Review models loading, memory initialization

This commit is contained in:
raysan5 2019-08-27 11:16:43 +02:00
parent c661cad692
commit 8241dcf80b

View File

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