Merge pull request #4 from chriscamacho/master

colours.....
This commit is contained in:
Tyler Jessilynn Bezera 2019-10-18 08:13:24 -07:00 committed by GitHub
commit f808361b59
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@ -2382,8 +2382,15 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
for (int i = 0; i < model.meshCount; i++)
{
model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = tint;
Color c = model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color;
Color s = c;
c.r = ((c.r/255) * (tint.r/255)) * 255;
c.g = ((c.g/255) * (tint.g/255)) * 255;
c.b = ((c.b/255) * (tint.b/255)) * 255;
c.a = ((c.a/255) * (tint.a/255)) * 255;
model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = c;
rlDrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = s;
}
}
@ -3341,10 +3348,11 @@ static unsigned char *DecodeBase64(char *input, int *size)
return buf;
}
static Texture LoadTextureFromCGLTFTextureView(cgltf_texture_view* view, Color tint, char* texPath)
//static Texture LoadTextureFromCGLTFTextureView(cgltf_texture_view* view, Color tint, char* texPath)
static Texture LoadTextureFromCGLTFTextureView(cgltf_image* image, Color tint, const char* texPath)
{
Texture texture = {0};
cgltf_image *image = view->texture->image;
//cgltf_image *image = view->texture->image;
if (image->uri)
{
@ -3413,6 +3421,8 @@ static Texture LoadTextureFromCGLTFTextureView(cgltf_texture_view* view, Color t
ImageColorTint(&rimage, tint);
texture = LoadTextureFromImage(rimage);
UnloadImage(rimage);
free(raw);
free(data);
}
else
{
@ -3503,35 +3513,49 @@ static Model LoadGLTF(const char *fileName)
for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));
//For each material
//For each material
for (int i = 0; i < model.materialCount - 1; i++)
{
model.materials[i] = LoadMaterialDefault();
Color tint = (Color){ 1.0f, 1.0f, 1.0f, 1.0f };
Color tint = (Color){ 255, 255, 255, 255 };
const char *texPath = GetDirectoryPath(fileName);
//Ensure material follows raylib support for PBR (metallic/roughness flow)
if (data->materials[i].has_pbr_metallic_roughness) {
float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor;
float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor;
strcpy(model.materials[i].name, data->materials[i].name);
if (model.materials[i].name && data->materials[i].name) {
strcpy(model.materials[i].name, data->materials[i].name);
}
tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255.99f);
tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255.99f);
tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255.99f);
tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255.99f);
// shouldn't these be *255 ???
tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255);
tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255);
tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255);
tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255);
model.materials[i].maps[MAP_ALBEDO].texture = LoadTextureFromCGLTFTextureView(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, tint, texPath);
//tint isn't need for other textures.. pass null or clear?
tint = (Color){ 0.0f, 0.0f, 0.0f, 0.0f };
model.materials[i].maps[MAP_ROUGHNESS].texture = LoadTextureFromCGLTFTextureView(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, tint, texPath);
model.materials[i].maps[MAP_ROUGHNESS].color = tint;
if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture) {
model.materials[i].maps[MAP_ALBEDO].texture = LoadTextureFromCGLTFTextureView(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, tint, texPath);
}
//tint isn't need for other textures.. pass null or clear? (try full white because of mixing (multiplying * white has no effect))
tint = (Color){ 255, 255, 255, 255 };
if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture) {
model.materials[i].maps[MAP_ROUGHNESS].texture = LoadTextureFromCGLTFTextureView(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, tint, texPath);
}
model.materials[i].maps[MAP_ROUGHNESS].value = roughness;
model.materials[i].maps[MAP_METALNESS].value = metallic;
model.materials[i].maps[MAP_NORMAL].texture = LoadTextureFromCGLTFTextureView(data->materials[i].normal_texture.texture->image, tint, texPath);
model.materials[i].maps[MAP_OCCLUSION].texture = LoadTextureFromCGLTFTextureView(data->materials[i].occlusion_texture.texture->image, tint, texPath);
if (data->materials[i].normal_texture.texture) {
model.materials[i].maps[MAP_NORMAL].texture = LoadTextureFromCGLTFTextureView(data->materials[i].normal_texture.texture->image, tint, texPath);
}
if (data->materials[i].occlusion_texture.texture) {
model.materials[i].maps[MAP_OCCLUSION].texture = LoadTextureFromCGLTFTextureView(data->materials[i].occlusion_texture.texture->image, tint, texPath);
}
}
}