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-rw-r--r--src/lua_core.c1
-rw-r--r--src/models.c435
2 files changed, 301 insertions, 135 deletions
diff --git a/src/lua_core.c b/src/lua_core.c
index da385da..21788ba 100644
--- a/src/lua_core.c
+++ b/src/lua_core.c
@@ -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 );
diff --git a/src/models.c b/src/models.c
index 3fe2e45..fab32ab 100644
--- a/src/models.c
+++ b/src/models.c
@@ -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;
-
- for ( i = 0; i < state->meshCount; i++ ) {
- if ( state->meshes[i] == NULL ) {
- break;
- }
- }
- state->meshes[i] = malloc( sizeof( Mesh ) );
+ int i = newMesh();
+
*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;
-
- for ( i = 0; i < state->meshCount; i++ ) {
- if ( state->meshes[i] == NULL ) {
- break;
- }
- }
- state->meshes[i] = malloc( sizeof( Mesh ) );
+ int i = newMesh();
+
*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;
-
- for ( i = 0; i < state->meshCount; i++ ) {
- if ( state->meshes[i] == NULL ) {
- break;
- }
- }
- state->meshes[i] = malloc( sizeof( Mesh ) );
+ int i = newMesh();
+
*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;
-
- for ( i = 0; i < state->meshCount; i++ ) {
- if ( state->meshes[i] == NULL ) {
- break;
- }
- }
- state->meshes[i] = malloc( sizeof( Mesh ) );
+ int i = newMesh();
+
*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 };
- size_t len = uluaGetTableLen( L );
- mesh.vertexCount = len * 3;
- mesh.triangleCount = len;
+ bool dynamic = lua_toboolean( L, -1 );
+ lua_pop( L, 1 );
- 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) );
+ int t = lua_gettop( L );
+ lua_pushnil( L );
- /* Normals. */
+ while ( lua_next( L, t ) != 0 ) {
+ if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
+ size_t len = uluaGetTableLen( L );
- int t = lua_gettop( L ), i = 0;
- lua_pushnil( L );
+ mesh.vertexCount = len;
+ mesh.triangleCount = len / 3;
+ mesh.vertices = (float*)MemAlloc( len * 3 * sizeof(float) );
- while ( lua_next( L, t ) != 0 ) {
- if ( lua_istable( L, -1 ) ) {
- 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 );
+ int t2 = lua_gettop( L );
+ int i = 0;
+ lua_pushnil( L );
- /* TexCoords. */
+ while ( lua_next( L, t2 ) != 0 ) {
+ Vector3 vec = uluaGetVector3( L );
- t = lua_gettop( L );
- i = 0;
- lua_pushnil( L );
+ mesh.vertices[(i*3)+0] = vec.x;
+ mesh.vertices[(i*3)+1] = vec.y;
+ mesh.vertices[(i*3)+2] = vec.z;
+ i++;
+ lua_pop( L, 1 );
+ }
+ }
+ else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
+ size_t len = uluaGetTableLen( 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 );
+ mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) );
- /* Vertices. */
+ int t2 = lua_gettop( L );
+ int i = 0;
+ lua_pushnil( L );
- t = lua_gettop( L );
- 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 );
+ }
+ }
+ 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 ( 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 );
- }
- lua_pop( L, 1 );
+ if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
+ size_t len = uluaGetTableLen( L );
+ Vector3 data[ len ];
- UploadMesh( &mesh, false );
+ int t2 = lua_gettop( L );
+ int i = 0;
+ lua_pushnil( L );
- int j = 0;
+ 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 ];
- for ( j = 0; j < state->meshCount; j++ ) {
- if ( state->meshes[j] == NULL ) {
- break;
+ 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 );
}
- state->meshes[j] = malloc( sizeof( Mesh ) );
- *state->meshes[j] = mesh;
- lua_pushinteger( L, j );
- checkMeshRealloc( j );
+ lua_pushboolean( L, true );
return 1;
}