REVIEWED: ProcessMaterialsOBJ() available when required

This commit is contained in:
Ray 2023-01-24 17:16:35 +01:00
parent 78ae3b38a6
commit 5b3c5e1a16

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@ -166,6 +166,9 @@ static Model LoadVOX(const char *filename); // Load VOX mesh data
static Model LoadM3D(const char *filename); // Load M3D mesh data
static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount); // Load M3D animation data
#endif
#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
static void ProcessMaterialsOBJ(Material *rayMaterials, tinyobj_material_t *materials, int materialCount); // Process obj materials
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
@ -1862,10 +1865,9 @@ bool ExportMesh(Mesh mesh, const char *fileName)
return success;
}
#if defined(SUPPORT_FILEFORMAT_MTL)
#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
// Process obj materials
static void ProcessOBJMaterials(Material* rayMaterials, tinyobj_material_t* materials, int materialCount)
static void ProcessMaterialsOBJ(Material *rayMaterials, tinyobj_material_t *materials, int materialCount)
{
// Init model materials
for (unsigned int m = 0; m < materialCount; m++)
@ -1880,18 +1882,18 @@ static void ProcessOBJMaterials(Material* rayMaterials, tinyobj_material_t* mate
if (materials[m].diffuse_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0] * 255.0f), (unsigned char)(materials[m].diffuse[1] * 255.0f), (unsigned char)(materials[m].diffuse[2] * 255.0f), 255 }; //float diffuse[3];
rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2] * 255.0f), 255 }; //float diffuse[3];
rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
if (materials[m].specular_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0] * 255.0f), (unsigned char)(materials[m].specular[1] * 255.0f), (unsigned char)(materials[m].specular[2] * 255.0f), 255 }; //float specular[3];
rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0]*255.0f), (unsigned char)(materials[m].specular[1]*255.0f), (unsigned char)(materials[m].specular[2] * 255.0f), 255 }; //float specular[3];
rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
if (materials[m].bump_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
rayMaterials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
rayMaterials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess;
rayMaterials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0] * 255.0f), (unsigned char)(materials[m].emission[1] * 255.0f), (unsigned char)(materials[m].emission[2] * 255.0f), 255 }; //float emission[3];
rayMaterials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0]*255.0f), (unsigned char)(materials[m].emission[1]*255.0f), (unsigned char)(materials[m].emission[2] * 255.0f), 255 }; //float emission[3];
if (materials[m].displacement_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
}
@ -1914,8 +1916,8 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
int result = tinyobj_parse_mtl_file(&mats, &count, fileName);
if (result != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName);
materials = MemAlloc(sizeof(Material) * count);
ProcessOBJMaterials(materials, mats, count);
materials = MemAlloc(count*sizeof(Material));
ProcessMaterialsOBJ(materials, mats, count);
tinyobj_materials_free(mats, count);
}
@ -3951,7 +3953,7 @@ static Model LoadOBJ(const char *fileName)
// Count the faces for each material
int *matFaces = RL_CALLOC(model.meshCount, sizeof(int));
// iff no materials are present use all faces on one mesh
// if no materials are present use all faces on one mesh
if (materialCount > 0)
{
for (unsigned int fi = 0; fi < attrib.num_faces; fi++)
@ -4027,7 +4029,7 @@ static Model LoadOBJ(const char *fileName)
}
// Init model materials
ProcessOBJMaterials(model.materials, materials, materialCount);
ProcessMaterialsOBJ(model.materials, materials, materialCount);
tinyobj_attrib_free(&attrib);
tinyobj_shapes_free(meshes, meshCount);