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Review glTF implementation formatting

Added comments for the future
pull/849/head
Ray 5 years ago
parent
commit
371abb0a26
1 changed files with 123 additions and 116 deletions
  1. +123
    -116
      src/models.c

+ 123
- 116
src/models.c View File

@ -60,7 +60,7 @@
#if defined(SUPPORT_FILEFORMAT_GLTF)
#define CGLTF_IMPLEMENTATION
#include "external/cgltf.h" // glTF file format loading
#include "external/stb_image.h"
#include "external/stb_image.h" // glTF texture images loading
#endif
#if defined(SUPPORT_MESH_GENERATION)
@ -3243,7 +3243,7 @@ static Model LoadIQM(const char *fileName)
#if defined(SUPPORT_FILEFORMAT_GLTF)
const unsigned char base64_table[] = {
static const unsigned char base64Table[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@ -3259,94 +3259,102 @@ const unsigned char base64_table[] = {
49, 50, 51
};
int GetSizeBase64(char* input)
static int GetSizeBase64(char *input)
{
int size = 0;
for (int i = 0; input[4*i] != 0; i++)
{
if (input[4*i+3] == '=')
if (input[4*i + 3] == '=')
{
if (input[4*i+2] == '=')
{
size += 1;
}
else
{
size += 2;
}
if (input[4*i + 2] == '=') size += 1;
else size += 2;
}
else size += 3;
}
return size;
}
unsigned char* DecodeBase64(char* input, int* size)
static unsigned char *DecodeBase64(char *input, int *size)
{
*size = 0;
for (int i = 0; input[4*i] != 0; i++)
{
if (input[4*i+3] == '=')
if (input[4*i + 3] == '=')
{
if (input[4*i+2] == '=')
{
*size += 1;
}
else
{
*size += 2;
}
if (input[4*i + 2] == '=') *size += 1;
else *size += 2;
}
else *size += 3;
}
unsigned char* buf = (unsigned char*)RL_MALLOC(*size);
unsigned char *buf = (unsigned char *)RL_MALLOC(*size);
for (int i = 0; i < *size/3; i++)
{
unsigned char a = base64_table[(int)input[4*i]];
unsigned char b = base64_table[(int)input[4*i+1]];
unsigned char c = base64_table[(int)input[4*i+2]];
unsigned char d = base64_table[(int)input[4*i+3]];
unsigned char a = base64Table[(int)input[4*i]];
unsigned char b = base64Table[(int)input[4*i + 1]];
unsigned char c = base64Table[(int)input[4*i + 2]];
unsigned char d = base64Table[(int)input[4*i + 3]];
buf[3*i] = (a << 2) | (b >> 4);
buf[3*i+1] = (b << 4) | (c >> 2);
buf[3*i+2] = (c << 6) | d;
buf[3*i + 1] = (b << 4) | (c >> 2);
buf[3*i + 2] = (c << 6) | d;
}
if (*size % 3 == 1)
if (*size%3 == 1)
{
int n = *size/3;
unsigned char a = base64_table[(int)input[4*n]];
unsigned char b = base64_table[(int)input[4*n+1]];
buf[*size-1] = (a << 2) | (b >> 4);
unsigned char a = base64Table[(int)input[4*n]];
unsigned char b = base64Table[(int)input[4*n + 1]];
buf[*size - 1] = (a << 2) | (b >> 4);
}
else if (*size % 3 == 2)
else if (*size%3 == 2)
{
int n = *size/3 ;
unsigned char a = base64_table[(int)input[4*n]];
unsigned char b = base64_table[(int)input[4*n+1]];
unsigned char c = base64_table[(int)input[4*n+2]];
buf[*size-2] = (a << 2) | (b >> 4);
buf[*size-1] = (b << 4) | (c >> 2);
int n = *size/3;
unsigned char a = base64Table[(int)input[4*n]];
unsigned char b = base64Table[(int)input[4*n + 1]];
unsigned char c = base64Table[(int)input[4*n + 2]];
buf[*size - 2] = (a << 2) | (b >> 4);
buf[*size - 1] = (b << 4) | (c >> 2);
}
return buf;
}
#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 (int k = 0; k < acc->count; k++) {\
for (int l = 0; l < nbcomp; l++) {\
dst[nbcomp*k+l] = buf[n+l];\
}\
n += acc->stride/sizeof(type);\
}\
}
// Load glTF mesh data
static Model LoadGLTF(const char *fileName)
{
/***********************************************************************************
Function implemented by Wilhem Barbier (@wbrbr)
Features:
- Supports .gltf and .glb files
- Supports embedded (base64) or external textures
- Loads the albedo/diffuse texture (other maps could be added)
- Supports multiple mesh per model and multiple primitives per model
Some restrictions (not exhaustive):
- Triangle-only meshes
- Not supported node hierarchies or transforms
- Only loads the diffuse texture... but not too hard to support other maps (normal, roughness/metalness...)
