REVIEWED: LoadGLTF()
#2075
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@ -4549,9 +4549,12 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
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offset += stride;
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}
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// Check mime_type for image: (cgltfImage->mime_type == "image\\/png")
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if (strcmp(cgltfImage->mime_type, "image\\/png") == 0) image = LoadImageFromMemory(".png", data, (int)cgltfImage->buffer_view->size);
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else if (strcmp(cgltfImage->mime_type, "image\\/jpeg") == 0) image = LoadImageFromMemory(".jpg", data, (int)cgltfImage->buffer_view->size);
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// Check mime_type for image: (cgltfImage->mime_type == "image/png")
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// NOTE: Detected that some models define mime_type as "image\\/png"
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if ((strcmp(cgltfImage->mime_type, "image\\/png") == 0) ||
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(strcmp(cgltfImage->mime_type, "image/png") == 0)) image = LoadImageFromMemory(".png", data, (int)cgltfImage->buffer_view->size);
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else if ((strcmp(cgltfImage->mime_type, "image\\/jpeg") == 0) ||
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(strcmp(cgltfImage->mime_type, "image/jpeg") == 0)) image = LoadImageFromMemory(".jpg", data, (int)cgltfImage->buffer_view->size);
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else TRACELOG(LOG_WARNING, "MODEL: glTF image data MIME type not recognized", TextFormat("%s/%s", texPath, cgltfImage->uri));
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RL_FREE(data);
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@ -4622,7 +4625,7 @@ static Model LoadGLTF(const char *fileName)
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Model format not recognized", fileName);
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TRACELOG(LOG_INFO, " > Meshes count: %i", data->meshes_count);
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TRACELOG(LOG_INFO, " > Materials count: %i", data->materials_count);
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TRACELOG(LOG_INFO, " > Materials count: %i (+1 default)", data->materials_count);
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TRACELOG(LOG_DEBUG, " > Buffers count: %i", data->buffers_count);
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TRACELOG(LOG_DEBUG, " > Images count: %i", data->images_count);
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TRACELOG(LOG_DEBUG, " > Textures count: %i", data->textures_count);
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@ -4739,9 +4742,10 @@ static Model LoadGLTF(const char *fileName)
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}
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// Load meshes data
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for (unsigned int i = 0; i < data->meshes_count; i++)
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// NOTE: meshIndex accumulates primitives
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for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++)
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{
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for (unsigned int p = 0, primitiveIndex = 0; p < data->meshes[i].primitives_count; p++)
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for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
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{
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// NOTE: We only support primitives defined by triangles
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// Other alternatives: points, lines, line_strip, triangle_strip
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@ -4760,11 +4764,11 @@ static Model LoadGLTF(const char *fileName)
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if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3))
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{
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// Init raylib mesh vertices to copy glTF attribute data
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model.meshes[primitiveIndex].vertexCount = (int)attribute->count;
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model.meshes[primitiveIndex].vertices = RL_MALLOC(attribute->count*3*sizeof(float));
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model.meshes[meshIndex].vertexCount = (int)attribute->count;
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model.meshes[meshIndex].vertices = RL_MALLOC(attribute->count*3*sizeof(float));
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// Load 3 components of float data type into mesh.vertices
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LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[primitiveIndex].vertices)
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LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].vertices)
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName);
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}
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@ -4775,10 +4779,10 @@ static Model LoadGLTF(const char *fileName)
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if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3))
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{
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// Init raylib mesh normals to copy glTF attribute data
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model.meshes[primitiveIndex].normals = RL_MALLOC(attribute->count*3*sizeof(float));
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model.meshes[meshIndex].normals = RL_MALLOC(attribute->count*3*sizeof(float));
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// Load 3 components of float data type into mesh.normals
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LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[primitiveIndex].normals)
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LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].normals)
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Normal attribute data format not supported, use vec3 float", fileName);
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}
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@ -4789,10 +4793,10 @@ static Model LoadGLTF(const char *fileName)
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if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec2))
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{
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// Init raylib mesh texcoords to copy glTF attribute data
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model.meshes[primitiveIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float));
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model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float));
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// Load 3 components of float data type into mesh.texcoords
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LOAD_ATTRIBUTE(attribute, 2, float, model.meshes[primitiveIndex].texcoords)
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LOAD_ATTRIBUTE(attribute, 2, float, model.meshes[meshIndex].texcoords)
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName);
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}
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@ -4803,36 +4807,36 @@ static Model LoadGLTF(const char *fileName)
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if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4))
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{
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// Init raylib mesh color to copy glTF attribute data
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model.meshes[primitiveIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char));
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char));
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// Load 4 components of unsigned char data type into mesh.colors
