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| author | raysan5 <[email protected]> | 2021-12-17 20:55:38 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-12-17 20:55:38 +0100 |
| commit | ef5be632fe777e8303cb2fba6be95e0e4aa0fc85 (patch) | |
| tree | d418a8ee1abfd4577b59e773523b4c35895564f7 /examples/models | |
| parent | 87fa23beee3e62e4745749006ecdcbb511d6abc9 (diff) | |
| download | raylib-ef5be632fe777e8303cb2fba6be95e0e4aa0fc85.tar.gz raylib-ef5be632fe777e8303cb2fba6be95e0e4aa0fc85.zip | |
REVIEWED: `ExportMesh()` #2220
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/models_mesh_generation.c | 118 |
1 files changed, 63 insertions, 55 deletions
diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c index 095aad82..7213f58d 100644 --- a/examples/models/models_mesh_generation.c +++ b/examples/models/models_mesh_generation.c @@ -5,64 +5,15 @@ * This example has been created using raylib 1.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Copyright (c) 2017 Ramon Santamaria (Ray San) +* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" -#define NUM_MODELS 9 // Parametric 3d shapes to generate +#define NUM_MODELS 9 // Parametric 3d shapes to generate -void AllocateMeshData(Mesh* mesh, int triangleCount) -{ - mesh->vertexCount = triangleCount * 3; - mesh->triangleCount = triangleCount; - - mesh->vertices = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float)); - mesh->texcoords = (float*)MemAlloc(mesh->vertexCount * 2 * sizeof(float)); - mesh->normals = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float)); -} - -// generate a simple triangle mesh from code -Mesh MakeMesh() -{ - Mesh mesh = { 0 }; - AllocateMeshData(&mesh, 1); - - // vertex at the origin - mesh.vertices[0] = 0; - mesh.vertices[1] = 0; - mesh.vertices[2] = 0; - mesh.normals[0] = 0; - mesh.normals[1] = 1; - mesh.normals[2] = 0; - mesh.texcoords[0] = 0; - mesh.texcoords[1] = 0; - - // vertex at 1,0,2 - mesh.vertices[3] = 1; - mesh.vertices[4] = 0; - mesh.vertices[5] = 2; - mesh.normals[3] = 0; - mesh.normals[4] = 1; - mesh.normals[5] = 0; - mesh.texcoords[2] = 0.5f; - mesh.texcoords[3] = 1.0f; - - // vertex at 2,0,0 - mesh.vertices[6] = 2; - mesh.vertices[7] = 0; - mesh.vertices[8] = 0; - mesh.normals[6] = 0; - mesh.normals[7] = 1; - mesh.normals[8] = 0; - mesh.texcoords[4] = 1; - mesh.texcoords[5] =0; - - UploadMesh(&mesh, false); - - return mesh; -} +static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code int main(void) { @@ -88,7 +39,18 @@ int main(void) models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32)); models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128)); models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f)); - models[8] = LoadModelFromMesh(MakeMesh()); + models[8] = LoadModelFromMesh(GenMeshCustom()); + + // Generated meshes could be exported as .obj files + //ExportMesh(models[0].meshes[0], "plane.obj"); + //ExportMesh(models[1].meshes[0], "cube.obj"); + //ExportMesh(models[2].meshes[0], "sphere.obj"); + //ExportMesh(models[3].meshes[0], "hemisphere.obj"); + //ExportMesh(models[4].meshes[0], "cylinder.obj"); + //ExportMesh(models[5].meshes[0], "torus.obj"); + //ExportMesh(models[6].meshes[0], "knot.obj"); + //ExportMesh(models[7].meshes[0], "poly.obj"); + //ExportMesh(models[8].meshes[0], "custom.obj"); // Set checked texture as default diffuse component for all models material for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; @@ -157,7 +119,7 @@ int main(void) case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break; case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break; case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break; - case 8: DrawText("Parametric(custom)", 580, 10, 20, DARKBLUE); break; + case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break; default: break; } @@ -176,4 +138,50 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -}
\ No newline at end of file +} + +// Generate a simple triangle mesh from code +static Mesh GenMeshCustom(void) +{ + Mesh mesh = { 0 }; + mesh.triangleCount = 1; + mesh.vertexCount = mesh.triangleCount*3; + mesh.vertices = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z) + mesh.texcoords = (float *)MemAlloc(mesh.vertexCount*2*sizeof(float)); // 3 vertices, 2 coordinates each (x, y) + mesh.normals = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z) + + // Vertex at (0, 0, 0) + mesh.vertices[0] = 0; + mesh.vertices[1] = 0; + mesh.vertices[2] = 0; + mesh.normals[0] = 0; + mesh.normals[1] = 1; + mesh.normals[2] = 0; + mesh.texcoords[0] = 0; + mesh.texcoords[1] = 0; + + // Vertex at (1, 0, 2) + mesh.vertices[3] = 1; + mesh.vertices[4] = 0; + mesh.vertices[5] = 2; + mesh.normals[3] = 0; + mesh.normals[4] = 1; + mesh.normals[5] = 0; + mesh.texcoords[2] = 0.5f; + mesh.texcoords[3] = 1.0f; + + // Vertex at (2, 0, 0) + mesh.vertices[6] = 2; + mesh.vertices[7] = 0; + mesh.vertices[8] = 0; + mesh.normals[6] = 0; + mesh.normals[7] = 1; + mesh.normals[8] = 0; + mesh.texcoords[4] = 1; + mesh.texcoords[5] =0; + + // Upload mesh data from CPU (RAM) to GPU (VRAM) memory + UploadMesh(&mesh, false); + + return mesh; +} |