- Only supports unsigned short indices (no byte/unsigned int)
- Only supports float for texture coordinates (no byte/unsigned short)
*************************************************************************************/
#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 (int k = 0; k < acc->count; k++) {\
for (int l = 0; l < nbcomp; l++) {\
dst[nbcomp*k+l] = buf[n+l];\
}\
n += acc->stride/sizeof(type);\
}\
}
Model model = { 0 };
// glTF file loading
@ -3374,20 +3382,17 @@ static Model LoadGLTF(const char *fileName)
if (result == cgltf_result_success)
{
TraceLog(LOG_INFO, "[%s][%s] Model meshes/materials: %i/%i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count, data->materials_count);
// Read data buffers
result = cgltf_load_buffers(&options, data, fileName);
int nb_primitives = 0;
for (int i = 0; i < data->meshes_count; i++)
{
nb_primitives += (int)data->meshes[i].primitives_count;
}
int primitivesCount = 0;
for (int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count;
// Process glTF data and map to model
model.meshCount = nb_primitives;
model.meshCount = primitivesCount;
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
model.materialCount = data->materials_count + 1;
model.materials = RL_MALLOC(model.materialCount * sizeof(Material));
@ -3395,10 +3400,10 @@ static Model LoadGLTF(const char *fileName)
for (int i = 0; i < model.materialCount - 1; i++)
{
Texture2D texture;
const char* dir_path = GetDirectoryPath(fileName);
Color tint;
Color tint = WHITE;
Texture2D texture = { 0 };
const char *texPath = GetDirectoryPath(fileName);
if (data->materials[i].pbr_metallic_roughness.base_color_factor)
{
tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255.99f);
@ -3413,35 +3418,34 @@ static Model LoadGLTF(const char *fileName)
tint.b = 1.f;
tint.a = 1.f;
}
if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
{
cgltf_image* img = data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image;
if (img->uri) {
if (strlen(img->uri) > 5 && img->uri[0] == 'd'
&& img->uri[1] == 'a'
&& img->uri[2] == 't'
&& img->uri[3] == 'a'
&& img->uri[4] == ':')
if (img->uri)
{
if ((strlen(img->uri) > 5) &&
(img->uri[0] == 'd') &&
(img->uri[1] == 'a') &&
(img->uri[2] == 't') &&
(img->uri[3] == 'a') &&
(img->uri[4] == ':'))
{
// data URI
// format: data:<mediatype>;base64,<data>
// Data URI
// Format: data:<mediatype>;base64,<data>
// find the comma
// Find the comma
int i = 0;
while (img->uri[i] != ',' && img->uri[i] != 0)
{
i++;
}
if (img->uri[i] == 0) {
TraceLog(LOG_WARNING, "[%s] Invalid data URI", fileName);
}
while ((img->uri[i] != ',') && (img->uri[i] != 0)) i++;
if (img->uri[i] == 0) TraceLog(LOG_WARNING, "[%s] Invalid data URI", fileName);
else
{
int size;
unsigned char* data = DecodeBase64(img->uri+i+1, &size);
unsigned char *data = DecodeBase64(img->uri+i+1, &size);
int w, h;
unsigned char* raw = stbi_load_from_memory(data, size, &w, &h, NULL, 4);
unsigned char *raw = stbi_load_from_memory(data, size, &w, &h, NULL, 4);
Image image = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8);
ImageColorTint(&image, tint);
texture = LoadTextureFromImage(image);
@ -3450,13 +3454,13 @@ static Model LoadGLTF(const char *fileName)
}
else
{
char* texture_name = img->uri;
char* texture_path = RL_MALLOC(strlen(dir_path) + strlen(texture_name) + 2);
strcpy(texture_path, dir_path);
strcat(texture_path, "/");
strcat(texture_path, texture_name);
char *textureName = img->uri;
char *texturePath = RL_MALLOC(strlen(texPath) + strlen(textureName) + 2);
strcpy(texturePath, texPath);
strcat(texturePath, "/");
strcat(texturePath, textureName);
Image image = LoadImage(texture_path);
Image image = LoadImage(texturePath);
ImageColorTint(&image, tint);
texture = LoadTextureFromImage(image);
UnloadImage(image);
@ -3464,9 +3468,10 @@ static Model LoadGLTF(const char *fileName)
}
else if (img->buffer_view)
{
unsigned char* data = RL_MALLOC(img->buffer_view->size);
unsigned char *data = RL_MALLOC(img->buffer_view->size);
