new models_magicavoxel_loading example (#1940)
* new models_magicavoxel_loading example * Portable header-only file "magicavoxel_loader.h" for MagicaVoxel loader example. * models_magicavoxel_loading example added to CMakeLists.txt and Makefile * fix models_magicavoxel_loading example for linux. * * vox_loader into "src/external/vox_loader.h" * vox file support for "models.c" * updated example "models/models_magicavoxel_loading.c" * * Fix Vox_FreeArrays (removed memory leak) * * removed magicavoxel_loader.h * * Revert vs2019 solution
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11 changed files with 1445 additions and 1 deletions
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@ -182,6 +182,7 @@
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#define SUPPORT_FILEFORMAT_MTL 1
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#define SUPPORT_FILEFORMAT_IQM 1
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#define SUPPORT_FILEFORMAT_GLTF 1
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#define SUPPORT_FILEFORMAT_VOX 1
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// Support procedural mesh generation functions, uses external par_shapes.h library
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// NOTE: Some generated meshes DO NOT include generated texture coordinates
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#define SUPPORT_MESH_GENERATION 1
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771
src/external/vox_loader.h
vendored
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771
src/external/vox_loader.h
vendored
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@ -0,0 +1,771 @@
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/*
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The MIT License (MIT)
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Copyright (c) 2021 Johann Nadalutti.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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vox_loader - v1.00
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no warranty implied; use at your own risk
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Do this:
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#define VOX_LOADER_INCLUDE__H
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before you include this file in* one* C or C++ file to create the implementation.
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// i.e. it should look like this:
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#include ...
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#include ...
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#include ...
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#define VOX_LOADER_INCLUDE__H
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#include "magicavoxel_loader.h"
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revision history:
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1.00 (2021-09-03) first released version
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*/
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#ifndef VOX_LOADER_H
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#define VOX_LOADER_H
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#include <string.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define VOX_SUCCESS (0)
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#define VOX_ERROR_FILE_NOT_FOUND (-1)
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#define VOX_ERROR_INVALID_FORMAT (-2)
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#define VOX_ERROR_FILE_VERSION_TOO_OLD (-3)
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typedef struct
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{
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int* array;
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int used, size;
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} ArrayInt;
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typedef struct
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{
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Vector3* array;
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int used, size;
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} ArrayVector3;
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typedef struct
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{
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Color* array;
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int used, size;
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} ArrayColor;
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typedef struct
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{
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unsigned short* array;
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int used, size;
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} ArrayUShort;
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// A chunk that contain voxels
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typedef struct
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{
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unsigned char* m_array; //If Sparse != null
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int arraySize; //Size for m_array in bytes (DEBUG ONLY)
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} CubeChunk3D;
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// Array for voxels
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// Array is divised into chunks of CHUNKSIZE*CHUNKSIZE*CHUNKSIZE voxels size
