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authorraysan5 <[email protected]>2021-10-22 14:53:11 +0200
committerraysan5 <[email protected]>2021-10-22 14:53:11 +0200
commitebad28d831436dce424f98d544953790a9b13803 (patch)
tree2b14cecd304e1a161bb6be6fdd40eb33c3962837 /src/rmodels.c
parentbefdb5963ecfe86ef0530221b82503cacc0a0abe (diff)
downloadraylib-ebad28d831436dce424f98d544953790a9b13803.tar.gz
raylib-ebad28d831436dce424f98d544953790a9b13803.zip
REVIEWED: gltf models loading, reverted to a previous version (with some tweaks)
Diffstat (limited to 'src/rmodels.c')
-rw-r--r--src/rmodels.c266
1 files changed, 240 insertions, 26 deletions
diff --git a/src/rmodels.c b/src/rmodels.c
index bb07412c..79146f2d 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -4494,12 +4494,83 @@ static ModelAnimation* LoadModelAnimationsIQM(const char *fileName, unsigned int
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
+static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Color tint)
+{
+ Image rimage = { 0 };
+
+ if (image->uri)
+ {
+ if ((strlen(image->uri) > 5) &&
+ (image->uri[0] == 'd') &&
+ (image->uri[1] == 'a') &&
+ (image->uri[2] == 't') &&
+ (image->uri[3] == 'a') &&
+ (image->uri[4] == ':'))
+ {
+ // Data URI
+ // Format: data:<mediatype>;base64,<data>
+
+ // Find the comma
+ int i = 0;
+ while ((image->uri[i] != ',') && (image->uri[i] != 0)) i++;
+
+ if (image->uri[i] == 0) TRACELOG(LOG_WARNING, "IMAGE: glTF data URI is not a valid image");
+ else
+ {
+ int base64Size = strlen(image->uri + i + 1);
+ int outSize = 3*(base64Size/4); // TODO: Consider padding (-numberOfPaddingCharacters)
+ char *data = NULL;
+
+ cgltf_options options = { 0 };
+ cgltf_result result = cgltf_load_buffer_base64(&options, outSize, image->uri + i + 1, &data);
+
+ if (result == cgltf_result_success)
+ {
+ rimage = LoadImageFromMemory(".png", data, outSize);
+ cgltf_free(data);
+ }
+
+ // TODO: Tint shouldn't be applied here!
+ ImageColorTint(&rimage, tint);
+ }
+ }
+ else
+ {
+ rimage = LoadImage(TextFormat("%s/%s", texPath, image->uri));
+
+ // TODO: Tint shouldn't be applied here!
+ ImageColorTint(&rimage, tint);
+ }
+ }
+ else if (image->buffer_view)
+ {
+ unsigned char *data = RL_MALLOC(image->buffer_view->size);
+ int n = (int)image->buffer_view->offset;
+ int stride = (int)image->buffer_view->stride ? (int)image->buffer_view->stride : 1;
+
+ for (unsigned int i = 0; i < image->buffer_view->size; i++)
+ {
+ data[i] = ((unsigned char *)image->buffer_view->buffer->data)[n];
+ n += stride;
+ }
+
+ rimage = LoadImageFromMemory(".png", data, (int)image->buffer_view->size);
+ RL_FREE(data);
+
+ // TODO: Tint shouldn't be applied here!
