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authorchriscamacho <[email protected]>2020-10-08 19:31:59 +0100
committerGitHub <[email protected]>2020-10-08 20:31:59 +0200
commit6ebf6b4e7225c2d42dac5db86231ac282d1265ff (patch)
tree01ae36ab051698d6fd236f71f35a5ffae1d8d071 /src/models.c
parent41192c6d4a66b45017af3a285ba3b6a7835b5989 (diff)
downloadraylib-6ebf6b4e7225c2d42dac5db86231ac282d1265ff.tar.gz
raylib-6ebf6b4e7225c2d42dac5db86231ac282d1265ff.zip
allow for multiple materials in obj files (#1408)
* allow for multiple materials in obj files also fix obj_loader hash map issues * minor fix for warning Co-authored-by: codifies <[email protected]>
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c209
1 files changed, 105 insertions, 104 deletions
diff --git a/src/models.c b/src/models.c
index 2a815e7c..cfed9502 100644
--- a/src/models.c
+++ b/src/models.c
@@ -896,8 +896,8 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
#if defined(SUPPORT_FILEFORMAT_MTL)
if (IsFileExtension(fileName, ".mtl"))
{
- tinyobj_material_t *mats;
-
+ tinyobj_material_t *mats = NULL;
+
int result = tinyobj_parse_mtl_file(&mats, &count, fileName);
if (result != TINYOBJ_SUCCESS) {
TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName);
@@ -2566,6 +2566,12 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
for (int i = 0; i < model.meshCount; i++)
{
// TODO: Review color + tint premultiplication mechanism
+
+ // (codifies) Ray not only does this work as expected but
+ // multiplying *is* definately the way to tint
+ // can we call it reviewed ?
+
+ // would you prefer an extra model.tint, that rlDrawMesh uses ?
Color color = model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color;
Color colorTint = WHITE;
@@ -2942,11 +2948,15 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
#if defined(SUPPORT_FILEFORMAT_OBJ)
// Load OBJ mesh data
+
+// TODO used by loadOBJ, could change to a function that could handle
+// data coming from a file, memory or archive...
+
static Model LoadOBJ(const char *fileName)
{
Model model = { 0 };
- tinyobj_attrib_t attrib;
+ tinyobj_attrib_t attrib = { 0 };
tinyobj_shape_t *meshes = NULL;
unsigned int meshCount = 0;
@@ -2968,126 +2978,112 @@ static Model LoadOBJ(const char *fileName)
if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
- // Init model meshes array
- // TODO: Support multiple meshes... in the meantime, only one mesh is returned
- //model.meshCount = meshCount;
- model.meshCount = 1;
- model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
-
+
+ model.meshCount = materialCount;
+
+
// Init model materials array
if (materialCount > 0)
{
model.materialCount = materialCount;
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
+ TraceLog(LOG_INFO, "MODEL: model has %i material meshes", materialCount);
+ } else {
+ model.meshCount = 1;
+ TraceLog(LOG_INFO, "MODEL: No materials, putting all meshes in a default material");
}
+ model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
-
- /*
- // Multiple meshes data reference
- // NOTE: They are provided as a faces offset
- typedef struct {
- char *name; // group name or object name
- unsigned int face_offset;
- unsigned int length;
- } tinyobj_shape_t;
- */
-
- // Init model meshes
- for (int m = 0; m < 1; m++)
+
+ // count the faces for each material
+ int* matFaces = RL_CALLOC(meshCount, sizeof(int));
+
+ for (int mi=0; mi<meshCount; mi++) {
+ for (int fi=0; fi<meshes[mi].length; fi++) {
+ int idx = attrib.material_ids[meshes[mi].face_offset + fi];
+ if (idx == -1) idx = 0; // for no material face (which could be the whole model)
+ matFaces[idx]++;
+ }
+ }
+
+ //--------------------------------------
+ // create the material meshes
+
+ // running counts / indexes for each material mesh as we are
+ // building them at the same time
+ int* vCount = RL_CALLOC(model.meshCount, sizeof(int));
+ int* vtCount = RL_CALLOC(model.meshCount, sizeof(int));
+ int* vnCount = RL_CALLOC(model.meshCount, sizeof(int));
+ int* faceCount = RL_CALLOC(model.meshCount, sizeof(int));
+
+ // allocate space for each of the material meshes
+ for (int mi=0; mi<model.meshCount; mi++)
+ {
+ model.meshes[mi].vertexCount = matFaces[mi] * 3;
+ model.meshes[mi].triangleCount = matFaces[mi];
+ model.meshes[mi].vertices = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
+ model.meshes[mi].texcoords = (float *)RL_CALLOC(model.meshes[mi].vertexCount*2, sizeof(float));
+ model.meshes[mi].normals = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
+ model.meshes[mi].vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+ model.meshMaterial[mi] = mi;
+ }
+
+ // scan through the combined sub meshes and pick out each material mesh
+ for (unsigned int af = 0; af < attrib.num_faces; af++)
{
- Mesh mesh = { 0 };
- memset(&mesh, 0, sizeof(Mesh));
- mesh.vertexCount = attrib.num_faces*3;
- mesh.triangleCount = attrib.num_faces;
- mesh.vertices = (float *)RL_CALLOC(mesh.vertexCount*3, sizeof(float));
- mesh.texcoords = (float *)RL_CALLOC(mesh.vertexCount*2, sizeof(float));
- mesh.normals = (float *)RL_CALLOC(mesh.vertexCount*3, sizeof(float));
- mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
-
- int vCount = 0;
- int vtCount = 0;
- int vnCount = 0;
-
- for (unsigned int f = 0; f < attrib.num_faces; f++)
+ int mm = attrib.material_ids[af]; // mesh material for this face
+ if (mm == -1) { mm = 0; } // no material object..
