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ADDED: Support M3D model file format (meshes and materials) #2648

pull/2652/head
Ray 2 years ago
parent
commit
4ee5fdf619
3 changed files with 6700 additions and 0 deletions
  1. +1
    -0
      src/config.h
  2. +6530
    -0
      src/external/m3d.h
  3. +169
    -0
      src/rmodels.c

+ 1
- 0
src/config.h View File

@ -192,6 +192,7 @@
#define SUPPORT_FILEFORMAT_IQM 1
#define SUPPORT_FILEFORMAT_GLTF 1
#define SUPPORT_FILEFORMAT_VOX 1
#define SUPPORT_FILEFORMAT_M3D 1
// Support procedural mesh generation functions, uses external par_shapes.h library
// NOTE: Some generated meshes DO NOT include generated texture coordinates
#define SUPPORT_MESH_GENERATION 1

+ 6530
- 0
src/external/m3d.h
File diff suppressed because it is too large
View File


+ 169
- 0
src/rmodels.c View File

@ -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

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