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authorRay <[email protected]>2021-07-23 18:16:08 +0200
committerRay <[email protected]>2021-07-23 18:16:08 +0200
commit0fa295c72ddaff928dc883bb29b785d8be063154 (patch)
treed3a2d010d36ccac4ec37a76bec06d571705296a2 /src/models.c
parent4a01139c8d87584b7d62a2c7d60b151d6be5ee9c (diff)
downloadraylib-0fa295c72ddaff928dc883bb29b785d8be063154.tar.gz
raylib-0fa295c72ddaff928dc883bb29b785d8be063154.zip
Review formating to follow raylib style conventions
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c66
1 files changed, 30 insertions, 36 deletions
diff --git a/src/models.c b/src/models.c
index da9219bf..856d334d 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2652,19 +2652,15 @@ 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)
+ if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
+ else
{
- mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
- }
- else
- {
RL_FREE(mesh->tangents);
- mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
+ 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));
+ 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)
{
@@ -2691,7 +2687,7 @@ 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 };
@@ -2706,53 +2702,51 @@ void GenMeshTangents(Mesh *mesh)
}
// Compute tangents considering normals
- for (int i = 0; i < mesh->vertexCount; ++i)
+ for (int i = 0; i < mesh->vertexCount; i++)
{
Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
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);
RL_FREE(tan2);
-
- if (mesh->vboId != NULL)
- {
-
- if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
- {
- // Upate existing vertex buffer
- rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0);
- }
- else
- {
- // 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();
- }
+ if (mesh->vboId != NULL)
+ {
+ if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
+ {
+ // Upate existing vertex buffer
+ rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0);
+ }
+ else
+ {
+ // 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");
+ TRACELOG(LOG_INFO, "MESH: Tangents data computed and uploaded for provided mesh");
}
// Compute mesh binormals (aka bitangent)