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LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[primitiveIndex].colors)
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LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].colors)
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}
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else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec4))
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{
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// Init raylib mesh color to copy glTF attribute data
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model.meshes[primitiveIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char));
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char));
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// Load data into a temp buffer to be converted to raylib data type
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unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short));
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LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp);
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// Convert data to raylib color data type (4 bytes)
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for (int c = 0; c < attribute->count*4; c++) model.meshes[primitiveIndex].colors[c] = (unsigned char)(((float)temp[c]/65535.0f)*255.0f);
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for (int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[c]/65535.0f)*255.0f);
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RL_FREE(temp);
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}
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else if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4))
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{
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// Init raylib mesh color to copy glTF attribute data
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model.meshes[primitiveIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char));
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char));
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// Load data into a temp buffer to be converted to raylib data type
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float *temp = RL_MALLOC(attribute->count*4*sizeof(float));
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LOAD_ATTRIBUTE(attribute, 4, float, temp);
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// Convert data to raylib color data type (4 bytes), we expect the color data normalized
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for (int c = 0; c < attribute->count*4; c++) model.meshes[primitiveIndex].colors[c] = (unsigned char)(temp[c]*255.0f);
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for (int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(temp[c]*255.0f);
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RL_FREE(temp);
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}
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@ -4848,27 +4852,27 @@ static Model LoadGLTF(const char *fileName)
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if (attribute != NULL)
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{
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model.meshes[primitiveIndex].triangleCount = (int)attribute->count/3;
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model.meshes[meshIndex].triangleCount = (int)attribute->count/3;
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if (attribute->component_type == cgltf_component_type_r_16u)
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{
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// Init raylib mesh indices to copy glTF attribute data
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model.meshes[primitiveIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short));
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model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short));
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// Load unsigned short data type into mesh.indices
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LOAD_ATTRIBUTE(attribute, 1, unsigned short, model.meshes[primitiveIndex].indices)
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LOAD_ATTRIBUTE(attribute, 1, unsigned short, model.meshes[meshIndex].indices)
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}
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else if (attribute->component_type == cgltf_component_type_r_32u)
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{
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// Init raylib mesh indices to copy glTF attribute data
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model.meshes[primitiveIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short));
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model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short));
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// Load data into a temp buffer to be converted to raylib data type
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unsigned int *temp = RL_MALLOC(attribute->count*sizeof(unsigned int));
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LOAD_ATTRIBUTE(attribute, 1, unsigned int, temp);
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// Convert data to raylib indices data type (unsigned short)
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for (int d = 0; d < attribute->count; d++) model.meshes[primitiveIndex].indices[d] = (unsigned short)temp[d];
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for (int d = 0; d < attribute->count; d++) model.meshes[meshIndex].indices[d] = (unsigned short)temp[d];
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TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data converted from u32 to u16, possible loss of data", fileName);
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@ -4876,7 +4880,7 @@ static Model LoadGLTF(const char *fileName)
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data format not supported, use u16", fileName);
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}
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else model.meshes[primitiveIndex].triangleCount = model.meshes[primitiveIndex].vertexCount/3; // Unindexed mesh
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else model.meshes[meshIndex].triangleCount = model.meshes[meshIndex].vertexCount/3; // Unindexed mesh
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// Assign to the primitive mesh the corresponding material index
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// NOTE: If no material defined, mesh uses the already assigned default material (index: 0)
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@ -4886,10 +4890,14 @@ static Model LoadGLTF(const char *fileName)
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// raylib instead assigns to the mesh the by its index, as loaded in model.materials array
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// To get the index, we check if material pointers match and we assign the corresponding index,
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// skipping index 0, the default material
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if (&data->materials[i] == data->meshes[i].primitives[p].material) model.meshMaterial[primitiveIndex] = m + 1;
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if (&data->materials[m] == data->meshes[i].primitives[p].material)
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{
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model.meshMaterial[meshIndex] = m + 1;
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break;
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}
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}
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primitiveIndex++; // Move to next primitive
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meshIndex++; // Move to next mesh
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}
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}
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