ソースを参照

REVIEWED: Replace GetImageData() by LoadImageColors()

raysan5 4 年 前
コミット
b2215cf017
1 ファイル変更10 行追加10 行削除
  1. 10 10
      src/models.c

+ 10 - 10
src/models.c

@@ -1752,7 +1752,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
     int mapX = heightmap.width;
     int mapZ = heightmap.height;
 
-    Color *pixels = GetImageData(heightmap);
+    Color *pixels = LoadImageColors(heightmap);
 
     // NOTE: One vertex per pixel
     mesh.triangleCount = (mapX-1)*(mapZ-1)*2;    // One quad every four pixels
@@ -1868,7 +1868,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
         }
     }
 
-    RL_FREE(pixels);
+    UnloadImageColors(pixels);  // Unload pixels color data
 
     // Upload vertex data to GPU (static mesh)
     rlLoadMesh(&mesh, false);
@@ -1885,7 +1885,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
     Mesh mesh = { 0 };
     mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
 
-    Color *cubicmapPixels = GetImageData(cubicmap);
+    Color *pixels = LoadImageColors(cubicmap);
 
     int mapWidth = cubicmap.width;
     int mapHeight = cubicmap.height;
@@ -1943,7 +1943,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
             Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) };
 
             // We check pixel color to be WHITE -> draw full cube
-            if (COLOR_EQUAL(cubicmapPixels[z*cubicmap.width + x], WHITE))
+            if (COLOR_EQUAL(pixels[z*cubicmap.width + x], WHITE))
             {
                 // Define triangles and checking collateral cubes
                 //------------------------------------------------
@@ -2000,7 +2000,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
                 tcCounter += 6;
 
                 // Checking cube on bottom of current cube
-                if (((z < cubicmap.height - 1) && COLOR_EQUAL(cubicmapPixels[(z + 1)*cubicmap.width + x], BLACK)) || (z == cubicmap.height - 1))
+                if (((z < cubicmap.height - 1) && COLOR_EQUAL(pixels[(z + 1)*cubicmap.width + x], BLACK)) || (z == cubicmap.height - 1))
                 {
                     // Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8
                     // NOTE: Collateral occluded faces are not generated
@@ -2030,7 +2030,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
                 }
 
                 // Checking cube on top of current cube
-                if (((z > 0) && COLOR_EQUAL(cubicmapPixels[(z - 1)*cubicmap.width + x], BLACK)) || (z == 0))
+                if (((z > 0) && COLOR_EQUAL(pixels[(z - 1)*cubicmap.width + x], BLACK)) || (z == 0))
                 {
                     // Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5
                     // NOTE: Collateral occluded faces are not generated
@@ -2060,7 +2060,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
                 }
 
                 // Checking cube on right of current cube
-                if (((x < cubicmap.width - 1) && COLOR_EQUAL(cubicmapPixels[z*cubicmap.width + (x + 1)], BLACK)) || (x == cubicmap.width - 1))
+                if (((x < cubicmap.width - 1) && COLOR_EQUAL(pixels[z*cubicmap.width + (x + 1)], BLACK)) || (x == cubicmap.width - 1))
                 {
                     // Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5
                     // NOTE: Collateral occluded faces are not generated
@@ -2090,7 +2090,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
                 }
 
                 // Checking cube on left of current cube
-                if (((x > 0) && COLOR_EQUAL(cubicmapPixels[z*cubicmap.width + (x - 1)], BLACK)) || (x == 0))
+                if (((x > 0) && COLOR_EQUAL(pixels[z*cubicmap.width + (x - 1)], BLACK)) || (x == 0))
                 {
                     // Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7
                     // NOTE: Collateral occluded faces are not generated
@@ -2120,7 +2120,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
                 }
             }
             // We check pixel color to be BLACK, we will only draw floor and roof
-            else if (COLOR_EQUAL(cubicmapPixels[z*cubicmap.width + x], BLACK))
+            else if (COLOR_EQUAL(pixels[z*cubicmap.width + x], BLACK))
             {
                 // Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
                 mapVertices[vCounter] = v1;
@@ -2220,7 +2220,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
     RL_FREE(mapNormals);
     RL_FREE(mapTexcoords);
 
-    RL_FREE(cubicmapPixels);   // Free image pixel data
+    UnloadImageColors(pixels);   // Unload pixels color data
 
     // Upload vertex data to GPU (static mesh)
     rlLoadMesh(&mesh, false);