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typedef struct
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{
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//Array size in voxels
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int sizeX;
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int sizeY;
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int sizeZ;
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//Chunks size into array (array is divised into chunks)
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int chunksSizeX;
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int chunksSizeY;
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int chunksSizeZ;
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//Chunks array
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CubeChunk3D* m_arrayChunks;
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int arrayChunksSize; //Size for m_arrayChunks in bytes (DEBUG ONLY)
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int ChunkFlattenOffset;
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int chunksAllocated;
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int chunksTotal;
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//Arrays for mesh build
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ArrayVector3 vertices;
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ArrayUShort indices;
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ArrayColor colors;
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//Palette for voxels
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Color palette[256];
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} VoxArray3D;
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// Functions
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extern int Vox_LoadFileName(const char* pszfileName, VoxArray3D* voxarray);
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extern void Vox_FreeArrays(VoxArray3D* voxarray);
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#ifdef __cplusplus
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}
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#endif
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//// end header file /////////////////////////////////////////////////////
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#endif // VOX_LOADER_H
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Implementation
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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#ifdef VOX_LOADER_IMPLEMENTATION
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/////////////////////////////////////////////////////////////////////////////////////////////
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// ArrayInt helper
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/////////////////////////////////////////////////////////////////////////////////////////////
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void initArrayInt(ArrayInt* a, int initialSize)
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{
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a->array = MemAlloc(initialSize * sizeof(int));
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a->used = 0;
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a->size = initialSize;
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}
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void insertArrayInt(ArrayInt* a, int element)
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{
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if (a->used == a->size)
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{
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a->size *= 2;
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a->array = MemRealloc(a->array, a->size * sizeof(int));
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}
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a->array[a->used++] = element;
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}
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void freeArrayInt(ArrayInt* a)
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{
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MemFree(a->array);
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a->array = NULL;
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a->used = a->size = 0;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// ArrayUShort helper
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/////////////////////////////////////////////////////////////////////////////////////////////
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void initArrayUShort(ArrayUShort* a, int initialSize)
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{
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a->array = MemAlloc(initialSize * sizeof(unsigned short));
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a->used = 0;
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a->size = initialSize;
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}
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void insertArrayUShort(ArrayUShort* a, unsigned short element)
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{
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if (a->used == a->size)
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{
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a->size *= 2;
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a->array = MemRealloc(a->array, a->size * sizeof(unsigned short));
