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4 Commits
983efae3e4
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8115b7e922
| Author | SHA1 | Date | |
|---|---|---|---|
| 8115b7e922 | |||
| fd8830948e | |||
| f9899a7182 | |||
| 561cc27403 |
@ -130,7 +130,7 @@ ifeq ($(ANDROID_ARCH),ARM)
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CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
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CFLAGS = -std=c99 -mfix-cortex-a53-835769
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endif
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# Compilation functions attributes options
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CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
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@ -96,7 +96,7 @@ ifeq ($(ANDROID_ARCH),ARM)
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CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
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CFLAGS = -std=c99 -mfix-cortex-a53-835769
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endif
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# Compilation functions attributes options
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CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
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@ -96,7 +96,7 @@ ifeq ($(ANDROID_ARCH),ARM)
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CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
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CFLAGS = -std=c99 -mfix-cortex-a53-835769
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endif
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# Compilation functions attributes options
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CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
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@ -406,7 +406,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
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CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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endif
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ifeq ($(ANDROID_ARCH),arm64)
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CFLAGS += -target aarch64 -mfix-cortex-a53-835769
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CFLAGS += -mfix-cortex-a53-835769
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endif
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ifeq ($(ANDROID_ARCH),x86)
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CFLAGS += -march=i686
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122
src/rmodels.c
122
src/rmodels.c
@ -5578,6 +5578,56 @@ static Model LoadGLTF(const char *fileName)
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vertices[3*k+2] = vt.z;
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}
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}
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else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16u))
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{
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// Init raylib mesh vertices to copy glTF attribute data
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model.meshes[meshIndex].vertexCount = (int)attribute->count;
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model.meshes[meshIndex].vertices = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
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// Load data into a temp buffer to be converted to raylib data type
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unsigned short *temp = (unsigned short *)RL_MALLOC(attribute->count*3*sizeof(unsigned short));
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LOAD_ATTRIBUTE(attribute, 3, unsigned short, temp);
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// Convert data to raylib vertex data type (float) the matrix will scale it to the correct size as a float
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for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
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RL_FREE(temp);
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// Transform the vertices
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float *vertices = model.meshes[meshIndex].vertices;
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for (unsigned 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 if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16))
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{
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// Init raylib mesh vertices to copy glTF attribute data
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model.meshes[meshIndex].vertexCount = (int)attribute->count;
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model.meshes[meshIndex].vertices = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
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// Load data into a temp buffer to be converted to raylib data type
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short *temp = (short *)RL_MALLOC(attribute->count*3*sizeof(short));
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LOAD_ATTRIBUTE(attribute, 3, short, temp);
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// Convert data to raylib vertex data type (float) the matrix will scale it to the correct size as a float
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for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
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RL_FREE(temp);
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// Transform the vertices
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float *vertices = model.meshes[meshIndex].vertices;
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for (unsigned 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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}
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@ -5606,6 +5656,78 @@ static Model LoadGLTF(const char *fileName)
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normals[3*k+2] = nt.z;
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}
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}
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else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16))
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{
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// Init raylib mesh normals to copy glTF attribute data
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model.meshes[meshIndex].normals = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
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// Load data into a temp buffer to be converted to raylib data type
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short *temp = (short *)RL_MALLOC(attribute->count*3*sizeof(short));
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LOAD_ATTRIBUTE(attribute, 3, short, temp);
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// Convert data to raylib normal data type (float)
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for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
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RL_FREE(temp);
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// Transform the normals
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float *normals = model.meshes[meshIndex].normals;
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for (unsigned int k = 0; k < attribute->count; k++)
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{
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Vector3 nt = Vector3Normalize(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 if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_8u))
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{
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// Init raylib mesh normals to copy glTF attribute data
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model.meshes[meshIndex].normals = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
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// Load data into a temp buffer to be converted to raylib data type
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unsigned char *temp = (unsigned char *)RL_MALLOC(attribute->count*3*sizeof(unsigned char));
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LOAD_ATTRIBUTE(attribute, 3, unsigned char, temp);
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// Convert data to raylib normal data type (float)
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for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
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RL_FREE(temp);
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// Transform the normals
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float *normals = model.meshes[meshIndex].normals;
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for (unsigned int k = 0; k < attribute->count; k++)
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{
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Vector3 nt = Vector3Normalize(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 if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_8))
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{
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// Init raylib mesh normals to copy glTF attribute data
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model.meshes[meshIndex].normals = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
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// Load data into a temp buffer to be converted to raylib data type
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char *temp = (char *)RL_MALLOC(attribute->count*3*sizeof(char));
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LOAD_ATTRIBUTE(attribute, 3, char, temp);
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// Convert data to raylib normal data type (float)
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for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
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RL_FREE(temp);
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// Transform the normals
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float *normals = model.meshes[meshIndex].normals;
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for (unsigned int k = 0; k < attribute->count; k++)
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{
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Vector3 nt = Vector3Normalize(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] Normals attribute data format not supported, use vec3 float", fileName);
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}
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}
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