diff --git a/examples/models_heightmap.c b/examples/models_heightmap.c index ac578c61..f1da3301 100644 --- a/examples/models_heightmap.c +++ b/examples/models_heightmap.c @@ -21,13 +21,13 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); // Define our custom camera to look into our 3d world - Camera camera = {{ 24.0f, 18.0f, 24.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; - Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) - Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) - Model map = LoadHeightmap(image, 32); // Load heightmap model - SetModelTexture(&map, texture); // Bind texture to model - Vector3 mapPosition = { -16.0f, 0.0f, -16.0f }; // Set model position (depends on model scaling!) + Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) + Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) + Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size + SetModelTexture(&map, texture); // Bind texture to model + Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!) UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM @@ -54,7 +54,9 @@ int main() Begin3dMode(camera); // NOTE: Model is scaled to 1/4 of its original size (128x128 units) - DrawModel(map, mapPosition, 1/4.0f, RED); + DrawModel(map, mapPosition, 1.0f, RED); + + DrawGrid(20, 1.0f); End3dMode(); diff --git a/examples/models_heightmap.png b/examples/models_heightmap.png index 9ed04586..6dcf01f0 100644 Binary files a/examples/models_heightmap.png and b/examples/models_heightmap.png differ diff --git a/src/models.c b/src/models.c index 91cb5813..94e61d84 100644 --- a/src/models.c +++ b/src/models.c @@ -55,7 +55,6 @@ extern unsigned int whiteTexture; //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- -static float GetHeightValue(Color pixel); static Mesh LoadOBJ(const char *fileName); //---------------------------------------------------------------------------------- @@ -608,17 +607,19 @@ Model LoadModelEx(Mesh data) } // Load a heightmap image as a 3d model -Model LoadHeightmap(Image heightmap, float maxHeight) +// NOTE: model map size is defined in generic units +Model LoadHeightmap(Image heightmap, Vector3 size) { + #define GRAY_VALUE(c) ((c.r+c.g+c.b)/3) + Mesh mesh; int mapX = heightmap.width; int mapZ = heightmap.height; - Color *heightmapPixels = GetImageData(heightmap); + Color *pixels = GetImageData(heightmap); // NOTE: One vertex per pixel - // TODO: Consider resolution when generating model data? int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels mesh.vertexCount = numTriangles*3; @@ -634,7 +635,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight) int trisCounter = 0; - float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation + Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ }; for(int z = 0; z < mapZ-1; z++) { @@ -644,17 +645,17 @@ Model LoadHeightmap(Image heightmap, float maxHeight) //---------------------------------------------------------- // one triangle - 3 vertex - mesh.vertices[vCounter] = x; - mesh.vertices[vCounter + 1] = GetHeightValue(heightmapPixels[x + z*mapX])*scaleFactor; - mesh.vertices[vCounter + 2] = z; + mesh.vertices[vCounter] = (float)x*scaleFactor.x; + mesh.vertices[vCounter + 1] = (float)GRAY_VALUE(pixels[x + z*mapX])*scaleFactor.y; + mesh.vertices[vCounter + 2] = (float)z*scaleFactor.z; - mesh.vertices[vCounter + 3] = x; - mesh.vertices[vCounter + 4] = GetHeightValue(heightmapPixels[x + (z+1)*mapX])*scaleFactor; - mesh.vertices[vCounter + 5] = z+1; + mesh.vertices[vCounter + 3] = (float)x*scaleFactor.x; + mesh.vertices[vCounter + 4] = (float)GRAY_VALUE(pixels[x + (z + 1)*mapX])*scaleFactor.y; + mesh.vertices[vCounter + 5] = (float)(z + 1)*scaleFactor.z; - mesh.vertices[vCounter + 6] = x+1; - mesh.vertices[vCounter + 7] = GetHeightValue(heightmapPixels[(x+1) + z*mapX])*scaleFactor; - mesh.vertices[vCounter + 8] = z; + mesh.vertices[vCounter + 6] = (float)(x + 1)*scaleFactor.x; + mesh.vertices[vCounter + 7] = (float)GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y; + mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z; // another triangle - 3 vertex mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6]; @@ -665,21 +666,21 @@ Model LoadHeightmap(Image heightmap, float maxHeight) mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4]; mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5]; - mesh.vertices[vCounter + 15] = x+1; - mesh.vertices[vCounter + 16] = GetHeightValue(heightmapPixels[(x+1) + (z+1)*mapX])*scaleFactor; - mesh.vertices[vCounter + 17] = z+1; + mesh.vertices[vCounter + 15] = (float)(x + 1)*scaleFactor.x; + mesh.vertices[vCounter + 16] = (float)GRAY_VALUE(pixels[(x + 1) + (z + 1)*mapX])*scaleFactor.y; + mesh.vertices[vCounter + 17] = (float)(z + 1)*scaleFactor.z; vCounter += 18; // 6 vertex, 18 floats // Fill texcoords array with data //-------------------------------------------------------------- - mesh.texcoords[tcCounter] = (float)x / (mapX-1); - mesh.texcoords[tcCounter + 1] = (float)z / (mapZ-1); + mesh.texcoords[tcCounter] = (float)x/(mapX - 1); + mesh.texcoords[tcCounter + 1] = (float)z/(mapZ - 1); - mesh.texcoords[tcCounter + 2] = (float)x / (mapX-1); - mesh.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1); + mesh.texcoords[tcCounter + 2] = (float)x/(mapX - 1); + mesh.texcoords[tcCounter + 3] = (float)(z + 1)/(mapZ - 1); - mesh.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1); - mesh.texcoords[tcCounter + 5] = (float)z / (mapZ-1); + mesh.texcoords[tcCounter + 4] = (float)(x + 1)/(mapX - 1); + mesh.texcoords[tcCounter + 5] = (float)z/(mapZ - 1); mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4]; mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5]; @@ -687,13 +688,12 @@ Model LoadHeightmap(Image heightmap, float maxHeight) mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2]; mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3]; - mesh.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1); - mesh.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1); + mesh.texcoords[tcCounter + 10] = (float)(x + 1)/(mapX - 1); + mesh.texcoords[tcCounter + 11] = (float)(z + 1)/(mapZ - 1); tcCounter += 12; // 6 texcoords, 12 floats // Fill normals array with data //-------------------------------------------------------------- - // NOTE: Current Model implementation doe not use normals! for (int i = 0; i < 18; i += 3) { mesh.normals[nCounter + i] = 0.0f; @@ -709,7 +709,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight) } } - free(heightmapPixels); + free(pixels); // Fill color data // NOTE: Not used any more... just one plain color defined at DrawModel() @@ -1688,12 +1688,6 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p // Module specific Functions Definition //---------------------------------------------------------------------------------- -// Get current vertex y altitude (proportional to pixel colors in grayscale) -static float GetHeightValue(Color pixel) -{ - return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3); -} - // Load OBJ mesh data static Mesh LoadOBJ(const char *fileName) { diff --git a/src/raylib.h b/src/raylib.h index a5dd6ad2..f9241533 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -759,7 +759,7 @@ void DrawGizmo(Vector3 position); Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data) //Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) -Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model +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) void UnloadModel(Model model); // Unload 3d model from memory void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model