diff --git a/src/models.c b/src/models.c index 4ec7ab1ee..4a29d23ac 100644 --- a/src/models.c +++ b/src/models.c @@ -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);