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authorraysan5 <raysan5@gmail.com>2014-07-23 00:06:24 +0200
committerraysan5 <raysan5@gmail.com>2014-07-23 00:06:24 +0200
commit0b03431c95c3c348aa686c1a3df68a51bd7761a6 (patch)
treec34f72424d76454a63f0db18f4834623c525b72a /src/models.c
parent5e2e9aa23e1fcbc78395443a4b0f83404b5557f8 (diff)
downloadraylib-0b03431c95c3c348aa686c1a3df68a51bd7761a6.tar.gz
raylib-0b03431c95c3c348aa686c1a3df68a51bd7761a6.zip
Update to version 1.1.1
Check CHANGELOG for a detailed list of changes
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c589
1 files changed, 453 insertions, 136 deletions
diff --git a/src/models.c b/src/models.c
index 0c7201cd..d66d2cce 100644
--- a/src/models.c
+++ b/src/models.c
@@ -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;
- vCounter += 3;
+ 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.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;
+ 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.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;
+ 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;
+ 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);