Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
Vector3 boneTranslation = Vector3Add(
Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
outRotation), outTranslation);
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
Vector3 boneScale = Vector3Multiply(outScale, invScale);
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
QuaternionToMatrix(boneRotation),
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
model.meshes[i].boneMatrices[boneId] = boneMatrix;
}
}
}
}
}
// Unload animation array data // Unload animation array data
void UnloadModelAnimations(ModelAnimation *animations, int animCount) void UnloadModelAnimations(ModelAnimation *animations, int animCount)
{ {