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authorRay <[email protected]>2018-02-24 12:31:32 +0100
committerRay <[email protected]>2018-02-24 12:31:32 +0100
commit077bef42861644f1f25070d23363a1bfa2e7a4a6 (patch)
tree2c0b177e9348b795c2b0c6d334557d2823dc3ffa /src
parent6d64327a874b09e93290d1525edd5347a9787b84 (diff)
downloadraylib-077bef42861644f1f25070d23363a1bfa2e7a4a6.tar.gz
raylib-077bef42861644f1f25070d23363a1bfa2e7a4a6.zip
Support 4 components mesh.tangent data
Added struct Vector4 for convenience
Diffstat (limited to 'src')
-rw-r--r--src/models.c23
-rw-r--r--src/raylib.h10
-rw-r--r--src/rlgl.c14
-rw-r--r--src/rlgl.h2
4 files changed, 31 insertions, 18 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;
}
}
diff --git a/src/raylib.h b/src/raylib.h
index 782dd4e5..41755dc3 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -322,6 +322,14 @@ typedef struct Vector3 {
float z;
} Vector3;
+// Vector4 type
+typedef struct Vector4 {
+ float x;
+ float y;
+ float z;
+ float w;
+} Vector4;
+
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12;
@@ -422,7 +430,7 @@ typedef struct Mesh {
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+ float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
diff --git a/src/rlgl.c b/src/rlgl.c
index 2cb9d54e..46e0668d 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1782,14 +1782,14 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
{
glGenBuffers(1, &mesh->vboId[4]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
- glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
+ glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(4);
}
else
{
// Default tangents vertex attribute
- glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
+ glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
glDisableVertexAttribArray(4);
}
@@ -1804,7 +1804,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
}
else
{
- // Default tangents vertex attribute
+ // Default texcoord2 vertex attribute
glVertexAttrib2f(5, 0.0f, 0.0f);
glDisableVertexAttribArray(5);
}
@@ -1868,8 +1868,8 @@ void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
case 4: // Update tangents (vertex tangents)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
} break;
case 5: // Update texcoords2 (vertex second texture coordinates)
{
@@ -2019,7 +2019,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
}
diff --git a/src/rlgl.h b/src/rlgl.h
index 68d8d4eb..94331389 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -187,7 +187,7 @@ typedef unsigned char byte;
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+ float *tangents; // vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// vertex indices (in case vertex data comes indexed)