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@ -4494,12 +4494,83 @@ static ModelAnimation* LoadModelAnimationsIQM(const char *fileName, unsigned int |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_GLTF) |
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static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Color tint) |
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{ |
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Image rimage = { 0 }; |
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if (image->uri) |
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{ |
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if ((strlen(image->uri) > 5) && |
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(image->uri[0] == 'd') && |
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(image->uri[1] == 'a') && |
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(image->uri[2] == 't') && |
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(image->uri[3] == 'a') && |
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(image->uri[4] == ':')) |
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{ |
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// Data URI |
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// Format: data:<mediatype>;base64,<data> |
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// Find the comma |
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int i = 0; |
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while ((image->uri[i] != ',') && (image->uri[i] != 0)) i++; |
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if (image->uri[i] == 0) TRACELOG(LOG_WARNING, "IMAGE: glTF data URI is not a valid image"); |
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else |
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{ |
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int base64Size = strlen(image->uri + i + 1); |
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int outSize = 3*(base64Size/4); // TODO: Consider padding (-numberOfPaddingCharacters) |
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char *data = NULL; |
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cgltf_options options = { 0 }; |
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cgltf_result result = cgltf_load_buffer_base64(&options, outSize, image->uri + i + 1, &data); |
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if (result == cgltf_result_success) |
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{ |
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rimage = LoadImageFromMemory(".png", data, outSize); |
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cgltf_free(data); |
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} |
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// TODO: Tint shouldn't be applied here! |
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ImageColorTint(&rimage, tint); |
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} |
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} |
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else |
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{ |
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rimage = LoadImage(TextFormat("%s/%s", texPath, image->uri)); |
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// TODO: Tint shouldn't be applied here! |
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ImageColorTint(&rimage, tint); |
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} |
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} |
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else if (image->buffer_view) |
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{ |
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unsigned char *data = RL_MALLOC(image->buffer_view->size); |
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int n = (int)image->buffer_view->offset; |
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int stride = (int)image->buffer_view->stride ? (int)image->buffer_view->stride : 1; |
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for (unsigned int i = 0; i < image->buffer_view->size; i++) |
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{ |
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data[i] = ((unsigned char *)image->buffer_view->buffer->data)[n]; |
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n += stride; |
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} |
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rimage = LoadImageFromMemory(".png", data, (int)image->buffer_view->size); |
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RL_FREE(data); |
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// TODO: Tint shouldn't be applied here! |
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ImageColorTint(&rimage, tint); |
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} |
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else rimage = GenImageColor(1, 1, tint); |
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return rimage; |
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} |
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// LoadGLTF loads in model data from given filename, supporting both .gltf and .glb |
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static Model LoadGLTF(const char *fileName) |
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{ |
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/*********************************************************************************** |
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Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) and Hristo Stamenov(@object71) |
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Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) |
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Features: |
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- Supports .gltf and .glb files |
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@ -4515,57 +4586,200 @@ static Model LoadGLTF(const char *fileName) |
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*************************************************************************************/ |
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#define LOAD_ACCESSOR(type, nbcomp, acc, dst) \ |
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{ \ |
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int n = 0; \ |
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type *buffer = (type *)acc->buffer_view->buffer->data + acc->buffer_view->offset/sizeof(type) + acc->offset/sizeof(type); \ |
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for (unsigned int k = 0; k < acc->count; k++) \ |
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{\ |
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for (int l = 0; l < nbcomp; l++) \ |
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{\ |
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dst[nbcomp*k + l] = buffer[n + l];\ |
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}\ |
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n += (int)(acc->stride/sizeof(type));\ |
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}\ |
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} |
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Model model = { 0 }; |
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// glTF file loading |
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unsigned int fileSize = 0; |
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unsigned char *fileData = LoadFileData(fileName, &fileSize); |
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unsigned int dataSize = 0; |
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unsigned char *fileData = LoadFileData(fileName, &dataSize); |
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if (fileData == NULL) return model; |
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// glTF data loading |
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cgltf_data *gltfData = NULL; |
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cgltf_options gltfOptions = { 0 }; // TODO: Define custom allocators/file-accessors |
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cgltf_result result = cgltf_parse(&gltfOptions, fileData, fileSize, &gltfData); |
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cgltf_options options = { 0 }; |
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cgltf_data *data = NULL; |
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cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data); |
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if (result == cgltf_result_success) |
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{ |
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TRACELOG(LOG_INFO, "MODEL: [%s] glTF meshes (%s) count: %i", fileName, (gltfData->file_type == 2)? "glb" : "gltf", gltfData->meshes_count); |
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TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (gltfData->file_type == 2)? "glb" : "gltf", gltfData->materials_count); |
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TRACELOG(LOG_INFO, "MODEL: [%s] glTF meshes (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count); |
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TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->materials_count); |
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// Read data buffers |
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result = cgltf_load_buffers(&gltfOptions, gltfData, fileName); // TODO: Not needed, gltfData already contains URIs to buffers for manual loading |
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result = cgltf_load_buffers(&options, data, fileName); |
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if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName); |
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">if (gltfData->scenes_count > 1) TRACELOG(LOG_INFO, "MODEL: [%s] Has multiple scenes but only the first one will be loaded", fileName); |
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t">int primitivesCount = 0; |
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int primitiveCount = 0; |
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for (unsigned int i = 0; i < gltfData->scene->nodes_count; i++) |
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{ |
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//GetGLTFPrimitiveCount(gltfData->scene->nodes[i], &primitiveCount); // TODO: Recursive function, really needed? |
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} |
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for (unsigned int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count; |
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// Process glTF data and map to model |
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model.meshCount = primitiveCount; |
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model.meshCount = primitivesCount; |
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model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh)); |
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model.materialCount = (int)gltfData->materials_count + 1; |
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model.materialCount = (int)data->materials_count + 1; |
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model.materials = RL_MALLOC(model.materialCount*sizeof(Material)); |
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model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int)); |
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model.boneCount = (int)gltfData->nodes_count; |
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model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo)); |
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model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform)); |
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//InitGLTFBones(&model, gltfData); |
