Update to version 1.1.1

Check CHANGELOG for a detailed list of changes
This commit is contained in:
raysan5 2014-07-23 00:06:24 +02:00
parent 5e2e9aa23e
commit 0b03431c95
17 changed files with 851 additions and 331 deletions

View file

@ -681,6 +681,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
@ -765,6 +766,9 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
// Fill color data
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
Model model;
model.mesh = vData; // Model mesh is vertex data
@ -783,6 +787,329 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
return model;
}
// Load a map image as a 3d model (cubes based)
Model LoadCubesmap(Image cubesmap)
{
VertexData vData;
// Map cube size will be 1.0
float mapCubeSide = 1.0f;
int mapWidth = cubesmap.width * (int)mapCubeSide;
int mapHeight = cubesmap.height * (int)mapCubeSide;
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
int maxTriangles = cubesmap.width*cubesmap.height*12;
int vCounter = 0; // Used to count vertices
int tcCounter = 0; // Used to count texcoords
int nCounter = 0; // Used to count normals
float w = mapCubeSide;
float h = mapCubeSide;
float h2 = mapCubeSide;
Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles * 3 * sizeof(Vector2));
Vector3 *mapNormals = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
for (int z = 0; z < mapHeight; z += mapCubeSide)
{
for (int x = 0; x < mapWidth; x += mapCubeSide)
{
// Define the 8 vertex of the cube, we will combine them accordingly later...
Vector3 v1 = { x - w/2, h2, z - h/2 };
Vector3 v2 = { x - w/2, h2, z + h/2 };
Vector3 v3 = { x + w/2, h2, z + h/2 };
Vector3 v4 = { x + w/2, h2, z - h/2 };
Vector3 v5 = { x + w/2, 0, z - h/2 };
Vector3 v6 = { x - w/2, 0, z - h/2 };
Vector3 v7 = { x - w/2, 0, z + h/2 };
Vector3 v8 = { x + w/2, 0, z + h/2 };
// Define the 6 normals of the cube, we will combine them accordingly later...
Vector3 n1 = { 1.0f, 0.0f, 0.0f };
Vector3 n2 = { -1.0f, 0.0f, 0.0f };
Vector3 n3 = { 0.0f, 1.0f, 0.0f };
Vector3 n4 = { 0.0f, -1.0f, 0.0f };
Vector3 n5 = { 0.0f, 0.0f, 1.0f };
Vector3 n6 = { 0.0f, 0.0f, -1.0f };
// Define the 4 texture coordinates of the cube, we will combine them accordingly later...
// TODO: Use texture rectangles to define different textures for top-bottom-front-back-right-left (6)
Vector2 vt2 = { 0.0f, 0.0f };
Vector2 vt1 = { 0.0f, 1.0f };
Vector2 vt4 = { 1.0f, 0.0f };
Vector2 vt3 = { 1.0f, 1.0f };
// We check pixel color to be WHITE, we will full cubes
if ((cubesmap.pixels[z*cubesmap.width + x].r == 255) &&
(cubesmap.pixels[z*cubesmap.width + x].g == 255) &&
(cubesmap.pixels[z*cubesmap.width + x].b == 255))
{
// Define triangles (Checking Collateral Cubes!)
//----------------------------------------------
// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
mapVertices[vCounter] = v1;
mapVertices[vCounter + 1] = v2;
mapVertices[vCounter + 2] = v3;
mapVertices[vCounter + 3] = v1;
mapVertices[vCounter + 4] = v3;
mapVertices[vCounter + 5] = v4;
vCounter += 6;
mapNormals[nCounter] = n3;
mapNormals[nCounter + 1] = n3;
mapNormals[nCounter + 2] = n3;
mapNormals[nCounter + 3] = n3;
mapNormals[nCounter + 4] = n3;
mapNormals[nCounter + 5] = n3;
nCounter += 6;
mapTexcoords[tcCounter] = vt2;
mapTexcoords[tcCounter + 1] = vt1;
mapTexcoords[tcCounter + 2] = vt3;
mapTexcoords[tcCounter + 3] = vt2;
mapTexcoords[tcCounter + 4] = vt3;
mapTexcoords[tcCounter + 5] = vt4;
tcCounter += 6;
// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
mapVertices[vCounter] = v6;
mapVertices[vCounter + 1] = v8;
mapVertices[vCounter + 2] = v7;
mapVertices[vCounter + 3] = v6;
mapVertices[vCounter + 4] = v5;
mapVertices[vCounter + 5] = v8;
