New GenMeshCustom, UpdateMesh and lightmap example.

This commit is contained in:
jussi
2022-05-16 13:44:10 +03:00
parent b034aa01dc
commit 59ea29d8ff
11 changed files with 493 additions and 146 deletions

27
API.md
View File

@@ -635,6 +635,18 @@ int id. Defines 3d camera position/orientation
int id. Vertex data defining a mesh
```
mesh{} = {
vertices = { Vector3, ... },
texcoords = { Vector2, ... },
texcoords2 = { Vector2, ... },
normals = { Vector3, ... },
tangents = { Vector4, ... },
colors = { Color, ... },
indices = { int, ... },
}
```
---
> Material = MaterialId
@@ -642,7 +654,7 @@ int id. Vertex data defining a mesh
int id. Material type
```
table = {
material{} = {
shader = Shader,
maps = {
{
@@ -3200,15 +3212,24 @@ Generate heightmap mesh from image data
---
> mesh = RL_GenMeshCustom( Vector3{} vertices, Vector2{} texCoords, Vector3{} normals )
> mesh = RL_GenMeshCustom( Mesh{}, bool dynamic )
Generate custom mesh
Generate custom mesh from vertex attribute data and uploads it into a VAO ( if supported ) and VBO
- Failure return -1
- Success return int
---
> success = RL_UpdateMesh( Mesh{} )
Update mesh vertex data in GPU. ( Mainly intented to be used with custom meshes )
- Failure return false
- Success return true
---
> success = RL_UnloadMesh( Mesh mesh )
Unload mesh data from CPU and GPU

View File

@@ -95,11 +95,22 @@ int id. Font type, includes texture and chars data\n\n---\n" )
apiFile:write( "\n> Camera = CameraId\n\
int id. Defines 3d camera position/orientation\n\n---\n" )
apiFile:write( "\n> Mesh = MeshId\n\
int id. Vertex data defining a mesh\n\n---\n" )
int id. Vertex data defining a mesh\n\
```\
mesh{} = {\
vertices = { Vector3, ... },\
texcoords = { Vector2, ... },\
texcoords2 = { Vector2, ... },\
normals = { Vector3, ... },\
tangents = { Vector4, ... },\
colors = { Color, ... },\
indices = { int, ... },\
}\
```\n\n---\n" )
apiFile:write( "\n> Material = MaterialId\n\
int id. Material type\n\
```\
table = {\
material{} = {\
shader = Shader,\
maps = {\
{\

View File

@@ -7,6 +7,7 @@ local tilesetTex = -1
local heigthImage = -1
local mesh = -1
local material = -1
local lightmap = -1
local grassRec = { 6 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
local dirtRec = { 4 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
@@ -64,6 +65,8 @@ function init()
material = RL_LoadMaterialDefault()
RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
-- RL_GenTextureMipmaps( groundTexture )
-- RL_SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
RL_SetMaterialTexture( material, MATERIAL_MAP_ALBEDO, groundTexture )
RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )

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@@ -0,0 +1,92 @@
local PLANE_SIZE = 8
local monitor = 0
local camera = -1
local tileTexture = -1
local mesh = -1
local material = -1
local lightmap = -1
local shader = -1
local matrix = {}
function init()
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetWindowSize()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
camera = RL_CreateCamera3D()
RL_SetCamera3DPosition( camera, { 0, 8, 16 } )
RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
RL_SetCamera3DUp( camera, { 0, 2, 0 } )
RL_SetCamera3DMode( camera, CAMERA_FREE )
local ts = PLANE_SIZE
local meshData = {
vertices = { { 0, 0, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
{ 0, 0, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
texcoords = { { 0, 0 }, { 0, ts }, { ts, ts },
{ 0, 0 }, { ts, ts }, { ts, 0 } },
texcoords2 = { { 0, 0 }, { 0, 1 }, { 1, 1 },
{ 0, 0 }, { 1, 1 }, { 1, 0 } },
colors = { WHITE, WHITE, WHITE,
WHITE, WHITE, WHITE },
normals = { { 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 },
{ 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 } },
}
mesh = RL_GenMeshCustom( meshData, true )
-- local meshEdit = {
-- vertices = { { 0, 1, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
-- { 0, 1, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
-- }
-- RL_UpdateMesh( mesh, meshEdit )
tileTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tile.png" )
RL_GenTextureMipmaps( tileTexture )
RL_SetTextureFilter( tileTexture, TEXTURE_FILTER_TRILINEAR )
lightmap = RL_LoadTexture( RL_GetBasePath().."../resources/images/lightmap.png" )
RL_GenTextureMipmaps( lightmap )
RL_SetTextureFilter( lightmap, TEXTURE_FILTER_TRILINEAR )
RL_SetTextureWrap( lightmap, TEXTURE_WRAP_CLAMP )
shader = RL_LoadShader( RL_GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
RL_GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
local materialData = {
shader = shader,
maps = {
{
MATERIAL_MAP_ALBEDO,
{
texture = tileTexture,
color = WHITE,
value = 1.0,
},
},
{
MATERIAL_MAP_METALNESS,
{
texture = lightmap,
color = WHITE,
value = 1.0,
},
},
},
}
material = RL_CreateMaterial( materialData )
matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) )
end
function draw()
RL_ClearBackground( { 25, 50, 50 } )
RL_UpdateCamera3D( camera )
RL_BeginMode3D( camera )
RL_DrawMesh( mesh, material, matrix )
RL_EndMode3D()
end

