aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorRay <raysan5@gmail.com>2019-04-09 13:23:51 +0200
committerRay <raysan5@gmail.com>2019-04-09 13:23:51 +0200
commit32ccecb8ca1f141e6b8e20007e795c58108cb899 (patch)
treecc941b55bbaffd094e97fc9c51e6e38f73b90d83 /src
parent94335e30df6c66337eaad937048191c1735e6223 (diff)
downloadraylib-32ccecb8ca1f141e6b8e20007e795c58108cb899.tar.gz
raylib-32ccecb8ca1f141e6b8e20007e795c58108cb899.zip
Start working on glTF loading...
Diffstat (limited to 'src')
-rw-r--r--src/models.c60
1 files changed, 41 insertions, 19 deletions
diff --git a/src/models.c b/src/models.c
index d5e74e33..73f8b940 100644
--- a/src/models.c
+++ b/src/models.c
@@ -3013,30 +3013,30 @@ static Model LoadIQM(const char *fileName)
fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile);
model.meshCount = iqm.num_meshes;
- model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes);
+ model.meshes = malloc(model.meshCount*sizeof(Mesh));
char name[MESH_NAME_LENGTH];
- for (int i = 0; i < iqm.num_meshes; i++)
+ for (int i = 0; i < model.meshCount; i++)
{
fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET);
fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used...
model.meshes[i].vertexCount = imesh[i].num_vertexes;
- model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex positions
- model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex normals
- model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2); // Default vertex texcoords
+ model.meshes[i].vertices = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex positions
+ model.meshes[i].normals = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex normals
+ model.meshes[i].texcoords = malloc(sizeof(float)*model.meshes[i].vertexCount*2); // Default vertex texcoords
- model.meshes[i].boneIds = malloc(sizeof(int)*imesh[i].num_vertexes*4); // Up-to 4 bones supported!
- model.meshes[i].boneWeights = malloc(sizeof(float)*imesh[i].num_vertexes*4); // Up-to 4 bones supported!
+ model.meshes[i].boneIds = malloc(sizeof(int)*model.meshes[i].vertexCount*4); // Up-to 4 bones supported!
+ model.meshes[i].boneWeights = malloc(sizeof(float)*model.meshes[i].vertexCount*4); // Up-to 4 bones supported!
model.meshes[i].triangleCount = imesh[i].num_triangles;
- model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3);
+ model.meshes[i].indices = malloc(sizeof(unsigned short)*model.meshes[i].triangleCount*3);
// Animated verted data, what we actually process for rendering
// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
- model.meshes[i].animVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
- model.meshes[i].animNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
+ model.meshes[i].animVertices = malloc(sizeof(float)*model.meshes[i].vertexCount*3);
+ model.meshes[i].animNormals = malloc(sizeof(float)*model.meshes[i].vertexCount*3);
}
// Triangles data processing
@@ -3044,15 +3044,15 @@ static Model LoadIQM(const char *fileName)
fseek(iqmFile, iqm.ofs_triangles, SEEK_SET);
fread(tri, sizeof(IQMTriangle)*iqm.num_triangles, 1, iqmFile);
- for (int m = 0; m < iqm.num_meshes; m++)
+ for (int m = 0; m < model.meshCount; m++)
{
int tcounter = 0;
- for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++)
+ for (int i = imesh[m].first_triangle; i < (imesh[m].first_triangle + imesh[m].num_triangles); i++)
{
// IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around
- model.meshes[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex;
- model.meshes[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex;
+ model.meshes[m].indices[tcounter + 2] = tri[i].vertex[0] - imesh[m].first_vertex;
+ model.meshes[m].indices[tcounter + 1] = tri[i].vertex[1] - imesh[m].first_vertex;
model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
tcounter += 3;
}
@@ -3235,7 +3235,7 @@ static Model LoadGLTF(const char *fileName)
fclose(gltfFile);
// glTF data loading
- cgltf_options options = {0};
+ cgltf_options options = { 0 };
cgltf_data *data;
cgltf_result result = cgltf_parse(&options, buffer, size, &data);
@@ -3243,11 +3243,33 @@ static Model LoadGLTF(const char *fileName)
if (result == cgltf_result_success)
{
- // printf("Type: %u\n", data.file_type);
- // printf("Version: %d\n", data.version);
- // printf("Meshes: %lu\n", data.meshes_count);
+ TraceLog(LOG_INFO, "[%s][%s] Model meshes/materials: %i/%i", (data->file_type == 2)? "glb" : "gltf", data->meshes_count, data->materials_count);
+
+ // Read data buffers
+ result = cgltf_load_buffers(&options, data, fileName);
+
+ // Process glTF data and map to model
+ model.meshCount = data->meshes_count;
+ model.meshes = malloc(model.meshCount*sizeof(Mesh));
+
+ for (int i = 0; i < model.meshCount; i++)
+ {
+ // NOTE: Only support meshes defined by triangle primitives
+ //if (data->meshes[i].primitives[n].type == cgltf_primitive_type_triangles)
+ {
+ // data.meshes[i].name not used
+ model.meshes[i].vertexCount = data->meshes[i].primitives_count*3;
+ model.meshes[i].triangleCount = data->meshes[i].primitives_count;
+ // data.meshes[i].weights not used (array of weights to be applied to the Morph Targets)
+
+ model.meshes[i].vertices = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex positions
+ model.meshes[i].normals = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex normals
+ model.meshes[i].texcoords = malloc(sizeof(float)*model.meshes[i].vertexCount*2); // Default vertex texcoords
+
+ model.meshes[i].indices = malloc(sizeof(unsigned short)*model.meshes[i].triangleCount*3);
- // TODO: Process glTF data and map to model
+ }
+ }
// NOTE: data.buffers[] should be loaded to model.meshes and data.images[] should be loaded to model.materials
// Use buffers[n].uri and images[n].uri... or use cgltf_load_buffers(&options, data, fileName);