New GenMeshCustom, UpdateMesh and lightmap example.
This commit is contained in:
27
API.md
27
API.md
@@ -635,6 +635,18 @@ int id. Defines 3d camera position/orientation
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int id. Vertex data defining a mesh
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```
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mesh{} = {
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vertices = { Vector3, ... },
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texcoords = { Vector2, ... },
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texcoords2 = { Vector2, ... },
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normals = { Vector3, ... },
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tangents = { Vector4, ... },
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colors = { Color, ... },
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indices = { int, ... },
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}
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```
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---
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> Material = MaterialId
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@@ -642,7 +654,7 @@ int id. Vertex data defining a mesh
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int id. Material type
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```
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table = {
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material{} = {
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shader = Shader,
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maps = {
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{
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@@ -3200,15 +3212,24 @@ Generate heightmap mesh from image data
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---
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> mesh = RL_GenMeshCustom( Vector3{} vertices, Vector2{} texCoords, Vector3{} normals )
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> mesh = RL_GenMeshCustom( Mesh{}, bool dynamic )
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Generate custom mesh
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Generate custom mesh from vertex attribute data and uploads it into a VAO ( if supported ) and VBO
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- Failure return -1
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- Success return int
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---
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> success = RL_UpdateMesh( Mesh{} )
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Update mesh vertex data in GPU. ( Mainly intented to be used with custom meshes )
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- Failure return false
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- Success return true
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---
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> success = RL_UnloadMesh( Mesh mesh )
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Unload mesh data from CPU and GPU
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@@ -95,11 +95,22 @@ int id. Font type, includes texture and chars data\n\n---\n" )
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apiFile:write( "\n> Camera = CameraId\n\
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int id. Defines 3d camera position/orientation\n\n---\n" )
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apiFile:write( "\n> Mesh = MeshId\n\
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int id. Vertex data defining a mesh\n\n---\n" )
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int id. Vertex data defining a mesh\n\
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```\
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mesh{} = {\
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vertices = { Vector3, ... },\
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texcoords = { Vector2, ... },\
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texcoords2 = { Vector2, ... },\
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normals = { Vector3, ... },\
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tangents = { Vector4, ... },\
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colors = { Color, ... },\
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indices = { int, ... },\
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}\
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```\n\n---\n" )
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apiFile:write( "\n> Material = MaterialId\n\
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int id. Material type\n\
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```\
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table = {\
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material{} = {\
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shader = Shader,\
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maps = {\
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{\
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@@ -7,6 +7,7 @@ local tilesetTex = -1
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local heigthImage = -1
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local mesh = -1
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local material = -1
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local lightmap = -1
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local grassRec = { 6 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
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local dirtRec = { 4 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
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@@ -64,6 +65,8 @@ function init()
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material = RL_LoadMaterialDefault()
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RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
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-- RL_GenTextureMipmaps( groundTexture )
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-- RL_SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
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RL_SetMaterialTexture( material, MATERIAL_MAP_ALBEDO, groundTexture )
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RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
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92
examples/lightmap/main.lua
Normal file
92
examples/lightmap/main.lua
Normal file
@@ -0,0 +1,92 @@
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local PLANE_SIZE = 8
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local monitor = 0
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local camera = -1
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local tileTexture = -1
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local mesh = -1
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local material = -1
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local lightmap = -1
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local shader = -1
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local matrix = {}
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function init()
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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local winSize = RL_GetWindowSize()
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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camera = RL_CreateCamera3D()
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RL_SetCamera3DPosition( camera, { 0, 8, 16 } )
