summaryrefslogtreecommitdiffhomepage
path: root/src/models.c
diff options
context:
space:
mode:
authorHristo Stamenov <[email protected]>2021-03-14 13:09:31 +0200
committerGitHub <[email protected]>2021-03-14 12:09:31 +0100
commitf9b79403d1142d61ea0ed6f41456600bb06a7318 (patch)
tree89482f2b6c8f4622aecd1154f9490f38fb07868d /src/models.c
parent01e28263be9869b28acae5cf1128472269626edb (diff)
downloadraylib-f9b79403d1142d61ea0ed6f41456600bb06a7318.tar.gz
raylib-f9b79403d1142d61ea0ed6f41456600bb06a7318.zip
Improve gltf support (#1647)
* Implement a load values from accessor function. Added some more value types for the different GLTF attributes. Fixed crash when loading animated triangle. * Split GLTF model loading into separate functions for readability. * Fixed the already working models that I broke when introducing GLTFReadValue. Improved the example for gltf models to be able to switch between a few models. * Removed license from screen. It is pu inside a license file anyway. * Small improvements on the naming of functions Removed (*model). and replaced it with model->
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c733
1 files changed, 432 insertions, 301 deletions
diff --git a/src/models.c b/src/models.c
index 93146b7c..145e08b3 100644
--- a/src/models.c
+++ b/src/models.c
@@ -117,6 +117,11 @@ static ModelAnimation *LoadIQMModelAnimations(const char *fileName, int *animCou
#if defined(SUPPORT_FILEFORMAT_GLTF)
static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount); // Load GLTF animation data
+static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, int primitiveIndex);
+static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int primitiveIndex);
+static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, const cgltf_data* data, int primitiveIndex);
+static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_data* data);
+static void InitGLTFBones(Model* model, const cgltf_data* data);
#endif
//----------------------------------------------------------------------------------
@@ -1087,13 +1092,16 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
// Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
- animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
- animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
- model.meshes[m].animNormals[vCounter] = animNormal.x;
- model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
- model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
+ if(model.meshes[m].normals != NULL)
+ {
+ animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
+ animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
+ model.meshes[m].animNormals[vCounter] = animNormal.x;
+ model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
+ model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
+ }
+
vCounter += 3;
-
boneCounter += 4;
}
@@ -3650,12 +3658,37 @@ static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Co
return rimage;
}
+
+static bool GLTFReadValue(cgltf_accessor* acc, unsigned int index, void* variable, unsigned int elements, unsigned int size)
+{
+ if (acc->count == 2)
+ {
+ if (index > 1)
+ {
+ return false;
+ }
+
+ memcpy(variable, index == 0 ? acc->min : acc->max, elements * size);
+ return true;
+ }
+
+ unsigned int stride = size * elements;
+ memset(variable, 0, stride);
+
+ if(acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL)
+ return false;
+
+ void* readPosition = ((char*)acc->buffer_view->buffer->data) + (index * stride) + acc->buffer_view->offset + acc->offset;
+ memcpy(variable, readPosition, stride);
+ return true;
+}
+
// LoadGLTF loads in model data from given filename, supporting both .gltf and .glb
static Model LoadGLTF(const char *fileName)
{
/***********************************************************************************
- Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend)
+ Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) and Hristo Stamenov(@object71)
