Code Style Changes

This commit is contained in:
Jason Penick 2021-07-16 15:10:32 -05:00
parent 7006f69004
commit 1d3dc7e663

View File

@ -2650,33 +2650,34 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
// Compute mesh tangents
// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
void GenMeshTangents(Mesh* mesh)
void GenMeshTangents(Mesh *mesh)
{
if (mesh->tangents == NULL)
{
mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount * 4 * sizeof(float));
mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
}
else {
else
{
rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
RL_FREE(mesh->tangents);
mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount * 4 * sizeof(float));
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));
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)
{
// 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] };
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 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[(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] };
float x1 = v2.x - v1.x;
float y1 = v2.y - v1.y;
@ -2690,11 +2691,11 @@ void GenMeshTangents(Mesh* mesh)
float s2 = uv3.x - uv1.x;
float t2 = uv3.y - uv1.y;
float div = s1 * t2 - s2 * t1;
float div = s1*t2 - s2*t1;
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 };
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;
@ -2708,23 +2709,23 @@ void GenMeshTangents(Mesh* mesh)
// Compute tangents considering normals
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 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;
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;
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
}
@ -2732,7 +2733,7 @@ void GenMeshTangents(Mesh* mesh)
RL_FREE(tan2);
// Load a new tangent attributes buffer
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount * 4 * sizeof(float), false);
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
rlEnableVertexArray(mesh->vaoId);