+ ImageColorTint(&rimage, tint);
+ }
+ else rimage = GenImageColor(1, 1, tint);
+
+ return rimage;
+}
+
// 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) and Hristo Stamenov(@object71)
+ Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend)
Features:
- Supports .gltf and .glb files
@@ -4515,57 +4586,200 @@ static Model LoadGLTF(const char *fileName)
*************************************************************************************/
+ #define LOAD_ACCESSOR(type, nbcomp, acc, dst) \
+ { \
+ int n = 0; \
+ type *buffer = (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] = buffer[n + l];\
+ }\
+ n += (int)(acc->stride/sizeof(type));\
+ }\
+ }
+
Model model = { 0 };
// glTF file loading
- unsigned int fileSize = 0;
- unsigned char *fileData = LoadFileData(fileName, &fileSize);
+ unsigned int dataSize = 0;
+ unsigned char *fileData = LoadFileData(fileName, &dataSize);
if (fileData == NULL) return model;
// glTF data loading
- cgltf_data *gltfData = NULL;
- cgltf_options gltfOptions = { 0 }; // TODO: Define custom allocators/file-accessors
- cgltf_result result = cgltf_parse(&gltfOptions, fileData, fileSize, &gltfData);
+ cgltf_options options = { 0 };
+ cgltf_data *data = NULL;
+ cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
if (result == cgltf_result_success)
{
- TRACELOG(LOG_INFO, "MODEL: [%s] glTF meshes (%s) count: %i", fileName, (gltfData->file_type == 2)? "glb" : "gltf", gltfData->meshes_count);
- TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (gltfData->file_type == 2)? "glb" : "gltf", gltfData->materials_count);
+ TRACELOG(LOG_INFO, "MODEL: [%s] glTF meshes (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count);
+ TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->materials_count);
// Read data buffers
- result = cgltf_load_buffers(&gltfOptions, gltfData, fileName); // TODO: Not needed, gltfData already contains URIs to buffers for manual loading
+ result = cgltf_load_buffers(&options, data, fileName);
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
- if (gltfData->scenes_count > 1) TRACELOG(LOG_INFO, "MODEL: [%s] Has multiple scenes but only the first one will be loaded", fileName);
+ int primitivesCount = 0;
- int primitiveCount = 0;
- for (unsigned int i = 0; i < gltfData->scene->nodes_count; i++)
- {
- //GetGLTFPrimitiveCount(gltfData->scene->nodes[i], &primitiveCount); // TODO: Recursive function, really needed?
- }
+ for (unsigned int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count;
// Process glTF data and map to model
- model.meshCount = primitiveCount;
+ model.meshCount = primitivesCount;
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
- model.materialCount = (int)gltfData->materials_count + 1;
+ model.materialCount = (int)data->materials_count + 1;
model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
- model.boneCount = (int)gltfData->nodes_count;
- model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
- model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
- //InitGLTFBones(&model, gltfData);
- //LoadGLTFMaterial(&model, fileName, gltfData);
+ for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+
+ 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();
int primitiveIndex = 0;
- for (unsigned int i = 0; i < gltfData->scene->nodes_count; i++)
+
+ for (unsigned int i = 0; i < data->meshes_count; i++)
{
- Matrix staticTransform = MatrixIdentity();
- //LoadGLTFNode(gltfData, gltfData->scene->nodes[i], &model, staticTransform, &primitiveIndex, fileName); // TODO: Recursive function, really needed?
+ for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
+ {
+ for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
+ {
+ if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position)
+ {
+ cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
+ model.meshes[primitiveIndex].vertexCount = (int)acc->count;
+ model.meshes[primitiveIndex].vertices = RL_MALLOC(model.meshes[primitiveIndex].vertexCount*3*sizeof(float));
+
+ LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices)
+ }
+ 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;
+ model.meshes[primitiveIndex].normals = RL_MALLOC(acc->count*3*sizeof(float));
+
+ LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals)
+ }
+ else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
+ {
+ cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
+
+ 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)
+ }
+ else
+ {
+ // TODO: Support normalized unsigned byte/unsigned short texture coordinates
+ TRACELOG(LOG_WARNING, "MODEL: [%s] glTF texture coordinates must be float", fileName);
+ }
+ }
+ }
+
+ 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;
+ }
+
+ if (data->meshes[i].primitives[p].material)
+ {
+ // Compute the offset
+ model.meshMaterial[primitiveIndex] = (int)(data->meshes[i].primitives[p].material - data->materials);
+ }
+ else
+ {
+ model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
+ }
+
+ primitiveIndex++;
+ }
}
- cgltf_free(gltfData);
+ cgltf_free(data);
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);