Features:
- Supports .gltf and .glb files
@@ -3671,18 +3704,6 @@ static Model LoadGLTF(const char *fileName)
*************************************************************************************/
- #define LOAD_ACCESSOR(type, nbcomp, acc, dst) \
- { \
- int n = 0; \
- type* buf = (type*)acc->buffer_view->buffer->data + acc->buffer_view->offset/sizeof(type) + acc->offset/sizeof(type); \
- for (unsigned int k = 0; k < acc->count; k++) {\
- for (int l = 0; l < nbcomp; l++) {\
- dst[nbcomp*k + l] = buf[n + l];\
- }\
- n += (int)(acc->stride/sizeof(type));\
- }\
- }
-
Model model = { 0 };
// glTF file loading
@@ -3719,131 +3740,10 @@ static Model LoadGLTF(const char *fileName)
model.boneCount = (int)data->nodes_count;
model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
-
- for (unsigned int j = 0; j < data->nodes_count; j++)
- {
- strcpy(model.bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
- model.bones[j].parent = (data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : -1;
- }
-
- for (unsigned int i = 0; i < data->nodes_count; i++)
- {
- if (data->nodes[i].has_translation) memcpy(&model.bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
- else model.bindPose[i].translation = Vector3Zero();
-
- if (data->nodes[i].has_rotation) memcpy(&model.bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
- else model.bindPose[i].rotation = QuaternionIdentity();
-
- model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
-
- if (data->nodes[i].has_scale) memcpy(&model.bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
- else model.bindPose[i].scale = Vector3One();
- }
-
- {
- bool* completedBones = RL_CALLOC(model.boneCount, sizeof(bool));
- int numberCompletedBones = 0;
-
- while (numberCompletedBones < model.boneCount) {
- for (int i = 0; i < model.boneCount; i++)
- {
- if (completedBones[i]) continue;
-
- if (model.bones[i].parent < 0) {
- completedBones[i] = true;
- numberCompletedBones++;
- continue;
- }
-
- if (!completedBones[model.bones[i].parent]) continue;
-
- Transform* currentTransform = &model.bindPose[i];
- BoneInfo* currentBone = &model.bones[i];
- int root = currentBone->parent;
- if (root >= model.boneCount)
- root = 0;
- Transform* parentTransform = &model.bindPose[root];
-
- currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
- currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
- currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
- currentTransform->scale = Vector3Multiply(parentTransform->scale, parentTransform->scale);
- completedBones[i] = true;
- numberCompletedBones++;
- }
- }
-
- RL_FREE(completedBones);
- }
-
- for (int i = 0; i < model.materialCount - 1; i++)
- {
- model.materials[i] = LoadMaterialDefault();
- Color tint = (Color){ 255, 255, 255, 255 };
- const char *texPath = GetDirectoryPath(fileName);
-
- // Ensure material follows raylib support for PBR (metallic/roughness flow)
- if (data->materials[i].has_pbr_metallic_roughness)
- {
- tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255);
- tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255);
- tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255);
- tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255);
-
- model.materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint;
-
- if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
- {
- Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint);
- model.materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(albedo);
- UnloadImage(albedo);
- }
-
- tint = WHITE; // Set tint to white after it's been used by Albedo
-
- if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture)
- {
- Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint);
- model.materials[i].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness);
-
- float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor;
- model.materials[i].maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
-
