REVIEWED: Vox loading, mostly formating

This commit is contained in:
raysan5 2021-09-05 20:39:34 +02:00
parent dfc465ca6d
commit 4120f12375
2 changed files with 31 additions and 40 deletions

View file

@ -352,8 +352,6 @@ void Vox_AllocArray(VoxArray3D* voxarray, int _sx, int _sy, int _sz)
voxarray->m_arrayChunks[i].m_array = 0;
voxarray->m_arrayChunks[i].arraySize = 0;
}
return voxarray;
}
// Set voxel ID from its position into VoxArray3D
@ -578,7 +576,7 @@ int Vox_LoadFileName(const char* pszfileName, VoxArray3D* voxarray)
unsigned long signature;
unsigned long readed = 0;
unsigned int readed = 0;
unsigned char* fileData;
fileData = LoadFileData(pszfileName, &readed);
if (fileData == 0)
@ -640,7 +638,6 @@ int Vox_LoadFileName(const char* pszfileName, VoxArray3D* voxarray)
unsigned long chunkTotalChildSize = *((unsigned long*)fileDataPtr);
fileDataPtr += sizeof(unsigned long);
if (strcmp(szChunkName, "SIZE") == 0)
{
//(4 bytes x 3 : x, y, z )

View file

@ -74,8 +74,10 @@
#endif
#if defined(SUPPORT_FILEFORMAT_VOX)
// TODO: Support custom memory allocators
#define VOX_LOADER_IMPLEMENTATION
#include "external/vox_loader.h" // vox file format loading
#include "external/vox_loader.h" // vox file format loading (MagikaVoxel)
#endif
#if defined(SUPPORT_MESH_GENERATION)
@ -3562,7 +3564,7 @@ static Model LoadOBJ(const char *fileName)
for (int fi = 0; fi< attrib.num_faces; fi++)
{
tinyobj_vertex_index_t face = attrib.faces[fi];
//tinyobj_vertex_index_t face = attrib.faces[fi];
int idx = attrib.material_ids[fi];
matFaces[idx]++;
}
@ -5484,17 +5486,14 @@ static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount)
#endif
#if defined(SUPPORT_FILEFORMAT_VOX)
// Load OBJ mesh data
// Load VOX (MagikaVoxel) mesh data
static Model LoadVOX(const char *fileName)
{
Model model = { 0 };
int nbvertices = 0;
int meshescount = 0;
//////////////////////////////////
// Load MagicaVoxel fileformat
VoxArray3D voxarray;
VoxArray3D voxarray = { 0 };
int ret = Vox_LoadFileName(fileName, &voxarray);
if (ret != VOX_SUCCESS)
@ -5511,10 +5510,7 @@ static Model LoadVOX(const char* fileName)
TRACELOG(LOG_INFO, "MODEL: [%s] VOX data loaded successfully : %i vertices/%i meshes", fileName, nbvertices, meshescount);
}
//////////////////////////////////
// Build model
// Build Models from meshes
// Build models from meshes
model.transform = MatrixIdentity();
model.meshCount = meshescount;
@ -5526,37 +5522,37 @@ static Model LoadVOX(const char* fileName)
model.materials = (Material *)MemAlloc(model.materialCount*sizeof(Material));
model.materials[0] = LoadMaterialDefault();
// Init model's meshes
// Init model meshes
int verticesRemain = voxarray.vertices.used;
int verticesMax = 65532; // 5461 voxels x 12 vertices per voxel -> 65532 (must be inf 65536)
Vector3 *pvertices = voxarray.vertices.array; // 6*4 = 12 vertices per voxel
Color *pcolors = voxarray.colors.array;
unsigned short* pindices = voxarray.indices.array; //5461 * 6 * 6 -> 196596 indices max per mesh
unsigned short *pindices = voxarray.indices.array; // 5461*6*6 = 196596 indices max per mesh
int size;
int size = 0;
for (int idxMesh = 0; idxMesh < meshescount; idxMesh++)
{
Mesh *pmesh = &model.meshes[idxMesh];
memset(pmesh, 0, sizeof(Mesh));
// Copy Vertices
// Copy vertices
pmesh->vertexCount = (int)fmin(verticesMax, verticesRemain);
size = pmesh->vertexCount*sizeof(float)*3;
pmesh->vertices = MemAlloc(size);
memcpy(pmesh->vertices, pvertices, size);
//Copy Indices TODO compute globals indices array
// Copy indices
// TODO: compute globals indices array
size = voxarray.indices.used * sizeof(unsigned short);
pmesh->indices = MemAlloc(size);
memcpy(pmesh->indices, pindices, size);
pmesh->triangleCount = (pmesh->vertexCount/4)*2;
// Copy Colors
// Copy colors
size = pmesh->vertexCount*sizeof(Color);
pmesh->colors = MemAlloc(size);
memcpy(pmesh->colors, pcolors, size);
@ -5564,16 +5560,14 @@ static Model LoadVOX(const char* fileName)
// First material index
model.meshMaterial[idxMesh] = 0;
// Build GPU mesh
// Upload mesh data to GPU
UploadMesh(pmesh, false);
//Next
verticesRemain -= verticesMax;
pvertices += verticesMax;
pcolors += verticesMax;
}
//Free arrays
Vox_FreeArrays(&voxarray);
return model;