mirror of https://github.com/raysan5/raylib
[rModels] Correctly split obj meshes by material (#4285)
* Correctly split meshes from tinyobj by material so they can be represented by raylib correctly * PR Feedback
This commit is contained in:
parent
f5ef357810
commit
91a9888baa
310
src/rmodels.c
310
src/rmodels.c
|
@ -2016,6 +2016,8 @@ static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, i
|
|||
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
|
||||
materials[m] = LoadMaterialDefault();
|
||||
|
||||
if (mats == NULL) continue;
|
||||
|
||||
// Get default texture, in case no texture is defined
|
||||
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
|
||||
materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
|
||||
|
@ -4073,131 +4075,237 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform
|
|||
// - the mesh is automatically triangulated by tinyobj
|
||||
static Model LoadOBJ(const char *fileName)
|
||||
{
|
||||
tinyobj_attrib_t objAttributes = { 0 };
|
||||
tinyobj_shape_t* objShapes = NULL;
|
||||
unsigned int objShapeCount = 0;
|
||||
|
||||
tinyobj_material_t* objMaterials = NULL;
|
||||
unsigned int objMaterialCount = 0;
|
||||
|
||||
Model model = { 0 };
|
||||
model.transform = MatrixIdentity();
|
||||
|
||||
tinyobj_attrib_t attrib = { 0 };
|
||||
tinyobj_shape_t *meshes = NULL;
|
||||
unsigned int meshCount = 0;
|
||||
char* fileText = LoadFileText(fileName);
|
||||
|
||||
tinyobj_material_t *materials = NULL;
|
||||
unsigned int materialCount = 0;
|
||||
|
||||
char *fileText = LoadFileText(fileName);
|
||||
|
||||
if (fileText != NULL)
|
||||
if (fileText == NULL)
|
||||
{
|
||||
unsigned int dataSize = (unsigned int)strlen(fileText);
|
||||
TRACELOG(LOG_ERROR, "MODEL Unable to read obj file %s", fileName);
|
||||
return model;
|
||||
}
|
||||
|
||||
char currentDir[1024] = { 0 };
|
||||
strcpy(currentDir, GetWorkingDirectory()); // Save current working directory
|
||||
const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
|
||||
const char* workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
|
||||
if (CHDIR(workingDir) != 0)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
|
||||
}
|
||||
|
||||
unsigned int dataSize = (unsigned int)strlen(fileText);
|
||||
|
||||
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
|
||||
int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileText, dataSize, flags);
|
||||
int ret = tinyobj_parse_obj(&objAttributes, &objShapes, &objShapeCount, &objMaterials, &objMaterialCount, fileText, dataSize, flags);
|
||||
|
||||
if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
|
||||
else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes/%i materials", fileName, meshCount, materialCount);
|
||||
|
||||
// WARNING: We are not splitting meshes by materials (previous implementation)
|
||||
// Depending on the provided OBJ that was not the best option and it just crashed
|
||||
// so, implementation was simplified to prioritize parsed meshes
|
||||
model.meshCount = meshCount;
|
||||
|
||||
// Set number of materials available
|
||||
// NOTE: There could be more materials available than meshes but it will be resolved at
|
||||
// model.meshMaterial, just assigning the right material to corresponding mesh
|
||||
model.materialCount = materialCount;
|
||||
if (model.materialCount == 0)
|
||||
if (ret != TINYOBJ_SUCCESS)
