diff --git a/src/models.c b/src/models.c index d5e74e330..73f8b9406 100644 --- a/src/models.c +++ b/src/models.c @@ -3013,30 +3013,30 @@ static Model LoadIQM(const char *fileName) fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile); model.meshCount = iqm.num_meshes; - model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes); + model.meshes = malloc(model.meshCount*sizeof(Mesh)); char name[MESH_NAME_LENGTH]; - for (int i = 0; i < iqm.num_meshes; i++) + for (int i = 0; i < model.meshCount; i++) { fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET); fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used... model.meshes[i].vertexCount = imesh[i].num_vertexes; - model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex positions - model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex normals - model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2); // Default vertex texcoords + model.meshes[i].vertices = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex positions + model.meshes[i].normals = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex normals + model.meshes[i].texcoords = malloc(sizeof(float)*model.meshes[i].vertexCount*2); // Default vertex texcoords - model.meshes[i].boneIds = malloc(sizeof(int)*imesh[i].num_vertexes*4); // Up-to 4 bones supported! - model.meshes[i].boneWeights = malloc(sizeof(float)*imesh[i].num_vertexes*4); // Up-to 4 bones supported! + model.meshes[i].boneIds = malloc(sizeof(int)*model.meshes[i].vertexCount*4); // Up-to 4 bones supported! + model.meshes[i].boneWeights = malloc(sizeof(float)*model.meshes[i].vertexCount*4); // Up-to 4 bones supported! model.meshes[i].triangleCount = imesh[i].num_triangles; - model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3); + model.meshes[i].indices = malloc(sizeof(unsigned short)*model.meshes[i].triangleCount*3); // Animated verted data, what we actually process for rendering // NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning) - model.meshes[i].animVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); - model.meshes[i].animNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3); + model.meshes[i].animVertices = malloc(sizeof(float)*model.meshes[i].vertexCount*3); + model.meshes[i].animNormals = malloc(sizeof(float)*model.meshes[i].vertexCount*3); } // Triangles data processing @@ -3044,15 +3044,15 @@ static Model LoadIQM(const char *fileName) fseek(iqmFile, iqm.ofs_triangles, SEEK_SET); fread(tri, sizeof(IQMTriangle)*iqm.num_triangles, 1, iqmFile); - for (int m = 0; m < iqm.num_meshes; m++) + for (int m = 0; m < model.meshCount; m++) { int tcounter = 0; - for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++) + for (int i = imesh[m].first_triangle; i < (imesh[m].first_triangle + imesh[m].num_triangles); i++) { // IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around - model.meshes[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex; - model.meshes[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex; + model.meshes[m].indices[tcounter + 2] = tri[i].vertex[0] - imesh[m].first_vertex; + model.meshes[m].indices[tcounter + 1] = tri[i].vertex[1] - imesh[m].first_vertex; model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex; tcounter += 3; } @@ -3235,7 +3235,7 @@ static Model LoadGLTF(const char *fileName) fclose(gltfFile); // glTF data loading - cgltf_options options = {0}; + cgltf_options options = { 0 }; cgltf_data *data; cgltf_result result = cgltf_parse(&options, buffer, size, &data); @@ -3243,11 +3243,33 @@ static Model LoadGLTF(const char *fileName) if (result == cgltf_result_success) { - // printf("Type: %u\n", data.file_type); - // printf("Version: %d\n", data.version); - // printf("Meshes: %lu\n", data.meshes_count); + TraceLog(LOG_INFO, "[%s][%s] Model meshes/materials: %i/%i", (data->file_type == 2)? "glb" : "gltf", data->meshes_count, data->materials_count); - // TODO: Process glTF data and map to model + // Read data buffers + result = cgltf_load_buffers(&options, data, fileName); + + // Process glTF data and map to model + model.meshCount = data->meshes_count; + model.meshes = malloc(model.meshCount*sizeof(Mesh)); + + for (int i = 0; i < model.meshCount; i++) + { + // NOTE: Only support meshes defined by triangle primitives + //if (data->meshes[i].primitives[n].type == cgltf_primitive_type_triangles) + { + // data.meshes[i].name not used + model.meshes[i].vertexCount = data->meshes[i].primitives_count*3; + model.meshes[i].triangleCount = data->meshes[i].primitives_count; + // data.meshes[i].weights not used (array of weights to be applied to the Morph Targets) + + model.meshes[i].vertices = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex positions + model.meshes[i].normals = malloc(sizeof(float)*model.meshes[i].vertexCount*3); // Default vertex normals + model.meshes[i].texcoords = malloc(sizeof(float)*model.meshes[i].vertexCount*2); // Default vertex texcoords + + model.meshes[i].indices = malloc(sizeof(unsigned short)*model.meshes[i].triangleCount*3); + + } + } // NOTE: data.buffers[] should be loaded to model.meshes and data.images[] should be loaded to model.materials // Use buffers[n].uri and images[n].uri... or use cgltf_load_buffers(&options, data, fileName);