diff --git a/src/config.h b/src/config.h index d45ff707..4174ed71 100644 --- a/src/config.h +++ b/src/config.h @@ -66,10 +66,10 @@ //------------------------------------------------------------------------------------ // Draw rectangle shapes using font texture white character instead of default white texture // Allows drawing rectangles and text with a single draw call, very useful for GUI systems! -#define SUPPORT_FONT_TEXTURE +#define SUPPORT_FONT_TEXTURE 1 // Use QUADS instead of TRIANGLES for drawing when possible // Some lines-based shapes could still use lines -#define SUPPORT_QUADS_DRAW_MODE +#define SUPPORT_QUADS_DRAW_MODE 1 //------------------------------------------------------------------------------------ // Module: textures - Configuration Flags @@ -114,6 +114,8 @@ // Selected desired model fileformats to be supported for loading #define SUPPORT_FILEFORMAT_OBJ 1 #define SUPPORT_FILEFORMAT_MTL 1 +#define SUPPORT_FILEFORMAT_IQM 1 +#define SUPPORT_FILEFORMAT_GLTF 1 // Support procedural mesh generation functions, uses external par_shapes.h library // NOTE: Some generated meshes DO NOT include generated texture coordinates #define SUPPORT_MESH_GENERATION 1 diff --git a/src/models.c b/src/models.c index 7c266843..632aca2b 100644 --- a/src/models.c +++ b/src/models.c @@ -57,11 +57,6 @@ #include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading #endif -#if defined(SUPPORT_FILEFORMAT_IQM) - #define RIQM_IMPLEMENTATION - #include "external/riqm.h" // IQM file format loading -#endif - #if defined(SUPPORT_FILEFORMAT_GLTF) #define CGLTF_IMPLEMENTATION #include "external/cgltf.h" // glTF file format loading @@ -629,6 +624,9 @@ Model LoadModel(const char *fileName) #if defined(SUPPORT_FILEFORMAT_IQM) if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName); #endif + + // Make sure model transform is set to identity matrix! + model.transform = MatrixIdentity(); if (model.meshCount == 0) { @@ -638,7 +636,12 @@ Model LoadModel(const char *fileName) model.meshes = (Mesh *)calloc(model.meshCount, sizeof(Mesh)); model.meshes[0] = GenMeshCube(1.0f, 1.0f, 1.0f); } - + else + { + // Upload vertex data to GPU (static mesh) + for (int i = 0; i < model.meshCount; i++) rlLoadMesh(&model.meshes[i], false); + } + if (model.materialCount == 0) { TraceLog(LOG_WARNING, "[%s] No materials can be loaded, default to white material", fileName); @@ -686,32 +689,14 @@ void UnloadModel(Model model) free(model.meshes); free(model.materials); free(model.meshMaterial); + + // Unload animation data + free(model.bones); + free(model.bindPose); TraceLog(LOG_INFO, "Unloaded model data from RAM and VRAM"); } -// Load mesh from file -// NOTE: Mesh data loaded in CPU and GPU -Mesh LoadMesh(const char *fileName) -{ - Mesh mesh = { 0 }; - - // TODO: Review this function, should still exist? - -#if defined(SUPPORT_MESH_GENERATION) - if (mesh.vertexCount == 0) - { - TraceLog(LOG_WARNING, "Mesh could not be loaded! Let's load a cube to replace it!"); - mesh = GenMeshCube(1.0f, 1.0f, 1.0f); - } - else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh) -#else - rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh) -#endif - - return mesh; -} - // Unload mesh from memory (RAM and/or VRAM) void UnloadMesh(Mesh *mesh) { @@ -2386,7 +2371,6 @@ void MeshBinormals(Mesh *mesh) static Model LoadOBJ(const char *fileName) { Model model = { 0 }; - model.transform = MatrixIdentity(); tinyobj_attrib_t attrib; tinyobj_shape_t *meshes = NULL; @@ -2486,8 +2470,7 @@ static Model LoadOBJ(const char *fileName) } model.meshes[m] = mesh; // Assign mesh data to model - rlLoadMesh(&model.meshes[m], false); // Upload vertex data to GPU (static mesh) - + // Assign mesh material for current mesh model.meshMaterial[m] = attrib.material_ids[m]; } @@ -2555,13 +2538,336 @@ static Model LoadOBJ(const char *fileName) } #endif -#if defined(SUPPORT_FILEFORMAT_GLTF) +#if defined(SUPPORT_FILEFORMAT_IQM) // Load IQM mesh data static Model LoadIQM(const char *fileName) { + #define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number + #define IQM_VERSION 2 // only IQM version 2 supported + + #define BONE_NAME_LENGTH 32 // BoneInfo name string length + #define MESH_NAME_LENGTH 32 // Mesh name