Improved LoadHeightmap()

This commit is contained in:
raysan5 2016-02-11 15:51:04 +01:00
parent 15cd4dce4e
commit 685273675b
4 changed files with 37 additions and 41 deletions

View file

@ -55,7 +55,6 @@ extern unsigned int whiteTexture;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float GetHeightValue(Color pixel);
static Mesh LoadOBJ(const char *fileName);
//----------------------------------------------------------------------------------
@ -608,17 +607,19 @@ Model LoadModelEx(Mesh data)
}
// Load a heightmap image as a 3d model
Model LoadHeightmap(Image heightmap, float maxHeight)
// NOTE: model map size is defined in generic units
Model LoadHeightmap(Image heightmap, Vector3 size)
{
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
Mesh mesh;
int mapX = heightmap.width;
int mapZ = heightmap.height;
Color *heightmapPixels = GetImageData(heightmap);
Color *pixels = GetImageData(heightmap);
// NOTE: One vertex per pixel
// TODO: Consider resolution when generating model data?
int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
mesh.vertexCount = numTriangles*3;
@ -634,7 +635,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
int trisCounter = 0;
float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
for(int z = 0; z < mapZ-1; z++)
{
@ -644,17 +645,17 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
//----------------------------------------------------------
// one triangle - 3 vertex
mesh.vertices[vCounter] = x;
mesh.vertices[vCounter + 1] = GetHeightValue(heightmapPixels[x + z*mapX])*scaleFactor;
mesh.vertices[vCounter + 2] = z;
mesh.vertices[vCounter] = (float)x*scaleFactor.x;
mesh.vertices[vCounter + 1] = (float)GRAY_VALUE(pixels[x + z*mapX])*scaleFactor.y;
mesh.vertices[vCounter + 2] = (float)z*scaleFactor.z;
mesh.vertices[vCounter + 3] = x;
mesh.vertices[vCounter + 4] = GetHeightValue(heightmapPixels[x + (z+1)*mapX])*scaleFactor;
mesh.vertices[vCounter + 5] = z+1;
mesh.vertices[vCounter + 3] = (float)x*scaleFactor.x;
mesh.vertices[vCounter + 4] = (float)GRAY_VALUE(pixels[x + (z + 1)*mapX])*scaleFactor.y;
mesh.vertices[vCounter + 5] = (float)(z + 1)*scaleFactor.z;
mesh.vertices[vCounter + 6] = x+1;
mesh.vertices[vCounter + 7] = GetHeightValue(heightmapPixels[(x+1) + z*mapX])*scaleFactor;
mesh.vertices[vCounter + 8] = z;
mesh.vertices[vCounter + 6] = (float)(x + 1)*scaleFactor.x;
mesh.vertices[vCounter + 7] = (float)GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y;
mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z;
// another triangle - 3 vertex
mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6];
@ -665,21 +666,21 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4];
mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5];
mesh.vertices[vCounter + 15] = x+1;
mesh.vertices[vCounter + 16] = GetHeightValue(heightmapPixels[(x+1) + (z+1)*mapX])*scaleFactor;
mesh.vertices[vCounter + 17] = z+1;
mesh.vertices[vCounter + 15] = (float)(x + 1)*scaleFactor.x;
mesh.vertices[vCounter + 16] = (float)GRAY_VALUE(pixels[(x + 1) + (z + 1)*mapX])*scaleFactor.y;
mesh.vertices[vCounter + 17] = (float)(z + 1)*scaleFactor.z;
vCounter += 18; // 6 vertex, 18 floats
// Fill texcoords array with data
//--------------------------------------------------------------
mesh.texcoords[tcCounter] = (float)x / (mapX-1);
mesh.texcoords[tcCounter + 1] = (float)z / (mapZ-1);
mesh.texcoords[tcCounter] = (float)x/(mapX - 1);
mesh.texcoords[tcCounter + 1] = (float)z/(mapZ - 1);
mesh.texcoords[tcCounter + 2] = (float)x / (mapX-1);
mesh.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1);
mesh.texcoords[tcCounter + 2] = (float)x/(mapX - 1);
mesh.texcoords[tcCounter + 3] = (float)(z + 1)/(mapZ - 1);
mesh.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1);
mesh.texcoords[tcCounter + 5] = (float)z / (mapZ-1);
mesh.texcoords[tcCounter + 4] = (float)(x + 1)/(mapX - 1);
mesh.texcoords[tcCounter + 5] = (float)z/(mapZ - 1);
mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4];
mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5];
@ -687,13 +688,12 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2];
mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3];
mesh.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1);
mesh.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1);
mesh.texcoords[tcCounter + 10] = (float)(x + 1)/(mapX - 1);
mesh.texcoords[tcCounter + 11] = (float)(z + 1)/(mapZ - 1);
tcCounter += 12; // 6 texcoords, 12 floats
// Fill normals array with data
//--------------------------------------------------------------
// NOTE: Current Model implementation doe not use normals!
for (int i = 0; i < 18; i += 3)
{
mesh.normals[nCounter + i] = 0.0f;
@ -709,7 +709,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
}
}
free(heightmapPixels);
free(pixels);
// Fill color data
// NOTE: Not used any more... just one plain color defined at DrawModel()
@ -1688,12 +1688,6 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Get current vertex y altitude (proportional to pixel colors in grayscale)
static float GetHeightValue(Color pixel)
{
return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
}
// Load OBJ mesh data
static Mesh LoadOBJ(const char *fileName)
{

View file

@ -759,7 +759,7 @@ void DrawGizmo(Vector3 position);
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model