Improved mesh support
Depending on mesh data, it can be loaded and default vertex attribute location points are set, including colors, tangents and texcoords2
This commit is contained in:
parent
29761c2519
commit
0bcb873cbb
120
src/models.c
120
src/models.c
@ -575,6 +575,89 @@ Model LoadModelEx(Mesh data)
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return model;
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}
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// Load a 3d model from rRES file (raylib Resource)
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Model LoadModelFromRES(const char *rresName, int resId)
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{
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Model model = { 0 };
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bool found = false;
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char id[4]; // rRES file identifier
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unsigned char version; // rRES file version and subversion
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char useless; // rRES header reserved data
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short numRes;
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ResInfoHeader infoHeader;
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FILE *rresFile = fopen(rresName, "rb");
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if (rresFile == NULL)
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{
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TraceLog(WARNING, "[%s] rRES raylib resource file could not be opened", rresName);
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}
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else
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{
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// Read rres file (basic file check - id)
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fread(&id[0], sizeof(char), 1, rresFile);
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fread(&id[1], sizeof(char), 1, rresFile);
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fread(&id[2], sizeof(char), 1, rresFile);
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fread(&id[3], sizeof(char), 1, rresFile);
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fread(&version, sizeof(char), 1, rresFile);
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fread(&useless, sizeof(char), 1, rresFile);
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if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S'))
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{
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TraceLog(WARNING, "[%s] This is not a valid raylib resource file", rresName);
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}
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else
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{
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// Read number of resources embedded
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fread(&numRes, sizeof(short), 1, rresFile);
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for (int i = 0; i < numRes; i++)
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{
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fread(&infoHeader, sizeof(ResInfoHeader), 1, rresFile);
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if (infoHeader.id == resId)
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{
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found = true;
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// Check data is of valid MODEL type
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if (infoHeader.type == 8)
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{
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// TODO: Load model data
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}
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else
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{
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TraceLog(WARNING, "[%s] Required resource do not seem to be a valid MODEL resource", rresName);
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}
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}
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else
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{
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// Depending on type, skip the right amount of parameters
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switch (infoHeader.type)
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{
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case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters
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case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters
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case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review)
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case 3: break; // TEXT: No parameters
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case 4: break; // RAW: No parameters
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default: break;
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}
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// Jump DATA to read next infoHeader
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fseek(rresFile, infoHeader.size, SEEK_CUR);
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}
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}
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}
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fclose(rresFile);
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}
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if (!found) TraceLog(WARNING, "[%s] Required resource id [%i] could not be found in the raylib resource file", rresName, resId);
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return model;
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}
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// Load a heightmap image as a 3d model
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// NOTE: model map size is defined in generic units
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Model LoadHeightmap(Image heightmap, Vector3 size)
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@ -613,18 +696,18 @@ void UnloadModel(Model model)
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free(model.mesh.vertices);
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free(model.mesh.texcoords);
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free(model.mesh.normals);
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free(model.mesh.colors);
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//if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used
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//if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used
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if (model.mesh.colors != NULL) free(model.mesh.colors);
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if (model.mesh.tangents != NULL) free(model.mesh.tangents);
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if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
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TraceLog(INFO, "Unloaded model data from RAM (CPU)");
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rlDeleteBuffers(model.mesh.vboId[0]); // vertex
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rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
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rlDeleteBuffers(model.mesh.vboId[2]); // normals
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//rlDeleteBuffers(model.mesh.vboId[3]); // colors (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2 (NOT USED)
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rlDeleteBuffers(model.mesh.vboId[3]); // colors
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rlDeleteBuffers(model.mesh.vboId[4]); // tangents
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rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2
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rlDeleteVertexArrays(model.mesh.vaoId);
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}
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@ -672,7 +755,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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{
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#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
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Mesh mesh;
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Mesh mesh = { 0 };
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int mapX = heightmap.width;
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int mapZ = heightmap.height;
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@ -687,7 +770,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
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mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); // Not used...
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mesh.colors = NULL;
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int vCounter = 0; // Used to count vertices float by float
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int tcCounter = 0; // Used to count texcoords float by float
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@ -770,16 +853,12 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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free(pixels);
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// Fill color data
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
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return mesh;
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}
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static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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{
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Mesh mesh;
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Mesh mesh = { 0 };
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Color *cubicmapPixels = GetImageData(cubicmap);
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@ -1088,11 +1167,7 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
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mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); // Not used...
