Implemented MeshTangents()

- Added Vector3OrthoNormalize() to raymath.h - not sure if it is correct
- Implemented MeshBinormals() - Mesh struct has not a place for them...
- Updated model_material_pbr example - tested but not working on my GPU
(old Intel HD), actually, it never worked on it...
This commit is contained in:
raysan5 2018-04-30 02:47:48 +02:00
parent c51203ae7e
commit 23e335d933
3 changed files with 91 additions and 4 deletions

View File

@ -38,6 +38,7 @@ int main()
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");
MeshTangents(&model.mesh);
model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
// Define lights attributes

View File

@ -2119,16 +2119,91 @@ BoundingBox MeshBoundingBox(Mesh mesh)
return box;
}
// Compute mesh tangents
// Compute mesh tangents
// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
void MeshTangents(Mesh *mesh)
{
// TODO: Compute mesh tangents
if (mesh->tangents == NULL) mesh->tangents = (float *)malloc(mesh->vertexCount*4*sizeof(float));
else TraceLog(LOG_WARNING, "Mesh tangents already exist");
Vector3 *tan1 = (Vector3 *)malloc(mesh->vertexCount*sizeof(Vector3));
Vector3 *tan2 = (Vector3 *)malloc(mesh->vertexCount*sizeof(Vector3));
for (int i = 0; i < mesh->vertexCount; i += 3)
{
// Get triangle vertices
Vector3 v1 = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] };
Vector3 v2 = { mesh->vertices[(i + 1)*3 + 0], mesh->vertices[(i + 1)*3 + 1], mesh->vertices[(i + 1)*3 + 2] };
Vector3 v3 = { mesh->vertices[(i + 2)*3 + 0], mesh->vertices[(i + 2)*3 + 1], mesh->vertices[(i + 2)*3 + 2] };
// Get triangle texcoords
Vector2 uv1 = { mesh->texcoords[(i + 0)*2 + 0], mesh->texcoords[(i + 0)*2 + 1] };
Vector2 uv2 = { mesh->texcoords[(i + 1)*2 + 0], mesh->texcoords[(i + 1)*2 + 1] };
Vector2 uv3 = { mesh->texcoords[(i + 2)*2 + 0], mesh->texcoords[(i + 2)*2 + 1] };
float x1 = v2.x - v1.x;
float y1 = v2.y - v1.y;
float z1 = v2.z - v1.z;
float x2 = v3.x - v1.x;
float y2 = v3.y - v1.y;
float z2 = v3.z - v1.z;
float s1 = uv2.x - uv1.x;
float t1 = uv2.y - uv1.y;
float s2 = uv3.x - uv1.x;
float t2 = uv3.y - uv1.y;
float div = s1*t2 - s2*t1;
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 };
tan1[i + 0] = sdir;
tan1[i + 1] = sdir;
tan1[i + 2] = sdir;
tan2[i + 0] = tdir;
tan2[i + 1] = tdir;
tan2[i + 2] = tdir;
}
// Compute tangents considering normals
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];
//Vector3 tmp = (t - n * Vector3.Dot(n, t)).normalized;
//tangents[i] = (Vector4){ tmp.x, tmp.y, tmp.z };
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;
}
free(tan1);
free(tan2);
TraceLog(LOG_INFO, "Tangents computed for mesh");
}
// Compute mesh binormals
// Compute mesh binormals (aka bitangent)
void MeshBinormals(Mesh *mesh)
{
// TODO: Compute mesh binormals
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 = { mesh->tangents[i*4 + 0], mesh->tangents[i*4 + 1], mesh->tangents[i*4 + 2] };
float tangentW = mesh->tangents[i*4 + 3];
Vector3 binormal = Vector3Multiply(Vector3CrossProduct(normal, tangent), tangentW);
// TODO: Register computed binormal in mesh->binormal ?
}
}
//----------------------------------------------------------------------------------

View File

@ -372,6 +372,17 @@ RMDEF Vector3 Vector3Normalize(Vector3 v)
return result;
}
// Orthonormalize provided vectors
// Makes vectors normalized and orthogonal to each other
// Gram-Schmidt function implementation
RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
{
*v1 = Vector3Normalize(*v1);
Vector3 vn = Vector3CrossProduct(*v1, *v2);
vn = Vector3Normalize(vn);
*v2 = Vector3CrossProduct(vn, *v1);
}
// Transforms a Vector3 by a given Matrix
RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat)
{