vCounter += 6;
mapNormals[nCounter] = n4;
mapNormals[nCounter + 1] = n4;
mapNormals[nCounter + 2] = n4;
mapNormals[nCounter + 3] = n4;
mapNormals[nCounter + 4] = n4;
mapNormals[nCounter + 5] = n4;
nCounter += 6;
mapTexcoords[tcCounter] = vt4;
mapTexcoords[tcCounter + 1] = vt1;
mapTexcoords[tcCounter + 2] = vt3;
mapTexcoords[tcCounter + 3] = vt4;
mapTexcoords[tcCounter + 4] = vt2;
mapTexcoords[tcCounter + 5] = vt1;
tcCounter += 6;
if (((z < cubesmap.height - 1) &&
(cubesmap.pixels[(z + 1)*cubesmap.width + x].r == 0) &&
(cubesmap.pixels[(z + 1)*cubesmap.width + x].g == 0) &&
(cubesmap.pixels[(z + 1)*cubesmap.width + x].b == 0)) || (z == cubesmap.height - 1))
{
// Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8
// NOTE: Collateral occluded faces are not generated
mapVertices[vCounter] = v2;
mapVertices[vCounter + 1] = v7;
mapVertices[vCounter + 2] = v3;
mapVertices[vCounter + 3] = v3;
mapVertices[vCounter + 4] = v7;
mapVertices[vCounter + 5] = v8;
vCounter += 6;
mapNormals[nCounter] = n6;
mapNormals[nCounter + 1] = n6;
mapNormals[nCounter + 2] = n6;
mapNormals[nCounter + 3] = n6;
mapNormals[nCounter + 4] = n6;
mapNormals[nCounter + 5] = n6;
nCounter += 6;
mapTexcoords[tcCounter] = vt2;
mapTexcoords[tcCounter + 1] = vt1;
mapTexcoords[tcCounter + 2] = vt4;
mapTexcoords[tcCounter + 3] = vt4;
mapTexcoords[tcCounter + 4] = vt1;
mapTexcoords[tcCounter + 5] = vt3;
tcCounter += 6;
}
if (((z > 0) &&
(cubesmap.pixels[(z - 1)*cubesmap.width + x].r == 0) &&
(cubesmap.pixels[(z - 1)*cubesmap.width + x].g == 0) &&
(cubesmap.pixels[(z - 1)*cubesmap.width + x].b == 0)) || (z == 0))
{
// Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5
// NOTE: Collateral occluded faces are not generated
mapVertices[vCounter] = v1;
mapVertices[vCounter + 1] = v5;
mapVertices[vCounter + 2] = v6;
mapVertices[vCounter + 3] = v1;
mapVertices[vCounter + 4] = v4;
mapVertices[vCounter + 5] = v5;
vCounter += 6;
mapNormals[nCounter] = n5;
mapNormals[nCounter + 1] = n5;
mapNormals[nCounter + 2] = n5;
mapNormals[nCounter + 3] = n5;
mapNormals[nCounter + 4] = n5;
mapNormals[nCounter + 5] = n5;
nCounter += 6;
mapTexcoords[tcCounter] = vt4;
mapTexcoords[tcCounter + 1] = vt1;
mapTexcoords[tcCounter + 2] = vt3;
mapTexcoords[tcCounter + 3] = vt4;
mapTexcoords[tcCounter + 4] = vt2;
mapTexcoords[tcCounter + 5] = vt1;
tcCounter += 6;
}
if (((x < cubesmap.width - 1) &&
(cubesmap.pixels[z*cubesmap.width + (x + 1)].r == 0) &&
(cubesmap.pixels[z*cubesmap.width + (x + 1)].g == 0) &&
(cubesmap.pixels[z*cubesmap.width + (x + 1)].b == 0)) || (x == cubesmap.width - 1))
{
// Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5
// NOTE: Collateral occluded faces are not generated
mapVertices[vCounter] = v3;
mapVertices[vCounter + 1] = v8;
mapVertices[vCounter + 2] = v4;
mapVertices[vCounter + 3] = v4;
mapVertices[vCounter + 4] = v8;
mapVertices[vCounter + 5] = v5;
vCounter += 6;
mapNormals[nCounter] = n1;
mapNormals[nCounter + 1] = n1;
mapNormals[nCounter + 2] = n1;
mapNormals[nCounter + 3] = n1;
mapNormals[nCounter + 4] = n1;
mapNormals[nCounter + 5] = n1;
nCounter += 6;
mapTexcoords[tcCounter] = vt2;
mapTexcoords[tcCounter + 1] = vt1;
mapTexcoords[tcCounter + 2] = vt4;
mapTexcoords[tcCounter + 3] = vt4;
mapTexcoords[tcCounter + 4] = vt1;
mapTexcoords[tcCounter + 5] = vt3;
tcCounter += 6;
}
if (((x > 0) &&
(cubesmap.pixels[z*cubesmap.width + (x - 1)].r == 0) &&
(cubesmap.pixels[z*cubesmap.width + (x - 1)].g == 0) &&
(cubesmap.pixels[z*cubesmap.width + (x - 1)].b == 0)) || (x == 0))
{
// Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7
// NOTE: Collateral occluded faces are not generated
mapVertices[vCounter] = v1;
mapVertices[vCounter + 1] = v7;
