Have LoadMaterials call the same code that OBJ loader does so that we can read MTL files (#2872)
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@ -1862,6 +1862,42 @@ bool ExportMesh(Mesh mesh, const char *fileName)
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return success;
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}
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#if defined(SUPPORT_FILEFORMAT_MTL)
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// Process obj materials
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static void ProcessOBJMaterials(Material* rayMaterials, tinyobj_material_t* materials, int materialCount)
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{
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// Init model materials
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for (unsigned int m = 0; m < materialCount; m++)
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{
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// Init material to default
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// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
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rayMaterials[m] = LoadMaterialDefault();
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// Get default texture, in case no texture is defined
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// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
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rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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if (materials[m].diffuse_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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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];
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rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
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if (materials[m].specular_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
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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];
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rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
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if (materials[m].bump_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
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rayMaterials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
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rayMaterials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess;
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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];
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if (materials[m].displacement_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
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}
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}
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#endif
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// Load materials from model file
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Material *LoadMaterials(const char *fileName, int *materialCount)
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{
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@ -1878,7 +1914,8 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
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int result = tinyobj_parse_mtl_file(&mats, &count, fileName);
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if (result != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName);
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// TODO: Process materials to return
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materials = MemAlloc(sizeof(Material) * count);
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ProcessOBJMaterials(materials, mats, count);
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tinyobj_materials_free(mats, count);
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}
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@ -1886,16 +1923,6 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
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TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to load material file", fileName);
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#endif
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// Set materials shader to default (DIFFUSE, SPECULAR, NORMAL)
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if (materials != NULL)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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materials[i].shader.id = rlGetShaderIdDefault();
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materials[i].shader.locs = rlGetShaderLocsDefault();
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}
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}
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*materialCount = count;
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return materials;
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}
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@ -4000,33 +4027,7 @@ static Model LoadOBJ(const char *fileName)
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}
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// Init model materials
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for (unsigned int m = 0; m < materialCount; m++)
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{
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// Init material to default
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// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
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model.materials[m] = LoadMaterialDefault();
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// Get default texture, in case no texture is defined
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// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
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model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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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];
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model.materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
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if (materials[m].specular_texname != NULL) model.materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
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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];
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model.materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
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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
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model.materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
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model.materials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess;
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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];
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if (materials[m].displacement_texname != NULL) model.materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
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}
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ProcessOBJMaterials(model.materials, materials, materialCount);
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tinyobj_attrib_free(&attrib);
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tinyobj_shapes_free(meshes, meshCount);
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