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@@ -0,0 +1,22 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec2 fragTexCoord2;
in vec3 fragPosition;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
// Output fragment color
out vec4 finalColor;
void main() {
// Texel color fetching from texture sampler
vec4 texelColor = texture( texture0, fragTexCoord );
vec4 texelColor2 = texture( texture1, fragTexCoord2 );
vec3 normal = normalize( fragNormal );
finalColor = texelColor * texelColor2;
}

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@@ -0,0 +1,31 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec2 vertexTexCoord2;
in vec3 vertexNormal;
// in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec2 fragTexCoord2;
// out vec4 fragColor;
out vec3 fragNormal;
void main() {
// Send vertex attributes to fragment shader
fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
fragTexCoord = vertexTexCoord;
fragTexCoord2 = vertexTexCoord2;
// fragColor = vertexColor;
fragNormal = normalize( vec3( matNormal * vec4( vertexNormal, 1.0 ) ) );
// Calculate final vertex position
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}

View File

@@ -30,6 +30,7 @@ int lmodelsGenMeshTorus( lua_State *L );
int lmodelsGenMeshKnot( lua_State *L );
int lmodelsGenMeshHeightmap( lua_State *L );
int lmodelsGenMeshCustom( lua_State *L );
int lmodelsUpdateMesh( lua_State *L );
int lmodelsUnloadMesh( lua_State *L );
int lmodelsDrawMesh( lua_State *L );
int lmodelsDrawMeshInstanced( lua_State *L );

View File

@@ -771,6 +771,7 @@ void luaRegister() {
lua_register( L, "RL_GenMeshKnot", lmodelsGenMeshKnot );
lua_register( L, "RL_GenMeshHeightmap", lmodelsGenMeshHeightmap );
lua_register( L, "RL_GenMeshCustom", lmodelsGenMeshCustom );
lua_register( L, "RL_UpdateMesh", lmodelsUpdateMesh );
lua_register( L, "RL_UnloadMesh", lmodelsUnloadMesh );
lua_register( L, "RL_DrawMesh", lmodelsDrawMesh );
lua_register( L, "RL_DrawMeshInstanced", lmodelsDrawMeshInstanced );

