allow for multiple materials in obj files (#1408)
* allow for multiple materials in obj files also fix obj_loader hash map issues * minor fix for warning Co-authored-by: codifies <nospam@antispam.com>
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2 changed files with 137 additions and 114 deletions
211
src/models.c
211
src/models.c
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@ -896,8 +896,8 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
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#if defined(SUPPORT_FILEFORMAT_MTL)
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if (IsFileExtension(fileName, ".mtl"))
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{
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tinyobj_material_t *mats;
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tinyobj_material_t *mats = NULL;
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int result = tinyobj_parse_mtl_file(&mats, &count, fileName);
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if (result != TINYOBJ_SUCCESS) {
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TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName);
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@ -2566,6 +2566,12 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
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for (int i = 0; i < model.meshCount; i++)
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{
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// TODO: Review color + tint premultiplication mechanism
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// (codifies) Ray not only does this work as expected but
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// multiplying *is* definately the way to tint
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// can we call it reviewed ?
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// would you prefer an extra model.tint, that rlDrawMesh uses ?
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Color color = model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color;
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Color colorTint = WHITE;
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@ -2942,11 +2948,15 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
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#if defined(SUPPORT_FILEFORMAT_OBJ)
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// Load OBJ mesh data
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// TODO used by loadOBJ, could change to a function that could handle
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// data coming from a file, memory or archive...
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static Model LoadOBJ(const char *fileName)
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{
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Model model = { 0 };
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tinyobj_attrib_t attrib;
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tinyobj_attrib_t attrib = { 0 };
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tinyobj_shape_t *meshes = NULL;
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unsigned int meshCount = 0;
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@ -2968,126 +2978,112 @@ static Model LoadOBJ(const char *fileName)
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if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
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else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
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// Init model meshes array
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// TODO: Support multiple meshes... in the meantime, only one mesh is returned
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//model.meshCount = meshCount;
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model.meshCount = 1;
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model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.meshCount = materialCount;
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// Init model materials array
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if (materialCount > 0)
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{
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model.materialCount = materialCount;
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model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
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TraceLog(LOG_INFO, "MODEL: model has %i material meshes", materialCount);
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} else {
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model.meshCount = 1;
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TraceLog(LOG_INFO, "MODEL: No materials, putting all meshes in a default material");
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}
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model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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/*
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// Multiple meshes data reference
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// NOTE: They are provided as a faces offset
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typedef struct {
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char *name; // group name or object name
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unsigned int face_offset;
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unsigned int length;
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} tinyobj_shape_t;
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*/
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// Init model meshes
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for (int m = 0; m < 1; m++)
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{
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Mesh mesh = { 0 };
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memset(&mesh, 0, sizeof(Mesh));
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mesh.vertexCount = attrib.num_faces*3;
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mesh.triangleCount = attrib.num_faces;
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mesh.vertices = (float *)RL_CALLOC(mesh.vertexCount*3, sizeof(float));
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mesh.texcoords = (float *)RL_CALLOC(mesh.vertexCount*2, sizeof(float));
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mesh.normals = (float *)RL_CALLOC(mesh.vertexCount*3, sizeof(float));
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mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
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int vCount = 0;
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int vtCount = 0;
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int vnCount = 0;
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for (unsigned int f = 0; f < attrib.num_faces; f++)
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{
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// Get indices for the face
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tinyobj_vertex_index_t idx0 = attrib.faces[3*f + 0];
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tinyobj_vertex_index_t idx1 = attrib.faces[3*f + 1];
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tinyobj_vertex_index_t idx2 = attrib.faces[3*f + 2];
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// Fill vertices buffer (float) using vertex index of the face
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for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount +=3;
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for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount +=3;
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for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount +=3;
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if (attrib.num_texcoords > 0)
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{
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// Fill texcoords buffer (float) using vertex index of the face
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// NOTE: Y-coordinate must be flipped upside-down
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mesh.texcoords[vtCount + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
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mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount += 2;
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mesh.texcoords[vtCount + 0] = attrib.texcoords[idx1.vt_idx*2 + 0];
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mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount += 2;
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mesh.texcoords[vtCount + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
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mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount += 2;
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}
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if (attrib.num_normals > 0)
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{
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// Fill normals buffer (float) using vertex index of the face
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for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount +=3;
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for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount +=3;
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for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount +=3;
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}
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// count the faces for each material
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int* matFaces = RL_CALLOC(meshCount, sizeof(int));
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for (int mi=0; mi<meshCount; mi++) {
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for (int fi=0; fi<meshes[mi].length; fi++) {
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int idx = attrib.material_ids[meshes[mi].face_offset + fi];
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if (idx == -1) idx = 0; // for no material face (which could be the whole model)
