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-rw-r--r--examples/models/models_mesh_generation.c118
-rw-r--r--src/rmodels.c41
2 files changed, 90 insertions, 69 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;
+}
diff --git a/src/rmodels.c b/src/rmodels.c
index 06da9048..212d5a06 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -1649,13 +1649,13 @@ bool ExportMesh(Mesh mesh, const char *fileName)
if (IsFileExtension(fileName, ".obj"))
{
// Estimated data size, it should be enough...
- int dataSize = mesh.vertexCount/3*(int)strlen("v 0000.00f 0000.00f 0000.00f") +
- mesh.vertexCount/2*(int)strlen("vt 0.000f 0.00f") +
- mesh.vertexCount/3*(int)strlen("vn 0.000f 0.00f 0.00f") +
- mesh.triangleCount/3*(int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000");
+ int dataSize = mesh.vertexCount*(int)strlen("v 0000.00f 0000.00f 0000.00f") +
+ mesh.vertexCount*(int)strlen("vt 0.000f 0.00f") +
+ mesh.vertexCount*(int)strlen("vn 0.000f 0.00f 0.00f") +
+ mesh.triangleCount*(int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000");
// NOTE: Text data buffer size is estimated considering mesh data size
- char *txtData = (char *)RL_CALLOC(dataSize + 2000, sizeof(char));
+ char *txtData = (char *)RL_CALLOC(dataSize*2 + 2000, sizeof(char));
int byteCount = 0;
byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n");
@@ -1665,7 +1665,7 @@ bool ExportMesh(Mesh mesh, const char *fileName)
byteCount += sprintf(txtData + byteCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n");
byteCount += sprintf(txtData + byteCount, "# // feedback and support: ray[at]raylib.com //\n");
byteCount += sprintf(txtData + byteCount, "# // //\n");
- byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5) //\n");
+ byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018-2021 Ramon Santamaria (@raysan5) //\n");
byteCount += sprintf(txtData + byteCount, "# // //\n");
byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n");
byteCount += sprintf(txtData + byteCount, "# Vertex Count: %i\n", mesh.vertexCount);
@@ -1688,9 +1688,22 @@ bool ExportMesh(Mesh mesh, const char *fileName)
byteCount += sprintf(txtData + byteCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]);
}
- for (int i = 0; i < mesh.triangleCount; i++)
+ if (mesh.indices != NULL)
{
- byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i, i, i, i + 1, i + 1, i + 1, i + 2, i + 2, i + 2);
+ for (int i = 0, v = 0; i < mesh.triangleCount; i++, v += 3)
+ {
+ byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n",
+ mesh.indices[v] + 1, mesh.indices[v] + 1, mesh.indices[v] + 1,
+ mesh.indices[v + 1] + 1, mesh.indices[v + 1] + 1, mesh.indices[v + 1] + 1,
+ mesh.indices[v + 2] + 1, mesh.indices[v + 2] + 1, mesh.indices[v + 2] + 1);
+ }
+ }
+ else
+ {
+ for (int i = 0, v = 1; i < mesh.triangleCount; i++, v += 3)
+ {
+ byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", v, v, v, v + 1, v + 1, v + 1, v + 2, v + 2, v + 2);
+ }
}
byteCount += sprintf(txtData + byteCount, "\n");
@@ -2252,14 +2265,14 @@ Mesh GenMeshCube(float width, float height, float length)
int k = 0;
// Indices can be initialized right now
- for (int i = 0; i < 36; i+=6)
+ for (int i = 0; i < 36; i += 6)
{
mesh.indices[i] = 4*k;
- mesh.indices[i+1] = 4*k+1;
- mesh.indices[i+2] = 4*k+2;
- mesh.indices[i+3] = 4*k;
- mesh.indices[i+4] = 4*k+2;
- mesh.indices[i+5] = 4*k+3;
+ mesh.indices[i + 1] = 4*k + 1;
+ mesh.indices[i + 2] = 4*k + 2;
+ mesh.indices[i + 3] = 4*k;
+ mesh.indices[i + 4] = 4*k + 2;
+ mesh.indices[i + 5] = 4*k + 3;
k++;
}