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// Fill color data
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
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mesh.colors = NULL;
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int fCounter = 0;
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@ -1810,7 +1885,7 @@ static Mesh LoadOBJ(const char *fileName)
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char));
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mesh.colors = NULL;
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int vCounter = 0; // Used to count vertices float by float
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int tcCounter = 0; // Used to count texcoords float by float
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@ -1909,10 +1984,6 @@ static Mesh LoadOBJ(const char *fileName)
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// Security check, just in case no normals or no texcoords defined in OBJ
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if (numTexCoords == 0) for (int i = 0; i < (2*mesh.vertexCount); i++) mesh.texcoords[i] = 0.0f;
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// NOTE: We set all vertex colors to white
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
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// Now we can free temp mid* arrays
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free(midVertices);
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@ -1945,9 +2016,6 @@ static Material LoadMTL(const char *fileName)
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return material;
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}
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// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
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// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
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// NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
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while(!feof(mtlFile))
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{
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fscanf(mtlFile, "%c", &dataType);
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@ -386,7 +386,7 @@ typedef struct Mesh {
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Variable attributes locations
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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int normalLoc; // Normal attribute location point (default-location = 2)
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@ -803,14 +803,14 @@ void DrawGizmo(Vector3 position);
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//------------------------------------------------------------------------------------
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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Material LoadMaterial(const char *fileName); // Load material data (from file)
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Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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src/rlgl.c
90
src/rlgl.c
@ -811,9 +811,11 @@ void rlDeleteVertexArrays(unsigned int id)
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void rlDeleteBuffers(unsigned int id)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glDeleteBuffers(1, &id);
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if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
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if (id != 0)
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{
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glDeleteBuffers(1, &id);
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if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
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}
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#endif
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}
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@ -1638,6 +1640,7 @@ void rlglGenerateMipmaps(Texture2D texture)
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}
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// Upload vertex data into a VAO (if supported) and VBO
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// TODO: Consider attributes: color, texcoords2, tangents (if available)
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void rlglLoadMesh(Mesh *mesh)
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{
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mesh->vaoId = 0; // Vertex Array Object
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@ -1648,11 +1651,10 @@ void rlglLoadMesh(Mesh *mesh)
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mesh->vboId[4] = 0; // Vertex tangent VBO
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mesh->vboId[5] = 0; // Vertex texcoord2 VBO
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// TODO: Consider attributes: color, texcoords2, tangents (if available)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLuint vaoId = 0; // Vertex Array Objects (VAO)
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GLuint vboId[3]; // Vertex Buffer Objects (VBOs)
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GLuint vboId[6]; // Vertex Buffer Objects (VBOs)
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if (vaoSupported)
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{
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@ -1661,36 +1663,92 @@ void rlglLoadMesh(Mesh *mesh)
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glBindVertexArray(vaoId);
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}
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// Create buffers for our vertex data (positions, texcoords, normals)
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glGenBuffers(3, vboId);
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// NOTE: Attributes must be uploaded considering default locations points
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// Enable vertex attributes: position (shader-location = 0)
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glGenBuffers(1, &vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(0);
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// Enable vertex attributes: texcoords (shader-location = 1)
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glGenBuffers(1, &vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW);
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(1);
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// Enable vertex attributes: normals (shader-location = 2)
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glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(2);
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if (mesh->normals != NULL)
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{
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glGenBuffers(1, &vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(2);
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}
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else
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{
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// Default color vertex attribute set to WHITE
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glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
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glDisableVertexAttribArray(2);
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}
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// Default color vertex attribute (shader-location = 3)
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glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE
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glDisableVertexAttribArray(3);
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if (mesh->colors != NULL)
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{
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glGenBuffers(1, &vboId[3]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(3);
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}
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else
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{
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// Default color vertex attribute set to WHITE
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glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
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glDisableVertexAttribArray(3);
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}
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// Default tangent vertex attribute (shader-location = 4)
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if (mesh->tangents != NULL)
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{
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glGenBuffers(1, &vboId[4]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW);
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glVertexAttribPointer(4, 3, 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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glDisableVertexAttribArray(4);
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}
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// Default texcoord2 vertex attribute (shader-location = 5)
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if (mesh->texcoords2 != NULL)
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{
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glGenBuffers(1, &vboId[5]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW);
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glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(5);
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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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glVertexAttrib2f(5, 0.0f, 0.0f);
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glDisableVertexAttribArray(5);
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}
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mesh->vboId[0] = vboId[0]; // Vertex position VBO
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mesh->vboId[1] = vboId[1]; // Texcoords VBO
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mesh->vboId[2] = vboId[2]; // Normals VBO
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mesh->vboId[3] = vboId[3]; // Colors VBO
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mesh->vboId[4] = vboId[4]; // Tangents VBO
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mesh->vboId[5] = vboId[5]; // Texcoords2 VBO
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if (vaoSupported)
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{
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@ -1703,7 +1761,7 @@ void rlglLoadMesh(Mesh *mesh)
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}
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else
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{
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TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vboId[0], mesh->vboId[1], mesh->vboId[2]);
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TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
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}
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#endif
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}
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