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@ -56,7 +56,7 @@ extern unsigned int whiteTexture; |
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// Module specific Functions Declaration |
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//---------------------------------------------------------------------------------- |
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static float GetHeightValue(Color pixel); |
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static VertexData LoadOBJ(const char *fileName); |
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static Mesh LoadOBJ(const char *fileName); |
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//---------------------------------------------------------------------------------- |
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// Module Functions Definition |
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@ -558,23 +558,23 @@ void DrawGizmo(Vector3 position) |
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Model LoadModel(const char *fileName) |
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{ |
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Model model; |
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VertexData vData = { 0 }; |
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Mesh mesh = { 0 }; |
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// NOTE: Initialize default data for model in case loading fails, maybe a cube? |
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if (strcmp(GetExtension(fileName),"obj") == 0) vData = LoadOBJ(fileName); |
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if (strcmp(GetExtension(fileName),"obj") == 0) mesh = LoadOBJ(fileName); |
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else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName); |
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct |
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct |
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if (vData.vertexCount == 0) |
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if (mesh.vertexCount == 0) |
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{ |
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TraceLog(WARNING, "Model could not be loaded"); |
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} |
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else |
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{ |
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// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel() |
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model = rlglLoadModel(vData); // Upload vertex data to GPU |
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model = rlglLoadModel(mesh); // Upload vertex data to GPU |
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// Now that vertex data is uploaded to GPU, we can free arrays |
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// NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes... |
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@ -583,10 +583,10 @@ Model LoadModel(const char *fileName) |
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/* |
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if (rlGetVersion() != OPENGL_11) |
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{ |
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free(vData.vertices); |
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free(vData.texcoords); |
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free(vData.normals); |
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free(vData.colors); |
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free(mesh.vertices); |
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free(mesh.texcoords); |
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free(mesh.normals); |
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free(mesh.colors); |
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} |
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*/ |
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} |
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@ -595,7 +595,7 @@ Model LoadModel(const char *fileName) |
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} |
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// Load a 3d model (from vertex data) |
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Model LoadModelEx(VertexData data) |
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Model LoadModelEx(Mesh data) |
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{ |
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Model model; |
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@ -610,7 +610,7 @@ Model LoadModelEx(VertexData data) |
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// Load a heightmap image as a 3d model |
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Model LoadHeightmap(Image heightmap, float maxHeight) |
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{ |
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VertexData vData; |
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Mesh mesh; |
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int mapX = heightmap.width; |
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int mapZ = heightmap.height; |
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@ -621,12 +621,12 @@ Model LoadHeightmap(Image heightmap, float maxHeight) |
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// TODO: Consider resolution when generating model data? |
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int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels |
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vData.vertexCount = numTriangles*3; |
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mesh.vertexCount = numTriangles*3; |
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vData.vertices = (float *)malloc(vData.vertexCount*3*sizeof(float)); |
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vData.normals = (float *)malloc(vData.vertexCount*3*sizeof(float)); |
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vData.texcoords = (float *)malloc(vData.vertexCount*2*sizeof(float)); |
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vData.colors = (unsigned char *)malloc(vData.vertexCount*4*sizeof(unsigned char)); // Not used... |
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float)); |
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float)); |
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float)); |
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mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); // Not used... |
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int vCounter = 0; // Used to count vertices float by float |
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int tcCounter = 0; // Used to count texcoords float by float |
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@ -644,51 +644,51 @@ Model LoadHeightmap(Image heightmap, float maxHeight) |
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//---------------------------------------------------------- |
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// one triangle - 3 vertex |
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vData.vertices[vCounter] = x; |
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vData.vertices[vCounter + 1] = GetHeightValue(heightmapPixels[x + z*mapX])*scaleFactor; |
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vData.vertices[vCounter + 2] = z; |
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mesh.vertices[vCounter] = x; |
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mesh.vertices[vCounter + 1] = GetHeightValue(heightmapPixels[x + z*mapX])*scaleFactor; |
