Split mesh generation from model loading

This commit is contained in:
raysan5 2016-03-05 16:17:54 +01:00
parent 5ea18b9426
commit 0d911127d7
2 changed files with 71 additions and 69 deletions

View File

@ -56,6 +56,8 @@ extern unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static Mesh LoadOBJ(const char *fileName);
static Mesh GenMeshHeightmap(Image image, Vector3 size);
static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
//----------------------------------------------------------------------------------
// Module Functions Definition
@ -582,6 +584,63 @@ Model LoadModelEx(Mesh data)
// Load a heightmap image as a 3d model
// NOTE: model map size is defined in generic units
Model LoadHeightmap(Image heightmap, Vector3 size)
{
Mesh mesh = GenMeshHeightmap(heightmap, size);
Model model = rlglLoadModel(mesh);
return model;
}
// Load a map image as a 3d model (cubes based)
Model LoadCubicmap(Image cubicmap)
{
Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
Model model = rlglLoadModel(mesh);
return model;
}
// Unload 3d model from memory
void UnloadModel(Model model)
{
// Unload mesh data
free(model.mesh.vertices);
free(model.mesh.texcoords);
free(model.mesh.normals);
free(model.mesh.colors);
//if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used
//if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
//rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
rlDeleteVertexArrays(model.mesh.vaoId);
if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId);
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]);
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
if (texture.id <= 0)
{
// Use default white texture (use mesh color)
model->texture.id = whiteTexture; // OpenGL 1.1
model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
}
else
{
model->texture = texture;
model->shader.texDiffuseId = texture.id;
}
}
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
@ -687,27 +746,17 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
Model model = rlglLoadModel(mesh);
// Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM...
// ...but we keep CPU RAM vertex data in case we need to update the mesh
return model;
return mesh;
}
// Load a map image as a 3d model (cubes based)
Model LoadCubicmap(Image cubicmap)
static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
{
Mesh mesh;
Color *cubicmapPixels = GetImageData(cubicmap);
// Map cube size will be 1.0
float mapCubeSide = 1.0f;
int mapWidth = cubicmap.width*(int)mapCubeSide;
int mapHeight = cubicmap.height*(int)mapCubeSide;
int mapWidth = cubicmap.width*(int)cubeSize.x;
int mapHeight = cubicmap.height*(int)cubeSize.z;
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
int maxTriangles = cubicmap.width*cubicmap.height*12;
@ -716,9 +765,9 @@ Model LoadCubicmap(Image cubicmap)
int tcCounter = 0; // Used to count texcoords
int nCounter = 0; // Used to count normals
float w = mapCubeSide;
float h = mapCubeSide;
float h2 = mapCubeSide*1.5f; // TODO: Review walls height...
float w = cubeSize.x;
float h = cubeSize.z;
float h2 = cubeSize.y;
Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3));
Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles*3*sizeof(Vector2));
@ -747,9 +796,9 @@ Model LoadCubicmap(Image cubicmap)
RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
for (int z = 0; z < mapHeight; z += mapCubeSide)
for (int z = 0; z < mapHeight; z += cubeSize.z)
{
for (int x = 0; x < mapWidth; x += mapCubeSide)
for (int x = 0; x < mapWidth; x += cubeSize.x)
{
// Define the 8 vertex of the cube, we will combine them accordingly later...
Vector3 v1 = { x - w/2, h2, z - h/2 };
@ -1053,56 +1102,9 @@ Model LoadCubicmap(Image cubicmap)
free(mapNormals);
free(mapTexcoords);
free(cubicmapPixels);
// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
Model model = rlglLoadModel(mesh);
// Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM...
// ...but we keep CPU RAM vertex data in case we need to update the mesh
return model;
}
// Unload 3d model from memory
void UnloadModel(Model model)
{
// Unload mesh data
free(model.mesh.vertices);
free(model.mesh.texcoords);
free(model.mesh.normals);
free(model.mesh.colors);
//if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used
//if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used
free(cubicmapPixels); // Free image pixel data
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
//rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
rlDeleteVertexArrays(model.mesh.vaoId);
if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId);
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]);
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
if (texture.id <= 0)
{
// Use default white texture (use mesh color)
model->texture.id = whiteTexture; // OpenGL 1.1
model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
}
else
{
model->texture = texture;
model->shader.texDiffuseId = texture.id;
}
return mesh;
}
// Draw a model (with texture if set)

View File

@ -761,7 +761,7 @@ void DrawGizmo(Vector3 position);
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)