From e7fdf8a13d88520379620f45ff43550bd75a546f Mon Sep 17 00:00:00 2001 From: Tyler Jessilynn Bezera Date: Sat, 22 Feb 2020 01:17:30 -0800 Subject: [PATCH] Expand GLTF Model support (#1108) * Update GLTF support to include loading color for albdeo (saved in the color value of the materialmap), support occlussion and emmission maps.. as well as some quality of life updates. * clean up to use single image --- src/models.c | 87 +++++++++++++++++++++++++++++----------------------- 1 file changed, 48 insertions(+), 39 deletions(-) diff --git a/src/models.c b/src/models.c index 1a3ae3ed7..6d95441fe 100644 --- a/src/models.c +++ b/src/models.c @@ -3377,9 +3377,9 @@ static unsigned char *DecodeBase64(char *input, int *size) } // Load texture from cgltf_image -static Texture LoadTextureFromCgltfImage(cgltf_image *image, const char *texPath, Color tint) +static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Color tint) { - Texture texture = { 0 }; + Image rimage = { 0 }; if (image->uri) { @@ -3406,22 +3406,18 @@ static Texture LoadTextureFromCgltfImage(cgltf_image *image, const char *texPath int w, h; unsigned char *raw = stbi_load_from_memory(data, size, &w, &h, NULL, 4); - Image rimage = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8); + rimage = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8); // TODO: Tint shouldn't be applied here! ImageColorTint(&rimage, tint); - texture = LoadTextureFromImage(rimage); - UnloadImage(rimage); } } else { - Image rimage = LoadImage(TextFormat("%s/%s", texPath, image->uri)); + rimage = LoadImage(TextFormat("%s/%s", texPath, image->uri)); // TODO: Tint shouldn't be applied here! ImageColorTint(&rimage, tint); - texture = LoadTextureFromImage(rimage); - UnloadImage(rimage); } } else if (image->buffer_view) @@ -3440,41 +3436,36 @@ static Texture LoadTextureFromCgltfImage(cgltf_image *image, const char *texPath unsigned char *raw = stbi_load_from_memory(data, image->buffer_view->size, &w, &h, NULL, 4); free(data); - Image rimage = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8); + rimage = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8); free(raw); // TODO: Tint shouldn't be applied here! ImageColorTint(&rimage, tint); - texture = LoadTextureFromImage(rimage); - UnloadImage(rimage); } else { - Image rimage = LoadImageEx(&tint, 1, 1); - texture = LoadTextureFromImage(rimage); - UnloadImage(rimage); + rimage = LoadImageEx(&tint, 1, 1); } - return texture; + return rimage; } -// Load glTF mesh data +// LoadGLTF loads in model data from given filename, supporting both .gltf and .glb static Model LoadGLTF(const char *fileName) { /*********************************************************************************** - Function implemented by Wilhem Barbier (@wbrbr) + Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) Features: - Supports .gltf and .glb files - Supports embedded (base64) or external textures - - Loads the albedo/diffuse texture (other maps could be added) + - Loads all raylib supported material textures, values and colors - 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) @@ -3547,44 +3538,62 @@ static Model LoadGLTF(const char *fileName) //Ensure material follows raylib support for PBR (metallic/roughness flow) if (data->materials[i].has_pbr_metallic_roughness) { - float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor; - float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor; + tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255); + tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255); + tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255); + tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255); - // NOTE: Material name not used for the moment - //if (model.materials[i].name && data->materials[i].name) strcpy(model.materials[i].name, data->materials[i].name); - - // TODO: REview: shouldn't these be *255 ??? - tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255); - tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255); - tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255); - tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255); - - model.materials[i].maps[MAP_ROUGHNESS].color = tint; + model.materials[i].maps[MAP_ALBEDO].color = tint; if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture) { - model.materials[i].maps[MAP_ALBEDO].texture = LoadTextureFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint); + Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint); + model.materials[i].maps[MAP_ALBEDO].texture = LoadTextureFromImage(albedo); + UnloadImage(albedo); } - // NOTE: Tint isn't need for other textures.. pass null or clear? - // Just set as white, multiplying by white has no effect + //Set tint to white after it's been used by Albedo tint = WHITE; if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture) { - model.materials[i].maps[MAP_ROUGHNESS].texture = LoadTextureFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint); + Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint); + model.materials[i].maps[MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness); + + float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor; + model.materials[i].maps[MAP_ROUGHNESS].value = roughness; + + float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor; + model.materials[i].maps[MAP_METALNESS].value = metallic; + + UnloadImage(metallicRoughness); } - model.materials[i].maps[MAP_ROUGHNESS].value = roughness; - model.materials[i].maps[MAP_METALNESS].value = metallic; + + if (data->materials[i].normal_texture.texture) { - model.materials[i].maps[MAP_NORMAL].texture = LoadTextureFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint); + Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint); + model.materials[i].maps[MAP_NORMAL].texture = LoadTextureFromImage(normalImage); + UnloadImage(normalImage); } if (data->materials[i].occlusion_texture.texture) { - model.materials[i].maps[MAP_OCCLUSION].texture = LoadTextureFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint); + Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint); + model.materials[i].maps[MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage); + UnloadImage(occulsionImage); + } + + if (data->materials[i].emissive_texture.texture) + { + Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint); + model.materials[i].maps[MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage); + tint.r = (unsigned char)(data->materials[i].emissive_factor[0] * 255); + tint.g = (unsigned char)(data->materials[i].emissive_factor[1] * 255); + tint.b = (unsigned char)(data->materials[i].emissive_factor[2] * 255); + model.materials[i].maps[MAP_EMISSION].color = tint; + UnloadImage(emissiveImage); } } }