Review models loading, memory initialization
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c661cad692
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8241dcf80b
82
src/models.c
82
src/models.c
@ -686,14 +686,14 @@ Model LoadModelFromMesh(Mesh mesh)
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model.transform = MatrixIdentity();
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model.meshCount = 1;
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model.meshes = (Mesh *)RL_MALLOC(model.meshCount*sizeof(Mesh));
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model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.meshes[0] = mesh;
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model.materialCount = 1;
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model.materials = (Material *)RL_MALLOC(model.materialCount*sizeof(Material));
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model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
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model.materials[0] = LoadMaterialDefault();
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model.meshMaterial = (int *)RL_MALLOC(model.meshCount*sizeof(int));
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model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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model.meshMaterial[0] = 0; // First material index
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return model;
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@ -2792,11 +2792,15 @@ static Model LoadOBJ(const char *fileName)
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// TODO: Support multiple meshes... in the meantime, only one mesh is returned
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//model.meshCount = meshCount;
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model.meshCount = 1;
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model.meshes = (Mesh *)RL_MALLOC(model.meshCount*sizeof(Mesh));
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model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
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// Init model materials array
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model.materialCount = materialCount;
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model.materials = (Material *)RL_MALLOC(model.materialCount*sizeof(Material));
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if (materialCount > 0)
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{
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model.materialCount = materialCount;
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model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
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}
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model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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/*
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@ -2816,9 +2820,9 @@ static Model LoadOBJ(const char *fileName)
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memset(&mesh, 0, sizeof(Mesh));
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mesh.vertexCount = attrib.num_faces*3;
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mesh.triangleCount = attrib.num_faces;
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mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
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mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
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mesh.vertices = (float *)RL_CALLOC(mesh.vertexCount*3, sizeof(float));
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mesh.texcoords = (float *)RL_CALLOC(mesh.vertexCount*2, sizeof(float));
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mesh.normals = (float *)RL_CALLOC(mesh.vertexCount*3, sizeof(float));
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));
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int vCount = 0;
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@ -3066,36 +3070,36 @@ static Model LoadIQM(const char *fileName)
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model.meshCount = iqm.num_meshes;
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model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
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char name[MESH_NAME_LENGTH];
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char name[MESH_NAME_LENGTH] = { 0 };
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for (int i = 0; i < model.meshCount; i++)
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{
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fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET);
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fseek(iqmFile, iqm.ofs_text + imesh[i].name, SEEK_SET);
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fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used...
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model.meshes[i].vertexCount = imesh[i].num_vertexes;
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model.meshes[i].vertices = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex positions
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model.meshes[i].normals = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex normals
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model.meshes[i].texcoords = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*2); // Default vertex texcoords
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model.meshes[i].vertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex positions
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model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals
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model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords
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model.meshes[i].boneIds = RL_MALLOC(sizeof(int)*model.meshes[i].vertexCount*4); // Up-to 4 bones supported!
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model.meshes[i].boneWeights = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*4); // Up-to 4 bones supported!
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model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
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model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
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model.meshes[i].triangleCount = imesh[i].num_triangles;
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model.meshes[i].indices = RL_MALLOC(sizeof(unsigned short)*model.meshes[i].triangleCount*3);
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model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short));
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// Animated verted data, what we actually process for rendering
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// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
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model.meshes[i].animVertices = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3);
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model.meshes[i].animNormals = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3);
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model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));
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}
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// Triangles data processing
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tri = RL_MALLOC(sizeof(IQMTriangle)*iqm.num_triangles);
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tri = RL_MALLOC(iqm.num_triangles*sizeof(IQMTriangle));
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fseek(iqmFile, iqm.ofs_triangles, SEEK_SET);
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fread(tri, sizeof(IQMTriangle)*iqm.num_triangles, 1, iqmFile);
