GenMeshTangents Fix (#1877)
* GenMeshTangents Fix * GenMeshTangents Fix - Comment Update * GenMeshTangents Fix - Comment Update final * Code Style Changes * Code Style Changes Final
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src/models.c
33
src/models.c
@ -2652,11 +2652,20 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
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// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
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void GenMeshTangents(Mesh *mesh)
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{
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if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
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else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting");
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Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
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Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
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if (mesh->tangents == NULL)
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{
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mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
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}
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else
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{
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rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
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RL_FREE(mesh->tangents);
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mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
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}
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Vector3* tan1 = (Vector3*)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
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Vector3* tan2 = (Vector3*)RL_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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@ -2683,7 +2692,7 @@ void GenMeshTangents(Mesh *mesh)
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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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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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@ -2704,20 +2713,20 @@ void GenMeshTangents(Mesh *mesh)
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Vector3 tangent = tan1[i];
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// TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
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#if defined(COMPUTE_TANGENTS_METHOD_01)
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#if defined(COMPUTE_TANGENTS_METHOD_01)
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Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
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tmp = Vector3Normalize(tmp);
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mesh->tangents[i*4 + 0] = tmp.x;
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mesh->tangents[i*4 + 1] = tmp.y;
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mesh->tangents[i*4 + 2] = tmp.z;
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mesh->tangents[i*4 + 3] = 1.0f;
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#else
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#else
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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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#endif
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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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#endif
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}
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RL_FREE(tan1);
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@ -2725,6 +2734,12 @@ void GenMeshTangents(Mesh *mesh)
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// Load a new tangent attributes buffer
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mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
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rlEnableVertexArray(mesh->vaoId);
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rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(4);
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rlDisableVertexArray();
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TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
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}
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