Parcourir la source

Merge pull request #258 from victorfisac/develop

Calculate tangents when loading a mesh
pull/260/head
Ray il y a 7 ans
committed by GitHub
Parent
révision
eb7212fe42
1 fichiers modifiés avec 70 ajouts et 0 suppressions
  1. +70
    -0
      src/models.c

+ 70
- 0
src/models.c Voir le fichier

@ -1844,6 +1844,76 @@ static Mesh LoadOBJ(const char *fileName)
// Security check, just in case no normals or no texcoords defined in OBJ
if (numTexCoords == 0) for (int i = 0; i < (2*mesh.vertexCount); i++) mesh.texcoords[i] = 0.0f;
else
{
// Attempt to calculate mesh tangents and binormals using positions and texture coordinates
mesh.tangents = (float *)malloc(mesh.vertexCount*3*sizeof(float));
// mesh.binormals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
int vCount = 0;
int uvCount = 0;
while (vCount < mesh.vertexCount*3)
{
// Calculate mesh vertex positions as Vector3
Vector3 v0 = { mesh.vertices[vCount], mesh.vertices[vCount + 1], mesh.vertices[vCount + 2] };
Vector3 v1 = { mesh.vertices[vCount + 3], mesh.vertices[vCount + 4], mesh.vertices[vCount + 5] };
Vector3 v2 = { mesh.vertices[vCount + 6], mesh.vertices[vCount + 7], mesh.vertices[vCount + 8] };
// Calculate mesh texture coordinates as Vector2
Vector2 uv0 = { mesh.texcoords[uvCount + 0], mesh.texcoords[uvCount + 1] };
Vector2 uv1 = { mesh.texcoords[uvCount + 2], mesh.texcoords[uvCount + 3] };
Vector2 uv2 = { mesh.texcoords[uvCount + 4], mesh.texcoords[uvCount + 5] };
// Calculate edges of the triangle (position delta)
Vector3 deltaPos1 = VectorSubtract(v1, v0);
Vector3 deltaPos2 = VectorSubtract(v2, v0);
// UV delta
Vector2 deltaUV1 = { uv1.x - uv0.x, uv1.y - uv0.y };
Vector2 deltaUV2 = { uv2.x - uv0.x, uv2.y - uv0.y };
float r = 1.0f/(deltaUV1.x*deltaUV2.y - deltaUV1.y*deltaUV2.x);
Vector3 t1 = { deltaPos1.x*deltaUV2.y, deltaPos1.y*deltaUV2.y, deltaPos1.z*deltaUV2.y };
Vector3 t2 = { deltaPos2.x*deltaUV1.y, deltaPos2.y*deltaUV1.y, deltaPos2.z*deltaUV1.y };
// Vector3 b1 = { deltaPos2.x*deltaUV1.x, deltaPos2.y*deltaUV1.x, deltaPos2.z*deltaUV1.x };
// Vector3 b2 = { deltaPos1.x*deltaUV2.x, deltaPos1.y*deltaUV2.x, deltaPos1.z*deltaUV2.x };
// Calculate vertex tangent
Vector3 tangent = VectorSubtract(t1, t2);
VectorScale(&tangent, r);
// Apply calculated tangents data to mesh struct
mesh.tangents[vCount + 0] = tangent.x;
mesh.tangents[vCount + 1] = tangent.y;
mesh.tangents[vCount + 2] = tangent.z;
mesh.tangents[vCount + 3] = tangent.x;
mesh.tangents[vCount + 4] = tangent.y;
mesh.tangents[vCount + 5] = tangent.z;
mesh.tangents[vCount + 6] = tangent.x;
mesh.tangents[vCount + 7] = tangent.y;
mesh.tangents[vCount + 8] = tangent.z;
// TODO: add binormals to mesh struct and assign buffers id and locations properly
/* // Calculate vertex binormal
Vector3 binormal = VectorSubtract(b1, b2);
VectorScale(&binormal, r);
// Apply calculated binormals data to mesh struct
mesh.binormals[vCount + 0] = binormal.x;
mesh.binormals[vCount + 1] = binormal.y;
mesh.binormals[vCount + 2] = binormal.z;
mesh.binormals[vCount + 3] = binormal.x;
mesh.binormals[vCount + 4] = binormal.y;
mesh.binormals[vCount + 5] = binormal.z;
mesh.binormals[vCount + 6] = binormal.x;
mesh.binormals[vCount + 7] = binormal.y;
mesh.binormals[vCount + 8] = binormal.z; */
// Update vertex position and texture coordinates counters
vCount += 9;
uvCount += 6;
}
}
// Now we can free temp mid* arrays
free(midVertices);

Chargement…
Annuler
Enregistrer