Have LoadMaterials call the same code that OBJ loader does so that we can read MTL files (#2872)

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Jeffery Myers 2023-01-20 07:13:19 -08:00 committed by GitHub
parent e64606a82f
commit c649bec26c
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@ -1862,6 +1862,42 @@ bool ExportMesh(Mesh mesh, const char *fileName)
return success;
}
#if defined(SUPPORT_FILEFORMAT_MTL)
// Process obj materials
static void ProcessOBJMaterials(Material* rayMaterials, tinyobj_material_t* materials, int materialCount)
{
// Init model materials
for (unsigned int m = 0; m < materialCount; m++)
{
// Init material to default
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
rayMaterials[m] = LoadMaterialDefault();
// Get default texture, in case no texture is defined
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
if (materials[m].diffuse_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0] * 255.0f), (unsigned char)(materials[m].diffuse[1] * 255.0f), (unsigned char)(materials[m].diffuse[2] * 255.0f), 255 }; //float diffuse[3];
rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
if (materials[m].specular_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0] * 255.0f), (unsigned char)(materials[m].specular[1] * 255.0f), (unsigned char)(materials[m].specular[2] * 255.0f), 255 }; //float specular[3];
rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
if (materials[m].bump_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
rayMaterials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
rayMaterials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess;
rayMaterials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0] * 255.0f), (unsigned char)(materials[m].emission[1] * 255.0f), (unsigned char)(materials[m].emission[2] * 255.0f), 255 }; //float emission[3];
if (materials[m].displacement_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
}
}
#endif
// Load materials from model file
Material *LoadMaterials(const char *fileName, int *materialCount)
{
@ -1878,7 +1914,8 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
int result = tinyobj_parse_mtl_file(&mats, &count, fileName);
if (result != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName);
// TODO: Process materials to return
materials = MemAlloc(sizeof(Material) * count);
ProcessOBJMaterials(materials, mats, count);
tinyobj_materials_free(mats, count);
}
@ -1886,16 +1923,6 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to load material file", fileName);
#endif
// Set materials shader to default (DIFFUSE, SPECULAR, NORMAL)
if (materials != NULL)
{
for (unsigned int i = 0; i < count; i++)
{
materials[i].shader.id = rlGetShaderIdDefault();
materials[i].shader.locs = rlGetShaderLocsDefault();
}
}
*materialCount = count;
return materials;
}
@ -4000,33 +4027,7 @@ static Model LoadOBJ(const char *fileName)
}
// Init model materials
for (unsigned int m = 0; m < materialCount; m++)
{
// Init material to default
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
model.materials[m] = LoadMaterialDefault();
// Get default texture, in case no texture is defined
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
if (materials[m].specular_texname != NULL) model.materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
model.materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0]*255.0f), (unsigned char)(materials[m].specular[1]*255.0f), (unsigned char)(materials[m].specular[2]*255.0f), 255 }; //float specular[3];
model.materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
if (materials[m].bump_texname != NULL) model.materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
model.materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
model.materials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess;
model.materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0]*255.0f), (unsigned char)(materials[m].emission[1]*255.0f), (unsigned char)(materials[m].emission[2]*255.0f), 255 }; //float emission[3];
if (materials[m].displacement_texname != NULL) model.materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
}
ProcessOBJMaterials(model.materials, materials, materialCount);
tinyobj_attrib_free(&attrib);
tinyobj_shapes_free(meshes, meshCount);