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REVIEWED: `LoadGLTF()`, support 2nd texture coordinates loading

pull/3912/head
Ray 1 год назад
Родитель
Сommit
5cfcf13d4b
1 измененных файлов: 19 добавлений и 10 удалений
  1. +19
    -10
      src/rmodels.c

+ 19
- 10
src/rmodels.c Просмотреть файл

@ -5109,9 +5109,18 @@ static Model LoadGLTF(const char *fileName)
} }
else TRACELOG(LOG_WARNING, "MODEL: [%s] Tangent attribute data format not supported, use vec4 float", fileName); else TRACELOG(LOG_WARNING, "MODEL: [%s] Tangent attribute data format not supported, use vec4 float", fileName);
} }
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_0, vec2, float/u8n/u16n
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_n, vec2, float/u8n/u16n
{ {
// TODO: Support additional texture coordinates: TEXCOORD_1 -> mesh.texcoords2
// Support up to 2 texture coordinates attributes
float *texcoordPtr = NULL;
int index = data->meshes[i].primitives[p].attributes[j].index;
if (index == 0) texcoordPtr = model.meshes[meshIndex].texcoords;
else if (index == 1) texcoordPtr = model.meshes[meshIndex].texcoords2;
else
{
TRACELOG(LOG_WARNING, "MODEL: [%s] No more than 2 texture coordinates attributes supported", fileName);
continue;
}
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
@ -5120,44 +5129,44 @@ static Model LoadGLTF(const char *fileName)
if (attribute->component_type == cgltf_component_type_r_32f) // vec2, float if (attribute->component_type == cgltf_component_type_r_32f) // vec2, float
{ {
// Init raylib mesh texcoords to copy glTF attribute data // Init raylib mesh texcoords to copy glTF attribute data
model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float));
texcoordPtr = RL_MALLOC(attribute->count*2*sizeof(float));
// Load 3 components of float data type into mesh.texcoords // Load 3 components of float data type into mesh.texcoords
LOAD_ATTRIBUTE(attribute, 2, float, model.meshes[meshIndex].texcoords)
LOAD_ATTRIBUTE(attribute, 2, float, texcoordPtr)
} }
else if (attribute->component_type == cgltf_component_type_r_8u) // vec2, u8n else if (attribute->component_type == cgltf_component_type_r_8u) // vec2, u8n
{ {
// Init raylib mesh texcoords to copy glTF attribute data // Init raylib mesh texcoords to copy glTF attribute data
model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float));
texcoordPtr = RL_MALLOC(attribute->count*2*sizeof(float));
// Load data into a temp buffer to be converted to raylib data type // Load data into a temp buffer to be converted to raylib data type
unsigned short *temp = RL_MALLOC(attribute->count*2*sizeof(unsigned char)); unsigned short *temp = RL_MALLOC(attribute->count*2*sizeof(unsigned char));
LOAD_ATTRIBUTE(attribute, 2, unsigned char, temp); LOAD_ATTRIBUTE(attribute, 2, unsigned char, temp);
// Convert data to raylib texcoord data type (float) // Convert data to raylib texcoord data type (float)
for (unsigned int t = 0; t < attribute->count*2; t++) model.meshes[meshIndex].texcoords[t] = (float)temp[t]/255.0f;
for (unsigned int t = 0; t < attribute->count*2; t++) texcoordPtr[t] = (float)temp[t]/255.0f;
RL_FREE(temp); RL_FREE(temp);
} }
else if (attribute->component_type == cgltf_component_type_r_16u) // vec2, u16n else if (attribute->component_type == cgltf_component_type_r_16u) // vec2, u16n
{ {
// Init raylib mesh texcoords to copy glTF attribute data // Init raylib mesh texcoords to copy glTF attribute data
model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float));
texcoordPtr = RL_MALLOC(attribute->count*2*sizeof(float));
// Load data into a temp buffer to be converted to raylib data type // Load data into a temp buffer to be converted to raylib data type
unsigned short *temp = RL_MALLOC(attribute->count*2*sizeof(unsigned short)); unsigned short *temp = RL_MALLOC(attribute->count*2*sizeof(unsigned short));
LOAD_ATTRIBUTE(attribute, 2, unsigned short, temp); LOAD_ATTRIBUTE(attribute, 2, unsigned short, temp);
// Convert data to raylib texcoord data type (float) // Convert data to raylib texcoord data type (float)
for (unsigned int t = 0; t < attribute->count*2; t++) model.meshes[meshIndex].texcoords[t] = (float)temp[t]/65535.0f;
for (unsigned int t = 0; t < attribute->count*2; t++) texcoordPtr[t] = (float)temp[t]/65535.0f;
RL_FREE(temp); RL_FREE(temp);
} }
else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName);
else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported", fileName);
} }
else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName); else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName);
} }
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_0, vec3/vec4, float/u8n/u16n
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n
{ {
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;

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