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mesh.vertices[vCounter + 2] = z; |
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vData.vertices[vCounter + 3] = x; |
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vData.vertices[vCounter + 4] = GetHeightValue(heightmapPixels[x + (z+1)*mapX])*scaleFactor; |
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vData.vertices[vCounter + 5] = z+1; |
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mesh.vertices[vCounter + 3] = x; |
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mesh.vertices[vCounter + 4] = GetHeightValue(heightmapPixels[x + (z+1)*mapX])*scaleFactor; |
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mesh.vertices[vCounter + 5] = z+1; |
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vData.vertices[vCounter + 6] = x+1; |
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vData.vertices[vCounter + 7] = GetHeightValue(heightmapPixels[(x+1) + z*mapX])*scaleFactor; |
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vData.vertices[vCounter + 8] = z; |
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mesh.vertices[vCounter + 6] = x+1; |
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mesh.vertices[vCounter + 7] = GetHeightValue(heightmapPixels[(x+1) + z*mapX])*scaleFactor; |
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mesh.vertices[vCounter + 8] = z; |
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// another triangle - 3 vertex |
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vData.vertices[vCounter + 9] = vData.vertices[vCounter + 6]; |
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vData.vertices[vCounter + 10] = vData.vertices[vCounter + 7]; |
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vData.vertices[vCounter + 11] = vData.vertices[vCounter + 8]; |
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mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6]; |
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mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7]; |
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mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8]; |
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vData.vertices[vCounter + 12] = vData.vertices[vCounter + 3]; |
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vData.vertices[vCounter + 13] = vData.vertices[vCounter + 4]; |
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vData.vertices[vCounter + 14] = vData.vertices[vCounter + 5]; |
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mesh.vertices[vCounter + 12] = mesh.vertices[vCounter + 3]; |
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mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4]; |
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mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5]; |
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vData.vertices[vCounter + 15] = x+1; |
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vData.vertices[vCounter + 16] = GetHeightValue(heightmapPixels[(x+1) + (z+1)*mapX])*scaleFactor; |
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vData.vertices[vCounter + 17] = z+1; |
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mesh.vertices[vCounter + 15] = x+1; |
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mesh.vertices[vCounter + 16] = GetHeightValue(heightmapPixels[(x+1) + (z+1)*mapX])*scaleFactor; |
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mesh.vertices[vCounter + 17] = z+1; |
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vCounter += 18; // 6 vertex, 18 floats |
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// Fill texcoords array with data |
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//-------------------------------------------------------------- |
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vData.texcoords[tcCounter] = (float)x / (mapX-1); |
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vData.texcoords[tcCounter + 1] = (float)z / (mapZ-1); |
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mesh.texcoords[tcCounter] = (float)x / (mapX-1); |
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mesh.texcoords[tcCounter + 1] = (float)z / (mapZ-1); |
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vData.texcoords[tcCounter + 2] = (float)x / (mapX-1); |
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vData.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1); |
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mesh.texcoords[tcCounter + 2] = (float)x / (mapX-1); |
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mesh.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1); |
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vData.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1); |
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vData.texcoords[tcCounter + 5] = (float)z / (mapZ-1); |
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mesh.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1); |
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mesh.texcoords[tcCounter + 5] = (float)z / (mapZ-1); |
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vData.texcoords[tcCounter + 6] = vData.texcoords[tcCounter + 4]; |
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vData.texcoords[tcCounter + 7] = vData.texcoords[tcCounter + 5]; |
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mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4]; |
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mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5]; |
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vData.texcoords[tcCounter + 8] = vData.texcoords[tcCounter + 2]; |
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vData.texcoords[tcCounter + 9] = vData.texcoords[tcCounter + 3]; |
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mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2]; |
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mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3]; |
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vData.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1); |
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vData.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1); |
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mesh.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1); |
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mesh.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1); |
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tcCounter += 12; // 6 texcoords, 12 floats |
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// Fill normals array with data |
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@ -696,9 +696,9 @@ Model LoadHeightmap(Image heightmap, float maxHeight) |
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// NOTE: Current Model implementation doe not use normals! |
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for (int i = 0; i < 18; i += 3) |
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{ |
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vData.normals[nCounter + i] = 0.0f; |
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vData.normals[nCounter + i + 1] = 1.0f; |
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vData.normals[nCounter + i + 2] = 0.0f; |
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mesh.normals[nCounter + i] = 0.0f; |
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mesh.normals[nCounter + i + 1] = 1.0f; |
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mesh.normals[nCounter + i + 2] = 0.0f; |
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} |
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// TODO: Calculate normals in an efficient way |