- float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor;
- model.materials[i].maps[MATERIAL_MAP_METALNESS].value = metallic;
-
- UnloadImage(metallicRoughness);
- }
-
- if (data->materials[i].normal_texture.texture)
- {
- Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint);
- model.materials[i].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(normalImage);
- UnloadImage(normalImage);
- }
-
- if (data->materials[i].occlusion_texture.texture)
- {
- Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint);
- model.materials[i].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage);
- UnloadImage(occulsionImage);
- }
-
- if (data->materials[i].emissive_texture.texture)
- {
- Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint);
- model.materials[i].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage);
- tint.r = (unsigned char)(data->materials[i].emissive_factor[0]*255);
- tint.g = (unsigned char)(data->materials[i].emissive_factor[1]*255);
- tint.b = (unsigned char)(data->materials[i].emissive_factor[2]*255);
- model.materials[i].maps[MATERIAL_MAP_EMISSION].color = tint;
- UnloadImage(emissiveImage);
- }
- }
- }
-
- model.materials[model.materialCount - 1] = LoadMaterialDefault();
-
+
+ InitGLTFBones(&model, data);
+ LoadGLTFMaterial(&model, fileName, data);
+
int primitiveIndex = 0;
for (unsigned int i = 0; i < data->meshes_count; i++)
@@ -3859,18 +3759,65 @@ static Model LoadGLTF(const char *fileName)
int bufferSize = model.meshes[primitiveIndex].vertexCount * 3 * sizeof(float);
model.meshes[primitiveIndex].vertices = RL_MALLOC(bufferSize);
model.meshes[primitiveIndex].animVertices = RL_MALLOC(bufferSize);
-
- LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices);
+
+ if(acc->component_type == cgltf_component_type_r_32f)
+ {
+ for(int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, model.meshes[primitiveIndex].vertices + (a * 3), 3, sizeof(float));
+ }
+ }
+ else if (acc->component_type == cgltf_component_type_r_32u)
+ {
+ int readValue[3];
+ for(int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, readValue, 3, sizeof(int));
+ model.meshes[primitiveIndex].vertices[(a * 3) + 0] = readValue[0];
+ model.meshes[primitiveIndex].vertices[(a * 3) + 1] = readValue[1];
+ model.meshes[primitiveIndex].vertices[(a * 3) + 2] = readValue[2];
+ }
+ }
+ else
+ {
+ // TODO: Support normalized unsigned byte/unsigned short vertices
+ TRACELOG(LOG_WARNING, "MODEL: [%s] glTF vertices must be float or int", fileName);
+ }
+
memcpy(model.meshes[primitiveIndex].animVertices, model.meshes[primitiveIndex].vertices, bufferSize);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
{
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
+
int bufferSize = (int)(acc->count*3*sizeof(float));
model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize);
-
- LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals);
+
+ if(acc->component_type == cgltf_component_type_r_32f)
+ {
+ for(int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, model.meshes[primitiveIndex].normals + (a * 3), 3, sizeof(float));
+ }
+ }
+ else if (acc->component_type == cgltf_component_type_r_32u)
+ {
+ int readValue[3];
+ for(int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, readValue, 3, sizeof(int));
+ model.meshes[primitiveIndex].normals[(a * 3) + 0] = readValue[0];
+ model.meshes[primitiveIndex].normals[(a * 3) + 1] = readValue[1];
+ model.meshes[primitiveIndex].normals[(a * 3) + 2] = readValue[2];
+ }
+ }
+ else
+ {
+ // TODO: Support normalized unsigned byte/unsigned short normals
+ TRACELOG(LOG_WARNING, "MODEL: [%s] glTF normals must be float or int", fileName);
+ }
+
memcpy(model.meshes[primitiveIndex].animNormals, model.meshes[primitiveIndex].normals, bufferSize);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
@@ -3880,7 +3827,11 @@ static Model LoadGLTF(const char *fileName)
if (acc->component_type == cgltf_component_type_r_32f)
{
model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float));