View File

@@ -106,6 +106,20 @@ static bool validAnimation( size_t id ) {
}
}
static int newMesh() {
int i = 0;
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
checkMeshRealloc( i );
return i;
}
/*
## Models - Basic
*/
@@ -683,14 +697,8 @@ int lmodelsGenMeshPoly( lua_State *L ) {
}
float radius = lua_tonumber( L, -1 );
int sides = lua_tointeger( L, -2 );
int i = 0;
int i = newMesh();
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
*state->meshes[i] = GenMeshPoly( sides, radius );
lua_pushinteger( L, i );
checkMeshRealloc( i );
@@ -716,14 +724,8 @@ int lmodelsGenMeshPlane( lua_State *L ) {
int resX = lua_tointeger( L, -2 );
float length = lua_tonumber( L, -3 );
float width = lua_tonumber( L, -4 );
int i = 0;
int i = newMesh();
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
*state->meshes[i] = GenMeshPlane( width, length, resX, resZ );
lua_pushinteger( L, i );
checkMeshRealloc( i );
@@ -746,14 +748,8 @@ int lmodelsGenMeshCube( lua_State *L ) {
return 1;
}
Vector3 size = uluaGetVector3( L );
int i = 0;
int i = newMesh();
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
*state->meshes[i] = GenMeshCube( size.x, size.y, size.z );
lua_pushinteger( L, i );
checkMeshRealloc( i );
@@ -778,14 +774,8 @@ int lmodelsGenMeshSphere( lua_State *L ) {
int slices = lua_tointeger( L, -1 );
int rings = lua_tointeger( L, -2 );
float radius = lua_tonumber( L, -3 );
int i = 0;
int i = newMesh();
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
*state->meshes[i] = GenMeshSphere( radius, rings, slices );
lua_pushinteger( L, i );
checkMeshRealloc( i );
@@ -810,14 +800,8 @@ int lmodelsGenMeshCylinder( lua_State *L ) {
int slices = lua_tointeger( L, -1 );
float height = lua_tonumber( L, -2 );
float radius = lua_tonumber( L, -3 );
int i = 0;
int i = newMesh();
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
*state->meshes[i] = GenMeshCylinder( radius, height, slices);
lua_pushinteger( L, i );
checkMeshRealloc( i );
@@ -842,14 +826,8 @@ int lmodelsGenMeshCone( lua_State *L ) {
int slices = lua_tointeger( L, -1 );
float height = lua_tonumber( L, -2 );
float radius = lua_tonumber( L, -3 );
int i = 0;
int i = newMesh();
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
*state->meshes[i] = GenMeshCone( radius, height, slices);
lua_pushinteger( L, i );
checkMeshRealloc( i );
@@ -875,14 +853,8 @@ int lmodelsGenMeshTorus( lua_State *L ) {
int radSeg = lua_tointeger( L, -2 );
float size = lua_tonumber( L, -3 );
float radius = lua_tonumber( L, -4 );
int i = 0;
int i = newMesh();
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
*state->meshes[i] = GenMeshTorus( radius, size, radSeg, sides );
lua_pushinteger( L, i );
checkMeshRealloc( i );
@@ -908,14 +880,8 @@ int lmodelsGenMeshKnot( lua_State *L ) {
int radSeg = lua_tointeger( L, -2 );
float size = lua_tonumber( L, -3 );
float radius = lua_tonumber( L, -4 );
int i = 0;
int i = newMesh();
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
*state->meshes[i] = GenMeshKnot( radius, size, radSeg, sides );
lua_pushinteger( L, i );
checkMeshRealloc( i );
@@ -945,16 +911,9 @@ int lmodelsGenMeshHeightmap( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
Image *heightmap = state->images[ imageId ];
int i = 0;
int i = newMesh();
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
*state->meshes[i] = GenMeshHeightmap( *heightmap, size );
lua_pushinteger( L, i );
checkMeshRealloc( i );
@@ -963,100 +922,306 @@ int lmodelsGenMeshHeightmap( lua_State *L ) {
}
/*
> mesh = RL_GenMeshCustom( Vector3{} vertices, Vector2{} texCoords, Vector3{} normals )
> mesh = RL_GenMeshCustom( Mesh{}, bool dynamic )
Generate custom mesh
Generate custom mesh from vertex attribute data and uploads it into a VAO ( if supported ) and VBO
- Failure return -1
- Success return int
*/
int lmodelsGenMeshCustom( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshCustom( Vector3{} vertices, Vector2{} texCoords, Vector3{} normals )" );
if ( !lua_istable( L, -2 ) || !lua_isboolean( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshCustom( Mesh{}, bool dynamic )" );
lua_pushinteger( L, -1 );
return 1;
}
Mesh mesh = { 0 };
bool dynamic = lua_toboolean( L, -1 );
lua_pop( L, 1 );
int t = lua_gettop( L );
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
mesh.vertexCount = len * 3;
mesh.triangleCount = len;
mesh.vertexCount = len;
mesh.triangleCount = len / 3;
mesh.vertices = (float*)MemAlloc( len * 3 * sizeof(float) );
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) );
mesh.colors = (unsigned char*)MemAlloc( mesh.vertexCount * 4 * sizeof(unsigned char) );
/* Normals. */
int t = lua_gettop( L ), i = 0;
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) ) {
while ( lua_next( L, t2 ) != 0 ) {
Vector3 vec = uluaGetVector3( L );
mesh.normals[(i*3)+0] = vec.x;
mesh.normals[(i*3)+1] = vec.y;
mesh.normals[(i*3)+2] = vec.z;
}
i++;
lua_pop( L, 1 );
}
lua_pop( L, 1 );
/* TexCoords. */
t = lua_gettop( L );
i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) ) {
Vector2 vec = uluaGetVector2( L );
mesh.texcoords[(i*2)+0] = vec.x;
mesh.texcoords[(i*2)+1] = vec.y;
}
i++;
