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fix and improve `GenMeshTangents`

pull/4937/head
Bigfoot71 2 주 전
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d135eef462
1개의 변경된 파일96개의 추가작업 그리고 41개의 파일을 삭제
  1. +96
    -41
      src/rmodels.c

+ 96
- 41
src/rmodels.c 파일 보기

@ -3608,16 +3608,16 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
}
// Compute mesh tangents
// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
// Implementation based on: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
void GenMeshTangents(Mesh *mesh)
{
if ((mesh->vertices == NULL) || (mesh->texcoords == NULL))
// Check if input mesh data is useful
if ((mesh == NULL) || (mesh->vertices == NULL) || (mesh->texcoords == NULL) || (mesh->normals == NULL))
{
TRACELOG(LOG_WARNING, "MESH: Tangents generation requires texcoord vertex attribute data");
TRACELOG(LOG_WARNING, "MESH: Tangents generation requires vertices, texcoords and normals vertex attribute data");
return;
}
// Allocate or reallocate tangents data
if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
else
{
@ -3625,26 +3625,51 @@ void GenMeshTangents(Mesh *mesh)
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));
// Allocate temporary arrays for tangents calculation
Vector3 *tan1 = (Vector3 *)RL_CALLOC(mesh->vertexCount, sizeof(Vector3));
Vector3 *tan2 = (Vector3 *)RL_CALLOC(mesh->vertexCount, sizeof(Vector3));
if (mesh->vertexCount % 3 != 0)
if (tan1 == NULL || tan2 == NULL)
{
TRACELOG(LOG_WARNING, "MESH: vertexCount expected to be a multiple of 3. Expect uninitialized values.");
TRACELOG(LOG_WARNING, "MESH: Failed to allocate temporary memory for tangent calculation");
if (tan1) RL_FREE(tan1);
if (tan2) RL_FREE(tan2);
return;
}
for (int i = 0; i <= mesh->vertexCount - 3; i += 3)
// Process all triangles of the mesh
// 'triangleCount' must be always valid
for (int t = 0; t < mesh->triangleCount; t++)
{
// Get triangle vertices
Vector3 v1 = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] };
Vector3 v2 = { mesh->vertices[(i + 1)*3 + 0], mesh->vertices[(i + 1)*3 + 1], mesh->vertices[(i + 1)*3 + 2] };
Vector3 v3 = { mesh->vertices[(i + 2)*3 + 0], mesh->vertices[(i + 2)*3 + 1], mesh->vertices[(i + 2)*3 + 2] };
// Get triangle vertex indices
int i0, i1, i2;
if (mesh->indices != NULL)
{
// Use indices if available
i0 = mesh->indices[t*3 + 0];
i1 = mesh->indices[t*3 + 1];
i2 = mesh->indices[t*3 + 2];
}
else
{
// Sequential access for non-indexed mesh
i0 = t*3 + 0;
i1 = t*3 + 1;
i2 = t*3 + 2;
}
// Get triangle vertices position
Vector3 v1 = { mesh->vertices[i0*3 + 0], mesh->vertices[i0*3 + 1], mesh->vertices[i0*3 + 2] };
Vector3 v2 = { mesh->vertices[i1*3 + 0], mesh->vertices[i1*3 + 1], mesh->vertices[i1*3 + 2] };
Vector3 v3 = { mesh->vertices[i2*3 + 0], mesh->vertices[i2*3 + 1], mesh->vertices[i2*3 + 2] };
// Get triangle texcoords
Vector2 uv1 = { mesh->texcoords[(i + 0)*2 + 0], mesh->texcoords[(i + 0)*2 + 1] };
Vector2 uv2 = { mesh->texcoords[(i + 1)*2 + 0], mesh->texcoords[(i + 1)*2 + 1] };
Vector2 uv3 = { mesh->texcoords[(i + 2)*2 + 0], mesh->texcoords[(i + 2)*2 + 1] };
Vector2 uv1 = { mesh->texcoords[i0*2 + 0], mesh->texcoords[i0*2 + 1] };
Vector2 uv2 = { mesh->texcoords[i1*2 + 0], mesh->texcoords[i1*2 + 1] };
Vector2 uv3 = { mesh->texcoords[i2*2 + 0], mesh->texcoords[i2*2 + 1] };