+ // Get indices for the face
+ tinyobj_vertex_index_t idx0 = attrib.faces[3 * af + 0];
+ tinyobj_vertex_index_t idx1 = attrib.faces[3 * af + 1];
+ tinyobj_vertex_index_t idx2 = attrib.faces[3 * af + 2];
+
+ // Fill vertices buffer (float) using vertex index of the face
+ for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount[mm] +=3;
+ for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount[mm] +=3;
+ for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount[mm] +=3;
+
+ if (attrib.num_texcoords > 0)
{
- // Get indices for the face
- 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];
-
- // Fill vertices buffer (float) using vertex index of the face
- 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;
-
- if (attrib.num_texcoords > 0)
- {
- // Fill texcoords buffer (float) using vertex index of the face
- // NOTE: Y-coordinate must be flipped upside-down
- mesh.texcoords[vtCount + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
- mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount += 2;
- mesh.texcoords[vtCount + 0] = attrib.texcoords[idx1.vt_idx*2 + 0];
- mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount += 2;
- mesh.texcoords[vtCount + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
- mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount += 2;
- }
-
- if (attrib.num_normals > 0)
- {
- // Fill normals buffer (float) using vertex index of the face
- 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;
- }
- }
-
- model.meshes[m] = mesh; // Assign mesh data to model
-
- // Assign mesh material for current mesh
- model.meshMaterial[m] = attrib.material_ids[m];
-
- // Set unfound materials to default
- if (model.meshMaterial[m] == -1) model.meshMaterial[m] = 0;
+ // Fill texcoords buffer (float) using vertex index of the face
+ // NOTE: Y-coordinate must be flipped upside-down to account for
+ // raylib's upside down textures...
+ model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
+ model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount[mm] += 2;
+ model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx1.vt_idx*2 + 0];
+ model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount[mm] += 2;
+ model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
+ model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount[mm] += 2;
+ }
+
+ if (attrib.num_normals > 0)
+ {
+ // Fill normals buffer (float) using vertex index of the face
+ for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount[mm] +=3;
+ for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount[mm] +=3;
+ for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount[mm] +=3;
+ }
}
// Init model materials
for (unsigned int m = 0; m < materialCount; m++)
- {
+ {
// Init material to default
- // NOTE: Uses default shader, only MAP_DIFFUSE supported
+ // NOTE: Uses default shader, which only supports MAP_DIFFUSE
+
+ // (codifies) TODO my lighting shader should support at least
+ // diffuse AND specular ...
model.materials[m] = LoadMaterialDefault();
- /*
- 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 (Ref: 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;
- */
-
model.materials[m].maps[MAP_DIFFUSE].texture = GetTextureDefault(); // Get default texture, in case no texture is defined
- if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
+ if (materials[m].diffuse_texname != NULL) {
+ model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
+ } else {
+ model.materials[m].maps[MAP_DIFFUSE].texture = GetTextureDefault();
+ }
+
model.materials[m].maps[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[MAP_DIFFUSE].value = 0.0f;
@@ -3109,6 +3105,11 @@ static Model LoadOBJ(const char *fileName)
tinyobj_materials_free(materials, materialCount);
RL_FREE(fileData);
+
+ RL_FREE(vCount);
+ RL_FREE(vtCount);
+ RL_FREE(vnCount);
+ RL_FREE(faceCount);
chdir(currentDir);
}