Implementing LoadOBJ() -WIP-

It seems obj loading is working ok but there is some problem with drawing...
This commit is contained in:
Ray 2019-04-01 00:16:56 +02:00
parent 3e806ad9d4
commit fe702cd6a2

View File

@ -2400,55 +2400,113 @@ static Model LoadOBJ(const char *fileName)
if (objFile != NULL)
{
fseek(objFile, 0, SEEK_END);
long dataLength = ftell(objFile); // Get file size
fseek(objFile, 0, SEEK_SET); // Reset file pointer
long length = ftell(objFile); // Get file size
fseek(objFile, 0, SEEK_SET); // Reset file pointer
data = (char *)malloc(dataLength);
data = (char *)malloc(length);
fread(data, dataLength, 1, objFile);
fread(data, length, 1, objFile);
dataLength = length;
fclose(objFile);
}
if (data != NULL)
if (data != NULL)
{
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, data, dataLength, flags);
if (ret != TINYOBJ_SUCCESS) TraceLog(LOG_WARNING, "[%s] Model data could not be loaded", fileName);
else TraceLog(LOG_INFO, "[%s] Model data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
for (int i = 0; i < meshCount; i++)
// Init model meshes array
model.meshCount = meshCount;
model.meshes = (Mesh *)malloc(model.meshCount*sizeof(Mesh));
// Init model materials array
model.materialCount = materialCount;
model.materials = (Material *)malloc(model.materialCount*sizeof(Material));
// Init model meshes
for (int m = 0; m < 1; m++)
{
printf("shape[%d] name = %s\n", i, meshes[i].name);
printf("num_vertices: %i\n", attrib.num_vertices);
printf("num_normals: %i\n", attrib.num_normals);
printf("num_texcoords: %i\n", attrib.num_texcoords);
printf("num_faces: %i\n", attrib.num_faces);
printf("num_face_num_verts: %i\n", attrib.num_face_num_verts);
Mesh mesh = { 0 };
memset(&mesh, 0, sizeof(Mesh));
mesh.vertexCount = attrib.num_faces*3;
mesh.triangleCount = attrib.num_faces;
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
int faceOffset = 0;
int vCount = 0;
int vtCount = 0;
int vnCount = 0;
/*
for (int i = 0; i < attrib.num_vertices*3; i++) printf("%2.2f, ", attrib.vertices[i]);
printf("\n");
for (int i = 0; i < attrib.num_texcoords*2; i++) printf("%2.2f, ", attrib.texcoords[i]);
printf("\n");
for (int i = 0; i < attrib.num_normals*3; i++) printf("%2.2f, ", attrib.normals[i]);
printf("\n");
tinyobj_vertex_index_t idx0 = attrib.faces[0];
tinyobj_vertex_index_t idx1 = attrib.faces[1];
tinyobj_vertex_index_t idx2 = attrib.faces[2];
for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx0.v_idx*3 + v]); } printf("\n");
for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx1.v_idx*3 + v]); } printf("\n");
for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx2.v_idx*3 + v]); } printf("\n\n");
idx0 = attrib.faces[3 + 0];
idx1 = attrib.faces[3 + 1];
idx2 = attrib.faces[3 + 2];
for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx0.v_idx*3 + v]); } printf("\n");
for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx1.v_idx*3 + v]); } printf("\n");
for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx2.v_idx*3 + v]); } printf("\n\n");
*/
for (int f = 0; f < attrib.num_faces; f++)
{
tinyobj_vertex_index_t idx0 = attrib.faces[3*f + 0];
tinyobj_vertex_index_t idx1 = attrib.faces[3*f + 1];
tinyobj_vertex_index_t idx2 = attrib.faces[3*f + 2];
// printf("Face index: v %i/%i/%i . vt %i/%i/%i . vn %i/%i/%i\n",
// idx0.v_idx, idx1.v_idx, idx2.v_idx,
// idx0.vt_idx, idx1.vt_idx, idx2.vt_idx,
// idx0.vn_idx, idx1.vn_idx, idx2.vn_idx);
for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount +=3;
for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount +=3;
for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount +=3;
for (int v = 0; v < 2; v++) { mesh.texcoords[vtCount + v] = attrib.texcoords[idx0.vt_idx*2 + v]; } vtCount += 2;
for (int v = 0; v < 2; v++) { mesh.texcoords[vtCount + v] = attrib.texcoords[idx1.vt_idx*2 + v]; } vtCount += 2;
for (int v = 0; v < 2; v++) { mesh.texcoords[vtCount + v] = attrib.texcoords[idx2.vt_idx*2 + v]; } vtCount += 2;
for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount +=3;
for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount +=3;
for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount +=3;
}
printf("vCount: %i\n", vCount);
printf("vtCount: %i\n", vtCount);
printf("vnCount: %i\n", vnCount);
model.meshes[m] = mesh; // Assign mesh data to model
rlLoadMesh(&model.meshes[m], false); // Upload vertex data to GPU (static mesh)
}
/*
// Data reference to process
typedef struct {
char *name;
float ambient[3];
float diffuse[3];
float specular[3];
float transmittance[3];
float emission[3];
float shininess;
float ior; // index of refraction
float dissolve; // 1 == opaque; 0 == fully transparent
// illumination model (see http://www.fileformat.info/format/material/)
int illum;
int pad0;
char *ambient_texname; // map_Ka
char *diffuse_texname; // map_Kd
char *specular_texname; // map_Ks
char *specular_highlight_texname; // map_Ns
char *bump_texname; // map_bump, bump
char *displacement_texname; // disp
char *alpha_texname; // map_d
} tinyobj_material_t;
typedef struct {
char *name; // group name or object name
unsigned int face_offset;
@ -2469,11 +2527,60 @@ static Model LoadOBJ(const char *fileName)
float *vertices;
float *normals;
float *texcoords;
tinyobj_vertex_index_t *faces;
int *face_num_verts;
int *material_ids;
} tinyobj_attrib_t;
*/
// Init model materials
for (int m = 0; m < materialCount; m++)
{
/*
typedef struct {
char *name;
float ambient[3];
float diffuse[3];
float specular[3];
float transmittance[3];
float emission[3];
float shininess;
float ior; // index of refraction
float dissolve; // 1 == opaque; 0 == fully transparent
// illumination model (see http://www.fileformat.info/format/material/)
int illum;
int pad0;
char *ambient_texname; // map_Ka
char *diffuse_texname; // map_Kd
char *specular_texname; // map_Ks
char *specular_highlight_texname; // map_Ns
char *bump_texname; // map_bump, bump
char *displacement_texname; // disp
char *alpha_texname; // map_d
} tinyobj_material_t;
*/
/*
// Material texture map
typedef struct MaterialMap {
Texture2D texture; // Material map texture
Color color; // Material map color
float value; // Material map value
} MaterialMap;
// Material type (generic)
typedef struct Material {
Shader shader; // Material shader
MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
float *params; // Material generic parameters (if required)
} Material;
*/
}
tinyobj_attrib_free(&attrib);
tinyobj_shapes_free(meshes, meshCount);