diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/models.c | 66 |
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) |