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}
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a->array[a->used++] = element;
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}
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void freeArrayUShort(ArrayUShort* a)
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{
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MemFree(a->array);
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a->array = NULL;
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a->used = a->size = 0;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// ArrayVector3 helper
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/////////////////////////////////////////////////////////////////////////////////////////////
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void initArrayVector3(ArrayVector3* a, int initialSize)
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{
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a->array = MemAlloc(initialSize * sizeof(Vector3));
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a->used = 0;
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a->size = initialSize;
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}
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void insertArrayVector3(ArrayVector3* a, Vector3 element)
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{
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if (a->used == a->size)
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{
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a->size *= 2;
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a->array = MemRealloc(a->array, a->size * sizeof(Vector3));
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}
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a->array[a->used++] = element;
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}
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void freeArrayVector3(ArrayVector3* a)
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{
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MemFree(a->array);
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a->array = NULL;
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a->used = a->size = 0;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// ArrayColor helper
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/////////////////////////////////////////////////////////////////////////////////////////////
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void initArrayColor(ArrayColor* a, int initialSize)
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{
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a->array = MemAlloc(initialSize * sizeof(Color));
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a->used = 0;
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a->size = initialSize;
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}
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void insertArrayColor(ArrayColor* a, Color element)
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{
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if (a->used == a->size)
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{
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a->size *= 2;
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a->array = MemRealloc(a->array, a->size * sizeof(Color));
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}
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a->array[a->used++] = element;
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}
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void freeArrayColor(ArrayColor* a)
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{
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MemFree(a->array);
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a->array = NULL;
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a->used = a->size = 0;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Vox Loader
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/////////////////////////////////////////////////////////////////////////////////////////////
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#define CHUNKSIZE 16 // chunk size (CHUNKSIZE*CHUNKSIZE*CHUNKSIZE) in voxels
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#define CHUNKSIZE_OPSHIFT 4 // 1<<4=16 -> Warning depend of CHUNKSIZE
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#define CHUNK_FLATTENOFFSET_OPSHIFT 8 //Warning depend of CHUNKSIZE
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//
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// used right handed system and CCW face
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//
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// indexes for voxelcoords, per face orientation
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//
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//# Y
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//# |
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//# o----X
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//# /
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//# Z 2------------3
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//# /| /|
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//# 6------------7 |
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//# | | | |
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//# |0 ----------|- 1
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//# |/ |/