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@ -713,20 +713,20 @@ Model LoadHeightmap(Image heightmap, float maxHeight) |
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// Fill color data |
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// NOTE: Not used any more... just one plain color defined at DrawModel() |
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for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255; |
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for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255; |
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct |
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct |
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Model model = rlglLoadModel(vData); |
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Model model = rlglLoadModel(mesh); |
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// Now that vertex data is uploaded to GPU, we can free arrays |
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// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2 |
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if (rlGetVersion() != OPENGL_11) |
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{ |
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free(vData.vertices); |
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free(vData.texcoords); |
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free(vData.normals); |
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free(vData.colors); |
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free(mesh.vertices); |
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free(mesh.texcoords); |
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free(mesh.normals); |
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free(mesh.colors); |
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} |
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return model; |
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@ -735,7 +735,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight) |
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// Load a map image as a 3d model (cubes based) |
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Model LoadCubicmap(Image cubicmap) |
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{ |
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VertexData vData; |
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Mesh mesh; |
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Color *cubicmapPixels = GetImageData(cubicmap); |
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@ -1041,25 +1041,25 @@ Model LoadCubicmap(Image cubicmap) |
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} |
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// Move data from mapVertices temp arays to vertices float array |
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vData.vertexCount = vCounter; |
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mesh.vertexCount = vCounter; |
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vData.vertices = (float *)malloc(vData.vertexCount*3*sizeof(float)); |
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vData.normals = (float *)malloc(vData.vertexCount*3*sizeof(float)); |
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vData.texcoords = (float *)malloc(vData.vertexCount*2*sizeof(float)); |
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vData.colors = (unsigned char *)malloc(vData.vertexCount*4*sizeof(unsigned char)); // Not used... |
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float)); |
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float)); |
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float)); |
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mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); // Not used... |
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// Fill color data |
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// NOTE: Not used any more... just one plain color defined at DrawModel() |
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for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255; |
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for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255; |
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int fCounter = 0; |
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// Move vertices data |
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for (int i = 0; i < vCounter; i++) |
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{ |
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vData.vertices[fCounter] = mapVertices[i].x; |
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vData.vertices[fCounter + 1] = mapVertices[i].y; |
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vData.vertices[fCounter + 2] = mapVertices[i].z; |
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mesh.vertices[fCounter] = mapVertices[i].x; |
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mesh.vertices[fCounter + 1] = mapVertices[i].y; |
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mesh.vertices[fCounter + 2] = mapVertices[i].z; |
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fCounter += 3; |
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} |
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@ -1068,9 +1068,9 @@ Model LoadCubicmap(Image cubicmap) |
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// Move normals data |
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for (int i = 0; i < nCounter; i++) |
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{ |
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vData.normals[fCounter] = mapNormals[i].x; |
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vData.normals[fCounter + 1] = mapNormals[i].y; |
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vData.normals[fCounter + 2] = mapNormals[i].z; |
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mesh.normals[fCounter] = mapNormals[i].x; |
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mesh.normals[fCounter + 1] = mapNormals[i].y; |
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mesh.normals[fCounter + 2] = mapNormals[i].z; |
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fCounter += 3; |
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} |
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@ -1079,8 +1079,8 @@ Model LoadCubicmap(Image cubicmap) |
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// Move texcoords data |
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for (int i = 0; i < tcCounter; i++) |
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{ |
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vData.texcoords[fCounter] = mapTexcoords[i].x; |
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vData.texcoords[fCounter + 1] = mapTexcoords[i].y; |
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mesh.texcoords[fCounter] = mapTexcoords[i].x; |
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mesh.texcoords[fCounter + 1] = mapTexcoords[i].y; |
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fCounter += 2; |
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} |
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@ -1090,18 +1090,18 @@ Model LoadCubicmap(Image cubicmap) |
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free(cubicmapPixels); |
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct |
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct |
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Model model = rlglLoadModel(vData); |
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Model model = rlglLoadModel(mesh); |
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// Now that vertex data is uploaded to GPU, we can free arrays |