- LOAD_ACCESSOR(float, 2, acc, model.meshes[primitiveIndex].texcoords)
+
+ for(int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, model.meshes[primitiveIndex].texcoords + (a * 2), 2, sizeof(float));
+ }
}
else
{
@@ -3891,87 +3842,44 @@ static Model LoadGLTF(const char *fileName)
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints)
{
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
+ LoadGLTFBoneAttribute(&model, acc, data, primitiveIndex);
+ }
+ else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights)
+ {
+ cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
- if (acc->component_type == cgltf_component_type_r_16u)
+ model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float));
+
+ if(acc->component_type == cgltf_component_type_r_32f)
{
- model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
- short* bones = RL_MALLOC(sizeof(short) * acc->count * 4);
-
- LOAD_ACCESSOR(short, 4, acc, bones);
- for (unsigned int a = 0; a < acc->count * 4; a++)
+ for(int a = 0; a < acc->count; a++)
{
- cgltf_node* skinJoint = data->skins->joints[bones[a]];
-
- for (unsigned int k = 0; k < data->nodes_count; k++)
- {
- if (&(data->nodes[k]) == skinJoint)
- {
- model.meshes[primitiveIndex].boneIds[a] = k;
- break;
- }
- }
+ GLTFReadValue(acc, a, model.meshes[primitiveIndex].boneWeights + (a * 4), 4, sizeof(float));
}
- RL_FREE(bones);
}
- else if (acc->component_type == cgltf_component_type_r_8u)
+ else if (acc->component_type == cgltf_component_type_r_32u)
{
- model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
- unsigned char* bones = RL_MALLOC(sizeof(unsigned char) * acc->count * 4);
-
- LOAD_ACCESSOR(unsigned char, 4, acc, bones);
- for (unsigned int a = 0; a < acc->count * 4; a++)
+ unsigned int readValue[4];
+ for(int a = 0; a < acc->count; a++)
{
- cgltf_node* skinJoint = data->skins->joints[bones[a]];
-
- for (unsigned int k = 0; k < data->nodes_count; k++)
- {
- if (&(data->nodes[k]) == skinJoint)
- {
- model.meshes[primitiveIndex].boneIds[a] = k;
- break;
- }
- }
+ GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned int));
+ model.meshes[primitiveIndex].normals[(a * 4) + 0] = readValue[0];
+ model.meshes[primitiveIndex].normals[(a * 4) + 1] = readValue[1];
+ model.meshes[primitiveIndex].normals[(a * 4) + 2] = readValue[2];
+ model.meshes[primitiveIndex].normals[(a * 4) + 3] = readValue[3];
}
- RL_FREE(bones);
}
else
{
- // TODO: Support other size of bone index?
- TRACELOG(LOG_WARNING, "MODEL: [%s] glTF bones in unexpected format", fileName);
+ // TODO: Support normalized unsigned byte/unsigned short weights
+ TRACELOG(LOG_WARNING, "MODEL: [%s] glTF normals must be float or int", fileName);
}
-
- }
- else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights)
- {
- cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
-
- model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float));
- LOAD_ACCESSOR(float, 4, acc, model.meshes[primitiveIndex].boneWeights)
}
}
cgltf_accessor *acc = data->meshes[i].primitives[p].indices;
-
- if (acc)
- {
- if (acc->component_type == cgltf_component_type_r_16u)
- {
- model.meshes[primitiveIndex].triangleCount = (int)acc->count/3;
- model.meshes[primitiveIndex].indices = RL_MALLOC(model.meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
- LOAD_ACCESSOR(unsigned short, 1, acc, model.meshes[primitiveIndex].indices)
- }
- else
- {
- // TODO: Support unsigned byte/unsigned int
- TRACELOG(LOG_WARNING, "MODEL: [%s] glTF index data must be unsigned short", fileName);
- }
- }
- else
- {
- // Unindexed mesh
- model.meshes[primitiveIndex].triangleCount = model.meshes[primitiveIndex].vertexCount/3;
- }
-
+ LoadGLTFModelIndices(&model, acc, primitiveIndex);
+
if (data->meshes[i].primitives[p].material)
{
// Compute the offset
@@ -3981,79 +3889,14 @@ static Model LoadGLTF(const char *fileName)
{
model.meshMaterial[primitiveIndex] = model.materialCount - 1;
}
-
-// if (data->meshes[i].)
