Review glTF implementation formatting
Added comments for the future
This commit is contained in:
parent
9a52c716cc
commit
371abb0a26
1 changed files with 123 additions and 116 deletions
239
src/models.c
239
src/models.c
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@ -60,7 +60,7 @@
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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#define CGLTF_IMPLEMENTATION
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#define CGLTF_IMPLEMENTATION
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#include "external/cgltf.h" // glTF file format loading
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#include "external/cgltf.h" // glTF file format loading
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#include "external/stb_image.h"
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#include "external/stb_image.h" // glTF texture images loading
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#endif
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#endif
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#if defined(SUPPORT_MESH_GENERATION)
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#if defined(SUPPORT_MESH_GENERATION)
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@ -3243,7 +3243,7 @@ static Model LoadIQM(const char *fileName)
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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const unsigned char base64_table[] = {
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static const unsigned char base64Table[] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@ -3259,94 +3259,102 @@ const unsigned char base64_table[] = {
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49, 50, 51
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49, 50, 51
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};
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};
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int GetSizeBase64(char* input)
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static int GetSizeBase64(char *input)
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{
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{
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int size = 0;
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int size = 0;
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for (int i = 0; input[4*i] != 0; i++)
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for (int i = 0; input[4*i] != 0; i++)
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{
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{
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if (input[4*i+3] == '=')
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if (input[4*i + 3] == '=')
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{
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{
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if (input[4*i+2] == '=')
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if (input[4*i + 2] == '=') size += 1;
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{
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else size += 2;
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size += 1;
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}
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else
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{
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size += 2;
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}
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}
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}
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else size += 3;
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else size += 3;
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}
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}
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return size;
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return size;
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}
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}
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unsigned char* DecodeBase64(char* input, int* size)
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static unsigned char *DecodeBase64(char *input, int *size)
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{
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{
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*size = 0;
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*size = 0;
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for (int i = 0; input[4*i] != 0; i++)
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for (int i = 0; input[4*i] != 0; i++)
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{
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{
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if (input[4*i+3] == '=')
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if (input[4*i + 3] == '=')
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{
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{
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if (input[4*i+2] == '=')
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if (input[4*i + 2] == '=') *size += 1;
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{
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else *size += 2;
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*size += 1;
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}
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else
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{
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*size += 2;
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}
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}
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}
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else *size += 3;
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else *size += 3;
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}
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}
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unsigned char* buf = (unsigned char*)RL_MALLOC(*size);
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unsigned char *buf = (unsigned char *)RL_MALLOC(*size);
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for (int i = 0; i < *size/3; i++)
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for (int i = 0; i < *size/3; i++)
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{
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{
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unsigned char a = base64_table[(int)input[4*i]];
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unsigned char a = base64Table[(int)input[4*i]];
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unsigned char b = base64_table[(int)input[4*i+1]];
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unsigned char b = base64Table[(int)input[4*i + 1]];
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unsigned char c = base64_table[(int)input[4*i+2]];
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unsigned char c = base64Table[(int)input[4*i + 2]];
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unsigned char d = base64_table[(int)input[4*i+3]];
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unsigned char d = base64Table[(int)input[4*i + 3]];
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buf[3*i] = (a << 2) | (b >> 4);
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buf[3*i] = (a << 2) | (b >> 4);
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buf[3*i+1] = (b << 4) | (c >> 2);
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buf[3*i + 1] = (b << 4) | (c >> 2);
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buf[3*i+2] = (c << 6) | d;
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buf[3*i + 2] = (c << 6) | d;
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}
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}
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if (*size % 3 == 1)
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if (*size%3 == 1)
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{
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{
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int n = *size/3;
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int n = *size/3;
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unsigned char a = base64_table[(int)input[4*n]];
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unsigned char a = base64Table[(int)input[4*n]];
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unsigned char b = base64_table[(int)input[4*n+1]];
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unsigned char b = base64Table[(int)input[4*n + 1]];
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buf[*size-1] = (a << 2) | (b >> 4);
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buf[*size - 1] = (a << 2) | (b >> 4);
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}
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}
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else if (*size % 3 == 2)
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else if (*size%3 == 2)
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{
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{
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int n = *size/3 ;
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int n = *size/3;
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unsigned char a = base64_table[(int)input[4*n]];
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unsigned char a = base64Table[(int)input[4*n]];
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unsigned char b = base64_table[(int)input[4*n+1]];
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unsigned char b = base64Table[(int)input[4*n + 1]];
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unsigned char c = base64_table[(int)input[4*n+2]];
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unsigned char c = base64Table[(int)input[4*n + 2]];
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buf[*size-2] = (a << 2) | (b >> 4);
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buf[*size - 2] = (a << 2) | (b >> 4);
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buf[*size-1] = (b << 4) | (c >> 2);
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buf[*size - 1] = (b << 4) | (c >> 2);
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}
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}
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return buf;
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return buf;
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}
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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* buf = (type*)acc->buffer_view->buffer->data+acc->buffer_view->offset/sizeof(type)+acc->offset/sizeof(type); \
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for (int k = 0; k < acc->count; k++) {\
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for (int l = 0; l < nbcomp; l++) {\
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dst[nbcomp*k+l] = buf[n+l];\
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}\
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n += acc->stride/sizeof(type);\
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}\
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}
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// Load glTF mesh data
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// Load glTF mesh data
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static Model LoadGLTF(const char *fileName)
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static Model LoadGLTF(const char *fileName)
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{
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{
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/***********************************************************************************
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Function implemented by Wilhem Barbier (@wbrbr)
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Features:
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- Supports .gltf and .glb files
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- Supports embedded (base64) or external textures
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- Loads the albedo/diffuse texture (other maps could be added)
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- Supports multiple mesh per model and multiple primitives per model
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Some restrictions (not exhaustive):
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- Triangle-only meshes
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- Not supported node hierarchies or transforms
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- Only loads the diffuse texture... but not too hard to support other maps (normal, roughness/metalness...)