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// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2 |
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if (rlGetVersion() != OPENGL_11) |
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{ |
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free(vData.vertices); |
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free(vData.texcoords); |
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free(vData.normals); |
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free(vData.colors); |
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free(mesh.vertices); |
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free(mesh.texcoords); |
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free(mesh.normals); |
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free(mesh.colors); |
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} |
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return model; |
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@ -1617,9 +1617,9 @@ static float GetHeightValue(Color pixel) |
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} |
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// Load OBJ mesh data |
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static VertexData LoadOBJ(const char *fileName) |
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static Mesh LoadOBJ(const char *fileName) |
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{ |
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VertexData vData = { 0 }; |
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Mesh mesh = { 0 }; |
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char dataType; |
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char comments[200]; |
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@ -1636,7 +1636,7 @@ static VertexData LoadOBJ(const char *fileName) |
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if (objFile == NULL) |
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{ |
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TraceLog(WARNING, "[%s] OBJ file could not be opened", fileName); |
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return vData; |
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return mesh; |
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} |
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// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles |
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@ -1747,15 +1747,15 @@ static VertexData LoadOBJ(const char *fileName) |
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} |
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// At this point all vertex data (v, vt, vn) has been gathered on midVertices, midTexCoords, midNormals |
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// Now we can organize that data into our VertexData struct |
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// Now we can organize that data into our Mesh struct |
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vData.vertexCount = numTriangles*3; |
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mesh.vertexCount = numTriangles*3; |
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// Additional arrays to store vertex data as floats |
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vData.vertices = (float *)malloc(vData.vertexCount*3*sizeof(float)); |
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vData.texcoords = (float *)malloc(vData.vertexCount*2*sizeof(float)); |
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vData.normals = (float *)malloc(vData.vertexCount*3*sizeof(float)); |
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vData.colors = (unsigned char *)malloc(vData.vertexCount*4*sizeof(unsigned char)); |
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float)); |
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float)); |
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float)); |
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mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); |
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int vCounter = 0; // Used to count vertices float by float |
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int tcCounter = 0; // Used to count texcoords float by float |
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@ -1783,32 +1783,32 @@ static VertexData LoadOBJ(const char *fileName) |
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else if (numNormals == 0) fscanf(objFile, "%i/%i %i/%i %i/%i", &vNum[0], &vtNum[0], &vNum[1], &vtNum[1], &vNum[2], &vtNum[2]); |
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else fscanf(objFile, "%i/%i/%i %i/%i/%i %i/%i/%i", &vNum[0], &vtNum[0], &vnNum[0], &vNum[1], &vtNum[1], &vnNum[1], &vNum[2], &vtNum[2], &vnNum[2]); |
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vData.vertices[vCounter] = midVertices[vNum[0]-1].x; |
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vData.vertices[vCounter + 1] = midVertices[vNum[0]-1].y; |
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vData.vertices[vCounter + 2] = midVertices[vNum[0]-1].z; |
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mesh.vertices[vCounter] = midVertices[vNum[0]-1].x; |
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mesh.vertices[vCounter + 1] = midVertices[vNum[0]-1].y; |
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mesh.vertices[vCounter + 2] = midVertices[vNum[0]-1].z; |
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vCounter += 3; |
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vData.vertices[vCounter] = midVertices[vNum[1]-1].x; |
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vData.vertices[vCounter + 1] = midVertices[vNum[1]-1].y; |
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vData.vertices[vCounter + 2] = midVertices[vNum[1]-1].z; |
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mesh.vertices[vCounter] = midVertices[vNum[1]-1].x; |
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mesh.vertices[vCounter + 1] = midVertices[vNum[1]-1].y; |
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mesh.vertices[vCounter + 2] = midVertices[vNum[1]-1].z; |
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vCounter += 3; |
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vData.vertices[vCounter] = midVertices[vNum[2]-1].x; |
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vData.vertices[vCounter + 1] = midVertices[vNum[2]-1].y; |
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vData.vertices[vCounter + 2] = midVertices[vNum[2]-1].z; |
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mesh.vertices[vCounter] = midVertices[vNum[2]-1].x; |
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mesh.vertices[vCounter + 1] = midVertices[vNum[2]-1].y; |
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mesh.vertices[vCounter + 2] = midVertices[vNum[2]-1].z; |
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vCounter += 3; |
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if (numNormals > 0) |
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{ |
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vData.normals[nCounter] = midNormals[vnNum[0]-1].x; |
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vData.normals[nCounter + 1] = midNormals[vnNum[0]-1].y; |
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vData.normals[nCounter + 2] = midNormals[vnNum[0]-1].z; |
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mesh.normals[nCounter] = midNormals[vnNum[0]-1].x; |
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mesh.normals[nCounter + 1] = midNormals[vnNum[0]-1].y; |
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mesh.normals[nCounter + 2] = midNormals[vnNum[0]-1].z; |
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nCounter += 3; |