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fread(tri, iqm.num_triangles*sizeof(IQMTriangle), 1, iqmFile);
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for (int m = 0; m < model.meshCount; m++)
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{
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@ -3112,9 +3116,9 @@ static Model LoadIQM(const char *fileName)
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}
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// Vertex arrays data processing
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va = RL_MALLOC(sizeof(IQMVertexArray)*iqm.num_vertexarrays);
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va = RL_MALLOC(iqm.num_vertexarrays*sizeof(IQMVertexArray));
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fseek(iqmFile, iqm.ofs_vertexarrays, SEEK_SET);
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fread(va, sizeof(IQMVertexArray)*iqm.num_vertexarrays, 1, iqmFile);
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fread(va, iqm.num_vertexarrays*sizeof(IQMVertexArray), 1, iqmFile);
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for (int i = 0; i < iqm.num_vertexarrays; i++)
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{
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@ -3122,9 +3126,9 @@ static Model LoadIQM(const char *fileName)
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{
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case IQM_POSITION:
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{
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vertex = RL_MALLOC(sizeof(float)*iqm.num_vertexes*3);
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vertex = RL_MALLOC(iqm.num_vertexes*3*sizeof(float));
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fseek(iqmFile, va[i].offset, SEEK_SET);
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fread(vertex, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
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fread(vertex, iqm.num_vertexes*3*sizeof(float), 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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@ -3139,9 +3143,9 @@ static Model LoadIQM(const char *fileName)
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} break;
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case IQM_NORMAL:
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{
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normal = RL_MALLOC(sizeof(float)*iqm.num_vertexes*3);
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normal = RL_MALLOC(iqm.num_vertexes*3*sizeof(float));
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fseek(iqmFile, va[i].offset, SEEK_SET);
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fread(normal, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
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fread(normal, iqm.num_vertexes*3*sizeof(float), 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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@ -3156,9 +3160,9 @@ static Model LoadIQM(const char *fileName)
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} break;
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case IQM_TEXCOORD:
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{
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text = RL_MALLOC(sizeof(float)*iqm.num_vertexes*2);
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text = RL_MALLOC(iqm.num_vertexes*2*sizeof(float));
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fseek(iqmFile, va[i].offset, SEEK_SET);
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fread(text, sizeof(float)*iqm.num_vertexes*2, 1, iqmFile);
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fread(text, iqm.num_vertexes*2*sizeof(float), 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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@ -3172,9 +3176,9 @@ static Model LoadIQM(const char *fileName)
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} break;
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case IQM_BLENDINDEXES:
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{
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blendi = RL_MALLOC(sizeof(char)*iqm.num_vertexes*4);
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blendi = RL_MALLOC(iqm.num_vertexes*4*sizeof(char));
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fseek(iqmFile, va[i].offset, SEEK_SET);
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fread(blendi, sizeof(char)*iqm.num_vertexes*4, 1, iqmFile);
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fread(blendi, iqm.num_vertexes*4*sizeof(char), 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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@ -3188,9 +3192,9 @@ static Model LoadIQM(const char *fileName)
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} break;
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case IQM_BLENDWEIGHTS:
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{
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blendw = RL_MALLOC(sizeof(unsigned char)*iqm.num_vertexes*4);
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fseek(iqmFile,va[i].offset,SEEK_SET);
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fread(blendw,sizeof(unsigned char)*iqm.num_vertexes*4,1,iqmFile);
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blendw = RL_MALLOC(iqm.num_vertexes*4*sizeof(unsigned char));
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fseek(iqmFile, va[i].offset, SEEK_SET);
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fread(blendw, iqm.num_vertexes*4*sizeof(unsigned char), 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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@ -3206,20 +3210,20 @@ static Model LoadIQM(const char *fileName)
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}
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// Bones (joints) data processing
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ijoint = RL_MALLOC(sizeof(IQMJoint)*iqm.num_joints);
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ijoint = RL_MALLOC(iqm.num_joints*sizeof(IQMJoint));
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fseek(iqmFile, iqm.ofs_joints, SEEK_SET);
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fread(ijoint, sizeof(IQMJoint)*iqm.num_joints, 1, iqmFile);
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fread(ijoint, iqm.num_joints*sizeof(IQMJoint), 1, iqmFile);
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model.boneCount = iqm.num_joints;
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model.bones = RL_MALLOC(sizeof(BoneInfo)*iqm.num_joints);
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model.bindPose = RL_MALLOC(sizeof(Transform)*iqm.num_joints);
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model.bones = RL_MALLOC(iqm.num_joints*sizeof(BoneInfo));
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model.bindPose = RL_MALLOC(iqm.num_joints*sizeof(Transform));
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for (int i = 0; i < iqm.num_joints; i++)
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{
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// Bones
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model.bones[i].parent = ijoint[i].parent;
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fseek(iqmFile, iqm.ofs_text + ijoint[i].name, SEEK_SET);
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fread(model.bones[i].name,sizeof(char)*BONE_NAME_LENGTH, 1, iqmFile);
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fread(model.bones[i].name, BONE_NAME_LENGTH*sizeof(char), 1, iqmFile);
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// Bind pose (base pose)
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model.bindPose[i].translation.x = ijoint[i].translate[0];
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