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//# 4------------5
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//
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// CCW
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const int fv[6][4] = {
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{0, 2, 6, 4 }, //-X
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{5, 7, 3, 1 }, //+X
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{0, 4, 5, 1 }, //-y
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{6, 2, 3, 7 }, //+y
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{1, 3, 2, 0 }, //-Z
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{4, 6, 7, 5 } };//+Z
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const Vector3 SolidVertex[] = {
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{0, 0, 0}, //0
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{1, 0, 0}, //1
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{0, 1, 0}, //2
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{1, 1, 0}, //3
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{0, 0, 1}, //4
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{1, 0, 1}, //5
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{0, 1, 1}, //6
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{1, 1, 1} }; //7
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// Allocated VoxArray3D size
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void Vox_AllocArray(VoxArray3D* voxarray, int _sx, int _sy, int _sz)
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{
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int sx = _sx + ((CHUNKSIZE - (_sx % CHUNKSIZE)) % CHUNKSIZE);
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int sy = _sy + ((CHUNKSIZE - (_sy % CHUNKSIZE)) % CHUNKSIZE);
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int sz = _sz + ((CHUNKSIZE - (_sz % CHUNKSIZE)) % CHUNKSIZE);
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int chx = sx >> CHUNKSIZE_OPSHIFT; //Chunks Count in X
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int chy = sy >> CHUNKSIZE_OPSHIFT; //Chunks Count in Y
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int chz = sz >> CHUNKSIZE_OPSHIFT; //Chunks Count in Z
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//VoxArray3D* parray = (VoxArray3D*)MemAlloc(sizeof(VoxArray3D));
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voxarray->sizeX = sx;
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voxarray->sizeY = sy;
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voxarray->sizeZ = sz;
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voxarray->chunksSizeX = chx;
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voxarray->chunksSizeY = chy;
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voxarray->chunksSizeZ = chz;
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voxarray->ChunkFlattenOffset = (chy * chz); //m_arrayChunks[(x * (sy*sz)) + (z * sy) + y]
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//Alloc chunks array
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int size = sizeof(CubeChunk3D) * chx * chy * chz;
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voxarray->m_arrayChunks = MemAlloc(size);
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voxarray->arrayChunksSize = size;
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//Init chunks array
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size = chx * chy * chz;
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voxarray->chunksTotal = size;
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voxarray->chunksAllocated = 0;
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for (int i = 0; i < size; i++)
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{
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voxarray->m_arrayChunks[i].m_array = 0;
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voxarray->m_arrayChunks[i].arraySize = 0;
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}
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return voxarray;
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}
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// Set voxel ID from its position into VoxArray3D
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void Vox_SetVoxel(VoxArray3D* voxarray, int x, int y, int z, unsigned char id)
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{
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//Get chunk from array pos
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int chX = x >> CHUNKSIZE_OPSHIFT; //x / CHUNKSIZE;
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int chY = y >> CHUNKSIZE_OPSHIFT; //y / CHUNKSIZE;
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int chZ = z >> CHUNKSIZE_OPSHIFT; //z / CHUNKSIZE;
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int offset = (chX * voxarray->ChunkFlattenOffset) + (chZ * voxarray->chunksSizeY) + chY;
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//if (offset > voxarray->arrayChunksSize)
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//{
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// TraceLog(LOG_ERROR, "Out of array");
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//}
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CubeChunk3D* chunk = &voxarray->m_arrayChunks[offset];
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//Set Chunk
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chX = x - (chX << CHUNKSIZE_OPSHIFT); //x - (bx * CHUNKSIZE);
