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Review mesh loading and textures generation
This commit is contained in:
20
src/models.c
20
src/models.c
@ -597,12 +597,13 @@ Model LoadModel(const char *fileName)
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}
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// Load model from generated mesh
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Model LoadModelFromMesh(Mesh mesh, bool dynamic)
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// WARNING: A shallow copy of mesh is generated, passed by value,
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// as long as struct contains pointers to data and some values, we get a copy
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// of mesh pointing to same data as original version... be careful!
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Model LoadModelFromMesh(Mesh mesh)
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{
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Model model = { 0 };
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rlLoadMesh(&mesh, dynamic);
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model.mesh = mesh;
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model.transform = MatrixIdentity();
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model.material = LoadMaterialDefault();
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@ -646,6 +647,7 @@ void UnloadMesh(Mesh *mesh)
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}
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// Generated cuboid mesh
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// NOTE: Vertex data is uploaded to GPU
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Mesh GenMeshCube(float width, float height, float length)
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{
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Mesh mesh = { 0 };
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@ -759,11 +761,15 @@ Mesh GenMeshCube(float width, float height, float length)
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mesh.vertexCount = 24;
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mesh.triangleCount = 12;
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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// Generate a mesh from heightmap
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// NOTE: Vertex data is uploaded to GPU
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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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@ -865,10 +871,15 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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}
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free(pixels);
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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// Generate a cubes mesh from pixel data
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// NOTE: Vertex data is uploaded to GPU
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Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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{
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Mesh mesh = { 0 };
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@ -1219,6 +1230,9 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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free(mapTexcoords);
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free(cubicmapPixels); // Free image pixel data
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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13
src/raylib.h
13
src/raylib.h
@ -409,10 +409,11 @@ typedef struct BoundingBox {
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} BoundingBox;
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// Vertex data definning a mesh
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// NOTE: Data stored in CPU memory (and GPU)
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typedef struct Mesh {
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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@ -981,15 +982,19 @@ RLAPI void DrawGizmo(Vector3 position);
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// Model loading/unloading functions
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RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
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RLAPI Model LoadModelFromMesh(Mesh mesh, bool dynamic); // Load model from generated mesh
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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// Mesh loading/unloading functions
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RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
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//RLAPI void UpdateMesh(Mesh *mesh, int type, void *data); // Update mesh data (CPU and GPU)
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RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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//RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with desired subdivisions)
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RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
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//RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
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//RLAPI Mesh GenMeshCylinder(float radiusTop, float radiusBottom, float height, int slices); // Generate cylinder mesh
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//RLAPI Mesh GenMeshTorus(float radius1, float radius2, int radSeg, int sides); // Generate torus mesh
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//RLAPI Mesh GenMeshTube(float radius1, float radius2, float height, int sides); // Generate tube mesh
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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@ -997,8 +1002,6 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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RLAPI Material LoadMaterial(const char *fileName); // Load material from file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void SetMaterialTexture(Material *mat, int mapType, Texture2D texture); // Set material texture
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RLAPI void UnsetMaterialTexture(Material *mat, int mapType); // Unset texture from material and unload it from GPU
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// Model drawing functions
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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12
src/rlgl.c
12
src/rlgl.c
@ -2520,10 +2520,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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Texture2D cubemap = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
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// TODO: Locations should be taken out of this function... too shader dependant...
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SetShaderValuei(shader, GetShaderLocation(shader, "environmentMap"), (int[1]){ 0 }, 1);
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SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); // Set default active texture to 0
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// Other locations should be setup externally in shader before calling the function
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// Set up depth face culling and cubemap seamless
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glDisable(GL_CULL_FACE);
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@ -2600,8 +2597,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
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// TODO: Locations should be taken out of this function... too shader dependant...
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SetShaderValuei(shader, GetShaderLocation(shader, "environmentMap"), (int[1]){ 0 }, 1);
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// Other locations should be setup externally in shader before calling the function
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// Setup framebuffer
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unsigned int fbo, rbo;
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@ -2672,9 +2668,9 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
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// Other locations should be setup externally in shader before calling the function
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// TODO: Locations should be taken out of this function... too shader dependant...
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int roughnessLoc = GetShaderLocation(shader, "roughness");
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SetShaderValuei(shader, GetShaderLocation(shader, "environmentMap"), (int[1]){ 0 }, 1);
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int roughnessLoc = GetShaderLocation(shader, "roughness");
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// Setup framebuffer
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unsigned int fbo, rbo;
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