Starting to review glTF loading -WIP-

This commit is contained in:
Ray 2021-10-14 10:43:29 +02:00
parent 3e604a8645
commit 8a5bc933de

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@ -128,7 +128,7 @@ static Model LoadOBJ(const char *fileName); // Load OBJ mesh data
#endif
#if defined(SUPPORT_FILEFORMAT_IQM)
static Model LoadIQM(const char *fileName); // Load IQM mesh data
static ModelAnimation *LoadIQMModelAnimations(const char *fileName, unsigned int *animCount); // Load IQM animation data
static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount); // Load IQM animation data
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
@ -1809,7 +1809,7 @@ ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCoun
ModelAnimation *animations = NULL;
#if defined(SUPPORT_FILEFORMAT_IQM)
if (IsFileExtension(fileName, ".iqm")) animations = LoadIQMModelAnimations(fileName, animCount);
if (IsFileExtension(fileName, ".iqm")) animations = LoadModelAnimationsIQM(fileName, animCount);
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadGLTFModelAnimations(fileName, animCount);
@ -4290,7 +4290,7 @@ static Model LoadIQM(const char *fileName)
}
// Load IQM animation data
static ModelAnimation* LoadIQMModelAnimations(const char *fileName, unsigned int *animCount)
static ModelAnimation* LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount)
{
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
#define IQM_VERSION 2 // only IQM version 2 supported
@ -4503,74 +4503,98 @@ static ModelAnimation* LoadIQMModelAnimations(const char *fileName, unsigned int
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
static const unsigned char base64Table[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 62, 0, 0, 0, 63, 52, 53,
54, 55, 56, 57, 58, 59, 60, 61, 0, 0,
0, 0, 0, 0, 0, 0, 1, 2, 3, 4,
5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
15, 16, 17, 18, 19, 20, 21, 22, 23, 24,
25, 0, 0, 0, 0, 0, 0, 26, 27, 28,
29, 30, 31, 32, 33, 34, 35, 36, 37, 38,
39, 40, 41, 42, 43, 44, 45, 46, 47, 48,
49, 50, 51
};
static int GetSizeBase64(char *input)
// Encode data to Base64 string
char *EncodeBase64(const unsigned char *data, int inputLength, int *outputLength)
{
int size = 0;
for (int i = 0; input[4*i] != 0; i++)
static const unsigned char base64encodeTable[] = {
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
};
static const int modTable[] = { 0, 2, 1 };
*outputLength = 4*((inputLength + 2)/3);
char *encodedData = RL_MALLOC(*outputLength);
if (encodedData == NULL) return NULL;
for (int i = 0, j = 0; i < inputLength;)
{
if (input[4*i + 3] == '=')
{
if (input[4*i + 2] == '=') size += 1;
else size += 2;
}
else size += 3;
unsigned int octetA = (i < inputLength)? (unsigned char)data[i++] : 0;
unsigned int octetB = (i < inputLength)? (unsigned char)data[i++] : 0;
unsigned int octetC = (i < inputLength)? (unsigned char)data[i++] : 0;
unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC;
encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F];
encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F];
encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F];
encodedData[j++] = base64encodeTable[(triple >> 0*6) & 0x3F];
}
return size;
for (int i = 0; i < modTable[inputLength%3]; i++) encodedData[*outputLength - 1 - i] = '=';
return encodedData;
}
static unsigned char *DecodeBase64(char *input, int *size)
// Decode Base64 string data
static unsigned char *DecodeBase64(char *data, int *outputLength)
{
*size = GetSizeBase64(input);
unsigned char *buf = (unsigned char *)RL_MALLOC(*size);
for (int i = 0; i < *size/3; i++)
static const unsigned char base64decodeTable[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,