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- Only supports unsigned short indices (no byte/unsigned int)
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- Only supports float for texture coordinates (no byte/unsigned short)
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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* buf = (type*)acc->buffer_view->buffer->data+acc->buffer_view->offset/sizeof(type)+acc->offset/sizeof(type); \
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for (int k = 0; k < acc->count; k++) {\
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for (int l = 0; l < nbcomp; l++) {\
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dst[nbcomp*k+l] = buf[n+l];\
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}\
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n += acc->stride/sizeof(type);\
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}\
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}
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Model model = { 0 };
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Model model = { 0 };
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// glTF file loading
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// glTF file loading
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@ -3374,20 +3382,17 @@ static Model LoadGLTF(const char *fileName)
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if (result == cgltf_result_success)
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if (result == cgltf_result_success)
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{
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{
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TraceLog(LOG_INFO, "[%s][%s] Model meshes/materials: %i/%i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count, data->materials_count);
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TraceLog(LOG_INFO, "[%s][%s] Model meshes/materials: %i/%i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count, data->materials_count);
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// Read data buffers
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// Read data buffers
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result = cgltf_load_buffers(&options, data, fileName);
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result = cgltf_load_buffers(&options, data, fileName);
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int nb_primitives = 0;
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int primitivesCount = 0;
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for (int i = 0; i < data->meshes_count; i++)
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{
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for (int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count;
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nb_primitives += (int)data->meshes[i].primitives_count;
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}
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// Process glTF data and map to model
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// Process glTF data and map to model
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model.meshCount = nb_primitives;
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model.meshCount = primitivesCount;
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model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.materialCount = data->materials_count + 1;
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model.materialCount = data->materials_count + 1;
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model.materials = RL_MALLOC(model.materialCount * sizeof(Material));
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model.materials = RL_MALLOC(model.materialCount * sizeof(Material));
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@ -3395,10 +3400,10 @@ static Model LoadGLTF(const char *fileName)
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for (int i = 0; i < model.materialCount - 1; i++)
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for (int i = 0; i < model.materialCount - 1; i++)
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{
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{
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Color tint = WHITE;
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Texture2D texture;
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Texture2D texture = { 0 };
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const char* dir_path = GetDirectoryPath(fileName);
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const char *texPath = GetDirectoryPath(fileName);
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Color tint;
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if (data->materials[i].pbr_metallic_roughness.base_color_factor)
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if (data->materials[i].pbr_metallic_roughness.base_color_factor)
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{
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{
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tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255.99f);
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tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255.99f);
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@ -3413,35 +3418,34 @@ static Model LoadGLTF(const char *fileName)
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tint.b = 1.f;
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tint.b = 1.f;
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tint.a = 1.f;
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tint.a = 1.f;
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}
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}
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if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
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if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
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{
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{
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cgltf_image* img = data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image;
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cgltf_image* img = data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image;
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if (img->uri) {
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if (strlen(img->uri) > 5 && img->uri[0] == 'd'
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if (img->uri)
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&& img->uri[1] == 'a'
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{
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&& img->uri[2] == 't'
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if ((strlen(img->uri) > 5) &&
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&& img->uri[3] == 'a'
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(img->uri[0] == 'd') &&
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&& img->uri[4] == ':')
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(img->uri[1] == 'a') &&
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(img->uri[2] == 't') &&
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(img->uri[3] == 'a') &&