string length + + // IQM file structs + //----------------------------------------------------------------------------------- + typedef struct IQMHeader { + char magic[16]; + unsigned int version; + unsigned int filesize; + unsigned int flags; + unsigned int num_text, ofs_text; + unsigned int num_meshes, ofs_meshes; + unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays; + unsigned int num_triangles, ofs_triangles, ofs_adjacency; + unsigned int num_joints, ofs_joints; + unsigned int num_poses, ofs_poses; + unsigned int num_anims, ofs_anims; + unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds; + unsigned int num_comment, ofs_comment; + unsigned int num_extensions, ofs_extensions; + } IQMHeader; + + typedef struct IQMMesh { + unsigned int name; + unsigned int material; + unsigned int first_vertex, num_vertexes; + unsigned int first_triangle, num_triangles; + } IQMMesh; + + typedef struct IQMTriangle { + unsigned int vertex[3]; + } IQMTriangle; + + // NOTE: Adjacency unused by default + typedef struct IQMAdjacency { + unsigned int triangle[3]; + } IQMAdjacency; + + typedef struct IQMJoint { + unsigned int name; + int parent; + float translate[3], rotate[4], scale[3]; + } IQMJoint; + + typedef struct IQMPose { + int parent; + unsigned int mask; + float channeloffset[10]; + float channelscale[10]; + } IQMPose; + + typedef struct IQMAnim { + unsigned int name; + unsigned int first_frame, num_frames; + float framerate; + unsigned int flags; + } IQMAnim; + + typedef struct IQMVertexArray { + unsigned int type; + unsigned int flags; + unsigned int format; + unsigned int size; + unsigned int offset; + } IQMVertexArray; + + // NOTE: Bounds unused by default + typedef struct IQMBounds { + float bbmin[3], bbmax[3]; + float xyradius, radius; + } IQMBounds; + //----------------------------------------------------------------------------------- + + // IQM vertex data types + typedef enum { + IQM_POSITION = 0, + IQM_TEXCOORD = 1, + IQM_NORMAL = 2, + IQM_TANGENT = 3, // NOTE: Tangents unused by default + IQM_BLENDINDEXES = 4, + IQM_BLENDWEIGHTS = 5, + IQM_COLOR = 6, // NOTE: Vertex colors unused by default + IQM_CUSTOM = 0x10 // NOTE: Custom vertex values unused by default + } IQMVertexType; + Model model = { 0 }; - // TODO: Load IQM file + FILE *iqmFile; + IQMHeader iqm; + + IQMMesh *imesh; + IQMTriangle *tri; + IQMVertexArray *va; + IQMJoint *ijoint; + + float *vertex = NULL; + float *normal = NULL; + float *text = NULL; + char *blendi = NULL; + unsigned char *blendw = NULL; + + iqmFile = fopen(fileName, "rb"); + + if (iqmFile == NULL) + { + TraceLog(LOG_WARNING, "[%s] IQM file could not be opened", fileName); + return model; + } + + fread(&iqm,sizeof(IQMHeader), 1, iqmFile); // Read IQM header + + if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC))) + { + TraceLog(LOG_WARNING, "[%s] IQM file does not seem to be valid", fileName); + fclose(iqmFile); + return model; + } + + if (iqm.version != IQM_VERSION) + { + TraceLog(LOG_WARNING, "[%s] IQM file version is not supported (%i).", fileName, iqm.version); + fclose(iqmFile); + return model; + } + + // Meshes data processing + imesh = malloc(sizeof(IQMMesh)*iqm.num_meshes); + fseek(iqmFile, iqm.ofs_meshes, SEEK_SET); + fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile); + + model.meshCount = iqm.num_meshes; + model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes); + + char name[MESH_NAME_LENGTH]; + + for (int i = 0; i < iqm.num_meshes; i++) + { + 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 = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex positions + model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex normals + model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2); // Default vertex texcoords + + model.meshes[i].boneIds = malloc(sizeof(int)*imesh[i].num_vertexes*4); // Up-to 4 bones supported! + model.meshes[i].boneWeights = malloc(sizeof(float)*imesh[i].num_vertexes*4); // Up-to 4 bones supported! + + model.meshes[i].triangleCount = imesh[i].num_triangles; + model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3); + + // 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 = malloc(sizeof(float)*imesh[i].num_vertexes*3); + model.meshes[i].animNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3); + } + + // Triangles data processing + tri = malloc(sizeof(IQMTriangle)*iqm.num_triangles); + fseek(iqmFile, iqm.ofs_triangles, SEEK_SET); + fread(tri, sizeof(IQMTriangle)*iqm.num_triangles, 1, iqmFile); + + for (int m = 0; m < iqm.num_meshes; m++) + { + int tcounter = 0; + + for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++) + { + // IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around + model.meshes[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex; + model.meshes[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex; + model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex; + tcounter += 3; + } + } + + // Vertex arrays data processing + va = malloc(sizeof(IQMVertexArray)*iqm.num_vertexarrays); + fseek(iqmFile, iqm.ofs_vertexarrays, SEEK_SET); + fread(va, sizeof(IQMVertexArray)*iqm.num_vertexarrays, 1, iqmFile); + + for (int i = 0; i < iqm.num_vertexarrays; i++) + { + switch (va[i].type) + { + case IQM_POSITION: + { + vertex = malloc(sizeof(float)*iqm.num_vertexes*3); + fseek(iqmFile, va[i].offset, SEEK_SET); + fread(vertex, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile); + + for (int m = 0; m < iqm.num_meshes; m++) + { + int vCounter = 0; + for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++) + { + model.meshes[m].vertices[vCounter] = vertex[i]; + model.meshes[m].animVertices[vCounter] = vertex[i]; + vCounter++; + } + } + } break; + case IQM_NORMAL: + { + normal = malloc(sizeof(float)*iqm.num_vertexes*3); + fseek(iqmFile, va[i].offset, SEEK_SET); + fread(normal, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile); + + for (int m = 0; m < iqm.num_meshes; m++) + { + int vCounter = 0; + for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++) + { + model.meshes[m].normals[vCounter] = normal[i]; + model.meshes[m].animNormals[vCounter] = normal[i]; + vCounter++; + } + } + } break; + case IQM_TEXCOORD: + { + text = malloc(sizeof(float)*iqm.num_vertexes*2); + fseek(iqmFile, va[i].offset, SEEK_SET); + fread(text, sizeof(float)*iqm.num_vertexes*2, 1, iqmFile); + + for (int m = 0; m < iqm.num_meshes; m++) + { + int vCounter = 0; + for (int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++) + { + model.meshes[m].texcoords[vCounter] = text[i]; + vCounter++; + } + } + } break; + case IQM_BLENDINDEXES: + { + blendi = malloc(sizeof(char)*iqm.num_vertexes*4); + fseek(iqmFile, va[i].offset, SEEK_SET); + fread(blendi, sizeof(char)*iqm.num_vertexes*4, 1, iqmFile); + + for (int m = 0; m < iqm.num_meshes; m++) + { + int boneCounter = 0; + for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) + { + model.meshes[m].boneIds[boneCounter] = blendi[i]; + boneCounter++; + } + } + } break; + case IQM_BLENDWEIGHTS: + { + blendw = 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); + + for (int m = 0; m < iqm.num_meshes; m++) + { + int boneCounter = 0; + for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) + { + model.meshes[m].boneWeights[boneCounter] = blendw[i]/255.0f; + boneCounter++; + } + } + } break; + } + } + + // Bones (joints) data processing + ijoint = malloc(sizeof(IQMJoint)*iqm.num_joints); + fseek(iqmFile, iqm.ofs_joints, SEEK_SET); + fread(ijoint, sizeof(IQMJoint)*iqm.num_joints, 1, iqmFile); + + model.boneCount = iqm.num_joints; + model.bones = malloc(sizeof(BoneInfo)*iqm.num_joints); + model.bindPose = malloc(sizeof(Transform)*iqm.num_joints); + + 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); + + // Bind pose (base pose) + model.bindPose[i].translation.x = ijoint[i].translate[0]; + model.bindPose[i].translation.y = ijoint[i].translate[1]; + model.bindPose[i].translation.z = ijoint[i].translate[2]; + + model.bindPose[i].rotation.x = ijoint[i].rotate[0]; + model.bindPose[i].rotation.y = ijoint[i].rotate[1]; + model.bindPose[i].rotation.z = ijoint[i].rotate[2]; + model.bindPose[i].rotation.w = ijoint[i].rotate[3]; + + model.bindPose[i].scale.x = ijoint[i].scale[0]; + model.bindPose[i].scale.y = ijoint[i].scale[1]; + model.bindPose[i].scale.z = ijoint[i].scale[2]; + } + + // Build bind pose from parent joints + for (int i = 0; i < model.boneCount; i++) + { + if (model.bones[i].parent >= 