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RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL_SetCamera3DUp( camera, { 0, 2, 0 } )
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RL_SetCamera3DMode( camera, CAMERA_FREE )
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local ts = PLANE_SIZE
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local meshData = {
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vertices = { { 0, 0, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
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{ 0, 0, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
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texcoords = { { 0, 0 }, { 0, ts }, { ts, ts },
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{ 0, 0 }, { ts, ts }, { ts, 0 } },
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texcoords2 = { { 0, 0 }, { 0, 1 }, { 1, 1 },
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{ 0, 0 }, { 1, 1 }, { 1, 0 } },
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colors = { WHITE, WHITE, WHITE,
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WHITE, WHITE, WHITE },
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normals = { { 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 },
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{ 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 } },
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}
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mesh = RL_GenMeshCustom( meshData, true )
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-- local meshEdit = {
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-- vertices = { { 0, 1, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
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-- { 0, 1, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
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-- }
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-- RL_UpdateMesh( mesh, meshEdit )
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tileTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tile.png" )
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RL_GenTextureMipmaps( tileTexture )
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RL_SetTextureFilter( tileTexture, TEXTURE_FILTER_TRILINEAR )
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lightmap = RL_LoadTexture( RL_GetBasePath().."../resources/images/lightmap.png" )
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RL_GenTextureMipmaps( lightmap )
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RL_SetTextureFilter( lightmap, TEXTURE_FILTER_TRILINEAR )
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RL_SetTextureWrap( lightmap, TEXTURE_WRAP_CLAMP )
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shader = RL_LoadShader( RL_GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
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RL_GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
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local materialData = {
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shader = shader,
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maps = {
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{
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MATERIAL_MAP_ALBEDO,
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{
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texture = tileTexture,
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color = WHITE,
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value = 1.0,
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},
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},
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{
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MATERIAL_MAP_METALNESS,
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{
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texture = lightmap,
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color = WHITE,
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value = 1.0,
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},
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},
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},
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}
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material = RL_CreateMaterial( materialData )
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matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) )
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end
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function draw()
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RL_ClearBackground( { 25, 50, 50 } )
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RL_UpdateCamera3D( camera )
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RL_BeginMode3D( camera )
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RL_DrawMesh( mesh, material, matrix )
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RL_EndMode3D()
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end
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BIN
examples/resources/images/lightmap.png
Normal file
BIN
examples/resources/images/lightmap.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 717 B |
BIN
examples/resources/images/tile.png
Normal file
BIN
examples/resources/images/tile.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 3.0 KiB |
22
examples/resources/shaders/glsl330/lightmap.fs
Normal file
22
examples/resources/shaders/glsl330/lightmap.fs
Normal file
@@ -0,0 +1,22 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec2 fragTexCoord2;
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in vec3 fragPosition;
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in vec4 fragColor;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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// Output fragment color
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out vec4 finalColor;
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void main() {
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// Texel color fetching from texture sampler
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vec4 texelColor = texture( texture0, fragTexCoord );
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vec4 texelColor2 = texture( texture1, fragTexCoord2 );
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vec3 normal = normalize( fragNormal );
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finalColor = texelColor * texelColor2;
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}
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31
examples/resources/shaders/glsl330/lightmap.vs
Normal file
31
examples/resources/shaders/glsl330/lightmap.vs
Normal file
@@ -0,0 +1,31 @@
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec2 vertexTexCoord2;
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in vec3 vertexNormal;
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// in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec2 fragTexCoord2;
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// out vec4 fragColor;
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out vec3 fragNormal;
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void main() {
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// Send vertex attributes to fragment shader
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fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
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fragTexCoord = vertexTexCoord;
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fragTexCoord2 = vertexTexCoord2;
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// fragColor = vertexColor;
