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[Models] Better Fix for GenMeshTangents issue #1876 (#1878)

* GenMeshTangents Fix

* GenMeshTangents Fix - Comment Update

* GenMeshTangents Fix - Comment Update final

* Code Style Changes

* Code Style Changes Final

* Code Style Changes Final 2

* GenMeshTangents better handling for issue #1876

* GenMeshTangents better handling for issue #1876

* GenMeshTangents: Better fix for issue #1876

* vboId location fix
pull/1879/head
630Studios 3 years ago
committed by GitHub
parent
commit
53bb87c8fb
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 23 additions and 12 deletions
  1. +23
    -12
      src/models.c

+ 23
- 12
src/models.c View File

@ -2659,7 +2659,6 @@ void GenMeshTangents(Mesh *mesh)
}
else
{
rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
RL_FREE(mesh->tangents);
mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
}
@ -2713,34 +2712,46 @@ 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
#endif
}
RL_FREE(tan1);
RL_FREE(tan2);
// 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();
if (mesh->vboId != NULL)
{
if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
{
// Upate existing vertex buffer
rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0);
}
else
{
// 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");
}

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