37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51
};
// Get output size of Base64 input data
int outLength = 0;
for (int i = 0; data[4*i] != 0; i++)
{
unsigned char a = base64Table[(int)input[4*i]];
unsigned char b = base64Table[(int)input[4*i + 1]];
unsigned char c = base64Table[(int)input[4*i + 2]];
unsigned char d = base64Table[(int)input[4*i + 3]];
buf[3*i] = (a << 2) | (b >> 4);
buf[3*i + 1] = (b << 4) | (c >> 2);
buf[3*i + 2] = (c << 6) | d;
if (data[4*i + 3] == '=')
{
if (data[4*i + 2] == '=') size += 1;
else outLength += 2;
}
else outLength += 3;
}
if (*size%3 == 1)
// Allocate memory to store decoded Base64 data
unsigned char *decodedData = (unsigned char *)RL_MALLOC(outLength);
for (int i = 0; i < outLength/3; i++)
{
int n = *size/3;
unsigned char a = base64Table[(int)input[4*n]];
unsigned char b = base64Table[(int)input[4*n + 1]];
buf[*size - 1] = (a << 2) | (b >> 4);
unsigned char a = base64decodeTable[(int)data[4*i]];
unsigned char b = base64decodeTable[(int)data[4*i + 1]];
unsigned char c = base64decodeTable[(int)data[4*i + 2]];
unsigned char d = base64decodeTable[(int)data[4*i + 3]];
decodedData[3*i] = (a << 2) | (b >> 4);
decodedData[3*i + 1] = (b << 4) | (c >> 2);
decodedData[3*i + 2] = (c << 6) | d;
}
else if (*size%3 == 2)
if (outLength%3 == 1)
{
int n = *size/3;
unsigned char a = base64Table[(int)input[4*n]];
unsigned char b = base64Table[(int)input[4*n + 1]];
unsigned char c = base64Table[(int)input[4*n + 2]];
buf[*size - 2] = (a << 2) | (b >> 4);
buf[*size - 1] = (b << 4) | (c >> 2);
int n = outLength/3;
unsigned char a = base64decodeTable[(int)data[4*n]];
unsigned char b = base64decodeTable[(int)data[4*n + 1]];
decodedData[outLength - 1] = (a << 2) | (b >> 4);
}
return buf;
else if (outLength%3 == 2)
{
int n = outLength/3;
unsigned char a = base64decodeTable[(int)data[4*n]];
unsigned char b = base64decodeTable[(int)data[4*n + 1]];
unsigned char c = base64decodeTable[(int)data[4*n + 2]];
decodedData[outLength - 2] = (a << 2) | (b >> 4);
decodedData[outLength - 1] = (b << 4) | (c >> 2);
}
*outputLength = outLength;
return decodedData;
}
// Load texture from cgltf_image
@ -4597,9 +4621,11 @@ static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Co
if (image->uri[i] == 0) TRACELOG(LOG_WARNING, "IMAGE: glTF data URI is not a valid image");
else
{
int size = 0;
unsigned char *data = DecodeBase64(image->uri + i + 1, &size);
//cgltf_result cgltf_load_buffer_base64(const cgltf_options* options, cgltf_size size, const char* base64, void** out_data)
int size = 0;
unsigned char *data = DecodeBase64(image->uri + i + 1, &size); // TODO: Use cgltf_load_buffer_base64()
rimage = LoadImageFromMemory(".png", data, size);
RL_FREE(data);
@ -4698,7 +4724,7 @@ static bool ReadGLTFValue(cgltf_accessor *acc, unsigned int index, void *variabl
return true;
}
static void *ReadGLTFValuesAs(cgltf_accessor* acc, cgltf_component_type type, bool adjustOnDownCasting)
static void *ReadGLTFValuesAs(cgltf_accessor *acc, cgltf_component_type type, bool adjustOnDownCasting)
{
unsigned int count = acc->count;
unsigned int typeSize = 0;
@ -5068,54 +5094,54 @@ static Model LoadGLTF(const char *fileName)
Model model = { 0 };
// glTF file loading
unsigned int dataSize = 0;
unsigned char *fileData = LoadFileData(fileName, &dataSize);
unsigned int fileSize = 0;
unsigned char *fileData = LoadFileData(fileName, &fileSize);
if (fileData == NULL) return model;
// glTF data loading
cgltf_options options = { 0 };
cgltf_data *data = NULL;
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
cgltf_data *gltfData = NULL;
cgltf_options gltfOptions = { 0 }; // TODO: Define custom allocators/file-accessors
cgltf_result result = cgltf_parse(&gltfOptions, fileData, fileSize, &gltfData);