mapVertices[vCounter + 2] = v2;
mapVertices[vCounter + 3] = v1;
mapVertices[vCounter + 4] = v6;
mapVertices[vCounter + 5] = v7;
vCounter += 6;
mapNormals[nCounter] = n2;
mapNormals[nCounter + 1] = n2;
mapNormals[nCounter + 2] = n2;
mapNormals[nCounter + 3] = n2;
mapNormals[nCounter + 4] = n2;
mapNormals[nCounter + 5] = n2;
nCounter += 6;
mapTexcoords[tcCounter] = vt2;
mapTexcoords[tcCounter + 1] = vt3;
mapTexcoords[tcCounter + 2] = vt4;
mapTexcoords[tcCounter + 3] = vt2;
mapTexcoords[tcCounter + 4] = vt1;
mapTexcoords[tcCounter + 5] = vt3;
tcCounter += 6;
}
}
// We check pixel color to be BLACK, we will only draw floor and roof
else if ((cubesmap.pixels[z*cubesmap.width + x].r == 0) &&
(cubesmap.pixels[z*cubesmap.width + x].g == 0) &&
(cubesmap.pixels[z*cubesmap.width + x].b == 0))
{
// Define top triangles (2 tris, 6 vertex --> v1-v3-v2, v1-v4-v3)
// TODO: ...
// Define bottom triangles (2 tris, 6 vertex --> v6-v7-v8, v6-v8-v5)
// TODO: ...
}
}
}
// Move data from mapVertices temp arays to vertices float array
vData.vertexCount = vCounter;
printf("Vertex count: %i\n", vCounter);
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
// Fill color data
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
int fCounter = 0;
// Move vertices data
for (int i = 0; i < vCounter; i++)
{
vData.vertices[fCounter] = mapVertices[i].x;
vData.vertices[fCounter + 1] = mapVertices[i].y;
vData.vertices[fCounter + 2] = mapVertices[i].z;
fCounter += 3;
}
fCounter = 0;
// Move normals data
for (int i = 0; i < nCounter; i++)
{
vData.normals[fCounter] = mapNormals[i].x;
vData.normals[fCounter + 1] = mapNormals[i].y;
vData.normals[fCounter + 2] = mapNormals[i].z;
fCounter += 3;
}
fCounter = 0;
// Move texcoords data
for (int i = 0; i < tcCounter; i++)
{
vData.texcoords[fCounter] = mapTexcoords[i].x;
vData.texcoords[fCounter + 1] = mapTexcoords[i].y;
fCounter += 2;
}
free(mapVertices);
free(mapNormals);
free(mapTexcoords);
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
Model model;
model.mesh = vData; // Model mesh is vertex data
model.textureId = 0;
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO
model.textureId = 1; // Default whiteTexture
// Now that vertex data is uploaded to GPU, we can free arrays
//free(vData.vertices);
//free(vData.texcoords);
//free(vData.normals);
#endif
return model;
}
// Unload 3d model from memory
void UnloadModel(Model model)
{
@ -945,141 +1272,81 @@ static VertexData LoadOBJ(const char *fileName)
objFile = fopen(fileName, "rt");
// First pass over all file to get numVertex, numNormals, numTexCoords, numTriangles
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
// NOTE: faces MUST be defined as TRIANGLES, not QUADS
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
switch(dataType)
{
case '#': // It's a comment
case '#': // Comments
case 'o': // Object name (One OBJ file can contain multible named meshes)
case 'g': // Group name
case 's': // Smoothing level
case 'm': // mtllib [external .mtl file name]
case 'u': // usemtl [material name]
{
fgets(comments, 200, objFile);
} break;
case 'o': // New object
{
// TODO: Read multiple objects, we need to know numMeshes + verticesPerMesh
// NOTE: One OBJ file can contain multible meshes defined, one after every 'o'
} break;
fgets(comments, 200, objFile);
} break;
case 'v':
{
fscanf(objFile, "%c", &dataType);
if (dataType == 't') // Read texCoord
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'v')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numTexCoords);
}
numTexCoords++;
fgets(comments, 200, objFile);
}
else if (dataType == 'n') // Read normals
