|
|
@@ -5578,6 +5578,56 @@ static Model LoadGLTF(const char *fileName)
|
|
|
vertices[3*k+2] = vt.z;
|
|
|
}
|
|
|
}
|
|
|
+ else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16u))
|
|
|
+ {
|
|
|
+ // Init raylib mesh vertices to copy glTF attribute data
|
|
|
+ model.meshes[meshIndex].vertexCount = (int)attribute->count;
|
|
|
+ model.meshes[meshIndex].vertices = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
|
|
|
+
|
|
|
+ // Load data into a temp buffer to be converted to raylib data type
|
|
|
+ unsigned short* temp = (unsigned short*)RL_MALLOC(attribute->count * 3 * sizeof(unsigned short));
|
|
|
+ LOAD_ATTRIBUTE(attribute, 3, unsigned short, temp);
|
|
|
+
|
|
|
+ // Convert data to raylib vertex data type (float) the matrix will scale it to the correct size as a float
|
|
|
+ for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
|
|
|
+
|
|
|
+ RL_FREE(temp);
|
|
|
+
|
|
|
+ // Transform the vertices
|
|
|
+ float* vertices = model.meshes[meshIndex].vertices;
|
|
|
+ for (unsigned int k = 0; k < attribute->count; k++)
|
|
|
+ {
|
|
|
+ Vector3 vt = Vector3Transform((Vector3) { vertices[3 * k], vertices[3 * k + 1], vertices[3 * k + 2] }, worldMatrix);
|
|
|
+ vertices[3 * k] = vt.x;
|
|
|
+ vertices[3 * k + 1] = vt.y;
|
|
|
+ vertices[3 * k + 2] = vt.z;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16))
|
|
|
+ {
|
|
|
+ // Init raylib mesh vertices to copy glTF attribute data
|
|
|
+ model.meshes[meshIndex].vertexCount = (int)attribute->count;
|
|
|
+ model.meshes[meshIndex].vertices = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
|
|
|
+
|
|
|
+ // Load data into a temp buffer to be converted to raylib data type
|
|
|
+ short* temp = (short*)RL_MALLOC(attribute->count * 3 * sizeof(short));
|
|
|
+ LOAD_ATTRIBUTE(attribute, 3, short, temp);
|
|
|
+
|
|
|
+ // Convert data to raylib vertex data type (float) the matrix will scale it to the correct size as a float
|
|
|
+ for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
|
|
|
+
|
|
|
+ RL_FREE(temp);
|
|
|
+
|
|
|
+ // Transform the vertices
|
|
|
+ float* vertices = model.meshes[meshIndex].vertices;
|
|
|
+ for (unsigned int k = 0; k < attribute->count; k++)
|
|
|
+ {
|
|
|
+ Vector3 vt = Vector3Transform((Vector3) { vertices[3 * k], vertices[3 * k + 1], vertices[3 * k + 2] }, worldMatrix);
|
|
|
+ vertices[3 * k] = vt.x;
|
|
|
+ vertices[3 * k + 1] = vt.y;
|
|
|
+ vertices[3 * k + 2] = vt.z;
|
|
|
+ }
|
|
|
+ }
|
|
|
else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName);
|
|
|
}
|
|
|
}
|
|
|
@@ -5606,6 +5656,78 @@ static Model LoadGLTF(const char *fileName)
|
|
|
normals[3*k+2] = nt.z;
|
|
|
}
|
|
|
}
|
|
|
+ else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16))
|
|
|
+ {
|
|
|
+ // Init raylib mesh normals to copy glTF attribute data
|
|
|
+ model.meshes[meshIndex].normals = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
|
|
|
+
|
|
|
+ // Load data into a temp buffer to be converted to raylib data type
|
|
|
+ short* temp = (short*)RL_MALLOC(attribute->count * 3 * sizeof(short));
|
|
|
+ LOAD_ATTRIBUTE(attribute, 3, short, temp);
|
|
|
+
|
|
|
+ // Convert data to raylib normal data type (float)
|
|
|
+ for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
|
|
|
+
|
|
|
+ RL_FREE(temp);
|
|
|
+
|
|
|
+ // Transform the normals
|
|
|
+ float* normals = model.meshes[meshIndex].normals;
|
|
|
+ for (unsigned int k = 0; k < attribute->count; k++)
|
|
|
+ {
|
|
|
+ Vector3 nt = Vector3Normalize(Vector3Transform((Vector3) { normals[3 * k], normals[3 * k + 1], normals[3 * k + 2] }, worldMatrixNormals));
|
|
|
+ normals[3 * k] = nt.x;
|
|
|
+ normals[3 * k + 1] = nt.y;
|
|
|
+ normals[3 * k + 2] = nt.z;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_8u))
|
|
|
+ {
|
|
|
+ // Init raylib mesh normals to copy glTF attribute data
|
|
|
+ model.meshes[meshIndex].normals = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
|
|
|
+
|
|
|
+ // Load data into a temp buffer to be converted to raylib data type
|
|
|
+ unsigned char* temp = (unsigned char*)RL_MALLOC(attribute->count * 3 * sizeof(unsigned char));
|
|
|
+ LOAD_ATTRIBUTE(attribute, 3, unsigned char, temp);
|
|
|
+
|
|
|
+ // Convert data to raylib normal data type (float)
|
|
|
+ for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
|
|
|
+
|
|
|
+ RL_FREE(temp);
|
|
|
+
|
|
|
+ // Transform the normals
|
|
|
+ float* normals = model.meshes[meshIndex].normals;
|
|
|
+ for (unsigned int k = 0; k < attribute->count; k++)
|
|
|
+ {
|
|
|
+ Vector3 nt = Vector3Normalize(Vector3Transform((Vector3) { normals[3 * k], normals[3 * k + 1], normals[3 * k + 2] }, worldMatrixNormals));
|
|
|
+ normals[3 * k] = nt.x;
|
|
|
+ normals[3 * k + 1] = nt.y;
|
|
|
+ normals[3 * k + 2] = nt.z;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_8))
|
|
|
+ {
|
|
|
+ // Init raylib mesh normals to copy glTF attribute data
|
|
|
+ model.meshes[meshIndex].normals = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
|
|
|
+
|
|
|
+ // Load data into a temp buffer to be converted to raylib data type
|
|
|
+ char* temp = (char*)RL_MALLOC(attribute->count * 3 * sizeof(char));
|
|
|
+ LOAD_ATTRIBUTE(attribute, 3, char, temp);
|
|
|
+
|
|
|
+ // Convert data to raylib normal data type (float)
|
|
|
+ for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
|
|
|
+
|
|
|
+ RL_FREE(temp);
|
|
|
+
|
|
|
+ // Transform the normals
|
|
|
+ float* normals = model.meshes[meshIndex].normals;
|
|
|
+ for (unsigned int k = 0; k < attribute->count; k++)
|
|
|
+ {
|
|
|
+ Vector3 nt = Vector3Normalize(Vector3Transform((Vector3) { normals[3 * k], normals[3 * k + 1], normals[3 * k + 2] }, worldMatrixNormals));
|
|
|
+ normals[3 * k] = nt.x;
|
|
|
+ normals[3 * k + 1] = nt.y;
|
|
|
+ normals[3 * k + 2] = nt.z;
|
|
|
+ }
|
|
|
+ }
|
|
|
else TRACELOG(LOG_WARNING, "MODEL: [%s] Normals attribute data format not supported, use vec3 float", fileName);
|
|
|
}
|
|
|
}
|