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chY = y - (chY << CHUNKSIZE_OPSHIFT); //y - (by * CHUNKSIZE);
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chZ = z - (chZ << CHUNKSIZE_OPSHIFT); //z - (bz * CHUNKSIZE);
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if (chunk->m_array == 0)
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{
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int size = CHUNKSIZE * CHUNKSIZE * CHUNKSIZE;
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chunk->m_array = MemAlloc(size);
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chunk->arraySize = size;
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//memset(chunk->m_array, 0, size);
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voxarray->chunksAllocated++;
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}
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offset = (chX << CHUNK_FLATTENOFFSET_OPSHIFT) + (chZ << CHUNKSIZE_OPSHIFT) + chY;
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//if (offset > chunk->arraySize)
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//{
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// TraceLog(LOG_ERROR, "Out of array");
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//}
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chunk->m_array[offset] = id;
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}
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// Get voxel ID from its position into VoxArray3D
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unsigned char Vox_GetVoxel(VoxArray3D* voxarray, int x, int y, int z)
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{
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if (x < 0 || y < 0 || z < 0)
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return 0;
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if (x >= voxarray->sizeX || y >= voxarray->sizeY || z >= voxarray->sizeZ)
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return 0;
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//Get chunk from array pos
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int chX = x >> CHUNKSIZE_OPSHIFT; //x / CHUNKSIZE;
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int chY = y >> CHUNKSIZE_OPSHIFT; //y / CHUNKSIZE;
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int chZ = z >> CHUNKSIZE_OPSHIFT; //z / CHUNKSIZE;
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int offset = (chX * voxarray->ChunkFlattenOffset) + (chZ * voxarray->chunksSizeY) + chY;
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//if (offset > voxarray->arrayChunksSize)
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//{
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// TraceLog(LOG_ERROR, "Out of array");
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//}
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CubeChunk3D* chunk = &voxarray->m_arrayChunks[offset];
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//Set Chunk
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chX = x - (chX << CHUNKSIZE_OPSHIFT); //x - (bx * CHUNKSIZE);
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chY = y - (chY << CHUNKSIZE_OPSHIFT); //y - (by * CHUNKSIZE);
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chZ = z - (chZ << CHUNKSIZE_OPSHIFT); //z - (bz * CHUNKSIZE);
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if (chunk->m_array == 0)
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{
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return 0;
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}
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offset = (chX << CHUNK_FLATTENOFFSET_OPSHIFT) + (chZ << CHUNKSIZE_OPSHIFT) + chY;
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//if (offset > chunk->arraySize)
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//{
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// TraceLog(LOG_ERROR, "Out of array");
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//}
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return chunk->m_array[offset];
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}
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// Calc visibles faces from a voxel position
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unsigned char Vox_CalcFacesVisible(VoxArray3D* pvoxArray, int cx, int cy, int cz)
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{
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unsigned char idXm1 = Vox_GetVoxel(pvoxArray, cx - 1, cy, cz);
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unsigned char idXp1 = Vox_GetVoxel(pvoxArray, cx + 1, cy, cz);
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unsigned char idYm1 = Vox_GetVoxel(pvoxArray, cx, cy - 1, cz);
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unsigned char idYp1 = Vox_GetVoxel(pvoxArray, cx, cy + 1, cz);
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unsigned char idZm1 = Vox_GetVoxel(pvoxArray, cx, cy, cz - 1);
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unsigned char idZp1 = Vox_GetVoxel(pvoxArray, cx, cy, cz + 1);
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unsigned char byVFMask = 0;
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//#-x
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if (idXm1 == 0)
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byVFMask |= (1 << 0);
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//#+x
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if (idXp1 == 0)
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byVFMask |= (1 << 1);
