From 9aaf7a8057255d751b066fd21076f64e25987c3d Mon Sep 17 00:00:00 2001 From: 630Studios Date: Fri, 16 Jul 2021 15:14:13 -0500 Subject: [PATCH] GenMeshTangents Fix (#1877) * GenMeshTangents Fix * GenMeshTangents Fix - Comment Update * GenMeshTangents Fix - Comment Update final * Code Style Changes * Code Style Changes Final --- src/models.c | 33 ++++++++++++++++++++++++--------- 1 file changed, 24 insertions(+), 9 deletions(-) diff --git a/src/models.c b/src/models.c index be1516c1..917e1c21 100644 --- a/src/models.c +++ b/src/models.c @@ -2652,11 +2652,20 @@ 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) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); - else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting"); - Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); - Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); + if (mesh->tangents == NULL) + { + mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); + } + else + { + rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]); + RL_FREE(mesh->tangents); + 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)); for (int i = 0; i < mesh->vertexCount; i += 3) { @@ -2683,7 +2692,7 @@ 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 }; @@ -2704,20 +2713,20 @@ void GenMeshTangents(Mesh *mesh) 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); @@ -2725,6 +2734,12 @@ void GenMeshTangents(Mesh *mesh) // 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"); }