// Calculate triangle edges
float x1 = v2.x - v1.x;
float y1 = v2.y - v1.y;
float z1 = v2.z - v1.z;
@ -3652,65 +3677,95 @@ void GenMeshTangents(Mesh *mesh)
float y2 = v3.y - v1.y;
float z2 = v3.z - v1.z;
// Calculate texture coordinate differences
float s1 = uv2.x - uv1.x;
float t1 = uv2.y - uv1.y;
float s2 = uv3.x - uv1.x;
float t2 = uv3.y - uv1.y;
// Calculate denominator and check for degenerate UV
float div = s1*t2 - s2*t1;
float r = (div == 0.0f)? 0.0f : 1.0f/div;
float r = (fabsf(div) < 0.0001f)? 0.0f : 1.0f/div;
// Calculate tangent and bitangent directions
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 };
tan1[i + 0] = sdir;
tan1[i + 1] = sdir;
tan1[i + 2] = sdir;
// Accumulate tangents and bitangents for each vertex of the triangle
tan1[i0] = Vector3Add(tan1[i0], sdir);
tan1[i1] = Vector3Add(tan1[i1], sdir);
tan1[i2] = Vector3Add(tan1[i2], sdir);
tan2[i + 0] = tdir;
tan2[i + 1] = tdir;
tan2[i + 2] = tdir;
tan2[i0] = Vector3Add(tan2[i0], tdir);
tan2[i1] = Vector3Add(tan2[i1], tdir);
tan2[i2] = Vector3Add(tan2[i2], tdir);
}
// Compute tangents considering normals
// Calculate final tangents for each vertex
for (int i = 0; i < mesh->vertexCount; i++)
{
Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
Vector3 tangent = tan1[i];
// TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
#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
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
// Handle zero tangent (can happen with degenerate UVs)
if (Vector3Length(tangent) < 0.0001f)
{
// Create a tangent perpendicular to the normal
if (fabsf(normal.z) > 0.707f) tangent = (Vector3){ 1.0f, 0.0f, 0.0f };
else tangent = Vector3Normalize((Vector3){ -normal.y, normal.x, 0.0f });
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] = 1.0f;
continue;
}
// Gram-Schmidt orthogonalization to make tangent orthogonal to normal
// T_prime = T - N * dot(N, T)
Vector3 orthogonalized = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
// Handle cases where orthogonalized vector is too small
if (Vector3Length(orthogonalized) < 0.0001f)
{
// Create a tangent perpendicular to the normal
if (fabsf(normal.z) > 0.707f) orthogonalized = (Vector3){ 1.0f, 0.0f, 0.0f };
else orthogonalized = Vector3Normalize((Vector3){ -normal.y, normal.x, 0.0f });
}
else
{
// Normalize the orthogonalized tangent
orthogonalized = Vector3Normalize(orthogonalized);
}
// Store the calculated tangent
mesh->tangents[i*4 + 0] = orthogonalized.x;
mesh->tangents[i*4 + 1] = orthogonalized.y;
mesh->tangents[i*4 + 2] = orthogonalized.z;
// Calculate the handedness (w component)
mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, orthogonalized), tan2[i]) < 0.0f)? -1.0f : 1.0f;
}
// Free temporary arrays
RL_FREE(tan1);
RL_FREE(tan2);
// Update vertex buffers if available
if (mesh->vboId != NULL)
{
if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
{
// Update existing vertex buffer
// Update existing tangent vertex buffer
rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0);
}
else
{
// Load a new tangent attributes buffer
// Create new tangent vertex buffer
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
}
// Set up vertex attributes for shader
rlEnableVertexArray(mesh->vaoId);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT);

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