Split mesh generation from model loading
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138
src/models.c
138
src/models.c
@ -56,6 +56,8 @@ extern unsigned int whiteTexture;
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static Mesh LoadOBJ(const char *fileName);
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static Mesh GenMeshHeightmap(Image image, Vector3 size);
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static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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@ -582,6 +584,63 @@ Model LoadModelEx(Mesh data)
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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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{
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Mesh mesh = GenMeshHeightmap(heightmap, size);
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Model model = rlglLoadModel(mesh);
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return model;
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}
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// Load a map image as a 3d model (cubes based)
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Model LoadCubicmap(Image cubicmap)
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{
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Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
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Model model = rlglLoadModel(mesh);
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return model;
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}
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// Unload 3d model from memory
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void UnloadModel(Model model)
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{
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// Unload mesh data
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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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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]); // texcoords2 (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
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rlDeleteVertexArrays(model.mesh.vaoId);
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if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]);
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}
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// Link a texture to a model
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void SetModelTexture(Model *model, Texture2D texture)
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{
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if (texture.id <= 0)
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{
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// Use default white texture (use mesh color)
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model->texture.id = whiteTexture; // OpenGL 1.1
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model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
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}
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else
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{
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model->texture = texture;
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model->shader.texDiffuseId = texture.id;
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}
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}
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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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@ -687,27 +746,17 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
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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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// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
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Model model = rlglLoadModel(mesh);
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// Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM...
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// ...but we keep CPU RAM vertex data in case we need to update the mesh
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return model;
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return mesh;
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}
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// Load a map image as a 3d model (cubes based)
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Model LoadCubicmap(Image cubicmap)
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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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Color *cubicmapPixels = GetImageData(cubicmap);
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// Map cube size will be 1.0
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float mapCubeSide = 1.0f;
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int mapWidth = cubicmap.width*(int)mapCubeSide;
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int mapHeight = cubicmap.height*(int)mapCubeSide;
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int mapWidth = cubicmap.width*(int)cubeSize.x;
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int mapHeight = cubicmap.height*(int)cubeSize.z;
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// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
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int maxTriangles = cubicmap.width*cubicmap.height*12;
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@ -716,9 +765,9 @@ Model LoadCubicmap(Image cubicmap)
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int tcCounter = 0; // Used to count texcoords
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int nCounter = 0; // Used to count normals
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float w = mapCubeSide;
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float h = mapCubeSide;
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float h2 = mapCubeSide*1.5f; // TODO: Review walls height...
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float w = cubeSize.x;
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float h = cubeSize.z;
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float h2 = cubeSize.y;
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Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3));
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Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles*3*sizeof(Vector2));
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@ -747,9 +796,9 @@ Model LoadCubicmap(Image cubicmap)
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RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
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RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
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for (int z = 0; z < mapHeight; z += mapCubeSide)
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for (int z = 0; z < mapHeight; z += cubeSize.z)
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{
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for (int x = 0; x < mapWidth; x += mapCubeSide)
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for (int x = 0; x < mapWidth; x += cubeSize.x)
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{
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// Define the 8 vertex of the cube, we will combine them accordingly later...
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Vector3 v1 = { x - w/2, h2, z - h/2 };
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@ -1053,56 +1102,9 @@ Model LoadCubicmap(Image cubicmap)
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free(mapNormals);
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free(mapTexcoords);
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free(cubicmapPixels);
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
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Model model = rlglLoadModel(mesh);
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// Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM...
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// ...but we keep CPU RAM vertex data in case we need to update the mesh
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return model;
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}
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// Unload 3d model from memory
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void UnloadModel(Model model)
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{
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// Unload mesh data
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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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free(cubicmapPixels); // Free image pixel data
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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]); // texcoords2 (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
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rlDeleteVertexArrays(model.mesh.vaoId);
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if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]);
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}
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// Link a texture to a model
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void SetModelTexture(Model *model, Texture2D texture)
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{
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if (texture.id <= 0)
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{
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// Use default white texture (use mesh color)
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model->texture.id = whiteTexture; // OpenGL 1.1
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model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
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}
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else
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{
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model->texture = texture;
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model->shader.texDiffuseId = texture.id;
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}
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return mesh;
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}
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// Draw a model (with texture if set)
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@ -761,7 +761,7 @@ void DrawGizmo(Vector3 position);
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// Model 3d Loading and Drawing Functions (Module: models)
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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 vertex data)
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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 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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