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@@ -2083,6 +2083,18 @@ BoundingBox CalculateBoundingBox(Mesh mesh)
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return box;
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}
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+// Compute provided mesh tangents
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+void MeshTangents(Mesh *mesh)
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+{
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+ // TODO: Calculate mesh tangents
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+}
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+
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+// Compute provided mesh binormals
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+void MeshBinormals(Mesh *mesh)
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+{
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+ // TODO: Calculate mesh binormals
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+}
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+
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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@@ -2324,84 +2336,6 @@ static Mesh LoadOBJ(const char *fileName)
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fclose(objFile);
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- // Security check, just in case no normals or no texcoords defined in OBJ
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- if (texcoordCount == 0) for (int i = 0; i < (2*mesh.vertexCount); i++) mesh.texcoords[i] = 0.0f;
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- else
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- {
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- // Attempt to calculate mesh tangents and binormals using positions and texture coordinates
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- mesh.tangents = (float *)malloc(mesh.vertexCount*4*sizeof(float));
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- // mesh.binormals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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-
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- int vCount = 0;
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- int uvCount = 0;
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- while (vCount < mesh.vertexCount*4)
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- {
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- // Calculate mesh vertex positions as Vector3
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- Vector3 v0 = { mesh.vertices[vCount], mesh.vertices[vCount + 1], mesh.vertices[vCount + 2] };
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- Vector3 v1 = { mesh.vertices[vCount + 3], mesh.vertices[vCount + 4], mesh.vertices[vCount + 5] };
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- Vector3 v2 = { mesh.vertices[vCount + 6], mesh.vertices[vCount + 7], mesh.vertices[vCount + 8] };
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-
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- // Calculate mesh texture coordinates as Vector2
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- Vector2 uv0 = { mesh.texcoords[uvCount + 0], mesh.texcoords[uvCount + 1] };
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- Vector2 uv1 = { mesh.texcoords[uvCount + 2], mesh.texcoords[uvCount + 3] };
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- Vector2 uv2 = { mesh.texcoords[uvCount + 4], mesh.texcoords[uvCount + 5] };
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-
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- // Calculate edges of the triangle (position delta)
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- Vector3 deltaPos1 = Vector3Subtract(v1, v0);
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- Vector3 deltaPos2 = Vector3Subtract(v2, v0);
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-
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- // UV delta
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- Vector2 deltaUV1 = { uv1.x - uv0.x, uv1.y - uv0.y };
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- Vector2 deltaUV2 = { uv2.x - uv0.x, uv2.y - uv0.y };
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-
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- float r = 1.0f/(deltaUV1.x*deltaUV2.y - deltaUV1.y*deltaUV2.x);
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- Vector3 t1 = { deltaPos1.x*deltaUV2.y, deltaPos1.y*deltaUV2.y, deltaPos1.z*deltaUV2.y };
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- Vector3 t2 = { deltaPos2.x*deltaUV1.y, deltaPos2.y*deltaUV1.y, deltaPos2.z*deltaUV1.y };
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- // Vector3 b1 = { deltaPos2.x*deltaUV1.x, deltaPos2.y*deltaUV1.x, deltaPos2.z*deltaUV1.x };
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- // Vector3 b2 = { deltaPos1.x*deltaUV2.x, deltaPos1.y*deltaUV2.x, deltaPos1.z*deltaUV2.x };
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-
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- // Calculate vertex tangent
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- Vector3 tangent = Vector3Subtract(t1, t2);
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- Vector3Scale(&tangent, r);
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-
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- // TODO: Calculate tangent 4th component
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-
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- // Apply calculated tangents data to mesh struct
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- mesh.tangents[vCount + 0] = tangent.x;
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- mesh.tangents[vCount + 1] = tangent.y;
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- mesh.tangents[vCount + 2] = tangent.z;
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- mesh.tangents[vCount + 3] = 0.0f;
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- mesh.tangents[vCount + 4] = tangent.x;
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- mesh.tangents[vCount + 5] = tangent.y;
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- mesh.tangents[vCount + 6] = tangent.z;
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- mesh.tangents[vCount + 7] = 0.0f;
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- mesh.tangents[vCount + 8] = tangent.x;
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- mesh.tangents[vCount + 9] = tangent.y;
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- mesh.tangents[vCount + 10] = tangent.z;
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- mesh.tangents[vCount + 11] = 0.0f;
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-
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- // TODO: add binormals to mesh struct and assign buffers id and locations properly
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- /* // Calculate vertex binormal
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- Vector3 binormal = Vector3Subtract(b1, b2);
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- Vector3Scale(&binormal, r);
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-
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- // Apply calculated binormals data to mesh struct
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- mesh.binormals[vCount + 0] = binormal.x;
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- mesh.binormals[vCount + 1] = binormal.y;
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- mesh.binormals[vCount + 2] = binormal.z;
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- mesh.binormals[vCount + 3] = binormal.x;
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- mesh.binormals[vCount + 4] = binormal.y;
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- mesh.binormals[vCount + 5] = binormal.z;
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- mesh.binormals[vCount + 6] = binormal.x;
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- mesh.binormals[vCount + 7] = binormal.y;
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- mesh.binormals[vCount + 8] = binormal.z; */
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-
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- // Update vertex position and texture coordinates counters
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- vCount += 12;
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- uvCount += 6;
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- }
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- }
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-
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// Now we can free temp mid* arrays
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free(midVertices);
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free(midNormals);
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