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@@ -4895,6 +4895,7 @@ static Model LoadGLTF(const char *fileName)
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/*********************************************************************************************
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Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend)
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+ Transform handling implemented by Paul Melis (@paulmelis).
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Reviewed by Ramon Santamaria (@raysan5)
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FEATURES:
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@@ -4904,6 +4905,10 @@ static Model LoadGLTF(const char *fileName)
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PBR specular/glossiness flow and extended texture flows not supported
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- Supports multiple meshes per model (every primitives is loaded as a separate mesh)
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- Supports basic animations
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+ - Transforms, including parent-child relations, are applied on the mesh data, but the
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+ hierarchy is not kept (as it can't be represented).
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+ - Mesh instances in the glTF file (i.e. same mesh linked from multiple nodes)
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+ are turned into separate raylib Meshes.
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RESTRICTIONS:
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- Only triangle meshes supported
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@@ -4913,7 +4918,8 @@ static Model LoadGLTF(const char *fileName)
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> Texcoords: vec2: float
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> Colors: vec4: u8, u16, f32 (normalized)
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> Indices: u16, u32 (truncated to u16)
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- - Node hierarchies or transforms not supported
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+ - Scenes defined in the glTF file are ignored. All nodes in the file
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+ are used.
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***********************************************************************************************/
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@@ -4965,8 +4971,22 @@ static Model LoadGLTF(const char *fileName)
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if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
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int primitivesCount = 0;
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- // NOTE: We will load every primitive in the glTF as a separate raylib mesh
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- for (unsigned int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count;
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+ // NOTE: We will load every primitive in the glTF as a separate raylib Mesh.
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+ // Determine total number of meshes needed from the node hierarchy.
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+ for (unsigned int i = 0; i < data->nodes_count; i++)
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+ {
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+ cgltf_node *node = &(data->nodes[i]);
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+ cgltf_mesh *mesh = node->mesh;
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+ if (!mesh)
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+ continue;
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+
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+ for (unsigned int p = 0; p < mesh->primitives_count; p++)
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+ {
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+ if (mesh->primitives[p].type == cgltf_primitive_type_triangles)
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+ primitivesCount++;
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+ }
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+ }
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+ TRACELOG(LOG_DEBUG, " > Primitives (triangles only) count based on hierarchy : %i", primitivesCount);
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// Load our model data: meshes and materials
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model.meshCount = primitivesCount;
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@@ -5069,27 +5089,51 @@ static Model LoadGLTF(const char *fileName)
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// has_clearcoat, has_transmission, has_volume, has_ior, has specular, has_sheen
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}
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- // Load meshes data
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+ // Visit each node in the hierarchy and process any mesh linked from it.
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+ // Each primitive within a glTF node becomes a Raylib Mesh.
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+ // The local-to-world transform of each node is used to transform the
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+ // points/normals/tangents of the created Mesh(es).
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+ // Any glTF mesh linked from more than one Node (i.e. instancing)
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+ // is turned into multiple Mesh's, as each Node will have its own
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+ // transform applied.
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+ // Note: the code below disregards the scenes defined in the file, all nodes are used.
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//----------------------------------------------------------------------------------------------------
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- for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++)
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+ int meshIndex = 0;
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+ for (unsigned int i = 0; i < data->nodes_count; i++)
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{
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- // NOTE: meshIndex accumulates primitives
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+ cgltf_node *node = &(data->nodes[i]);
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- for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
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+ cgltf_mesh *mesh = node->mesh;
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+ if (!mesh)
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+ continue;
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+
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+ cgltf_float worldTransform[16];
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+ cgltf_node_transform_world(node, worldTransform);
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+
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+ Matrix worldMatrix = {
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+ worldTransform[0], worldTransform[4], worldTransform[8], worldTransform[12],
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+ worldTransform[1], worldTransform[5], worldTransform[9], worldTransform[13],
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+ worldTransform[2], worldTransform[6], worldTransform[10], worldTransform[14],
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+ worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15]
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+ };
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+
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+ Matrix worldMatrixNormals = MatrixTranspose(MatrixInvert(worldMatrix));
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+
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+ for (unsigned int p = 0; p < mesh->primitives_count; p++)
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{
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// NOTE: We only support primitives defined by triangles
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// Other alternatives: points, lines, line_strip, triangle_strip
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- if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue;
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+ if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue;
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// NOTE: Attributes data could be provided in several data formats (8, 8u, 16u, 32...),
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// Only some formats for each attribute type are supported, read info at the top of this function!