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matFaces[idx]++;
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}
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model.meshes[m] = mesh; // Assign mesh data to model
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// Assign mesh material for current mesh
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model.meshMaterial[m] = attrib.material_ids[m];
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// Set unfound materials to default
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if (model.meshMaterial[m] == -1) model.meshMaterial[m] = 0;
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}
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//--------------------------------------
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// create the material meshes
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// running counts / indexes for each material mesh as we are
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// building them at the same time
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int* vCount = RL_CALLOC(model.meshCount, sizeof(int));
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int* vtCount = RL_CALLOC(model.meshCount, sizeof(int));
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int* vnCount = RL_CALLOC(model.meshCount, sizeof(int));
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int* faceCount = RL_CALLOC(model.meshCount, sizeof(int));
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// allocate space for each of the material meshes
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for (int mi=0; mi<model.meshCount; mi++)
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{
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model.meshes[mi].vertexCount = matFaces[mi] * 3;
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model.meshes[mi].triangleCount = matFaces[mi];
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model.meshes[mi].vertices = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
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model.meshes[mi].texcoords = (float *)RL_CALLOC(model.meshes[mi].vertexCount*2, sizeof(float));
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model.meshes[mi].normals = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
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model.meshes[mi].vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
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model.meshMaterial[mi] = mi;
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}
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// scan through the combined sub meshes and pick out each material mesh
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for (unsigned int af = 0; af < attrib.num_faces; af++)
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{
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int mm = attrib.material_ids[af]; // mesh material for this face
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if (mm == -1) { mm = 0; } // no material object..
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// Get indices for the face
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tinyobj_vertex_index_t idx0 = attrib.faces[3 * af + 0];
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tinyobj_vertex_index_t idx1 = attrib.faces[3 * af + 1];
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tinyobj_vertex_index_t idx2 = attrib.faces[3 * af + 2];
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// Fill vertices buffer (float) using vertex index of the face
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for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount[mm] +=3;
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for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount[mm] +=3;
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for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount[mm] +=3;
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if (attrib.num_texcoords > 0)
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{
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// Fill texcoords buffer (float) using vertex index of the face
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// NOTE: Y-coordinate must be flipped upside-down to account for
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// raylib's upside down textures...
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model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
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model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount[mm] += 2;
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model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx1.vt_idx*2 + 0];
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model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount[mm] += 2;
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model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
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model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount[mm] += 2;
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}
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if (attrib.num_normals > 0)
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{
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// Fill normals buffer (float) using vertex index of the face
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for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount[mm] +=3;
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for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount[mm] +=3;
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for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount[mm] +=3;
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}
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}
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// Init model materials
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for (unsigned int m = 0; m < materialCount; m++)
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{
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{
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// Init material to default
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// NOTE: Uses default shader, only MAP_DIFFUSE supported
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// NOTE: Uses default shader, which only supports MAP_DIFFUSE
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// (codifies) TODO my lighting shader should support at least
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// diffuse AND specular ...
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model.materials[m] = LoadMaterialDefault();
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/*
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typedef struct {
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char *name;
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float ambient[3];
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float diffuse[3];
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float specular[3];
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float transmittance[3];
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float emission[3];
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float shininess;
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float ior; // index of refraction
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float dissolve; // 1 == opaque; 0 == fully transparent
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// illumination model (Ref: http://www.fileformat.info/format/material/)
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int illum;
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int pad0;
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char *ambient_texname; // map_Ka
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char *diffuse_texname; // map_Kd
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char *specular_texname; // map_Ks
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char *specular_highlight_texname; // map_Ns
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char *bump_texname; // map_bump, bump
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char *displacement_texname; // disp
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char *alpha_texname; // map_d
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} tinyobj_material_t;
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*/
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model.materials[m].maps[MAP_DIFFUSE].texture = GetTextureDefault(); // Get default texture, in case no texture is defined
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if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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if (materials[m].diffuse_texname != NULL) {
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model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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} else {
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model.materials[m].maps[MAP_DIFFUSE].texture = GetTextureDefault();
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}
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model.materials[m].maps[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];
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model.materials[m].maps[MAP_DIFFUSE].value = 0.0f;
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@ -3109,6 +3105,11 @@ static Model LoadOBJ(const char *fileName)
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tinyobj_materials_free(materials, materialCount);
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RL_FREE(fileData);
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RL_FREE(vCount);
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RL_FREE(vtCount);
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RL_FREE(vnCount);
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RL_FREE(faceCount);
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chdir(currentDir);
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}
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