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'v')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numNormals);
}
numNormals++;
fgets(comments, 200, objFile);
}
else // Read vertex
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'v')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numVertex);
}
numVertex++;
fgets(comments, 200, objFile);
}
} break;
case 'f':
{
numTriangles++;
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'f')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numTriangles);
}
fgets(comments, 200, objFile);
} break;
default: break;
}
}
TraceLog(DEBUG, "[%s] Model num vertices: %i", fileName, numVertex);
TraceLog(DEBUG, "[%s] Model num texcoords: %i", fileName, numTexCoords);
TraceLog(DEBUG, "[%s] Model num normals: %i", fileName, numNormals);
TraceLog(DEBUG, "[%s] Model num triangles: %i", fileName, numTriangles);
// Once we know the number of vertices to store, we create required arrays
Vector3 *midVertices = (Vector3 *)malloc(numVertex*sizeof(Vector3));
Vector3 *midNormals = (Vector3 *)malloc(numNormals*sizeof(Vector3));
Vector2 *midTexCoords = (Vector2 *)malloc(numTexCoords*sizeof(Vector2));
vData.vertexCount = numTriangles*3;
// Additional arrays to store vertex data as floats
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.colors = (float *)malloc(vData.vertexCount * 4 * sizeof(float));
Vector3 *midNormals;
if (numNormals > 0) midNormals = (Vector3 *)malloc(numNormals*sizeof(Vector3));
Vector2 *midTexCoords;
if (numTexCoords > 0) midTexCoords = (Vector2 *)malloc(numTexCoords*sizeof(Vector2));
int countVertex = 0;
int countNormals = 0;
int countTexCoords = 0;
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
int nCounter = 0; // Used to count normals float by float
rewind(objFile); // Return to the beginning of the file, to read again
// Reading again file to get vertex data
// Second reading pass: Get vertex data to fill intermediate arrays
// NOTE: This second pass is required in case of multiple meshes defined in same OBJ
// TODO: Consider that diferent meshes can have different vertex data available (position, texcoords, normals)
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
switch(dataType)
{
case '#':
{
fgets(comments, 200, objFile);
} break;
case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': fgets(comments, 200, objFile); break;
case 'v':
{
fscanf(objFile, "%c", &dataType);
@ -1108,60 +1375,107 @@ static VertexData LoadOBJ(const char *fileName)
fscanf(objFile, "%c", &dataType);
}
} break;
default: break;
}
}
// At this point all vertex data (v, vt, vn) has been gathered on midVertices, midTexCoords, midNormals
// Now we can organize that data into our VertexData struct
vData.vertexCount = numTriangles*3;
// Additional arrays to store vertex data as floats
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
int nCounter = 0; // Used to count normals float by float
int vNum[3], vtNum[3], vnNum[3];
rewind(objFile); // Return to the beginning of the file, to read again
if (numNormals == 0) TraceLog(INFO, "[%s] No normals data on OBJ, normals will be generated from faces data", fileName);
// Third reading pass: Get faces (triangles) data and fill VertexArray
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
switch(dataType)
{
case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break;
case 'f':
{
// At this point all vertex data (v, vt, vn) have been gathered on midVertices, midTexCoords, midNormals
// Now we can organize that data into our VertexData struct
int vNum, vtNum, vnNum;
fscanf(objFile, "%c", &dataType);
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
// NOTE: It could be that OBJ does not have normals or texcoords defined!