-
- if (model.meshes[primitiveIndex].boneIds == NULL && data->nodes_count > 0)
- {
- for (int nodeId = 0; nodeId < data->nodes_count; nodeId++)
- {
- if (data->nodes[nodeId].mesh == &(data->meshes[i]))
- {
- model.meshes[primitiveIndex].boneIds = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(int));
- model.meshes[primitiveIndex].boneWeights = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(float));
-
- for (int b = 0; b < 4 * model.meshes[primitiveIndex].vertexCount; b++)
- {
- if(b % 4 == 0)
- {
- model.meshes[primitiveIndex].boneIds[b] = nodeId;
- model.meshes[primitiveIndex].boneWeights[b] = 1.0f;
- }
- else
- {
- model.meshes[primitiveIndex].boneIds[b] = 0;
- model.meshes[primitiveIndex].boneWeights[b] = 0.0f;
- }
-
- }
- Vector3 boundVertex = { 0 };
- Vector3 boundNormal = { 0 };
+ BindGLTFPrimitiveToBones(&model, data, primitiveIndex);
- Vector3 outTranslation = { 0 };
- Quaternion outRotation = { 0 };
- Vector3 outScale = { 0 };
-
- int vCounter = 0;
- int boneCounter = 0;
- int boneId = 0;
-
- for (int i = 0; i < model.meshes[primitiveIndex].vertexCount; i++)
- {
- boneId = model.meshes[primitiveIndex].boneIds[boneCounter];
- outTranslation = model.bindPose[boneId].translation;
- outRotation = model.bindPose[boneId].rotation;
- outScale = model.bindPose[boneId].scale;
-
- // Vertices processing
- boundVertex = (Vector3){ model.meshes[primitiveIndex].vertices[vCounter], model.meshes[primitiveIndex].vertices[vCounter + 1], model.meshes[primitiveIndex].vertices[vCounter + 2] };
- boundVertex = Vector3Multiply(boundVertex, outScale);
- boundVertex = Vector3RotateByQuaternion(boundVertex, outRotation);
- boundVertex = Vector3Add(boundVertex, outTranslation);
- model.meshes[primitiveIndex].vertices[vCounter] = boundVertex.x;
- model.meshes[primitiveIndex].vertices[vCounter + 1] = boundVertex.y;
- model.meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
-
- // Normals processing
- boundNormal = (Vector3){ model.meshes[primitiveIndex].normals[vCounter], model.meshes[primitiveIndex].normals[vCounter + 1], model.meshes[primitiveIndex].normals[vCounter + 2] };
- boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);
- model.meshes[primitiveIndex].normals[vCounter] = boundNormal.x;
- model.meshes[primitiveIndex].normals[vCounter + 1] = boundNormal.y;
- model.meshes[primitiveIndex].normals[vCounter + 2] = boundNormal.z;
- vCounter += 3;
-
- boneCounter += 4;
- }
- }
- }
- }
-
primitiveIndex++;
}
-
+
}
-
+
cgltf_free(data);
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
@@ -4063,24 +3906,312 @@ static Model LoadGLTF(const char *fileName)
return model;
}
-static bool GltfReadFloat(cgltf_accessor* acc, unsigned int index, float* variable, unsigned int elements)
+static void InitGLTFBones(Model* model, const cgltf_data* data)
{
- if (acc->count == 2)
+ for (unsigned int j = 0; j < data->nodes_count; j++)
{
- if (index > 1)
+ strcpy(model->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
+ model->bones[j].parent = (data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : -1;
+ }
+
+ for (unsigned int i = 0; i < data->nodes_count; i++)
+ {
+ if (data->nodes[i].has_translation) memcpy(&model->bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
+ else model->bindPose[i].translation = Vector3Zero();
+
+ if (data->nodes[i].has_rotation) memcpy(&model->bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
+ else model->bindPose[i].rotation = QuaternionIdentity();
+
+ model->bindPose[i].rotation = QuaternionNormalize(model->bindPose[i].rotation);
+
+ if (data->nodes[i].has_scale) memcpy(&model->bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
+ else model->bindPose[i].scale = Vector3One();
+ }
+
+ {
+ bool* completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
+ int numberCompletedBones = 0;
+
+ while (numberCompletedBones < model->boneCount) {
+ for (int i = 0; i < model->boneCount; i++)
+ {
+ if (completedBones[i]) continue;
+
+ if (model->bones[i].parent < 0) {
+ completedBones[i] = true;
+ numberCompletedBones++;
+ continue;
+ }
+
+ if (!completedBones[model->bones[i].parent]) continue;
+
+ Transform* currentTransform = &model->bindPose[i];
+ BoneInfo* currentBone = &model->bones[i];
+ int root = currentBone->parent;
+ if (root >= model->boneCount)
+ root = 0;
+ Transform* parentTransform = &model->bindPose[root];
+
+ currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
+ currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
+ currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
+ currentTransform->scale = Vector3Multiply(parentTransform->scale, parentTransform->scale);
+ completedBones[i] = true;
+ numberCompletedBones++;
+ }
+ }
+
+ RL_FREE(completedBones);
+ }
+}
+
+static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_data* data)
+{
+ for (int i = 0; i < model->materialCount - 1; i++)
+ {
+ model->materials[i] = LoadMaterialDefault();
+ Color tint = (Color){ 255, 255, 255, 255 };
+ const char *texPath = GetDirectoryPath(fileName);
+
+ // Ensure material follows raylib support for PBR (metallic/roughness flow)
+ if (data->materials[i].has_pbr_metallic_roughness)
{
- return false;
+ tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255);
+ tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255);
+ tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255);
+ tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255);
+
+ model->materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint;
+
+ if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
+ {
+ Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(albedo);
+ UnloadImage(albedo);
+ }
+
+ tint = WHITE; // Set tint to white after it's been used by Albedo
+
+ if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture)
+ {
+ Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness);
+
+ float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor;
+ model->materials[i].maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
+
+ float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor;
+ model->materials[i].maps[MATERIAL_MAP_METALNESS].value = metallic;
+
+ UnloadImage(metallicRoughness);
+ }
+
+ if (data->materials[i].normal_texture.texture)
+ {
+ Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(normalImage);
+ UnloadImage(normalImage);
+ }
+
+ if (data->materials[i].occlusion_texture.texture)
+ {
+ Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage);
+ UnloadImage(occulsionImage);
+ }
+
+ if (data->materials[i].emissive_texture.texture)
+ {
+ Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage);
+ tint.r = (unsigned char)(data->materials[i].emissive_factor[0]*255);
+ tint.g = (unsigned char)(data->materials[i].emissive_factor[1]*255);
+ tint.b = (unsigned char)(data->materials[i].emissive_factor[2]*255);
+ model->materials[i].maps[MATERIAL_MAP_EMISSION].color = tint;
+ UnloadImage(emissiveImage);
+ }
+ }
+ }
+
+ model->materials[model->materialCount - 1] = LoadMaterialDefault();
+}
+
+static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, const cgltf_data* data, int primitiveIndex)
+{
+ if (jointsAccessor->component_type == cgltf_component_type_r_16u)
+ {
+ model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * jointsAccessor->count * 4);
+ short* bones = RL_MALLOC(sizeof(short) * jointsAccessor->count * 4);
+
+ for(int a = 0; a < jointsAccessor->count; a++)
+ {
+ GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(short));
}
- memcpy(variable, index == 0 ? acc->min : acc->max, elements * sizeof(float));
- return true;
+ for (unsigned int a = 0; a < jointsAccessor->count * 4; a++)
+ {
+ cgltf_node* skinJoint = data->skins->joints[bones[a]];
+
+ for (unsigned int k = 0; k < data->nodes_count; k++)
+ {
+ if (&(data->nodes[k]) == skinJoint)
+ {
+ model->meshes[primitiveIndex].boneIds[a] = k;
+ break;
+ }
+ }
+ }
+ RL_FREE(bones);
}
- else if (cgltf_accessor_read_float(acc, index, variable, elements))
+ else if (jointsAccessor->component_type == cgltf_component_type_r_8u)
{
- return true;
+ model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * jointsAccessor->count * 4);
+ unsigned char* bones = RL_MALLOC(sizeof(unsigned char) * jointsAccessor->count * 4);
+
+ for(int a = 0; a < jointsAccessor->count; a++)
+ {
+ GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(unsigned char));
+ }
+
+ for (unsigned int a = 0; a < jointsAccessor->count * 4; a++)
+ {
+ cgltf_node* skinJoint = data->skins->joints[bones[a]];
+
+ for (unsigned int k = 0; k < data->nodes_count; k++)
+ {
+ if (&(data->nodes[k]) == skinJoint)
+ {
+ model->meshes[primitiveIndex].boneIds[a] = k;
+ break;
+ }
+ }
+ }
+ RL_FREE(bones);
+ }
+ else
+ {
+ // TODO: Support other size of bone index?