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//#-y
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if (idYm1 == 0)
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byVFMask |= (1 << 2);
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//#+y
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if (idYp1 == 0)
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byVFMask |= (1 << 3);
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//#-z
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if (idZm1 == 0)
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byVFMask |= (1 << 4);
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//#+z
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if (idZp1 == 0)
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byVFMask |= (1 << 5);
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return byVFMask;
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}
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// Get a vertex position from a voxel's corner
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Vector3 Vox_GetVertexPosition(int _wcx, int _wcy, int _wcz, int _nNumVertex)
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{
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float scale = 0.25;
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Vector3 vtx = SolidVertex[_nNumVertex];
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vtx.x = (vtx.x + _wcx) * scale;
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vtx.y = (vtx.y + _wcy) * scale;
|
||||
vtx.z = (vtx.z + _wcz) * scale;
|
||||
return vtx;
|
||||
}
|
||||
|
||||
// Build a voxel vertices/colors/indices
|
||||
void Vox_Build_Voxel(VoxArray3D* pvoxArray, int x, int y, int z, int matID)
|
||||
{
|
||||
|
||||
unsigned char byVFMask = Vox_CalcFacesVisible(pvoxArray, x, y, z);
|
||||
|
||||
if (byVFMask == 0)
|
||||
return;
|
||||
|
||||
int i, j;
|
||||
Vector3 vertComputed[8];
|
||||
int bVertexComputed[8];
|
||||
memset(vertComputed, 0, sizeof(vertComputed));
|
||||
memset(bVertexComputed, 0, sizeof(bVertexComputed));
|
||||
|
||||
|
||||
//For each Cube's faces
|
||||
for (i = 0; i < 6; i++) // 6 faces
|
||||
{
|
||||
if ((byVFMask & (1 << i)) != 0) //If face is visible
|
||||
{
|
||||
for (j = 0; j < 4; j++) // 4 corners
|
||||
{
|
||||
int nNumVertex = fv[i][j]; //Face,Corner
|
||||
if (bVertexComputed[nNumVertex] == 0) //if never calc
|
||||
{
|
||||
bVertexComputed[nNumVertex] = 1;
|
||||
vertComputed[nNumVertex] = Vox_GetVertexPosition(x, y, z, nNumVertex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Add face
|
||||
for (i = 0; i < 6; i++)// 6 faces
|
||||
{
|
||||
if ((byVFMask & (1 << i)) == 0)
|
||||
continue; //Face invisible
|
||||
|
||||
int v0 = fv[i][0]; //Face, Corner
|
||||
int v1 = fv[i][1]; //Face, Corner
|
||||
int v2 = fv[i][2]; //Face, Corner
|
||||
int v3 = fv[i][3]; //Face, Corner
|
||||
|
||||
//Arrays
|
||||
int idx = pvoxArray->vertices.used;
|
||||
insertArrayVector3(&pvoxArray->vertices, vertComputed[v0]);
|
||||
insertArrayVector3(&pvoxArray->vertices, vertComputed[v1]);
|
||||
insertArrayVector3(&pvoxArray->vertices, vertComputed[v2]);
|
||||
insertArrayVector3(&pvoxArray->vertices, vertComputed[v3]);
|
||||
|
||||
Color col = pvoxArray->palette[matID];
|
||||
|
||||
insertArrayColor(&pvoxArray->colors, col);
|
||||
insertArrayColor(&pvoxArray->colors, col);
|
||||
insertArrayColor(&pvoxArray->colors, col);
|
||||
insertArrayColor(&pvoxArray->colors, col);
|
||||
|
||||
|
||||
//v0 - v1 - v2, v0 - v2 - v3
|
||||
insertArrayUShort(&pvoxArray->indices, idx + 0);
|
||||
insertArrayUShort(&pvoxArray->indices, idx + 2);
|
||||
insertArrayUShort(&pvoxArray->indices, idx + 1);
|
||||
|
||||
insertArrayUShort(&pvoxArray->indices, idx + 0);
|
||||
insertArrayUShort(&pvoxArray->indices, idx + 3);
|
||||
insertArrayUShort(&pvoxArray->indices, idx + 2);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// MagicaVoxel *.vox file format Loader
|
||||
int Vox_LoadFileName(const char* pszfileName, VoxArray3D* voxarray)
|
||||
{
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
//Read VOX file
|
||||
//4 bytes: magic number ('V' 'O' 'X' 'space' )
|
||||
//4 bytes: version number (current version is 150 )
|
||||
|
||||
unsigned long signature;
|
||||
|
||||
unsigned long readed = 0;
|
||||
unsigned char* fileData;
|
||||
fileData = LoadFileData(pszfileName, &readed);
|
||||
if (fileData == 0)
|
||||
{
|
||||
return VOX_ERROR_FILE_NOT_FOUND;
|
||||
}
|
||||
|
||||
unsigned char* fileDataPtr = fileData;
|
||||
unsigned char* endfileDataPtr = fileData + readed;
|
||||
|
||||
signature = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
if (signature != 0x20584F56) //56 4F 58 20
|
||||
{
|
||||
//TraceLog(LOG_ERROR, "Not an MagicaVoxel File format");
|
||||
return VOX_ERROR_INVALID_FORMAT;
|
||||
}
|
||||
|
||||
unsigned long version;
|
||||
|
||||
version = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
if (version < 150)
|
||||
{
|
||||
//TraceLog(LOG_ERROR, "MagicaVoxel version too old");
|
||||
return VOX_ERROR_FILE_VERSION_TOO_OLD;
|
||||
}
|
||||
|
||||
|
||||
// header
|
||||
//4 bytes: chunk id
|
||||
//4 bytes: size of chunk contents (n)
|
||||
//4 bytes: total size of children chunks(m)
|
||||
|
||||
//// chunk content
|
||||
//n bytes: chunk contents
|
||||
|
||||
//// children chunks : m bytes
|
||||
//{ child chunk 0 }
|
||||
//{ child chunk 1 }
|
||||
unsigned long sizeX, sizeY, sizeZ;
|
||||
sizeX = sizeY = sizeZ = 0;
|
||||
unsigned long numVoxels = 0;
|
||||
int offsetX, offsetY, offsetZ;
|
||||