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(img->uri[4] == ':'))
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{
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{
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// data URI
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// Data URI
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// format: data:<mediatype>;base64,<data>
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// Format: data:<mediatype>;base64,<data>
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// find the comma
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// Find the comma
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int i = 0;
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int i = 0;
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while (img->uri[i] != ',' && img->uri[i] != 0)
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while ((img->uri[i] != ',') && (img->uri[i] != 0)) i++;
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{
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i++;
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if (img->uri[i] == 0) TraceLog(LOG_WARNING, "[%s] Invalid data URI", fileName);
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}
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if (img->uri[i] == 0) {
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TraceLog(LOG_WARNING, "[%s] Invalid data URI", fileName);
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}
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else
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else
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{
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{
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int size;
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int size;
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unsigned char* data = DecodeBase64(img->uri+i+1, &size);
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unsigned char *data = DecodeBase64(img->uri+i+1, &size);
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int w, h;
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int w, h;
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unsigned char* raw = stbi_load_from_memory(data, size, &w, &h, NULL, 4);
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unsigned char *raw = stbi_load_from_memory(data, size, &w, &h, NULL, 4);
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Image image = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8);
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Image image = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8);
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ImageColorTint(&image, tint);
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ImageColorTint(&image, tint);
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texture = LoadTextureFromImage(image);
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texture = LoadTextureFromImage(image);
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@ -3450,13 +3454,13 @@ static Model LoadGLTF(const char *fileName)
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}
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}
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else
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else
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{
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{
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char* texture_name = img->uri;
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char *textureName = img->uri;
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char* texture_path = RL_MALLOC(strlen(dir_path) + strlen(texture_name) + 2);
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char *texturePath = RL_MALLOC(strlen(texPath) + strlen(textureName) + 2);
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strcpy(texture_path, dir_path);
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strcpy(texturePath, texPath);
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strcat(texture_path, "/");
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strcat(texturePath, "/");
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strcat(texture_path, texture_name);
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strcat(texturePath, textureName);
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Image image = LoadImage(texture_path);
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Image image = LoadImage(texturePath);
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ImageColorTint(&image, tint);
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ImageColorTint(&image, tint);
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texture = LoadTextureFromImage(image);
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texture = LoadTextureFromImage(image);
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UnloadImage(image);
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UnloadImage(image);
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@ -3464,9 +3468,10 @@ static Model LoadGLTF(const char *fileName)
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}
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}
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else if (img->buffer_view)
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else if (img->buffer_view)
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{
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{
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unsigned char* data = RL_MALLOC(img->buffer_view->size);
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unsigned char *data = RL_MALLOC(img->buffer_view->size);
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int n = img->buffer_view->offset;
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int n = img->buffer_view->offset;
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int stride = img->buffer_view->stride ? img->buffer_view->stride : 1;
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int stride = img->buffer_view->stride ? img->buffer_view->stride : 1;
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for (int i = 0; i < img->buffer_view->size; i++)
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for (int i = 0; i < img->buffer_view->size; i++)
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{
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{
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data[i] = ((unsigned char*)img->buffer_view->buffer->data)[n];
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data[i] = ((unsigned char*)img->buffer_view->buffer->data)[n];
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@ -3474,7 +3479,7 @@ static Model LoadGLTF(const char *fileName)
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}
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}
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int w, h;
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int w, h;
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unsigned char* raw = stbi_load_from_memory(data, img->buffer_view->size, &w, &h, NULL, 4);
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unsigned char *raw = stbi_load_from_memory(data, img->buffer_view->size, &w, &h, NULL, 4);