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fragNormal = normalize( vec3( matNormal * vec4( vertexNormal, 1.0 ) ) );
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// Calculate final vertex position
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gl_Position = mvp * vec4( vertexPosition, 1.0 );
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}
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@@ -30,6 +30,7 @@ int lmodelsGenMeshTorus( lua_State *L );
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int lmodelsGenMeshKnot( lua_State *L );
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int lmodelsGenMeshHeightmap( lua_State *L );
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int lmodelsGenMeshCustom( lua_State *L );
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int lmodelsUpdateMesh( lua_State *L );
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int lmodelsUnloadMesh( lua_State *L );
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int lmodelsDrawMesh( lua_State *L );
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int lmodelsDrawMeshInstanced( lua_State *L );
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@@ -771,6 +771,7 @@ void luaRegister() {
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lua_register( L, "RL_GenMeshKnot", lmodelsGenMeshKnot );
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lua_register( L, "RL_GenMeshHeightmap", lmodelsGenMeshHeightmap );
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lua_register( L, "RL_GenMeshCustom", lmodelsGenMeshCustom );
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lua_register( L, "RL_UpdateMesh", lmodelsUpdateMesh );
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lua_register( L, "RL_UnloadMesh", lmodelsUnloadMesh );
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lua_register( L, "RL_DrawMesh", lmodelsDrawMesh );
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lua_register( L, "RL_DrawMeshInstanced", lmodelsDrawMeshInstanced );
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429
src/models.c
429
src/models.c
@@ -106,6 +106,20 @@ static bool validAnimation( size_t id ) {
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}
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}
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static int newMesh() {
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int i = 0;
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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checkMeshRealloc( i );
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return i;
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}
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/*
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## Models - Basic
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*/
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@@ -683,14 +697,8 @@ int lmodelsGenMeshPoly( lua_State *L ) {
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}
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float radius = lua_tonumber( L, -1 );
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int sides = lua_tointeger( L, -2 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshPoly( sides, radius );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -716,14 +724,8 @@ int lmodelsGenMeshPlane( lua_State *L ) {
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int resX = lua_tointeger( L, -2 );
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float length = lua_tonumber( L, -3 );
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float width = lua_tonumber( L, -4 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshPlane( width, length, resX, resZ );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -746,14 +748,8 @@ int lmodelsGenMeshCube( lua_State *L ) {
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return 1;
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}
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Vector3 size = uluaGetVector3( L );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshCube( size.x, size.y, size.z );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -778,14 +774,8 @@ int lmodelsGenMeshSphere( lua_State *L ) {
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int slices = lua_tointeger( L, -1 );
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int rings = lua_tointeger( L, -2 );
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float radius = lua_tonumber( L, -3 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshSphere( radius, rings, slices );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -810,14 +800,8 @@ int lmodelsGenMeshCylinder( lua_State *L ) {
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int slices = lua_tointeger( L, -1 );
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float height = lua_tonumber( L, -2 );
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float radius = lua_tonumber( L, -3 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshCylinder( radius, height, slices);
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -842,14 +826,8 @@ int lmodelsGenMeshCone( lua_State *L ) {
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int slices = lua_tointeger( L, -1 );
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float height = lua_tonumber( L, -2 );
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float radius = lua_tonumber( L, -3 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshCone( radius, height, slices);
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -875,14 +853,8 @@ int lmodelsGenMeshTorus( lua_State *L ) {
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int radSeg = lua_tointeger( L, -2 );
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float size = lua_tonumber( L, -3 );
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float radius = lua_tonumber( L, -4 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshTorus( radius, size, radSeg, sides );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -908,14 +880,8 @@ int lmodelsGenMeshKnot( lua_State *L ) {
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int radSeg = lua_tointeger( L, -2 );
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float size = lua_tonumber( L, -3 );
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float radius = lua_tonumber( L, -4 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshKnot( radius, size, radSeg, sides );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -945,16 +911,9 @@ int lmodelsGenMeshHeightmap( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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Image *heightmap = state->images[ imageId ];
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshHeightmap( *heightmap, size );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -963,100 +922,306 @@ int lmodelsGenMeshHeightmap( lua_State *L ) {
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}
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/*
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> mesh = RL_GenMeshCustom( Vector3{} vertices, Vector2{} texCoords, Vector3{} normals )
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> mesh = RL_GenMeshCustom( Mesh{}, bool dynamic )
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Generate custom mesh
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Generate custom mesh from vertex attribute data and uploads it into a VAO ( if supported ) and VBO
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- Failure return -1
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- Success return int
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*/
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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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user