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...
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@ -38,6 +38,7 @@ int main()
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// Load model and PBR material
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Model model = LoadModel("resources/pbr/trooper.obj");
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MeshTangents(&model.mesh);
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model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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// Define lights attributes
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81
src/models.c
81
src/models.c
@ -2120,15 +2120,90 @@ BoundingBox MeshBoundingBox(Mesh mesh)
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}
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// Compute mesh tangents
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// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
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// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
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void MeshTangents(Mesh *mesh)
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{
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// TODO: Compute mesh tangents
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if (mesh->tangents == NULL) mesh->tangents = (float *)malloc(mesh->vertexCount*4*sizeof(float));
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else TraceLog(LOG_WARNING, "Mesh tangents already exist");
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Vector3 *tan1 = (Vector3 *)malloc(mesh->vertexCount*sizeof(Vector3));
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Vector3 *tan2 = (Vector3 *)malloc(mesh->vertexCount*sizeof(Vector3));
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for (int i = 0; i < mesh->vertexCount; i += 3)
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{
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// Get triangle vertices
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Vector3 v1 = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] };
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Vector3 v2 = { mesh->vertices[(i + 1)*3 + 0], mesh->vertices[(i + 1)*3 + 1], mesh->vertices[(i + 1)*3 + 2] };
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Vector3 v3 = { mesh->vertices[(i + 2)*3 + 0], mesh->vertices[(i + 2)*3 + 1], mesh->vertices[(i + 2)*3 + 2] };
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// Get triangle texcoords
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Vector2 uv1 = { mesh->texcoords[(i + 0)*2 + 0], mesh->texcoords[(i + 0)*2 + 1] };
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Vector2 uv2 = { mesh->texcoords[(i + 1)*2 + 0], mesh->texcoords[(i + 1)*2 + 1] };
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Vector2 uv3 = { mesh->texcoords[(i + 2)*2 + 0], mesh->texcoords[(i + 2)*2 + 1] };
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float x1 = v2.x - v1.x;
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float y1 = v2.y - v1.y;
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float z1 = v2.z - v1.z;
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float x2 = v3.x - v1.x;
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float y2 = v3.y - v1.y;
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float z2 = v3.z - v1.z;
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float s1 = uv2.x - uv1.x;
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float t1 = uv2.y - uv1.y;
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float s2 = uv3.x - uv1.x;
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float t2 = uv3.y - uv1.y;
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float div = s1*t2 - s2*t1;
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float r = (div == 0.0f) ? 0.0f : 1.0f/div;
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Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r };
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Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r };
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tan1[i + 0] = sdir;
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tan1[i + 1] = sdir;
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tan1[i + 2] = sdir;
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tan2[i + 0] = tdir;
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tan2[i + 1] = tdir;
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tan2[i + 2] = tdir;
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}
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// Compute mesh binormals
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// Compute tangents considering normals
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for (int i = 0; i < mesh->vertexCount; ++i)
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{
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Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
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Vector3 tangent = tan1[i];
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//Vector3 tmp = (t - n * Vector3.Dot(n, t)).normalized;
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//tangents[i] = (Vector4){ tmp.x, tmp.y, tmp.z };
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Vector3OrthoNormalize(&normal, &tangent);
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mesh->tangents[i*4 + 0] = tangent.x;
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mesh->tangents[i*4 + 1] = tangent.y;
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mesh->tangents[i*4 + 2] = tangent.z;
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mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f;
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}
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free(tan1);
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free(tan2);
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TraceLog(LOG_INFO, "Tangents computed for mesh");
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}
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// Compute mesh binormals (aka bitangent)
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void MeshBinormals(Mesh *mesh)
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{
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// TODO: Compute mesh binormals
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for (int i = 0; i < mesh->vertexCount; i++)
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{
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Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
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Vector3 tangent = { mesh->tangents[i*4 + 0], mesh->tangents[i*4 + 1], mesh->tangents[i*4 + 2] };
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float tangentW = mesh->tangents[i*4 + 3];
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Vector3 binormal = Vector3Multiply(Vector3CrossProduct(normal, tangent), tangentW);
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// TODO: Register computed binormal in mesh->binormal ?
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}
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}
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//----------------------------------------------------------------------------------
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@ -372,6 +372,17 @@ RMDEF Vector3 Vector3Normalize(Vector3 v)
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return result;
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}
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// Orthonormalize provided vectors
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// Makes vectors normalized and orthogonal to each other
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// Gram-Schmidt function implementation
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RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
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{
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*v1 = Vector3Normalize(*v1);
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Vector3 vn = Vector3CrossProduct(*v1, *v2);
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vn = Vector3Normalize(vn);
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*v2 = Vector3CrossProduct(vn, *v1);
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}
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// Transforms a Vector3 by a given Matrix
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RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat)
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{
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