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-rw-r--r--src/models.c70
1 files changed, 70 insertions, 0 deletions
diff --git a/src/models.c b/src/models.c
index 47220af8..55311a02 100644
--- a/src/models.c
+++ b/src/models.c
@@ -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);