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author630Studios <[email protected]>2021-07-16 15:14:13 -0500
committerGitHub <[email protected]>2021-07-16 22:14:13 +0200
commit9aaf7a8057255d751b066fd21076f64e25987c3d (patch)
tree5b005a744f2ae41945b1a3ed29ed2710433bab18
parent56cab4b6a9ce6680c205f38836a2c2a52c507408 (diff)
downloadraylib-9aaf7a8057255d751b066fd21076f64e25987c3d.tar.gz
raylib-9aaf7a8057255d751b066fd21076f64e25987c3d.zip
GenMeshTangents Fix (#1877)
* GenMeshTangents Fix * GenMeshTangents Fix - Comment Update * GenMeshTangents Fix - Comment Update final * Code Style Changes * Code Style Changes Final
-rw-r--r--src/models.c33
1 files changed, 24 insertions, 9 deletions
diff --git a/src/models.c b/src/models.c
index be1516c1..917e1c21 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2652,11 +2652,20 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
void GenMeshTangents(Mesh *mesh)
{
- if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
- else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting");
- Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
- Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
+ if (mesh->tangents == NULL)
+ {
+ mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
+ }
+ else
+ {
+ rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
+ RL_FREE(mesh->tangents);
+ mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
+ }
+
+ Vector3* tan1 = (Vector3*)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
+ Vector3* tan2 = (Vector3*)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
for (int i = 0; i < mesh->vertexCount; i += 3)
{
@@ -2683,7 +2692,7 @@ void GenMeshTangents(Mesh *mesh)
float t2 = uv3.y - uv1.y;
float div = s1*t2 - s2*t1;
- float r = (div == 0.0f)? 0.0f : 1.0f/div;
+ float r = (div == 0.0f) ? 0.0f : 1.0f/div;
Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r };
Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r };
@@ -2704,20 +2713,20 @@ void GenMeshTangents(Mesh *mesh)
Vector3 tangent = tan1[i];
// TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
- #if defined(COMPUTE_TANGENTS_METHOD_01)
+ #if defined(COMPUTE_TANGENTS_METHOD_01)
Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
tmp = Vector3Normalize(tmp);
mesh->tangents[i*4 + 0] = tmp.x;
mesh->tangents[i*4 + 1] = tmp.y;
mesh->tangents[i*4 + 2] = tmp.z;
mesh->tangents[i*4 + 3] = 1.0f;
- #else
+ #else
Vector3OrthoNormalize(&normal, &tangent);
mesh->tangents[i*4 + 0] = tangent.x;
mesh->tangents[i*4 + 1] = tangent.y;
mesh->tangents[i*4 + 2] = tangent.z;
- mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f)? -1.0f : 1.0f;
- #endif
+ mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f;
+ #endif
}
RL_FREE(tan1);
@@ -2725,6 +2734,12 @@ void GenMeshTangents(Mesh *mesh)
// Load a new tangent attributes buffer
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
+
+
+ rlEnableVertexArray(mesh->vaoId);
+ rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(4);
+ rlDisableVertexArray();
TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
}