lua_pop( L, 1 );
}
lua_pop( L, 1 );
/* Vertices. */
t = lua_gettop( L );
i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) ) {
Vector3 vec = uluaGetVector3( L );
mesh.vertices[(i*3)+0] = vec.x;
mesh.vertices[(i*3)+1] = vec.y;
mesh.vertices[(i*3)+2] = vec.z;
mesh.colors[(i*4)+0] = (unsigned char)255;
mesh.colors[(i*4)+1] = (unsigned char)255;
mesh.colors[(i*4)+2] = (unsigned char)255;
mesh.colors[(i*4)+3] = (unsigned char)255;
}
i++;
lua_pop( L, 1 );
}
}
else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) );
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
Vector2 vec = uluaGetVector2( L );
mesh.texcoords[(i*2)+0] = vec.x;
mesh.texcoords[(i*2)+1] = vec.y;
i++;
lua_pop( L, 1 );
UploadMesh( &mesh, false );
int j = 0;
for ( j = 0; j < state->meshCount; j++ ) {
if ( state->meshes[j] == NULL ) {
break;
}
}
state->meshes[j] = malloc( sizeof( Mesh ) );
*state->meshes[j] = mesh;
lua_pushinteger( L, j );
checkMeshRealloc( j );
else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
mesh.texcoords2 = (float*)MemAlloc( len * 2 * sizeof(float) );
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
Vector2 vec = uluaGetVector2( L );
mesh.texcoords2[(i*2)+0] = vec.x;
mesh.texcoords2[(i*2)+1] = vec.y;
i++;
lua_pop( L, 1 );
}
}
else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
mesh.normals = (float*)MemAlloc( len * 3 * sizeof(float) );
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
Vector3 vec = uluaGetVector3( L );
mesh.normals[(i*3)+0] = vec.x;
mesh.normals[(i*3)+1] = vec.y;
mesh.normals[(i*3)+2] = vec.z;
i++;
lua_pop( L, 1 );
}
}
else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
mesh.tangents = (float*)MemAlloc( len * 4 * sizeof(float) );
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
Vector4 vec = uluaGetVector4( L );
mesh.tangents[(i*4)+0] = vec.x;
mesh.tangents[(i*4)+1] = vec.y;
mesh.tangents[(i*4)+2] = vec.z;
mesh.tangents[(i*4)+3] = vec.w;
i++;
lua_pop( L, 1 );
}
}
else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
mesh.colors = (unsigned char*)MemAlloc( len * 4 * sizeof(unsigned char) );
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
Color color = uluaGetColor( L );
mesh.colors[(i*4)+0] = color.r;
mesh.colors[(i*4)+1] = color.g;
mesh.colors[(i*4)+2] = color.b;
mesh.colors[(i*4)+3] = color.a;
i++;
lua_pop( L, 1 );
}
}
else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
mesh.indices = (unsigned short*)MemAlloc( len * sizeof(unsigned short) );
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
mesh.indices[i] = (unsigned short)lua_tointeger( L, -1 );
i++;
lua_pop( L, 1 );
}
}
lua_pop( L, 1 );
}
UploadMesh( &mesh, dynamic );
int i = newMesh();
*state->meshes[i] = mesh;
lua_pushinteger( L, i );
checkMeshRealloc( i );
return 1;
}
/*
> success = RL_UpdateMesh( Mesh{} )
Update mesh vertex data in GPU. ( Mainly intented to be used with custom meshes )
- Failure return false
- Success return true
*/
int lmodelsUpdateMesh( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UpdateMesh( Mesh{} )" );
lua_pushboolean( L, false );
return 1;
}
size_t meshId = lua_tointeger( L, -1 );
if ( !validMesh( meshId ) ) {
lua_pushboolean( L, false );
return 1;
}
Mesh *mesh = state->meshes[ meshId ];
int t = lua_gettop( L );
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
Vector3 data[ len ];
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 && i < mesh->vertexCount ) {
data[i] = uluaGetVector3( L );
i++;
lua_pop( L, 1 );
}
UpdateMeshBuffer( *mesh, 0, (void*)data, len * 3 * sizeof( float ), 0 );
}
else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
Vector2 data[ len ];
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetVector2( L );
i++;
lua_pop( L, 1 );
}
UpdateMeshBuffer( *mesh, 1, (void*)data, len * 2 * sizeof( float ), 0 );
}
else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
Vector2 data[ len ];
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetVector2( L );
i++;
lua_pop( L, 1 );
}
UpdateMeshBuffer( *mesh, 5, (void*)data, len * 2 * sizeof( float ), 0 );
}
else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
Vector3 data[ len ];
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetVector3( L );
i++;
lua_pop( L, 1 );
}
UpdateMeshBuffer( *mesh, 2, (void*)data, len * 3 * sizeof( float ), 0 );
}
else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
Vector4 data[ len ];
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetVector4( L );
i++;
lua_pop( L, 1 );
}
UpdateMeshBuffer( *mesh, 4, (void*)data, len * 4 * sizeof( float ), 0 );
}
else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
Color data[ len ];
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetColor( L );
i++;
lua_pop( L, 1 );
}
UpdateMeshBuffer( *mesh, 3, (void*)data, len * 4 * sizeof(unsigned char), 0 );
}
else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L );
unsigned short data[ len ];
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
data[i] = (unsigned short)lua_tointeger( L, -1 );
i++;
lua_pop( L, 1 );
}
UpdateMeshBuffer( *mesh, 6, (void*)data, len * sizeof(unsigned short), 0 );
}
lua_pop( L, 1 );
}
lua_pushboolean( L, true );
return 1;
}