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@ -2652,19 +2652,15 @@ 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 (meshlass="o">->tangents == NULL) |
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if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); |
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else |
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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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RL_FREE(mesh->tangents); |
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mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); |
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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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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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@ -2691,7 +2687,7 @@ 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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@ -2706,53 +2702,51 @@ void GenMeshTangents(Mesh *mesh) |
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} |
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// Compute tangents considering normals |
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for (int i = 0; i < mesh->vertexCount; o">++i) |
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for (int i = 0; i < mesh->vertexCount; n">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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// 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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RL_FREE(tan2); |
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if (mesh->vboId != NULL) |
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{ |
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if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0) |
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{ |
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// Upate existing vertex buffer |
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rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0); |
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} |
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else |
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{ |
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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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} |
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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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} |
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if (mesh->vboId != NULL) |
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{ |
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if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0) |
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{ |
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// Upate existing vertex buffer |
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rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0); |
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} |
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else |
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{ |
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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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} |
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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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} |
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TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh"); |
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TRACELOG(LOG_INFO, "MESH: Tangents data computed and uploaded for provided mesh"); |
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} |
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// Compute mesh binormals (aka bitangent) |
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