if (result == cgltf_result_success)
{
TRACELOG(LOG_INFO, "MODEL: [%s] glTF meshes (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count);
TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->materials_count);
TRACELOG(LOG_INFO, "MODEL: [%s] glTF meshes (%s) count: %i", fileName, (gltfData->file_type == 2)? "glb" : "gltf", gltfData->meshes_count);
TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (gltfData->file_type == 2)? "glb" : "gltf", gltfData->materials_count);
// Read data buffers
result = cgltf_load_buffers(&options, data, fileName);
result = cgltf_load_buffers(&gltfOptions, gltfData, fileName); // TODO: Not needed, gltfData already contains URIs to buffers for manual loading
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
if (data->scenes_count > 1) TRACELOG(LOG_INFO, "MODEL: [%s] Has multiple scenes but only the first one will be loaded", fileName);
if (gltfData->scenes_count > 1) TRACELOG(LOG_INFO, "MODEL: [%s] Has multiple scenes but only the first one will be loaded", fileName);
int primitiveCount = 0;
for (unsigned int i = 0; i < data->scene->nodes_count; i++)
for (unsigned int i = 0; i < gltfData->scene->nodes_count; i++)
{
GetGLTFPrimitiveCount(data->scene->nodes[i], &primitiveCount);
GetGLTFPrimitiveCount(gltfData->scene->nodes[i], &primitiveCount); // TODO: Recursive function, really needed?
}
// Process glTF data and map to model
model.meshCount = primitiveCount;
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
model.materialCount = (int)data->materials_count + 1;
model.materialCount = (int)gltfData->materials_count + 1;
model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
model.boneCount = (int)data->nodes_count;
model.boneCount = (int)gltfData->nodes_count;
model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
InitGLTFBones(&model, data);
LoadGLTFMaterial(&model, fileName, data);
InitGLTFBones(&model, gltfData);
LoadGLTFMaterial(&model, fileName, gltfData);
int primitiveIndex = 0;
for (unsigned int i = 0; i < data->scene->nodes_count; i++)
for (unsigned int i = 0; i < gltfData->scene->nodes_count; i++)
{
Matrix staticTransform = MatrixIdentity();
LoadGLTFNode(data, data->scene->nodes[i], &model, staticTransform, &primitiveIndex, fileName);
LoadGLTFNode(gltfData, gltfData->scene->nodes[i], &model, staticTransform, &primitiveIndex, fileName); // TODO: Recursive function, really needed?
}
cgltf_free(data);
cgltf_free(gltfData);
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
@ -5561,6 +5587,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
{
cgltf_mesh *mesh = node->mesh;
for (unsigned int p = 0; p < mesh->primitives_count; p++)
{
for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++)
@ -5569,6 +5596,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
{
cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
outModel->meshes[(*primitiveIndex)].vertexCount = (int)acc->count;
int bufferSize = outModel->meshes[(*primitiveIndex)].vertexCount*3*sizeof(float);
outModel->meshes[(*primitiveIndex)].animVertices = RL_MALLOC(bufferSize);
@ -5629,6 +5657,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
unsigned int totalBoneWeights = boneCount*4;
outModel->meshes[(*primitiveIndex)].boneIds = RL_MALLOC(totalBoneWeights*sizeof(int));
short *bones = ReadGLTFValuesAs(acc, cgltf_component_type_r_16, false);
// Find skin joint
for (unsigned int a = 0; a < totalBoneWeights; a++)
{
@ -5638,6 +5667,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
unsigned int skinJointId = skinJoint - data->nodes;
outModel->meshes[(*primitiveIndex)].boneIds[a] = skinJointId;
}
RL_FREE(bones);
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights)