|
@@ -65,7 +65,7 @@
|
|
|
#if defined(SUPPORT_FILEFORMAT_GLTF)
|
|
|
#define CGLTF_MALLOC RL_MALLOC
|
|
|
#define CGLTF_FREE RL_FREE
|
|
|
-
|
|
|
+
|
|
|
#define CGLTF_IMPLEMENTATION
|
|
|
#include "external/cgltf.h" // glTF file format loading
|
|
|
#include "external/stb_image.h" // glTF texture images loading
|
|
@@ -76,7 +76,7 @@
|
|
|
#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1))
|
|
|
#define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N)))
|
|
|
#define PAR_FREE RL_FREE
|
|
|
-
|
|
|
+
|
|
|
#define PAR_SHAPES_IMPLEMENTATION
|
|
|
#include "external/par_shapes.h" // Shapes 3d parametric generation
|
|
|
#endif
|
|
@@ -1831,6 +1831,11 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
|
|
|
|
|
|
Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
|
|
|
|
|
|
+ Vector3 vA;
|
|
|
+ Vector3 vB;
|
|
|
+ Vector3 vC;
|
|
|
+ Vector3 vN;
|
|
|
+
|
|
|
for (int z = 0; z < mapZ-1; z++)
|
|
|
{
|
|
|
for (int x = 0; x < mapX-1; x++)
|
|
@@ -1888,14 +1893,34 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
|
|
|
|
|
|
// Fill normals array with data
|
|
|
//--------------------------------------------------------------
|
|
|
- for (int i = 0; i < 18; i += 3)
|
|
|
+ for (int i = 0; i < 18; i += 9)
|
|
|
{
|
|
|
- mesh.normals[nCounter + i] = 0.0f;
|
|
|
- mesh.normals[nCounter + i + 1] = 1.0f;
|
|
|
- mesh.normals[nCounter + i + 2] = 0.0f;
|
|
|
- }
|
|
|
+ vA.x = mesh.vertices[nCounter + i];
|
|
|
+ vA.y = mesh.vertices[nCounter + i + 1];
|
|
|
+ vA.z = mesh.vertices[nCounter + i + 2];
|
|
|
+
|
|
|
+ vB.x = mesh.vertices[nCounter + i + 3];
|
|
|
+ vB.y = mesh.vertices[nCounter + i + 4];
|
|
|
+ vB.z = mesh.vertices[nCounter + i + 5];
|
|
|
|
|
|
- // TODO: Calculate normals in an efficient way
|
|
|
+ vC.x = mesh.vertices[nCounter + i + 6];
|
|
|
+ vC.y = mesh.vertices[nCounter + i + 7];
|
|
|
+ vC.z = mesh.vertices[nCounter + i + 8];
|
|
|
+
|
|
|
+ vN = Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
|
|
|
+
|
|
|
+ mesh.normals[nCounter + i] = vN.x;
|
|
|
+ mesh.normals[nCounter + i + 1] = vN.y;
|
|
|
+ mesh.normals[nCounter + i + 2] = vN.z;
|
|
|
+
|
|
|
+ mesh.normals[nCounter + i + 3] = vN.x;
|
|
|
+ mesh.normals[nCounter + i + 4] = vN.y;
|
|
|
+ mesh.normals[nCounter + i + 5] = vN.z;
|
|
|
+
|
|
|
+ mesh.normals[nCounter + i + 6] = vN.x;
|
|
|
+ mesh.normals[nCounter + i + 7] = vN.y;
|
|
|
+ mesh.normals[nCounter + i + 8] = vN.z;
|
|
|
+ }
|
|
|
|
|
|
nCounter += 18; // 6 vertex, 18 floats
|
|
|
trisCounter += 2;
|