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GenMeshHeightmap flat shading normals (#1140)

pull/1146/head
Ádám Dóda 5 年之前
committed by GitHub
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共有 1 個檔案被更改,包括 33 行新增8 行删除
  1. +33
    -8
      src/models.c

+ 33
- 8
src/models.c 查看文件

@ -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;

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