REVIEWED: ExportMesh()
#2220
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2 changed files with 90 additions and 69 deletions
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@ -5,64 +5,15 @@
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2017 Ramon Santamaria (Ray San)
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* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_MODELS 9 // Parametric 3d shapes to generate
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#define NUM_MODELS 9 // Parametric 3d shapes to generate
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void AllocateMeshData(Mesh* mesh, int triangleCount)
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{
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mesh->vertexCount = triangleCount * 3;
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mesh->triangleCount = triangleCount;
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mesh->vertices = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
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mesh->texcoords = (float*)MemAlloc(mesh->vertexCount * 2 * sizeof(float));
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mesh->normals = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
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}
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// generate a simple triangle mesh from code
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Mesh MakeMesh()
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{
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Mesh mesh = { 0 };
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AllocateMeshData(&mesh, 1);
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// vertex at the origin
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mesh.vertices[0] = 0;
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mesh.vertices[1] = 0;
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mesh.vertices[2] = 0;
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mesh.normals[0] = 0;
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mesh.normals[1] = 1;
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mesh.normals[2] = 0;
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mesh.texcoords[0] = 0;
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mesh.texcoords[1] = 0;
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// vertex at 1,0,2
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mesh.vertices[3] = 1;
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mesh.vertices[4] = 0;
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mesh.vertices[5] = 2;
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mesh.normals[3] = 0;
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mesh.normals[4] = 1;
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mesh.normals[5] = 0;
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mesh.texcoords[2] = 0.5f;
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mesh.texcoords[3] = 1.0f;
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// vertex at 2,0,0
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mesh.vertices[6] = 2;
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mesh.vertices[7] = 0;
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mesh.vertices[8] = 0;
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mesh.normals[6] = 0;
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mesh.normals[7] = 1;
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mesh.normals[8] = 0;
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mesh.texcoords[4] = 1;
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mesh.texcoords[5] =0;
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UploadMesh(&mesh, false);
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return mesh;
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}
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static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code
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int main(void)
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{
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@ -88,7 +39,18 @@ int main(void)
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models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
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models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
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models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
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models[8] = LoadModelFromMesh(MakeMesh());
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models[8] = LoadModelFromMesh(GenMeshCustom());
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// Generated meshes could be exported as .obj files
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//ExportMesh(models[0].meshes[0], "plane.obj");
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//ExportMesh(models[1].meshes[0], "cube.obj");
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//ExportMesh(models[2].meshes[0], "sphere.obj");
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//ExportMesh(models[3].meshes[0], "hemisphere.obj");
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//ExportMesh(models[4].meshes[0], "cylinder.obj");
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//ExportMesh(models[5].meshes[0], "torus.obj");
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//ExportMesh(models[6].meshes[0], "knot.obj");
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//ExportMesh(models[7].meshes[0], "poly.obj");
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//ExportMesh(models[8].meshes[0], "custom.obj");
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// Set checked texture as default diffuse component for all models material
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for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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@ -157,7 +119,7 @@ int main(void)
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case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
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case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
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case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
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case 8: DrawText("Parametric(custom)", 580, 10, 20, DARKBLUE); break;
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case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break;
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default: break;
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}
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@ -176,4 +138,50 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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// Generate a simple triangle mesh from code
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static Mesh GenMeshCustom(void)
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{
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Mesh mesh = { 0 };
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mesh.triangleCount = 1;
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mesh.vertexCount = mesh.triangleCount*3;
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mesh.vertices = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
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mesh.texcoords = (float *)MemAlloc(mesh.vertexCount*2*sizeof(float)); // 3 vertices, 2 coordinates each (x, y)
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mesh.normals = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
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// Vertex at (0, 0, 0)
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mesh.vertices[0] = 0;
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mesh.vertices[1] = 0;
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mesh.vertices[2] = 0;
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mesh.normals[0] = 0;
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mesh.normals[1] = 1;
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mesh.normals[2] = 0;
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mesh.texcoords[0] = 0;
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mesh.texcoords[1] = 0;
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// Vertex at (1, 0, 2)
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mesh.vertices[3] = 1;
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mesh.vertices[4] = 0;
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mesh.vertices[5] = 2;
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mesh.normals[3] = 0;
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mesh.normals[4] = 1;
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mesh.normals[5] = 0;
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mesh.texcoords[2] = 0.5f;
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mesh.texcoords[3] = 1.0f;
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// Vertex at (2, 0, 0)
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mesh.vertices[6] = 2;
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mesh.vertices[7] = 0;
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mesh.vertices[8] = 0;
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mesh.normals[6] = 0;
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mesh.normals[7] = 1;
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mesh.normals[8] = 0;
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mesh.texcoords[4] = 1;
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mesh.texcoords[5] =0;
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// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
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UploadMesh(&mesh, false);
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return mesh;
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}
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