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//LoadGLTFMaterial(&model, fileName, gltfData); |
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for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int)); |
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for (int i = 0; i < model.materialCount - 1; i++) |
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{ |
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model.materials[i] = LoadMaterialDefault(); |
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Color tint = (Color){ 255, 255, 255, 255 }; |
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const char *texPath = GetDirectoryPath(fileName); |
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//Ensure material follows raylib support for PBR (metallic/roughness flow) |
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if (data->materials[i].has_pbr_metallic_roughness) |
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{ |
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tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255); |
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tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255); |
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tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255); |
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tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255); |
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model.materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint; |
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if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture) |
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{ |
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Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint); |
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model.materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(albedo); |
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UnloadImage(albedo); |
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} |
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tint = WHITE; // Set tint to white after it's been used by Albedo |
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if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture) |
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{ |
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Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint); |
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model.materials[i].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness); |
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float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor; |
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model.materials[i].maps[MATERIAL_MAP_ROUGHNESS].value = roughness; |
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float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor; |
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model.materials[i].maps[MATERIAL_MAP_METALNESS].value = metallic; |
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UnloadImage(metallicRoughness); |
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} |
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if (data->materials[i].normal_texture.texture) |
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{ |
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Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint); |
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model.materials[i].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(normalImage); |
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UnloadImage(normalImage); |
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} |
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if (data->materials[i].occlusion_texture.texture) |
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{ |
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Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint); |
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model.materials[i].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage); |
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UnloadImage(occulsionImage); |
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} |
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if (data->materials[i].emissive_texture.texture) |
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{ |
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Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint); |
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model.materials[i].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage); |
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tint.r = (unsigned char)(data->materials[i].emissive_factor[0]*255); |
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tint.g = (unsigned char)(data->materials[i].emissive_factor[1]*255); |
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tint.b = (unsigned char)(data->materials[i].emissive_factor[2]*255); |
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model.materials[i].maps[MATERIAL_MAP_EMISSION].color = tint; |
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UnloadImage(emissiveImage); |
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} |
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} |
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} |
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model.materials[model.materialCount - 1] = LoadMaterialDefault(); |
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int primitiveIndex = 0; |
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for (unsigned int i = 0; i < gltfData->scene->nodes_count; i++) |
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for (unsigned int i = 0; i < data->meshes_count; i++) |
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{ |
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Matrix staticTransform = MatrixIdentity(); |
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//LoadGLTFNode(gltfData, gltfData->scene->nodes[i], &model, staticTransform, &primitiveIndex, fileName); // TODO: Recursive function, really needed? |
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for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++) |
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{ |
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for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) |
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{ |
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if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) |
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{ |
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cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data; |
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model.meshes[primitiveIndex].vertexCount = (int)acc->count; |
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model.meshes[primitiveIndex].vertices = RL_MALLOC(model.meshes[primitiveIndex].vertexCount*3*sizeof(float)); |
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LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices) |
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} |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal) |
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{ |
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cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data; |
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model.meshes[primitiveIndex].normals = RL_MALLOC(acc->count*3*sizeof(float)); |
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LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals) |
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} |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) |
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{ |
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cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data; |
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if (acc->component_type == cgltf_component_type_r_32f) |
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{ |
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model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float)); |
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LOAD_ACCESSOR(float, 2, acc, model.meshes[primitiveIndex].texcoords) |
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} |
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else |
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{ |
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// TODO: Support normalized unsigned byte/unsigned short texture coordinates |
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TRACELOG(LOG_WARNING, "MODEL: [%s] glTF texture coordinates must be float", fileName); |
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} |
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} |
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} |
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cgltf_accessor *acc = data->meshes[i].primitives[p].indices; |
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if (acc) |
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{ |
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if (acc->component_type == cgltf_component_type_r_16u) |
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{ |
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model.meshes[primitiveIndex].triangleCount = (int)acc->count/3; |
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model.meshes[primitiveIndex].indices = RL_MALLOC(model.meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short)); |
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LOAD_ACCESSOR(unsigned short, 1, acc, model.meshes[primitiveIndex].indices) |
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} |
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else |
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{ |
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// TODO: Support unsigned byte/unsigned int |
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TRACELOG(LOG_WARNING, "MODEL: [%s] glTF index data must be unsigned short", fileName); |
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} |
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} |
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else |
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{ |
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// Unindexed mesh |
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model.meshes[primitiveIndex].triangleCount = model.meshes[primitiveIndex].vertexCount/3; |
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} |
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if (data->meshes[i].primitives[p].material) |
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{ |
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// Compute the offset |
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model.meshMaterial[primitiveIndex] = (int)(data->meshes[i].primitives[p].material - data->materials); |
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} |
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else |
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{ |
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model.meshMaterial[primitiveIndex] = model.materialCount - 1;; |
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} |
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primitiveIndex++; |
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} |
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} |
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cgltf_free(gltfData); |
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cgltf_free(data); |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName); |
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