|
||||
{
|
||||
model.materialCount = 1;
|
||||
TRACELOG(LOG_INFO, "MODEL: No materials provided, setting one default material for all meshes");
|
||||
TRACELOG(LOG_ERROR, "MODEL Unable to read obj data %s", fileName);
|
||||
return model;
|
||||
}
|
||||
else if (model.materialCount > 1 && model.meshCount > 1)
|
||||
{
|
||||
// TEMP warning about multiple materials, to be removed when proper splitting code is implemented
|
||||
// any obj with multiple materials will need to have it's materials assigned by the user in code to work at this time
|
||||
TRACELOG(LOG_INFO, "MODEL: OBJ has multiple materials, manual material assignment will be required.");
|
||||
}
|
||||
|
||||
// Init model meshes and materials
|
||||
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
|
||||
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); // Material index assigned to each mesh
|
||||
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
|
||||
|
||||
// Process each provided mesh
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
// WARNING: We need to calculate the mesh triangles manually using meshes[i].face_offset
|
||||
// because in case of triangulated quads, meshes[i].length actually report quads,
|
||||
// despite the triangulation that is efectively considered on attrib.num_faces
|
||||
unsigned int tris = 0;
|
||||
if (i == model.meshCount - 1) tris = attrib.num_faces - meshes[i].face_offset;
|
||||
else tris = meshes[i + 1].face_offset;
|
||||
|
||||
model.meshes[i].vertexCount = tris*3;
|
||||
model.meshes[i].triangleCount = tris; // Face count (triangulated)
|
||||
model.meshes[i].vertices = (float *)RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
|
||||
model.meshes[i].texcoords = (float *)RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float));
|
||||
model.meshes[i].normals = (float *)RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
|
||||
model.meshMaterial[i] = 0; // By default, assign material 0 to each mesh
|
||||
|
||||
// Process all mesh faces
|
||||
for (unsigned int face = 0, f = meshes[i].face_offset, v = 0, vt = 0, vn = 0; face < tris; face++, f++, v += 3, vt += 3, vn += 3)
|
||||
{
|
||||
// Get indices for the face
|
||||
tinyobj_vertex_index_t idx0 = attrib.faces[f*3 + 0];
|
||||
tinyobj_vertex_index_t idx1 = attrib.faces[f*3 + 1];
|
||||
tinyobj_vertex_index_t idx2 = attrib.faces[f*3 + 2];
|
||||
|
||||
// Fill vertices buffer (float) using vertex index of the face
|
||||
for (int n = 0; n < 3; n++) { model.meshes[i].vertices[v*3 + n] = attrib.vertices[idx0.v_idx*3 + n]; }
|
||||
for (int n = 0; n < 3; n++) { model.meshes[i].vertices[(v + 1)*3 + n] = attrib.vertices[idx1.v_idx*3 + n]; }
|
||||
for (int n = 0; n < 3; n++) { model.meshes[i].vertices[(v + 2)*3 + n] = attrib.vertices[idx2.v_idx*3 + n]; }
|
||||
|
||||
if (attrib.num_texcoords > 0)
|
||||
{
|
||||
// Fill texcoords buffer (float) using vertex index of the face
|
||||
// NOTE: Y-coordinate must be flipped upside-down
|
||||
model.meshes[i].texcoords[vt*2 + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
|
||||
model.meshes[i].texcoords[vt*2 + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1];
|
||||
|
||||
model.meshes[i].texcoords[(vt + 1)*2 + 0] = attrib.texcoords[idx1.vt_idx*2 + 0];
|
||||
model.meshes[i].texcoords[(vt + 1)*2 + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1];