+ TRACELOG(LOG_WARNING, "MODEL: glTF bones in unexpected format");
+ }
+}
+
+static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int primitiveIndex)
+{
+ if (model->meshes[primitiveIndex].boneIds == NULL && data->nodes_count > 0)
+ {
+ for (int nodeId = 0; nodeId < data->nodes_count; nodeId++)
+ {
+ if (data->nodes[nodeId].mesh == &(data->meshes[primitiveIndex]))
+ {
+ model->meshes[primitiveIndex].boneIds = RL_CALLOC(4 * model->meshes[primitiveIndex].vertexCount, sizeof(int));
+ model->meshes[primitiveIndex].boneWeights = RL_CALLOC(4 * model->meshes[primitiveIndex].vertexCount, sizeof(float));
+
+ for (int b = 0; b < 4 * model->meshes[primitiveIndex].vertexCount; b++)
+ {
+ if(b % 4 == 0)
+ {
+ model->meshes[primitiveIndex].boneIds[b] = nodeId;
+ model->meshes[primitiveIndex].boneWeights[b] = 1.0f;
+ }
+ else
+ {
+ model->meshes[primitiveIndex].boneIds[b] = 0;
+ model->meshes[primitiveIndex].boneWeights[b] = 0.0f;
+ }
+
+ }
+
+ Vector3 boundVertex = { 0 };
+ Vector3 boundNormal = { 0 };
+
+ Vector3 outTranslation = { 0 };
+ Quaternion outRotation = { 0 };
+ Vector3 outScale = { 0 };
+
+ int vCounter = 0;
+ int boneCounter = 0;
+ int boneId = 0;
+
+ for (int i = 0; i < model->meshes[primitiveIndex].vertexCount; i++)
+ {
+ boneId = model->meshes[primitiveIndex].boneIds[boneCounter];
+ outTranslation = model->bindPose[boneId].translation;
+ outRotation = model->bindPose[boneId].rotation;
+ outScale = model->bindPose[boneId].scale;
+
+ // Vertices processing
+ boundVertex = (Vector3){ model->meshes[primitiveIndex].vertices[vCounter], model->meshes[primitiveIndex].vertices[vCounter + 1], model->meshes[primitiveIndex].vertices[vCounter + 2] };
+ boundVertex = Vector3Multiply(boundVertex, outScale);
+ boundVertex = Vector3RotateByQuaternion(boundVertex, outRotation);
+ boundVertex = Vector3Add(boundVertex, outTranslation);
+ model->meshes[primitiveIndex].vertices[vCounter] = boundVertex.x;
+ model->meshes[primitiveIndex].vertices[vCounter + 1] = boundVertex.y;
+ model->meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
+
+ // Normals processing
+ if(model->meshes[primitiveIndex].normals != NULL)
+ {
+ boundNormal = (Vector3){ model->meshes[primitiveIndex].normals[vCounter], model->meshes[primitiveIndex].normals[vCounter + 1], model->meshes[primitiveIndex].normals[vCounter + 2] };
+ boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);
+ model->meshes[primitiveIndex].normals[vCounter] = boundNormal.x;
+ model->meshes[primitiveIndex].normals[vCounter + 1] = boundNormal.y;
+ model->meshes[primitiveIndex].normals[vCounter + 2] = boundNormal.z;
+ }
+
+ vCounter += 3;
+ boneCounter += 4;
+ }
+ }
+ }
+ }
+}
+
+static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, int primitiveIndex)
+{
+ if (indexAccessor)
+ {
+ if (indexAccessor->component_type == cgltf_component_type_r_16u || indexAccessor->component_type == cgltf_component_type_r_16)
+ {
+ model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3;
+ model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short));
+
+ unsigned short readValue = 0;
+ for(int a = 0; a < indexAccessor->count; a++)
+ {
+ GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(short));
+ model->meshes[primitiveIndex].indices[a] = readValue;
+ }
+ }
+ else if (indexAccessor->component_type == cgltf_component_type_r_8u || indexAccessor->component_type == cgltf_component_type_r_8)
+ {
+ model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3;
+ model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short));
+
+ unsigned char readValue = 0;
+ for(int a = 0; a < indexAccessor->count; a++)
+ {
+ GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(char));
+ model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue;
+ }
+ }
+ else if (indexAccessor->component_type == cgltf_component_type_r_32u)
+ {
+ model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3;
+ model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short));
+
+ unsigned int readValue;
+ for(int a = 0; a < indexAccessor->count; a++)
+ {
+ GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(unsigned int));
+ model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue;
+ }
+ }
+ }
+ else
+ {
+ // Unindexed mesh
+ model->meshes[primitiveIndex].triangleCount = model->meshes[primitiveIndex].vertexCount / 3;
}
-
- return false;
}
// LoadGLTF loads in animation data from given filename
@@ -4148,7 +4279,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
int frameCounts = (int)channel->sampler->input->count;
float lastFrameTime = 0.0f;
- if (GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
+ if (GLTFReadValue(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1, sizeof(float)))
{
animationDuration = fmaxf(lastFrameTime, animationDuration);
}
@@ -4204,7 +4335,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
for (unsigned int j = 0; j < sampler->input->count; j++)
{
float inputFrameTime;
- if (GltfReadFloat(sampler->input, j, (float *)&inputFrameTime, 1))
+ if (GLTFReadValue(sampler->input, j, &inputFrameTime, 1, sizeof(float)))
{
if (frameTime < inputFrameTime)
{
@@ -4213,7 +4344,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
outputMax = j;
float previousInputTime = 0.0f;
- if (GltfReadFloat(sampler->input, outputMin, (float *)&previousInputTime, 1))
+ if (GLTFReadValue(sampler->input, outputMin, &previousInputTime, 1, sizeof(float)))
{
if((inputFrameTime - previousInputTime) != 0)
{
@@ -4235,8 +4366,8 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
Vector3 translationStart;
Vector3 translationEnd;
- bool success = GltfReadFloat(sampler->output, outputMin, (float *)&translationStart, 3);
- success = GltfReadFloat(sampler->output, outputMax, (float *)&translationEnd, 3) || success;
+ bool success = GLTFReadValue(sampler->output, outputMin, &translationStart, 3, sizeof(float));
+ success = GLTFReadValue(sampler->output, outputMax, &translationEnd, 3, sizeof(float)) || success;
if (success) output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
}
@@ -4245,8 +4376,8 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
Quaternion rotationStart;
Quaternion rotationEnd;
- bool success = GltfReadFloat(sampler->output, outputMin, (float *)&rotationStart, 4);
- success = GltfReadFloat(sampler->output, outputMax, (float *)&rotationEnd, 4) || success;
+ bool success = GLTFReadValue(sampler->output, outputMin, &rotationStart, 4, sizeof(float));
+ success = GLTFReadValue(sampler->output, outputMax, &rotationEnd, 4, sizeof(float)) || success;
if (success)
{
@@ -4259,8 +4390,8 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
Vector3 scaleStart;
Vector3 scaleEnd;
- bool success = GltfReadFloat(sampler->output, outputMin, (float *)&scaleStart, 3);
- success = GltfReadFloat(sampler->output, outputMax, (float *)&scaleEnd, 3) || success;
+ bool success = GLTFReadValue(sampler->output, outputMin, &scaleStart, 3, sizeof(float));
+ success = GLTFReadValue(sampler->output, outputMax, &scaleEnd, 3, sizeof(float)) || success;
if (success) output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
}