int n = img->buffer_view->offset;
int stride = img->buffer_view->stride ? img->buffer_view->stride : 1;
for (int i = 0; i < img->buffer_view->size; i++)
{
data[i] = ((unsigned char*)img->buffer_view->buffer->data)[n];
@ -3474,7 +3479,7 @@ static Model LoadGLTF(const char *fileName)
}
int w, h;
unsigned char* raw = stbi_load_from_memory(data, img->buffer_view->size, &w, &h, NULL, 4);
unsigned char *raw = stbi_load_from_memory(data, img->buffer_view->size, &w, &h, NULL, 4);
Image image = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8);
ImageColorTint(&image, tint);
texture = LoadTextureFromImage(image);
@ -3486,45 +3491,45 @@ static Model LoadGLTF(const char *fileName)
texture = LoadTextureFromImage(image);
UnloadImage(image);
}
model.materials[i] = LoadMaterialDefault();
model.materials[i].maps[MAP_DIFFUSE].texture = texture;
}
}
model.materials[model.materialCount-1] = LoadMaterialDefault();
model.materials[model.materialCount - 1] = LoadMaterialDefault();
int prim_index = 0;
int primitiveIndex = 0;
for (int i = 0; i < data->meshes_count; i++)
{
for (int p = 0; p < data->meshes[i].primitives_count; p++)
{
for (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[prim_index].vertexCount = acc->count;
model.meshes[prim_index].vertices = RL_MALLOC(sizeof(float)*model.meshes[prim_index].vertexCount*3);
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
model.meshes[primitiveIndex].vertexCount = acc->count;
model.meshes[primitiveIndex].vertices = RL_MALLOC(sizeof(float)*model.meshes[primitiveIndex].vertexCount*3);
LOAD_ACCESSOR(float, 3, acc, model.meshes[prim_index].vertices)
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[prim_index].normals = RL_MALLOC(sizeof(float)*acc->count*3);
LOAD_ACCESSOR(float, 3, acc, model.meshes[prim_index].normals)
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
model.meshes[primitiveIndex].normals = RL_MALLOC(sizeof(float)*acc->count*3);
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;
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
if (acc->component_type == cgltf_component_type_r_32f)
{
model.meshes[prim_index].texcoords = RL_MALLOC(sizeof(float)*acc->count*2);
LOAD_ACCESSOR(float, 2, acc, model.meshes[prim_index].texcoords)
model.meshes[primitiveIndex].texcoords = RL_MALLOC(sizeof(float)*acc->count*2);
LOAD_ACCESSOR(float, 2, acc, model.meshes[primitiveIndex].texcoords)
}
else
{
@ -3534,14 +3539,15 @@ static Model LoadGLTF(const char *fileName)
}
}
cgltf_accessor* acc = data->meshes[i].primitives[p].indices;
cgltf_accessor *acc = data->meshes[i].primitives[p].indices;
if (acc)
{
if (acc->component_type == cgltf_component_type_r_16u)
{
model.meshes[prim_index].triangleCount = acc->count / 3;
model.meshes[prim_index].indices = RL_MALLOC(sizeof(unsigned short)*model.meshes[prim_index].triangleCount*3);
LOAD_ACCESSOR(unsigned short, 1, acc, model.meshes[prim_index].indices)
model.meshes[primitiveIndex].triangleCount = acc->count/3;
model.meshes[primitiveIndex].indices = RL_MALLOC(sizeof(unsigned short)*model.meshes[primitiveIndex].triangleCount*3);
LOAD_ACCESSOR(unsigned short, 1, acc, model.meshes[primitiveIndex].indices)
}
else
{
@ -3551,20 +3557,21 @@ static Model LoadGLTF(const char *fileName)
}
else
{
// unindexed mesh
model.meshes[prim_index].triangleCount = model.meshes[prim_index].vertexCount / 3;
// Unindexed mesh
model.meshes[primitiveIndex].triangleCount = model.meshes[primitiveIndex].vertexCount/3;
}
if (data->meshes[i].primitives[p].material)
{
// compute the offset
model.meshMaterial[prim_index] = data->meshes[i].primitives[p].material - data->materials;
// Compute the offset
model.meshMaterial[primitiveIndex] = data->meshes[i].primitives[p].material - data->materials;
}
else
{
model.meshMaterial[prim_index] = model.materialCount - 1;;
model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
}
prim_index++;
primitiveIndex++;
}
}

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