offsetX = offsetY = offsetZ = 0;
|
||||
|
||||
while (fileDataPtr < endfileDataPtr)
|
||||
{
|
||||
char szChunkName[5];
|
||||
memcpy(szChunkName, fileDataPtr, 4);
|
||||
szChunkName[4] = 0;
|
||||
fileDataPtr += 4;
|
||||
|
||||
unsigned long chunkSize = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
unsigned long chunkTotalChildSize = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
|
||||
if (strcmp(szChunkName, "SIZE") == 0)
|
||||
{
|
||||
//(4 bytes x 3 : x, y, z )
|
||||
sizeX = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
sizeY = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
sizeZ = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
//Alloc vox array
|
||||
Vox_AllocArray(voxarray, sizeX, sizeY, sizeZ);
|
||||
}
|
||||
else if (strcmp(szChunkName, "XYZI") == 0)
|
||||
{
|
||||
unsigned char vx, vy, vz, vi;
|
||||
|
||||
//(numVoxels : 4 bytes )
|
||||
//(each voxel: 1 byte x 4 : x, y, z, colorIndex ) x numVoxels
|
||||
numVoxels = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
while (numVoxels > 0)
|
||||
{
|
||||
vx = *((unsigned char*)fileDataPtr++);
|
||||
vy = *((unsigned char*)fileDataPtr++);
|
||||
vz = *((unsigned char*)fileDataPtr++);
|
||||
vi = *((unsigned char*)fileDataPtr++);
|
||||
|
||||
Vox_SetVoxel(voxarray, vx, vy, vz, vi);
|
||||
|
||||
numVoxels--;
|
||||
}
|
||||
}
|
||||
else if (strcmp(szChunkName, "RGBA") == 0)
|
||||
{
|
||||
Color col;
|
||||
|
||||
//(each pixel: 1 byte x 4 : r, g, b, a ) x 256
|
||||
for (int i = 0; i < 256 - 1; i++)
|
||||
{
|
||||
col.r = *((unsigned char*)fileDataPtr++);
|
||||
col.g = *((unsigned char*)fileDataPtr++);
|
||||
col.b = *((unsigned char*)fileDataPtr++);
|
||||
col.a = *((unsigned char*)fileDataPtr++);
|
||||
|
||||
voxarray->palette[i + 1] = col;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
fileDataPtr += chunkSize;
|
||||
}
|
||||
}
|
||||
|
||||
//TraceLog(LOG_INFO, TextFormat("Vox Size : %dx%dx%d", sizeX, sizeY, sizeZ));
|
||||
|
||||
//TraceLog(LOG_INFO, TextFormat("Vox Chunks Count : %d/%d", pvoxArray->chunksAllocated, pvoxArray->chunksTotal));
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
// Building Mesh
|
||||
// TODO compute globals indices array
|
||||
|
||||
//TraceLog(LOG_INFO, TextFormat("Building VOX Mesh : %s", pszfileName));
|
||||
|
||||
// Init Arrays
|
||||
initArrayVector3(&voxarray->vertices, 3 * 1024);
|
||||
initArrayUShort(&voxarray->indices, 3 * 1024);
|
||||
initArrayColor(&voxarray->colors, 3 * 1024);
|
||||
|
||||
// Create vertices and indices buffers
|
||||
int x, y, z;
|
||||
|
||||
for (x = 0; x <= voxarray->sizeX; x++)
|
||||
{
|
||||
for (z = 0; z <= voxarray->sizeZ; z++)
|
||||
{
|
||||
for (y = 0; y <= voxarray->sizeY; y++)
|
||||
{
|
||||
unsigned char matID = Vox_GetVoxel(voxarray, x, y, z);
|
||||
if (matID != 0)
|
||||
Vox_Build_Voxel(voxarray, x, y, z, matID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
return VOX_SUCCESS;
|
||||
}
|
||||
|
||||
void Vox_FreeArrays(VoxArray3D* voxarray)
|
||||
{
|
||||
//Free chunks
|
||||
if (voxarray->m_arrayChunks != 0)
|
||||
{
|
||||
for (int i = 0; i < voxarray->chunksTotal; i++)
|
||||
{
|
||||
CubeChunk3D* chunk = &voxarray->m_arrayChunks[i];
|
||||
if (chunk->m_array != 0)
|
||||
{
|
||||
chunk->arraySize = 0;
|
||||
MemFree(chunk->m_array);
|
||||
}
|
||||
}
|
||||
|
||||
MemFree(voxarray->m_arrayChunks);
|
||||
voxarray->m_arrayChunks = 0;
|
||||
voxarray->arrayChunksSize = 0;
|
||||
|
||||
voxarray->chunksSizeX = voxarray->chunksSizeY = voxarray->chunksSizeZ = 0;
|
||||
voxarray->chunksTotal = 0;
|
||||
voxarray->chunksAllocated = 0;
|
||||
voxarray->ChunkFlattenOffset = 0;
|
||||
voxarray->sizeX = voxarray->sizeY = voxarray->sizeZ = 0;
|
||||
}
|
||||
|
||||
//Free arrays
|
||||
freeArrayVector3(&voxarray->vertices);
|
||||
freeArrayUShort(&voxarray->indices);
|
||||
freeArrayColor(&voxarray->colors);
|
||||
}
|
||||
|
||||
#endif //VOX_LOADER_IMPLEMENTATION
|
110
src/models.c
110
src/models.c
|
@ -8,6 +8,8 @@
|
|||
* #define SUPPORT_FILEFORMAT_MTL
|
||||
* #define SUPPORT_FILEFORMAT_IQM
|
||||
* #define SUPPORT_FILEFORMAT_GLTF
|
||||
* #define SUPPORT_FILEFORMAT_VOX
|
||||
*
|
||||
* Selected desired fileformats to be supported for model data loading.
|
||||
*
|
||||
* #define SUPPORT_MESH_GENERATION
|
||||
|
@ -71,6 +73,11 @@
|
|||
#include "external/stb_image.h" // glTF texture images loading
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_VOX)
|
||||
#define VOX_LOADER_IMPLEMENTATION
|
||||
#include "external/vox_loader.h" // vox file format loading
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_MESH_GENERATION)
|
||||
#define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T)))
|
||||
#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1))
|
||||
|
@ -131,6 +138,9 @@ static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount);
|
|||
static bool ReadGLTFValue(cgltf_accessor *acc, unsigned int index, void *variable);
|
||||
static void *ReadGLTFValuesAs(cgltf_accessor *acc, cgltf_component_type type, bool adjustOnDownCasting);
|
||||
#endif
|
||||
#if defined(SUPPORT_FILEFORMAT_VOX)
|
||||
static Model LoadVOX(const char* filename); //Load VOX mesh data
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
|
@ -718,6 +728,9 @@ Model LoadModel(const char *fileName)
|
|||
#if defined(SUPPORT_FILEFORMAT_GLTF)
|
||||
if (IsFileExtension(fileName, ".gltf;.glb")) model = LoadGLTF(fileName);
|
||||
#endif
|
||||
#if defined(SUPPORT_FILEFORMAT_VOX)
|
||||
if (IsFileExtension(fileName, ".vox")) model = LoadVOX(fileName);
|
||||
#endif
|
||||
|
||||
// Make sure model transform is set to identity matrix!