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- for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
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+ for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++)
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{
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// Check the different attributes for every primitive
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- if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION, vec3, float
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+ if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION, vec3, float
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{
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- cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
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+ cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
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// WARNING: SPECS: POSITION accessor MUST have its min and max properties defined
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@@ -5101,12 +5145,22 @@ static Model LoadGLTF(const char *fileName)
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// Load 3 components of float data type into mesh.vertices
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LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].vertices)
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+
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+ // Transform the vertices
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+ float *vertices = model.meshes[meshIndex].vertices;
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+ for (int k = 0; k < attribute->count; k++)
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+ {
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+ Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, worldMatrix);
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+ vertices[3*k] = vt.x;
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+ vertices[3*k+1] = vt.y;
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+ vertices[3*k+2] = vt.z;
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+ }
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName);
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}
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- else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float
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+ else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float
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{
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- cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
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+ cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
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if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_32f))
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{
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@@ -5115,12 +5169,22 @@ static Model LoadGLTF(const char *fileName)
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// Load 3 components of float data type into mesh.normals
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LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].normals)
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+
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+ // Transform the normals
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+ float *normals = model.meshes[meshIndex].normals;
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+ for (int k = 0; k < attribute->count; k++)
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+ {
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+ Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, worldMatrixNormals);
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+ normals[3*k] = nt.x;
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+ normals[3*k+1] = nt.y;
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+ normals[3*k+2] = nt.z;
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+ }
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Normal attribute data format not supported, use vec3 float", fileName);
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}
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- else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec3, float
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+ else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec3, float
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{
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- cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
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+ cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
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if ((attribute->type == cgltf_type_vec4) && (attribute->component_type == cgltf_component_type_r_32f))
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{
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@@ -5129,15 +5193,25 @@ static Model LoadGLTF(const char *fileName)
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// Load 4 components of float data type into mesh.tangents
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LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].tangents)
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+
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+ // Transform the tangents
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+ float *tangents = model.meshes[meshIndex].tangents;
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+ for (int k = 0; k < attribute->count; k++)
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+ {
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+ Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, worldMatrix);
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+ tangents[3*k] = tt.x;
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+ tangents[3*k+1] = tt.y;
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+ tangents[3*k+2] = tt.z;
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+ }
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Tangent attribute data format not supported, use vec4 float", fileName);
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}
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- else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_n, vec2, float/u8n/u16n
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+ else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_n, vec2, float/u8n/u16n
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{
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// Support up to 2 texture coordinates attributes
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float *texcoordPtr = NULL;
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- cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
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+ cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
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if (attribute->type == cgltf_type_vec2)
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{
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@@ -5181,7 +5255,7 @@ static Model LoadGLTF(const char *fileName)
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName);
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- int index = data->meshes[i].primitives[p].attributes[j].index;
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+ int index = mesh->primitives[p].attributes[j].index;
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if (index == 0) model.meshes[meshIndex].texcoords = texcoordPtr;
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else if (index == 1) model.meshes[meshIndex].texcoords2 = texcoordPtr;
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else
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@@ -5190,9 +5264,9 @@ static Model LoadGLTF(const char *fileName)
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if (texcoordPtr != NULL) RL_FREE(texcoordPtr);
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}
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}
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- else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n
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+ else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n
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{
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- cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
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+ cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
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// WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range
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@@ -5309,9 +5383,9 @@ static Model LoadGLTF(const char *fileName)
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}
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// Load primitive indices data (if provided)
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- if (data->meshes[i].primitives[p].indices != NULL)
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+ if (mesh->primitives[p].indices != NULL)
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{
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- cgltf_accessor *attribute = data->meshes[i].primitives[p].indices;
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+ cgltf_accessor *attribute = mesh->primitives[p].indices;
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model.meshes[meshIndex].triangleCount = (int)attribute->count/3;
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@@ -5351,7 +5425,7 @@ static Model LoadGLTF(const char *fileName)
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// raylib instead assigns to the mesh the by its index, as loaded in model.materials array
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// To get the index, we check if material pointers match, and we assign the corresponding index,
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// skipping index 0, the default material
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- if (&data->materials[m] == data->meshes[i].primitives[p].material)
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+ if (&data->materials[m] == mesh->primitives[p].material)
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{
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model.meshMaterial[meshIndex] = m + 1;
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break;
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@@ -5401,20 +5475,27 @@ static Model LoadGLTF(const char *fileName)
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TRACELOG(LOG_ERROR, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count);
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}
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- for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++)
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+ meshIndex = 0;
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+ for (unsigned int i = 0; i < data->nodes_count; i++)
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{
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- for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
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+ cgltf_node *node = &(data->nodes[i]);
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+
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+ cgltf_mesh *mesh = node->mesh;
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+ if (!mesh)
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+ continue;
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+
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+ for (unsigned int p = 0; p < mesh->primitives_count; p++)
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{
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// NOTE: We only support primitives defined by triangles
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- if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue;
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+ if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue;
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- for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
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+ for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++)
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{
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// NOTE: JOINTS_1 + WEIGHT_1 will be used for +4 joints influencing a vertex -> Not supported by raylib
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- if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16)
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+ if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16)
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{
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- cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
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+ cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
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// NOTE: JOINTS_n can only be vec4 and u8/u16
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// SPECS: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview
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@@ -5462,9 +5543,9 @@ static Model LoadGLTF(const char *fileName)
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName);
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}
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- else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32)
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+ else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32)
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{
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- cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
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+ cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
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if (attribute->type == cgltf_type_vec4)
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{
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