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@ -3013,30 +3013,30 @@ static Model LoadIQM(const char *fileName) |
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fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile); |
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model.meshCount = iqm.num_meshes; |
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model.meshes = malloc(k">sizeof(Mesh)*iqm.num_meshes); |
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model.meshes = malloc(n">model.meshCount*sizeof(Mesh)); |
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char name[MESH_NAME_LENGTH]; |
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for (int i = 0; i < iqm.num_meshes; i++) |
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for (int i = 0; i < model.meshCount; i++) |
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{ |
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fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET); |
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fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used... |
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model.meshes[i].vertexCount = imesh[i].num_vertexes; |
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model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex positions |
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model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex normals |
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model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2); // Default vertex texcoords |
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model.meshes[i].vertices = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex positions |
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model.meshes[i].normals = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex normals |
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model.meshes[i].texcoords = malloc(sizeof(float)*model.meshes[i].vertexCount*2); // Default vertex texcoords |
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model.meshes[i].boneIds = malloc(sizeof(int)*imesh[i].num_vertexes*4); // Up-to 4 bones supported! |
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model.meshes[i].boneWeights = malloc(sizeof(float)*imesh[i].num_vertexes*4); // Up-to 4 bones supported! |
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model.meshes[i].boneIds = malloc(sizeof(int)*model.meshes[i].vertexCount*4); // Up-to 4 bones supported! |
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model.meshes[i].boneWeights = malloc(sizeof(float)*model.meshes[i].vertexCount*4); // Up-to 4 bones supported! |
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model.meshes[i].triangleCount = imesh[i].num_triangles; |
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model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3); |
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model.meshes[i].indices = malloc(sizeof(unsigned short)*model.meshes[i].triangleCount*3); |
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// Animated verted data, what we actually process for rendering |
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// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning) |
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model.meshes[i].animVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); |
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model.meshes[i].animNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3); |
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model.meshes[i].animVertices = malloc(sizeof(float)*model.meshes[i].vertexCount*3); |
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model.meshes[i].animNormals = malloc(sizeof(float)*model.meshes[i].vertexCount*3); |
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} |
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// Triangles data processing |
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@ -3044,15 +3044,15 @@ static Model LoadIQM(const char *fileName) |
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fseek(iqmFile, iqm.ofs_triangles, SEEK_SET); |
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fread(tri, sizeof(IQMTriangle)*iqm.num_triangles, 1, iqmFile); |
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for (int m = 0; m < iqm.num_meshes; m++) |
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for (int m = 0; m < model.meshCount; m++) |
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{ |
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int tcounter = 0; |
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for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++) |
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for (int i = imesh[m].first_triangle; i < p">(imesh[m].first_triangle + imesh[m].num_triangles); i++) |
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{ |
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// IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around |
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model.meshes[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex; |
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model.meshes[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex; |
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model.meshes[m].indices[tcounter + 2] = tri[i].vertex[0] - imesh[m].first_vertex; |
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model.meshes[m].indices[tcounter + 1] = tri[i].vertex[1] - imesh[m].first_vertex; |
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model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex; |
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tcounter += 3; |
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} |
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@ -3235,7 +3235,7 @@ static Model LoadGLTF(const char *fileName) |
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fclose(gltfFile); |
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// glTF data loading |
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cgltf_options options = {0}; |
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cgltf_options options = { 0 }; |
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cgltf_data *data; |
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cgltf_result result = cgltf_parse(&options, buffer, size, &data); |
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@ -3243,11 +3243,33 @@ static Model LoadGLTF(const char *fileName) |
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if (result == cgltf_result_success) |
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{ |
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// printf("Type: %u\n", data.file_type); |
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// printf("Version: %d\n", data.version); |
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// printf("Meshes: %lu\n", data.meshes_count); |
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TraceLog(LOG_INFO, "[%s][%s] Model meshes/materials: %i/%i", (data->file_type == 2)? "glb" : "gltf", data->meshes_count, data->materials_count); |
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// Read data buffers |
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result = cgltf_load_buffers(&options, data, fileName); |
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// Process glTF data and map to model |
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model.meshCount = data->meshes_count; |
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model.meshes = malloc(model.meshCount*sizeof(Mesh)); |
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for (int i = 0; i < model.meshCount; i++) |
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{ |
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// NOTE: Only support meshes defined by triangle primitives |
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//if (data->meshes[i].primitives[n].type == cgltf_primitive_type_triangles) |
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{ |
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// data.meshes[i].name not used |
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model.meshes[i].vertexCount = data->meshes[i].primitives_count*3; |
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model.meshes[i].triangleCount = data->meshes[i].primitives_count; |
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// data.meshes[i].weights not used (array of weights to be applied to the Morph Targets) |
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model.meshes[i].vertices = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex positions |
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model.meshes[i].normals = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex normals |
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model.meshes[i].texcoords = malloc(sizeof(float)*model.meshes[i].vertexCount*2); // Default vertex texcoords |
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model.meshes[i].indices = malloc(sizeof(unsigned short)*model.meshes[i].triangleCount*3); |
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// TODO: Process glTF data and map to model |
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} |
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} |
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// NOTE: data.buffers[] should be loaded to model.meshes and data.images[] should be loaded to model.materials |
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// Use buffers[n].uri and images[n].uri... or use cgltf_load_buffers(&options, data, fileName); |
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