|
||||
|
||||
model.meshes[i].texcoords[(vt + 2)*2 + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
|
||||
model.meshes[i].texcoords[(vt + 2)*2 + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1];
|
||||
}
|
||||
|
||||
if (attrib.num_normals > 0)
|
||||
{
|
||||
// Fill normals buffer (float) using vertex index of the face
|
||||
for (int n = 0; n < 3; n++) { model.meshes[i].normals[vn*3 + n] = attrib.normals[idx0.vn_idx*3 + n]; }
|
||||
for (int n = 0; n < 3; n++) { model.meshes[i].normals[(vn + 1)*3 + n] = attrib.normals[idx1.vn_idx*3 + n]; }
|
||||
for (int n = 0; n < 3; n++) { model.meshes[i].normals[(vn + 2)*3 + n] = attrib.normals[idx2.vn_idx*3 + n]; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Init model materials
|
||||
if (materialCount > 0) ProcessMaterialsOBJ(model.materials, materials, materialCount);
|
||||
else model.materials[0] = LoadMaterialDefault(); // Set default material for the mesh
|
||||
|
||||
tinyobj_attrib_free(&attrib);
|
||||
tinyobj_shapes_free(meshes, model.meshCount);
|
||||
tinyobj_materials_free(materials, materialCount);
|
||||
|
||||
UnloadFileText(fileText);
|
||||
|
||||
unsigned int faceVertIndex = 0;
|
||||
unsigned int nextShape = 1;
|
||||
int lastMaterial = -1;
|
||||
unsigned int meshIndex = 0;
|
||||
|
||||
// count meshes
|
||||
unsigned int nextShapeEnd = objAttributes.num_face_num_verts;
|
||||
|
||||
// see how many verts till the next shape
|
||||
|
||||
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
|
||||
// walk all the faces
|
||||
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
|
||||
{
|
||||
if (faceVertIndex >= nextShapeEnd)
|
||||
{
|
||||
// try to find the last vert in the next shape
|
||||
nextShape++;
|
||||
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
|
||||
meshIndex++;
|
||||
}
|
||||
else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
|
||||
{
|
||||
meshIndex++;// if this is a new material, we need to allocate a new mesh
|
||||
}
|
||||
|
||||
lastMaterial = objAttributes.material_ids[faceId];
|
||||
faceVertIndex += objAttributes.face_num_verts[faceId];
|
||||
}
|
||||
|
||||
// allocate the base meshes and materials
|
||||
model.meshCount = meshIndex + 1;
|
||||
model.meshes = (Mesh*)MemAlloc(sizeof(Mesh) * model.meshCount);
|
||||
|
||||
if (objMaterialCount > 0)
|
||||
{
|
||||
model.materialCount = objMaterialCount;
|
||||
model.materials = (Material*)MemAlloc(sizeof(Material) * objMaterialCount);
|
||||
}
|
||||
else // we must allocate at least one material
|
||||
{
|
||||
model.materialCount = 1;
|
||||
model.materials = (Material*)MemAlloc(sizeof(Material) * 1);
|
||||
}
|
||||
|
||||
model.meshMaterial = (int*)MemAlloc(sizeof(int) * model.meshCount);
|
||||
|
||||
// see how many verts are in each mesh
|
||||
unsigned int* localMeshVertexCounts = (unsigned int*)MemAlloc(sizeof(unsigned int) * model.meshCount);
|
||||
|
||||
faceVertIndex = 0;
|
||||
nextShapeEnd = objAttributes.num_face_num_verts;
|
||||
lastMaterial = -1;
|
||||
meshIndex = 0;
|
||||
unsigned int localMeshVertexCount = 0;
|
||||
|
||||
nextShape = 1;
|
||||
if (objShapeCount > 1)
|
||||
nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
|
||||
// walk all the faces
|
||||
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
|
||||
{
|
||||
bool newMesh = false; // do we need a new mesh?