0) + { + model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation); + model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation); + model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation); + model.bindPose[i].scale = Vector3MultiplyV(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale); + } + } + + fclose(iqmFile); + free(imesh); + free(tri); + free(va); + free(vertex); + free(normal); + free(text); + free(blendi); + free(blendw); + free(ijoint); return model; } @@ -2593,23 +2899,23 @@ static Model LoadGLTF(const char *fileName) // glTF data loading cgltf_options options = {0}; - cgltf_data data; + cgltf_data *data; cgltf_result result = cgltf_parse(&options, buffer, size, &data); free(buffer); if (result == cgltf_result_success) { - printf("Type: %u\n", data.file_type); - printf("Version: %d\n", data.version); - printf("Meshes: %lu\n", data.meshes_count); + // printf("Type: %u\n", data.file_type); + // printf("Version: %d\n", data.version); + // printf("Meshes: %lu\n", data.meshes_count); // TODO: Process glTF data and map to model // NOTE: data.buffers[] should be loaded to model.meshes and data.images[] should be loaded to model.materials // Use buffers[n].uri and images[n].uri... or use cgltf_load_buffers(&options, data, fileName); - cgltf_free(&data); + cgltf_free(data); } else TraceLog(LOG_WARNING, "[%s] glTF data could not be loaded", fileName); diff --git a/src/raylib.h b/src/raylib.h index 085f36f6..9607191b 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -307,10 +307,10 @@ typedef struct Mesh { unsigned short *indices;// Vertex indices (in case vertex data comes indexed) // Animation vertex data - float *baseVertices; // Vertex base position (required to apply bones transformations) - float *baseNormals; // Vertex base normals (required to apply bones transformations) - float *weightBias; // Vertex weight bias - int *weightId; // Vertex weight id + float *animVertices; // Animated vertex positions (after bones transformations) + float *animNormals; // Animated normals (after bones transformations) + int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning) + float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) // OpenGL identifiers unsigned int vaoId; // OpenGL Vertex Array Object id @@ -337,6 +337,19 @@ typedef struct Material { float *params; // Material generic parameters (if required) } Material; +// Transformation properties +typedef struct Transform { + Vector3 translation; // Translation + Quaternion rotation; // Rotation + Vector3 scale; // Scale +} Transform; + +// Bone information +typedef struct BoneInfo { + char name[32]; // Bone name + int parent; // Bone parent +} BoneInfo; + // Model type typedef struct Model { Matrix transform; // Local transform matrix @@ -346,10 +359,23 @@ typedef struct Model { int materialCount; // Number of materials Material *materials; // Materials array - int *meshMaterial; // Mesh material number + + // Animation data + int boneCount; // Number of bones + BoneInfo *bones; // Bones information (skeleton) + Transform *bindPose; // Bones base transformation (pose) } Model; +// Model animation +typedef struct ModelAnimation { + int boneCount; // Number of bones + BoneInfo *bones; // Bones information (skeleton) + + int frameCount; // Number of animation frames + Transform **framePoses; // Poses array by frame +} ModelAnimation; + // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) @@ -1228,17 +1254,16 @@ RLAPI void DrawGizmo(Vector3 position); // Model loading/unloading functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh +//RLAPI void LoadModelAnimations(const char fileName, ModelAnimation *anims, int *animsCount); // Load model animations from file +//RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) -// Mesh loading/unloading functions -RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file -RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file - // Mesh manipulation functions RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals +RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) +RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file // Mesh generation functions RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh