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authorRay <[email protected]>2022-08-20 14:01:54 +0200
committerRay <[email protected]>2022-08-20 14:01:54 +0200
commit4ee5fdf6192166ecb3fc5f020fac9077c05add29 (patch)
tree682ad9189d7581b1a018a75199553b457a1c583a /src/rmodels.c
parent35c777ef2ccdad0b3a94b508ec13df5f6cd9ea49 (diff)
downloadraylib-4ee5fdf6192166ecb3fc5f020fac9077c05add29.tar.gz
raylib-4ee5fdf6192166ecb3fc5f020fac9077c05add29.zip
ADDED: Support M3D model file format (meshes and materials) #2648
Diffstat (limited to 'src/rmodels.c')
-rw-r--r--src/rmodels.c169
1 files changed, 169 insertions, 0 deletions
diff --git a/src/rmodels.c b/src/rmodels.c
index ee8b2117..7b2b19a2 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -12,6 +12,7 @@
* #define SUPPORT_FILEFORMAT_IQM
* #define SUPPORT_FILEFORMAT_GLTF
* #define SUPPORT_FILEFORMAT_VOX
+* #define SUPPORT_FILEFORMAT_M3D
* Selected desired fileformats to be supported for model data loading.
*
* #define SUPPORT_MESH_GENERATION
@@ -86,6 +87,19 @@
#include "external/vox_loader.h" // VOX file format loading (MagikaVoxel)
#endif
+#if defined(SUPPORT_FILEFORMAT_M3D)
+ #define M3D_MALLOC RL_MALLOC
+ #define M3D_REALLOC RL_REALLOC
+ #define M3D_FREE RL_FREE
+
+ // Let the M3D loader know about stb_image is used in this project,
+ // to allow it to use on textures loading
+ #include "external/stb_image.h"
+
+ #define M3D_IMPLEMENTATION
+ #include "external/m3d.h" // Model3D file format loading
+#endif
+
#if defined(SUPPORT_MESH_GENERATION)
#define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T)))
#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1))
@@ -141,6 +155,9 @@ static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
#if defined(SUPPORT_FILEFORMAT_VOX)
static Model LoadVOX(const char *filename); // Load VOX mesh data
#endif
+#if defined(SUPPORT_FILEFORMAT_M3D)
+static Model LoadM3D(const char *filename); // Load M3D mesh data
+#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
@@ -5101,4 +5118,156 @@ static Model LoadVOX(const char *fileName)
}
#endif
+#if defined(SUPPORT_FILEFORMAT_M3D)
+// Hook LoadFileData()/UnloadFileData() calls to M3D loaders
+unsigned char *m3d_loaderhook(char *fn, unsigned int *len) { return LoadFileData((const char *)fn, len); }
+void m3d_freehook(void *data) { UnloadFileData((unsigned char *)data); }
+
+// Load M3D mesh data
+static Model LoadM3D(const char *fileName)
+{
+ Model model = { 0 };
+
+ m3d_t *m3d = NULL;
+ m3dp_t *prop = NULL;
+ unsigned int bytesRead = 0;
+ unsigned char *fileData = LoadFileData(fileName, &bytesRead);
+ int i, j, k, l, mi = -2;
+
+ if (fileData != NULL)
+ {
+ m3d = m3d_load(fileData, m3d_loaderhook, m3d_freehook, NULL);
+
+ if (!m3d || (m3d->errcode != M3D_SUCCESS))
+ {
+ TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load M3D data", fileName);
+ return model;
+ }
+ else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i faces/%i materials", fileName, m3d->numface, m3d->nummaterial);
+
+ if (m3d->nummaterial > 0)
+ {
+ model.meshCount = model.materialCount = m3d->nummaterial;
+ TRACELOG(LOG_INFO, "MODEL: model has %i material meshes", model.materialCount);
+ }
+ else
+ {
+ model.meshCount = model.materialCount = 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));
+ model.materials = (Material *)RL_CALLOC(model.meshCount + 1, sizeof(Material));
+
+ // Map no material to index 0 with default shader, everything else materialid + 1
+ model.materials[0] = LoadMaterialDefault();
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+
+ for (i = l = 0, k = -1; i < m3d->numface; i++, l++)
+ {
+ // Materials are grouped together
+ if (mi != m3d->face[i].materialid)
+ {
+ k++;
+ mi = m3d->face[i].materialid;
+
+ for (j = i, l = 0; (j < m3d->numface) && (mi == m3d->face[j].materialid); j++, l++);
+
+ model.meshes[k].vertexCount = l*3;
+ model.meshes[k].triangleCount = l;
+ model.meshes[k].vertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
+ model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float));
+ model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
+ model.meshMaterial[k] = mi + 1;
+ l = 0;
+ }
+
+ // Process meshes per material, add triangles
+ model.meshes[k].vertices[l * 9 + 0] = m3d->vertex[m3d->face[i].vertex[0]].x;
+ model.meshes[k].vertices[l * 9 + 1] = m3d->vertex[m3d->face[i].vertex[0]].y;
+ model.meshes[k].vertices[l * 9 + 2] = m3d->vertex[m3d->face[i].vertex[0]].z;
+ model.meshes[k].vertices[l * 9 + 3] = m3d->vertex[m3d->face[i].vertex[1]].x;
+ model.meshes[k].vertices[l * 9 + 4] = m3d->vertex[m3d->face[i].vertex[1]].y;
+ model.meshes[k].vertices[l * 9 + 5] = m3d->vertex[m3d->face[i].vertex[1]].z;
+ model.meshes[k].vertices[l * 9 + 6] = m3d->vertex[m3d->face[i].vertex[2]].x;
+ model.meshes[k].vertices[l * 9 + 7] = m3d->vertex[m3d->face[i].vertex[2]].y;
+ model.meshes[k].vertices[l * 9 + 8] = m3d->vertex[m3d->face[i].vertex[2]].z;
+
+ if (m3d->face[i].texcoord[0] != M3D_UNDEF)
+ {
+ model.meshes[k].texcoords[l * 6 + 0] = m3d->tmap[m3d->face[i].texcoord[0]].u;
+ model.meshes[k].texcoords[l * 6 + 1] = m3d->tmap[m3d->face[i].texcoord[0]].v;
+ model.meshes[k].texcoords[l * 6 + 2] = m3d->tmap[m3d->face[i].texcoord[1]].u;
+ model.meshes[k].texcoords[l * 6 + 3] = m3d->tmap[m3d->face[i].texcoord[1]].v;
+ model.meshes[k].texcoords[l * 6 + 4] = m3d->tmap[m3d->face[i].texcoord[2]].u;
+ model.meshes[k].texcoords[l * 6 + 5] = m3d->tmap[m3d->face[i].texcoord[2]].v;
+ }
+
+ if (m3d->face[i].normal[0] != M3D_UNDEF)
+ {
+ model.meshes[k].normals[l * 9 + 0] = m3d->vertex[m3d->face[i].normal[0]].x;
+ model.meshes[k].normals[l * 9 + 1] = m3d->vertex[m3d->face[i].normal[0]].y;
+ model.meshes[k].normals[l * 9 + 2] = m3d->vertex[m3d->face[i].normal[0]].z;
+ model.meshes[k].normals[l * 9 + 3] = m3d->vertex[m3d->face[i].normal[1]].x;
+ model.meshes[k].normals[l * 9 + 4] = m3d->vertex[m3d->face[i].normal[1]].y;
+ model.meshes[k].normals[l * 9 + 5] = m3d->vertex[m3d->face[i].normal[1]].z;
+ model.meshes[k].normals[l * 9 + 6] = m3d->vertex[m3d->face[i].normal[2]].x;
+ model.meshes[k].normals[l * 9 + 7] = m3d->vertex[m3d->face[i].normal[2]].y;
+ model.meshes[k].normals[l * 9 + 8] = m3d->vertex[m3d->face[i].normal[2]].z;
+ }
+ }
+
+ for (i = 0; i < m3d->nummaterial; i++)
+ {
+ model.materials[i + 1] = LoadMaterialDefault();
+ model.materials[i + 1].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+
+ for (j = 0; j < m3d->material[i].numprop; j++)
+ {
+ prop = &m3d->material[i].prop[j];
+
+ switch (prop->type)
+ {
+ case m3dp_Kd:
+ {
+ memcpy(&model.materials[i + 1].maps[MATERIAL_MAP_DIFFUSE].color, &prop->value.color, 4);
+ model.materials[i + 1].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
+ } break;
+ case m3dp_Ks:
+ {
+ memcpy(&model.materials[i + 1].maps[MATERIAL_MAP_SPECULAR].color, &prop->value.color, 4);
+ model.materials[i + 1].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
+ } break;
+ case m3dp_Ke:
+ {
+ memcpy(&model.materials[i + 1].maps[MATERIAL_MAP_EMISSION].color, &prop->value.color, 4);
+ model.materials[i + 1].maps[MATERIAL_MAP_EMISSION].value = 0.0f;
+ } break;
+ case m3dp_Pm:
+ {
+ model.materials[i + 1].maps[MATERIAL_MAP_METALNESS].value = prop->value.fnum;
+ } break;
+ case m3dp_Pr:
+ {
+ model.materials[i + 1].maps[MATERIAL_MAP_ROUGHNESS].value = prop->value.fnum;
+ } break;
+ case m3dp_Ps:
+ {
+ model.materials[i + 1].maps[MATERIAL_MAP_NORMAL].color = WHITE;
+ model.materials[i + 1].maps[MATERIAL_MAP_NORMAL].value = prop->value.fnum;
+ } break;
+ default: break;
+ }
+ }
+ }
+
+ m3d_free(m3d);
+ UnloadFileData(fileData);
+ }
+
+ return model;
+}
+#endif
+
#endif // SUPPORT_MODULE_RMODELS