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vData.normals[nCounter] = midNormals[vnNum[1]-1].x; |
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vData.normals[nCounter + 1] = midNormals[vnNum[1]-1].y; |
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vData.normals[nCounter + 2] = midNormals[vnNum[1]-1].z; |
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mesh.normals[nCounter] = midNormals[vnNum[1]-1].x; |
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mesh.normals[nCounter + 1] = midNormals[vnNum[1]-1].y; |
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mesh.normals[nCounter + 2] = midNormals[vnNum[1]-1].z; |
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nCounter += 3; |
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vData.normals[nCounter] = midNormals[vnNum[2]-1].x; |
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vData.normals[nCounter + 1] = midNormals[vnNum[2]-1].y; |
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vData.normals[nCounter + 2] = midNormals[vnNum[2]-1].z; |
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mesh.normals[nCounter] = midNormals[vnNum[2]-1].x; |
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mesh.normals[nCounter + 1] = midNormals[vnNum[2]-1].y; |
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mesh.normals[nCounter + 2] = midNormals[vnNum[2]-1].z; |
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nCounter += 3; |
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} |
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else |
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@ -1817,17 +1817,17 @@ static VertexData LoadOBJ(const char *fileName) |
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Vector3 norm = VectorCrossProduct(VectorSubtract(midVertices[vNum[1]-1], midVertices[vNum[0]-1]), VectorSubtract(midVertices[vNum[2]-1], midVertices[vNum[0]-1])); |
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VectorNormalize(&norm); |
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vData.normals[nCounter] = norm.x; |
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vData.normals[nCounter + 1] = norm.y; |
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vData.normals[nCounter + 2] = norm.z; |
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mesh.normals[nCounter] = norm.x; |
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mesh.normals[nCounter + 1] = norm.y; |
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mesh.normals[nCounter + 2] = norm.z; |
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nCounter += 3; |
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vData.normals[nCounter] = norm.x; |
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vData.normals[nCounter + 1] = norm.y; |
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vData.normals[nCounter + 2] = norm.z; |
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mesh.normals[nCounter] = norm.x; |
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mesh.normals[nCounter + 1] = norm.y; |
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mesh.normals[nCounter + 2] = norm.z; |
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nCounter += 3; |
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vData.normals[nCounter] = norm.x; |
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vData.normals[nCounter + 1] = norm.y; |
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vData.normals[nCounter + 2] = norm.z; |
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mesh.normals[nCounter] = norm.x; |
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mesh.normals[nCounter + 1] = norm.y; |
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mesh.normals[nCounter + 2] = norm.z; |
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nCounter += 3; |
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} |
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@ -1835,14 +1835,14 @@ static VertexData LoadOBJ(const char *fileName) |
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{ |
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// NOTE: If using negative texture coordinates with a texture filter of GL_CLAMP_TO_EDGE doesn't work! |
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// NOTE: Texture coordinates are Y flipped upside-down |
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vData.texcoords[tcCounter] = midTexCoords[vtNum[0]-1].x; |
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vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[0]-1].y; |
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mesh.texcoords[tcCounter] = midTexCoords[vtNum[0]-1].x; |
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mesh.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[0]-1].y; |
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tcCounter += 2; |
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vData.texcoords[tcCounter] = midTexCoords[vtNum[1]-1].x; |
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vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[1]-1].y; |
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mesh.texcoords[tcCounter] = midTexCoords[vtNum[1]-1].x; |
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mesh.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[1]-1].y; |
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tcCounter += 2; |
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vData.texcoords[tcCounter] = midTexCoords[vtNum[2]-1].x; |
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vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[2]-1].y; |
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mesh.texcoords[tcCounter] = midTexCoords[vtNum[2]-1].x; |
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mesh.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[2]-1].y; |
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tcCounter += 2; |
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} |
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} break; |
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@ -1853,19 +1853,19 @@ static VertexData LoadOBJ(const char *fileName) |
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fclose(objFile); |
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// Security check, just in case no normals or no texcoords defined in OBJ |
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if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f; |
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if (numTexCoords == 0) for (int i = 0; i < (2*mesh.vertexCount); i++) mesh.texcoords[i] = 0.0f; |
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// NOTE: We set all vertex colors to white |
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// NOTE: Not used any more... just one plain color defined at DrawModel() |
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for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255; |
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for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255; |
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// Now we can free temp mid* arrays |
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free(midVertices); |
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free(midNormals); |
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free(midTexCoords); |
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct |
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct |
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TraceLog(INFO, "[%s] Model loaded successfully in RAM (CPU)", fileName); |
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return vData; |
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return mesh; |
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} |