vData.vertices[vCounter] = midVertices[vNum-1].x;
vData.vertices[vCounter + 1] = midVertices[vNum-1].y;
vData.vertices[vCounter + 2] = midVertices[vNum-1].z;
if ((numNormals == 0) && (numTexCoords == 0)) fscanf(objFile, "%i %i %i", &vNum[0], &vNum[1], &vNum[2]);
else if (numNormals == 0) fscanf(objFile, "%i/%i %i/%i %i/%i", &vNum[0], &vtNum[0], &vNum[1], &vtNum[1], &vNum[2], &vtNum[2]);
else fscanf(objFile, "%i/%i/%i %i/%i/%i %i/%i/%i", &vNum[0], &vtNum[0], &vnNum[0], &vNum[1], &vtNum[1], &vnNum[1], &vNum[2], &vtNum[2], &vnNum[2]);
vData.vertices[vCounter] = midVertices[vNum[0]-1].x;
vData.vertices[vCounter + 1] = midVertices[vNum[0]-1].y;
vData.vertices[vCounter + 2] = midVertices[vNum[0]-1].z;
vCounter += 3;
vData.vertices[vCounter] = midVertices[vNum[1]-1].x;
vData.vertices[vCounter + 1] = midVertices[vNum[1]-1].y;
vData.vertices[vCounter + 2] = midVertices[vNum[1]-1].z;
vCounter += 3;
vData.vertices[vCounter] = midVertices[vNum[2]-1].x;
vData.vertices[vCounter + 1] = midVertices[vNum[2]-1].y;
vData.vertices[vCounter + 2] = midVertices[vNum[2]-1].z;
vCounter += 3;
vData.normals[nCounter] = midNormals[vnNum-1].x;
vData.normals[nCounter + 1] = midNormals[vnNum-1].y;
vData.normals[nCounter + 2] = midNormals[vnNum-1].z;
nCounter += 3;
if (numNormals > 0)
{
vData.normals[nCounter] = midNormals[vnNum[0]-1].x;
vData.normals[nCounter + 1] = midNormals[vnNum[0]-1].y;
vData.normals[nCounter + 2] = midNormals[vnNum[0]-1].z;
nCounter += 3;
vData.normals[nCounter] = midNormals[vnNum[1]-1].x;
vData.normals[nCounter + 1] = midNormals[vnNum[1]-1].y;
vData.normals[nCounter + 2] = midNormals[vnNum[1]-1].z;
nCounter += 3;
vData.normals[nCounter] = midNormals[vnNum[2]-1].x;
vData.normals[nCounter + 1] = midNormals[vnNum[2]-1].y;
vData.normals[nCounter + 2] = midNormals[vnNum[2]-1].z;
nCounter += 3;
}
else
{
// If normals not defined, they are calculated from the 3 vertices [N = (V2 - V1) x (V3 - V1)]
Vector3 norm = VectorCrossProduct(VectorSubtract(midVertices[vNum[1]-1], midVertices[vNum[0]-1]), VectorSubtract(midVertices[vNum[2]-1], midVertices[vNum[0]-1]));
VectorNormalize(&norm);
vData.normals[nCounter] = norm.x;
vData.normals[nCounter + 1] = norm.y;
vData.normals[nCounter + 2] = norm.z;
nCounter += 3;
vData.normals[nCounter] = norm.x;
vData.normals[nCounter + 1] = norm.y;
vData.normals[nCounter + 2] = norm.z;
nCounter += 3;
vData.normals[nCounter] = norm.x;
vData.normals[nCounter + 1] = norm.y;
vData.normals[nCounter + 2] = norm.z;
nCounter += 3;
}
vData.texcoords[tcCounter] = midTexCoords[vtNum-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum-1].y;
tcCounter += 2;
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
vData.vertices[vCounter] = midVertices[vNum-1].x;
vData.vertices[vCounter + 1] = midVertices[vNum-1].y;
vData.vertices[vCounter + 2] = midVertices[vNum-1].z;
vCounter += 3;
vData.normals[nCounter] = midNormals[vnNum-1].x;
vData.normals[nCounter + 1] = midNormals[vnNum-1].y;
vData.normals[nCounter + 2] = midNormals[vnNum-1].z;
nCounter += 3;
vData.texcoords[tcCounter] = midTexCoords[vtNum-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum-1].y;
tcCounter += 2;
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
vData.vertices[vCounter] = midVertices[vNum-1].x;
vData.vertices[vCounter + 1] = midVertices[vNum-1].y;
vData.vertices[vCounter + 2] = midVertices[vNum-1].z;
vCounter += 3;
vData.normals[nCounter] = midNormals[vnNum-1].x;
vData.normals[nCounter + 1] = midNormals[vnNum-1].y;
vData.normals[nCounter + 2] = midNormals[vnNum-1].z;
nCounter += 3;
vData.texcoords[tcCounter] = midTexCoords[vtNum-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum-1].y;
tcCounter += 2;
if (numTexCoords > 0)
{
vData.texcoords[tcCounter] = midTexCoords[vtNum[0]-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[0]-1].y;
tcCounter += 2;
vData.texcoords[tcCounter] = midTexCoords[vtNum[1]-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[1]-1].y;
tcCounter += 2;
vData.texcoords[tcCounter] = midTexCoords[vtNum[2]-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[2]-1].y;
tcCounter += 2;
}
} break;
default: break;
}
@ -1169,8 +1483,11 @@ static VertexData LoadOBJ(const char *fileName)
fclose(objFile);
// Security check, just in case no normals or no texcoords defined in OBJ
if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f;
// NOTE: We set all vertex colors to white
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 1.0f;
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
// Now we can free temp mid* arrays
free(midVertices);