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@@ -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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+
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+ return model;
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+}
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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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+
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+ return model;
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+}
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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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+
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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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+
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+ rlDeleteVertexArrays(model.mesh.vaoId);
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+
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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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+
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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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+
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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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-
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- Model model = rlglLoadModel(mesh);
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-
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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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-
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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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-
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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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-
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- Model model = rlglLoadModel(mesh);
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-
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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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-
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- return model;
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-}
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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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-
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- rlDeleteVertexArrays(model.mesh.vaoId);
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-
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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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-
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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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