|
||||
model.transform = MatrixIdentity();
|
||||
|
@ -5469,3 +5482,100 @@ static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount)
|
|||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_VOX)
|
||||
// Load OBJ mesh data
|
||||
static Model LoadVOX(const char* fileName)
|
||||
{
|
||||
Model model = { 0 };
|
||||
int nbvertices = 0;
|
||||
int meshescount = 0;
|
||||
|
||||
//////////////////////////////////
|
||||
// Load MagicaVoxel fileformat
|
||||
|
||||
VoxArray3D voxarray;
|
||||
int ret = Vox_LoadFileName(fileName, &voxarray);
|
||||
|
||||
if (ret != VOX_SUCCESS)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load VOX data", fileName);
|
||||
return model;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Compute meshes count
|
||||
nbvertices = voxarray.vertices.used;
|
||||
meshescount = 1 + (nbvertices / 65536);
|
||||
|
||||
TRACELOG(LOG_INFO, "MODEL: [%s] VOX data loaded successfully : %i vertices/%i meshes", fileName, nbvertices, meshescount);
|
||||
}
|
||||
|
||||
//////////////////////////////////
|
||||
// Build model
|
||||
|
||||
// Build Models from meshes
|
||||
model.transform = MatrixIdentity();
|
||||
|
||||
model.meshCount = meshescount;
|
||||
model.meshes = (Mesh*)MemAlloc(model.meshCount * sizeof(Mesh));
|
||||
|
||||
model.meshMaterial = (int*)MemAlloc(model.meshCount * sizeof(int));
|
||||
|
||||
model.materialCount = 1;
|
||||
model.materials = (Material*)MemAlloc(model.materialCount * sizeof(Material));
|
||||
model.materials[0] = LoadMaterialDefault();
|
||||
|
||||
|
||||
// Init model's 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
|
||||
|
||||
int size;
|
||||
|
||||
for (int idxMesh = 0; idxMesh < meshescount; idxMesh++)
|
||||
{
|
||||
Mesh* pmesh = &model.meshes[idxMesh];
|
||||
memset(pmesh, 0, sizeof(Mesh));
|
||||
|
||||
// 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
|
||||
size = voxarray.indices.used * sizeof(unsigned short);
|
||||
pmesh->indices = MemAlloc(size);
|
||||
memcpy(pmesh->indices, pindices, size);
|
||||
|
||||
pmesh->triangleCount = (pmesh->vertexCount / 4) * 2;
|
||||
|
||||
// Copy Colors
|
||||
size = pmesh->vertexCount * sizeof(Color);
|
||||
pmesh->colors = MemAlloc(size);
|
||||
memcpy(pmesh->colors, pcolors, size);
|
||||
|
||||
// First material index
|
||||
model.meshMaterial[idxMesh] = 0;
|
||||
|
||||
// Build GPU mesh
|
||||
UploadMesh(pmesh, false);
|
||||
|
||||
//Next
|
||||
verticesRemain -= verticesMax;
|
||||
pvertices += verticesMax;
|
||||
pcolors += verticesMax;
|
||||
}
|
||||
|
||||
//Free arrays
|
||||
Vox_FreeArrays(&voxarray);
|
||||
|
||||
return model;
|
||||
}
|
||||
#endif
|
Loading…
Add table
Add a link
Reference in a new issue