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Image image = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8);
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Image image = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8);
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ImageColorTint(&image, tint);
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ImageColorTint(&image, tint);
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texture = LoadTextureFromImage(image);
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texture = LoadTextureFromImage(image);
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@ -3486,45 +3491,45 @@ static Model LoadGLTF(const char *fileName)
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texture = LoadTextureFromImage(image);
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texture = LoadTextureFromImage(image);
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UnloadImage(image);
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UnloadImage(image);
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}
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}
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model.materials[i] = LoadMaterialDefault();
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model.materials[i] = LoadMaterialDefault();
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model.materials[i].maps[MAP_DIFFUSE].texture = texture;
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model.materials[i].maps[MAP_DIFFUSE].texture = texture;
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}
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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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model.materials[model.materialCount - 1] = LoadMaterialDefault();
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int prim_index = 0;
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int primitiveIndex = 0;
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for (int i = 0; i < data->meshes_count; i++)
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for (int i = 0; i < data->meshes_count; i++)
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{
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{
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for (int p = 0; p < data->meshes[i].primitives_count; p++)
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for (int p = 0; p < data->meshes[i].primitives_count; p++)
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{
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{
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for (int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
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for (int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
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{
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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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if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position)
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{
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{
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cgltf_accessor* acc = data->meshes[i].primitives[p].attributes[j].data;
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cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
||||||
model.meshes[prim_index].vertexCount = acc->count;
|
model.meshes[primitiveIndex].vertexCount = acc->count;
|
||||||
model.meshes[prim_index].vertices = RL_MALLOC(sizeof(float)*model.meshes[prim_index].vertexCount*3);
|
model.meshes[primitiveIndex].vertices = RL_MALLOC(sizeof(float)*model.meshes[primitiveIndex].vertexCount*3);
|
||||||
|
|
||||||
LOAD_ACCESSOR(float, 3, acc, model.meshes[prim_index].vertices)
|
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices)
|
||||||
}
|
}
|
||||||
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
|
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
|
||||||
{
|
{
|
||||||
cgltf_accessor* acc = data->meshes[i].primitives[p].attributes[j].data;
|
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
||||||
model.meshes[prim_index].normals = RL_MALLOC(sizeof(float)*acc->count*3);
|
model.meshes[primitiveIndex].normals = RL_MALLOC(sizeof(float)*acc->count*3);
|
||||||
|
|
||||||
LOAD_ACCESSOR(float, 3, acc, model.meshes[prim_index].normals)
|
|
||||||
|
|
||||||
|
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals)
|
||||||
}
|
}
|
||||||
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
|
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
|
||||||
{
|
{
|
||||||
cgltf_accessor* acc = data->meshes[i].primitives[p].attributes[j].data;
|
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
||||||
|
|
||||||
if (acc->component_type == cgltf_component_type_r_32f)
|
if (acc->component_type == cgltf_component_type_r_32f)
|
||||||
{
|
{
|
||||||
model.meshes[prim_index].texcoords = RL_MALLOC(sizeof(float)*acc->count*2);
|
model.meshes[primitiveIndex].texcoords = RL_MALLOC(sizeof(float)*acc->count*2);
|
||||||
LOAD_ACCESSOR(float, 2, acc, model.meshes[prim_index].texcoords)
|
LOAD_ACCESSOR(float, 2, acc, model.meshes[primitiveIndex].texcoords)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -3534,14 +3539,15 @@ static Model LoadGLTF(const char *fileName)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
cgltf_accessor* acc = data->meshes[i].primitives[p].indices;
|
cgltf_accessor *acc = data->meshes[i].primitives[p].indices;
|
||||||
|
|
||||||
if (acc)
|
if (acc)
|
||||||
{
|
{
|
||||||
if (acc->component_type == cgltf_component_type_r_16u)
|
if (acc->component_type == cgltf_component_type_r_16u)
|
||||||
{
|
{
|
||||||
model.meshes[prim_index].triangleCount = acc->count / 3;
|
model.meshes[primitiveIndex].triangleCount = acc->count/3;
|
||||||
model.meshes[prim_index].indices = RL_MALLOC(sizeof(unsigned short)*model.meshes[prim_index].triangleCount*3);
|
model.meshes[primitiveIndex].indices = RL_MALLOC(sizeof(unsigned short)*model.meshes[primitiveIndex].triangleCount*3);
|
||||||
LOAD_ACCESSOR(unsigned short, 1, acc, model.meshes[prim_index].indices)
|
LOAD_ACCESSOR(unsigned short, 1, acc, model.meshes[primitiveIndex].indices)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -3551,20 +3557,21 @@ static Model LoadGLTF(const char *fileName)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// unindexed mesh
|
// Unindexed mesh
|
||||||
model.meshes[prim_index].triangleCount = model.meshes[prim_index].vertexCount / 3;
|
model.meshes[primitiveIndex].triangleCount = model.meshes[primitiveIndex].vertexCount/3;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (data->meshes[i].primitives[p].material)
|
if (data->meshes[i].primitives[p].material)
|
||||||
{
|
{
|
||||||
// compute the offset
|
// Compute the offset
|
||||||
model.meshMaterial[prim_index] = data->meshes[i].primitives[p].material - data->materials;
|
model.meshMaterial[primitiveIndex] = data->meshes[i].primitives[p].material - data->materials;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
model.meshMaterial[prim_index] = model.materialCount - 1;;
|
model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
|
||||||
}
|
}
|
||||||
prim_index++;
|
|
||||||
|
primitiveIndex++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue