Improved LoadHeightmap()
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@ -21,13 +21,13 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
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// Define our custom camera to look into our 3d world
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Camera camera = {{ 24.0f, 18.0f, 24.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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Model map = LoadHeightmap(image, 32); // Load heightmap model
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SetModelTexture(&map, texture); // Bind texture to model
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Vector3 mapPosition = { -16.0f, 0.0f, -16.0f }; // Set model position (depends on model scaling!)
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
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SetModelTexture(&map, texture); // Bind texture to model
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Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
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UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
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@ -54,7 +54,9 @@ int main()
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Begin3dMode(camera);
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// NOTE: Model is scaled to 1/4 of its original size (128x128 units)
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DrawModel(map, mapPosition, 1/4.0f, RED);
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DrawModel(map, mapPosition, 1.0f, RED);
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DrawGrid(20, 1.0f);
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End3dMode();
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60
src/models.c
60
src/models.c
@ -55,7 +55,6 @@ extern unsigned int whiteTexture;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static float GetHeightValue(Color pixel);
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static Mesh LoadOBJ(const char *fileName);
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//----------------------------------------------------------------------------------
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@ -608,17 +607,19 @@ Model LoadModelEx(Mesh data)
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}
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// Load a heightmap image as a 3d model
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Model LoadHeightmap(Image heightmap, float maxHeight)
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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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#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
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Mesh mesh;
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int mapX = heightmap.width;
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int mapZ = heightmap.height;
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Color *heightmapPixels = GetImageData(heightmap);
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Color *pixels = GetImageData(heightmap);
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// NOTE: One vertex per pixel
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// TODO: Consider resolution when generating model data?
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int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
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mesh.vertexCount = numTriangles*3;
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@ -634,7 +635,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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int trisCounter = 0;
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float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
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Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
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for(int z = 0; z < mapZ-1; z++)
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{
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@ -644,17 +645,17 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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//----------------------------------------------------------
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// one triangle - 3 vertex
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mesh.vertices[vCounter] = x;
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mesh.vertices[vCounter + 1] = GetHeightValue(heightmapPixels[x + z*mapX])*scaleFactor;
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mesh.vertices[vCounter + 2] = z;
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mesh.vertices[vCounter] = (float)x*scaleFactor.x;
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mesh.vertices[vCounter + 1] = (float)GRAY_VALUE(pixels[x + z*mapX])*scaleFactor.y;
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mesh.vertices[vCounter + 2] = (float)z*scaleFactor.z;
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mesh.vertices[vCounter + 3] = x;
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mesh.vertices[vCounter + 4] = GetHeightValue(heightmapPixels[x + (z+1)*mapX])*scaleFactor;
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mesh.vertices[vCounter + 5] = z+1;
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mesh.vertices[vCounter + 3] = (float)x*scaleFactor.x;
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mesh.vertices[vCounter + 4] = (float)GRAY_VALUE(pixels[x + (z + 1)*mapX])*scaleFactor.y;
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mesh.vertices[vCounter + 5] = (float)(z + 1)*scaleFactor.z;
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mesh.vertices[vCounter + 6] = x+1;
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mesh.vertices[vCounter + 7] = GetHeightValue(heightmapPixels[(x+1) + z*mapX])*scaleFactor;
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mesh.vertices[vCounter + 8] = z;
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mesh.vertices[vCounter + 6] = (float)(x + 1)*scaleFactor.x;
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mesh.vertices[vCounter + 7] = (float)GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y;
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mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z;
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// another triangle - 3 vertex
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mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6];
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@ -665,21 +666,21 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4];
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mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5];
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mesh.vertices[vCounter + 15] = x+1;
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mesh.vertices[vCounter + 16] = GetHeightValue(heightmapPixels[(x+1) + (z+1)*mapX])*scaleFactor;
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mesh.vertices[vCounter + 17] = z+1;
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mesh.vertices[vCounter + 15] = (float)(x + 1)*scaleFactor.x;
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mesh.vertices[vCounter + 16] = (float)GRAY_VALUE(pixels[(x + 1) + (z + 1)*mapX])*scaleFactor.y;
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mesh.vertices[vCounter + 17] = (float)(z + 1)*scaleFactor.z;
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vCounter += 18; // 6 vertex, 18 floats
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// Fill texcoords array with data
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//--------------------------------------------------------------
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mesh.texcoords[tcCounter] = (float)x / (mapX-1);
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mesh.texcoords[tcCounter + 1] = (float)z / (mapZ-1);
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mesh.texcoords[tcCounter] = (float)x/(mapX - 1);
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mesh.texcoords[tcCounter + 1] = (float)z/(mapZ - 1);
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mesh.texcoords[tcCounter + 2] = (float)x / (mapX-1);
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mesh.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1);
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mesh.texcoords[tcCounter + 2] = (float)x/(mapX - 1);
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mesh.texcoords[tcCounter + 3] = (float)(z + 1)/(mapZ - 1);
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mesh.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1);
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mesh.texcoords[tcCounter + 5] = (float)z / (mapZ-1);
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mesh.texcoords[tcCounter + 4] = (float)(x + 1)/(mapX - 1);
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mesh.texcoords[tcCounter + 5] = (float)z/(mapZ - 1);
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mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4];
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mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5];
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@ -687,13 +688,12 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2];
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mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3];
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mesh.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1);
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mesh.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1);
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mesh.texcoords[tcCounter + 10] = (float)(x + 1)/(mapX - 1);
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mesh.texcoords[tcCounter + 11] = (float)(z + 1)/(mapZ - 1);
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tcCounter += 12; // 6 texcoords, 12 floats
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// Fill normals array with data
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//--------------------------------------------------------------
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// NOTE: Current Model implementation doe not use normals!
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for (int i = 0; i < 18; i += 3)
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{
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mesh.normals[nCounter + i] = 0.0f;
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@ -709,7 +709,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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}
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}
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free(heightmapPixels);
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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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@ -1688,12 +1688,6 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Get current vertex y altitude (proportional to pixel colors in grayscale)
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static float GetHeightValue(Color pixel)
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{
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return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
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}
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// Load OBJ mesh data
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static Mesh LoadOBJ(const char *fileName)
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{
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@ -759,7 +759,7 @@ void DrawGizmo(Vector3 position);
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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 LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
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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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