|
||||
if (faceVertIndex >= nextShapeEnd)
|
||||
{
|
||||
// try to find the last vert in the next shape
|
||||
nextShape++;
|
||||
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
|
||||
|
||||
newMesh = true;
|
||||
}
|
||||
else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
|
||||
{
|
||||
newMesh = true;
|
||||
}
|
||||
|
||||
lastMaterial = objAttributes.material_ids[faceId];
|
||||
|
||||
if (newMesh)
|
||||
{
|
||||
localMeshVertexCounts[meshIndex] = localMeshVertexCount;
|
||||
|
||||
localMeshVertexCount = 0;
|
||||
meshIndex++;
|
||||
}
|
||||
|
||||
faceVertIndex += objAttributes.face_num_verts[faceId];
|
||||
localMeshVertexCount += objAttributes.face_num_verts[faceId];
|
||||
}
|
||||
localMeshVertexCounts[meshIndex] = localMeshVertexCount;
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
// allocate the buffers for each mesh
|
||||
unsigned int vertexCount = localMeshVertexCounts[i];
|
||||
|
||||
model.meshes[i].vertexCount = vertexCount;
|
||||
model.meshes[i].triangleCount = vertexCount / 3;
|
||||
|
||||
model.meshes[i].vertices = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
|
||||
model.meshes[i].normals = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
|
||||
model.meshes[i].texcoords = (float*)MemAlloc(sizeof(float) * vertexCount * 2);
|
||||
model.meshes[i].colors = (unsigned char*)MemAlloc(sizeof(unsigned char) * vertexCount * 4);
|
||||
}
|
||||
|
||||
MemFree(localMeshVertexCounts);
|
||||
localMeshVertexCounts = NULL;
|
||||
|
||||
// fill meshes
|
||||
faceVertIndex = 0;
|
||||
|
||||
nextShapeEnd = objAttributes.num_face_num_verts;
|
||||
|
||||
// see how many verts till the next shape
|
||||
nextShape = 1;
|
||||
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
lastMaterial = -1;
|
||||
meshIndex = 0;
|
||||
localMeshVertexCount = 0;
|
||||
|
||||
// walk all the faces
|
||||
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
|
||||
{
|
||||
bool newMesh = false; // do we need a new mesh?
|
||||
if (faceVertIndex >= nextShapeEnd)
|
||||
{
|
||||
// try to find the last vert in the next shape
|
||||
nextShape++;
|
||||
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
|
||||
newMesh = true;
|
||||
}
|
||||
// if this is a new material, we need to allocate a new mesh
|
||||
if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
|
||||
lastMaterial = objAttributes.material_ids[faceId];;
|
||||
|
||||
if (newMesh)
|
||||
{
|
||||
localMeshVertexCount = 0;
|
||||
meshIndex++;
|
||||
}
|
||||
|
||||
int matId = 0;
|
||||
if (lastMaterial >= 0 && lastMaterial < (int)objMaterialCount)
|
||||
matId = lastMaterial;
|
||||
|
||||
model.meshMaterial[meshIndex] = matId;
|
||||
|
||||
for (int f = 0; f < objAttributes.face_num_verts[faceId]; f++)
|
||||
{
|
||||
int vertIndex = objAttributes.faces[faceVertIndex].v_idx;
|
||||
int normalIndex = objAttributes.faces[faceVertIndex].vn_idx;
|
||||
int texcordIndex = objAttributes.faces[faceVertIndex].vt_idx;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
model.meshes[meshIndex].vertices[localMeshVertexCount * 3 + i] = objAttributes.vertices[vertIndex * 3 + i];
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
model.meshes[meshIndex].normals[localMeshVertexCount * 3 + i] = objAttributes.normals[normalIndex * 3 + i];
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + i] = objAttributes.texcoords[texcordIndex * 2 + i];
|
||||
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1];
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
model.meshes[meshIndex].colors[localMeshVertexCount * 4 + i] = 255;
|
||||
|
||||
faceVertIndex++;
|
||||
localMeshVertexCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (objMaterialCount > 0) ProcessMaterialsOBJ(model.materials, objMaterials, objMaterialCount);
|
||||
else model.materials[0] = LoadMaterialDefault(); // Set default material for the mesh
|
||||
|
||||
tinyobj_attrib_free(&objAttributes);
|
||||
tinyobj_shapes_free(objShapes, objShapeCount);
|
||||
tinyobj_materials_free(objMaterials, objMaterialCount);
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
UploadMesh(model.meshes + i, true);
|
||||
|
||||
// Restore current working directory
|
||||
if (CHDIR(currentDir) != 0)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", currentDir);
|
||||
}
|
||||
}
|
||||
|
||||
return model;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue