diff --git a/src/models.c b/src/models.c index a0b0e6568..ee5e57c73 100644 --- a/src/models.c +++ b/src/models.c @@ -56,6 +56,8 @@ extern unsigned int whiteTexture; // Module specific Functions Declaration //---------------------------------------------------------------------------------- static Mesh LoadOBJ(const char *fileName); +static Mesh GenMeshHeightmap(Image image, Vector3 size); +static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); //---------------------------------------------------------------------------------- // Module Functions Definition @@ -582,6 +584,63 @@ Model LoadModelEx(Mesh data) // Load a heightmap image as a 3d model // NOTE: model map size is defined in generic units Model LoadHeightmap(Image heightmap, Vector3 size) +{ + Mesh mesh = GenMeshHeightmap(heightmap, size); + Model model = rlglLoadModel(mesh); + + return model; +} + +// Load a map image as a 3d model (cubes based) +Model LoadCubicmap(Image cubicmap) +{ + Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f }); + Model model = rlglLoadModel(mesh); + + return model; +} + +// Unload 3d model from memory +void UnloadModel(Model model) +{ + // Unload mesh data + free(model.mesh.vertices); + free(model.mesh.texcoords); + free(model.mesh.normals); + free(model.mesh.colors); + //if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used + //if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used + + rlDeleteBuffers(model.mesh.vboId[0]); // vertex + rlDeleteBuffers(model.mesh.vboId[1]); // texcoords + rlDeleteBuffers(model.mesh.vboId[2]); // normals + //rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED) + //rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED) + //rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED) + + rlDeleteVertexArrays(model.mesh.vaoId); + + if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId); + 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]); +} + +// Link a texture to a model +void SetModelTexture(Model *model, Texture2D texture) +{ + if (texture.id <= 0) + { + // Use default white texture (use mesh color) + model->texture.id = whiteTexture; // OpenGL 1.1 + model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0 + } + else + { + model->texture = texture; + model->shader.texDiffuseId = texture.id; + } +} + +static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) { #define GRAY_VALUE(c) ((c.r+c.g+c.b)/3) @@ -687,27 +746,17 @@ Model LoadHeightmap(Image heightmap, Vector3 size) // NOTE: Not used any more... just one plain color defined at DrawModel() for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255; - // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct - - Model model = rlglLoadModel(mesh); - - // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM... - // ...but we keep CPU RAM vertex data in case we need to update the mesh - - return model; + return mesh; } -// Load a map image as a 3d model (cubes based) -Model LoadCubicmap(Image cubicmap) +static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) { Mesh mesh; Color *cubicmapPixels = GetImageData(cubicmap); - // Map cube size will be 1.0 - float mapCubeSide = 1.0f; - int mapWidth = cubicmap.width*(int)mapCubeSide; - int mapHeight = cubicmap.height*(int)mapCubeSide; + int mapWidth = cubicmap.width*(int)cubeSize.x; + int mapHeight = cubicmap.height*(int)cubeSize.z; // NOTE: Max possible number of triangles numCubes * (12 triangles by cube) int maxTriangles = cubicmap.width*cubicmap.height*12; @@ -716,9 +765,9 @@ Model LoadCubicmap(Image cubicmap) int tcCounter = 0; // Used to count texcoords int nCounter = 0; // Used to count normals - float w = mapCubeSide; - float h = mapCubeSide; - float h2 = mapCubeSide*1.5f; // TODO: Review walls height... + float w = cubeSize.x; + float h = cubeSize.z; + float h2 = cubeSize.y; Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3)); Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles*3*sizeof(Vector2)); @@ -747,9 +796,9 @@ Model LoadCubicmap(Image cubicmap) RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f }; RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f }; - for (int z = 0; z < mapHeight; z += mapCubeSide) + for (int z = 0; z < mapHeight; z += cubeSize.z) { - for (int x = 0; x < mapWidth; x += mapCubeSide) + for (int x = 0; x < mapWidth; x += cubeSize.x) { // Define the 8 vertex of the cube, we will combine them accordingly later... Vector3 v1 = { x - w/2, h2, z - h/2 }; @@ -1053,56 +1102,9 @@ Model LoadCubicmap(Image cubicmap) free(mapNormals); free(mapTexcoords); - free(cubicmapPixels); - - // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct - - Model model = rlglLoadModel(mesh); - - // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM... - // ...but we keep CPU RAM vertex data in case we need to update the mesh - - return model; -} - -// Unload 3d model from memory -void UnloadModel(Model model) -{ - // Unload mesh data - free(model.mesh.vertices); - free(model.mesh.texcoords); - free(model.mesh.normals); - free(model.mesh.colors); - //if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used - //if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used + free(cubicmapPixels); // Free image pixel data - rlDeleteBuffers(model.mesh.vboId[0]); // vertex - rlDeleteBuffers(model.mesh.vboId[1]); // texcoords - rlDeleteBuffers(model.mesh.vboId[2]); // normals - //rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED) - //rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED) - //rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED) - - rlDeleteVertexArrays(model.mesh.vaoId); - - if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId); - 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]); -} - -// Link a texture to a model -void SetModelTexture(Model *model, Texture2D texture) -{ - if (texture.id <= 0) - { - // Use default white texture (use mesh color) - model->texture.id = whiteTexture; // OpenGL 1.1 - model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0 - } - else - { - model->texture = texture; - model->shader.texDiffuseId = texture.id; - } + return mesh; } // Draw a model (with texture if set) diff --git a/src/raylib.h b/src/raylib.h index 7173a5568..9545f96d4 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -761,7 +761,7 @@ void DrawGizmo(Vector3 position); // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data) +Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data) //Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)