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| author | Ray <[email protected]> | 2018-02-24 12:31:32 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-02-24 12:31:32 +0100 |
| commit | 077bef42861644f1f25070d23363a1bfa2e7a4a6 (patch) | |
| tree | 2c0b177e9348b795c2b0c6d334557d2823dc3ffa /src/models.c | |
| parent | 6d64327a874b09e93290d1525edd5347a9787b84 (diff) | |
| download | raylib-077bef42861644f1f25070d23363a1bfa2e7a4a6.tar.gz raylib-077bef42861644f1f25070d23363a1bfa2e7a4a6.zip | |
Support 4 components mesh.tangent data
Added struct Vector4 for convenience
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 23 |
1 files changed, 14 insertions, 9 deletions
diff --git a/src/models.c b/src/models.c index 02e69c0c..f3a168c9 100644 --- a/src/models.c +++ b/src/models.c @@ -2329,12 +2329,12 @@ static Mesh LoadOBJ(const char *fileName) else { // Attempt to calculate mesh tangents and binormals using positions and texture coordinates - mesh.tangents = (float *)malloc(mesh.vertexCount*3*sizeof(float)); + mesh.tangents = (float *)malloc(mesh.vertexCount*4*sizeof(float)); // mesh.binormals = (float *)malloc(mesh.vertexCount*3*sizeof(float)); int vCount = 0; int uvCount = 0; - while (vCount < mesh.vertexCount*3) + while (vCount < mesh.vertexCount*4) { // Calculate mesh vertex positions as Vector3 Vector3 v0 = { mesh.vertices[vCount], mesh.vertices[vCount + 1], mesh.vertices[vCount + 2] }; @@ -2363,17 +2363,22 @@ static Mesh LoadOBJ(const char *fileName) // Calculate vertex tangent Vector3 tangent = Vector3Subtract(t1, t2); Vector3Scale(&tangent, r); + + // TODO: Calculate tangent 4th component // Apply calculated tangents data to mesh struct mesh.tangents[vCount + 0] = tangent.x; mesh.tangents[vCount + 1] = tangent.y; mesh.tangents[vCount + 2] = tangent.z; - mesh.tangents[vCount + 3] = tangent.x; - mesh.tangents[vCount + 4] = tangent.y; - mesh.tangents[vCount + 5] = tangent.z; - mesh.tangents[vCount + 6] = tangent.x; - mesh.tangents[vCount + 7] = tangent.y; - mesh.tangents[vCount + 8] = tangent.z; + mesh.tangents[vCount + 3] = 0.0f; + mesh.tangents[vCount + 4] = tangent.x; + mesh.tangents[vCount + 5] = tangent.y; + mesh.tangents[vCount + 6] = tangent.z; + mesh.tangents[vCount + 7] = 0.0f; + mesh.tangents[vCount + 8] = tangent.x; + mesh.tangents[vCount + 9] = tangent.y; + mesh.tangents[vCount + 10] = tangent.z; + mesh.tangents[vCount + 11] = 0.0f; // TODO: add binormals to mesh struct and assign buffers id and locations properly /* // Calculate vertex binormal @@ -2392,7 +2397,7 @@ static Mesh LoadOBJ(const char *fileName) mesh.binormals[vCount + 8] = binormal.z; */ // Update vertex position and texture coordinates counters - vCount += 9; + vCount += 12; uvCount += 6; } } |
