Improved LoadHeightmap()
This commit is contained in:
parent
15cd4dce4e
commit
685273675b
4 changed files with 37 additions and 41 deletions
60
src/models.c
60
src/models.c
|
@ -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)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue