From 53bb87c8fbbda465370ea4cda597204ca110a26f Mon Sep 17 00:00:00 2001 From: 630Studios Date: Fri, 16 Jul 2021 18:33:49 -0500 Subject: [PATCH] [Models] Better Fix for GenMeshTangents issue #1876 (#1878) * GenMeshTangents Fix * GenMeshTangents Fix - Comment Update * GenMeshTangents Fix - Comment Update final * Code Style Changes * Code Style Changes Final * Code Style Changes Final 2 * GenMeshTangents better handling for issue #1876 * GenMeshTangents better handling for issue #1876 * GenMeshTangents: Better fix for issue #1876 * vboId location fix --- src/models.c | 35 +++++++++++++++++++++++------------ 1 file changed, 23 insertions(+), 12 deletions(-) diff --git a/src/models.c b/src/models.c index 917e1c214..da9219bff 100644 --- a/src/models.c +++ b/src/models.c @@ -2659,7 +2659,6 @@ void GenMeshTangents(Mesh *mesh) } else { - rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]); RL_FREE(mesh->tangents); mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); } @@ -2713,34 +2712,46 @@ void GenMeshTangents(Mesh *mesh) Vector3 tangent = tan1[i]; // TODO: Review, not sure if tangent computation is right, just used reference proposed maths... - #if defined(COMPUTE_TANGENTS_METHOD_01) + #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; - #else + #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; - #endif + #endif } RL_FREE(tan1); RL_FREE(tan2); - // Load a new tangent attributes buffer - mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false); - - - rlEnableVertexArray(mesh->vaoId); - rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(4); - rlDisableVertexArray(); + if (mesh->vboId != NULL) + { + + if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0) + { + // Upate existing vertex buffer + rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0); + } + else + { + // Load a new tangent attributes buffer + mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false); + } + + rlEnableVertexArray(mesh->vaoId); + rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(4); + rlDisableVertexArray(); + } + TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh"); }