Review mesh loading and textures generation
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@ -27,7 +27,7 @@ int main()
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
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Model model = LoadModelFromMesh(mesh, false);
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Model model = LoadModelFromMesh(mesh);
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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@ -143,6 +143,11 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
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Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
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// Setup required shader locations
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SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
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SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1);
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SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1);
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Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
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mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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@ -24,23 +24,23 @@ int main()
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// Define the camera to look into our 3d world
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Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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// Load skybox model and shader
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// Load skybox model
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Model skybox = LoadModelFromMesh(cube, false);
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skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
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Model skybox = LoadModelFromMesh(cube);
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Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(texHDR, 512);
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// Load skybox shader and set required locations
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// NOTE: Some locations are automatically set at shader loading
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skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
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SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1);
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// Get skybox shader locations
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skybox.material.shader.locs[LOC_MATRIX_PROJECTION] = GetShaderLocation(skybox.material.shader, "projection");
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skybox.material.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(skybox.material.shader, "view");
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// Load cubemap shader and setup required shader locations
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Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
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SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "environmentMap"), (int[1]){ 0 }, 1);
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// Then before rendering, configure the viewport to the actual screen dimensions
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Matrix proj = MatrixPerspective(60.0, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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MatrixTranspose(&proj);
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SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_PROJECTION], proj);
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Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
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UnloadShader(shdrCubemap); // Cubemap generation shader not required any more
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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@ -53,9 +53,6 @@ int main()
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
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SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_VIEW], view);
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//----------------------------------------------------------------------------------
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// Draw
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20
src/models.c
20
src/models.c
@ -597,12 +597,13 @@ Model LoadModel(const char *fileName)
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}
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// Load model from generated mesh
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Model LoadModelFromMesh(Mesh mesh, bool dynamic)
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// WARNING: A shallow copy of mesh is generated, passed by value,
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// as long as struct contains pointers to data and some values, we get a copy
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// of mesh pointing to same data as original version... be careful!
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Model LoadModelFromMesh(Mesh mesh)
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{
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Model model = { 0 };
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rlLoadMesh(&mesh, dynamic);
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model.mesh = mesh;
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model.transform = MatrixIdentity();
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model.material = LoadMaterialDefault();
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@ -646,6 +647,7 @@ void UnloadMesh(Mesh *mesh)
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}
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// Generated cuboid mesh
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// NOTE: Vertex data is uploaded to GPU
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Mesh GenMeshCube(float width, float height, float length)
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{
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Mesh mesh = { 0 };
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@ -760,10 +762,14 @@ Mesh GenMeshCube(float width, float height, float length)
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mesh.vertexCount = 24;
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mesh.triangleCount = 12;
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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// Generate a mesh from heightmap
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// NOTE: Vertex data is uploaded to GPU
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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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@ -866,9 +872,14 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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free(pixels);
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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// Generate a cubes mesh from pixel data
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// NOTE: Vertex data is uploaded to GPU
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Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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{
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Mesh mesh = { 0 };
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@ -1220,6 +1231,9 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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free(cubicmapPixels); // Free image pixel data
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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11
src/raylib.h
11
src/raylib.h
@ -409,6 +409,7 @@ typedef struct BoundingBox {
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} BoundingBox;
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// Vertex data definning a mesh
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// NOTE: Data stored in CPU memory (and GPU)
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typedef struct Mesh {
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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@ -981,15 +982,19 @@ RLAPI void DrawGizmo(Vector3 position);
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// Model loading/unloading functions
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RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
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RLAPI Model LoadModelFromMesh(Mesh mesh, bool dynamic); // Load model from generated mesh
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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// Mesh loading/unloading functions
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RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
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//RLAPI void UpdateMesh(Mesh *mesh, int type, void *data); // Update mesh data (CPU and GPU)
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RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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//RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with desired subdivisions)
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RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
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//RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
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//RLAPI Mesh GenMeshCylinder(float radiusTop, float radiusBottom, float height, int slices); // Generate cylinder mesh
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//RLAPI Mesh GenMeshTorus(float radius1, float radius2, int radSeg, int sides); // Generate torus mesh
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//RLAPI Mesh GenMeshTube(float radius1, float radius2, float height, int sides); // Generate tube mesh
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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@ -997,8 +1002,6 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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RLAPI Material LoadMaterial(const char *fileName); // Load material from file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void SetMaterialTexture(Material *mat, int mapType, Texture2D texture); // Set material texture
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RLAPI void UnsetMaterialTexture(Material *mat, int mapType); // Unset texture from material and unload it from GPU
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// Model drawing functions
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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10
src/rlgl.c
10
src/rlgl.c
@ -2520,10 +2520,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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Texture2D cubemap = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
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// TODO: Locations should be taken out of this function... too shader dependant...
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SetShaderValuei(shader, GetShaderLocation(shader, "environmentMap"), (int[1]){ 0 }, 1);
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SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); // Set default active texture to 0
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// Other locations should be setup externally in shader before calling the function
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// Set up depth face culling and cubemap seamless
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glDisable(GL_CULL_FACE);
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@ -2600,8 +2597,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
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// TODO: Locations should be taken out of this function... too shader dependant...
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SetShaderValuei(shader, GetShaderLocation(shader, "environmentMap"), (int[1]){ 0 }, 1);
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// Other locations should be setup externally in shader before calling the function
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// Setup framebuffer
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unsigned int fbo, rbo;
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@ -2672,9 +2668,9 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
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// Other locations should be setup externally in shader before calling the function
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// TODO: Locations should be taken out of this function... too shader dependant...
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int roughnessLoc = GetShaderLocation(shader, "roughness");
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SetShaderValuei(shader, GetShaderLocation(shader, "environmentMap"), (int[1]){ 0 }, 1);
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// Setup framebuffer
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unsigned int fbo, rbo;
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