Calculate tangents for ObjMesh

This commit is contained in:
karl 2020-11-18 15:30:31 +01:00
parent 4951ad3b04
commit fd9317a5f5
3 changed files with 86 additions and 13 deletions

View File

@ -33,17 +33,25 @@ struct Mesh {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// position attribute // position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// Normal attribute // Normal attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
// texture coord attribute // texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);
// Tangent attribute
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(8 * sizeof(float)));
glEnableVertexAttribArray(3);
// Bitangent attribute
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(11 * sizeof(float)));
glEnableVertexAttribArray(4);
glBindVertexArray(0); glBindVertexArray(0);
} }

View File

@ -39,16 +39,27 @@ private:
std::vector<float> vertexData = std::vector<float>(); std::vector<float> vertexData = std::vector<float>();
// Go through each vertex auto tangents = getTangentsFromVertices(curMesh.Vertices, getIndicesFromFile(path));
for (auto &Vertice : curMesh.Vertices) {
vertexData.emplace_back(Vertice.Position.X); for (int i = 0; i <= curMesh.Vertices.size(); i++) {
vertexData.emplace_back(Vertice.Position.Y); auto vertex = curMesh.Vertices[i];
vertexData.emplace_back(Vertice.Position.Z); auto tangent = tangents.first[i];
vertexData.emplace_back(Vertice.Normal.X); auto bitangent = tangents.second[i];
vertexData.emplace_back(Vertice.Normal.Y);
vertexData.emplace_back(Vertice.Normal.Z); vertexData.emplace_back(vertex.Position.X);
vertexData.emplace_back(Vertice.TextureCoordinate.X); vertexData.emplace_back(vertex.Position.Y);
vertexData.emplace_back(Vertice.TextureCoordinate.Y); vertexData.emplace_back(vertex.Position.Z);
vertexData.emplace_back(vertex.Normal.X);
vertexData.emplace_back(vertex.Normal.Y);
vertexData.emplace_back(vertex.Normal.Z);
vertexData.emplace_back(vertex.TextureCoordinate.X);
vertexData.emplace_back(vertex.TextureCoordinate.Y);
vertexData.emplace_back(tangent.x);
vertexData.emplace_back(tangent.y);
vertexData.emplace_back(tangent.z);
vertexData.emplace_back(bitangent.x);
vertexData.emplace_back(bitangent.y);
vertexData.emplace_back(bitangent.z);
} }
return vertexData; return vertexData;
@ -58,6 +69,58 @@ private:
} }
} }
static std::pair<std::vector<glm::vec3>, std::vector<glm::vec3>> getTangentsFromVertices(const std::vector<objl::Vertex> &vertices, const std::vector<unsigned int> indices) {
// These vectors hold tangents and bitangents in the same way in which the vertices vectors holds vertices:
// Their index in the vector corresponds to indices in the indices vector.
std::vector<glm::vec3> tangents(vertices.size());
std::vector<glm::vec3> bitangents(vertices.size());
// Iterate over all triangles
for (uint index = 0; index < indices.size(); index += 3) {
// Index in vertex buffer
uint i0 = indices[index];
uint i1 = indices[index + 1];
uint i2 = indices[index + 2];
// Inputs
glm::vec3 vertex0 = glm::vec3(vertices[i0].Position.X, vertices[i0].Position.Y, vertices[i0].Position.Z);
glm::vec3 vertex1 = glm::vec3(vertices[i1].Position.X, vertices[i1].Position.Y, vertices[i1].Position.Z);
glm::vec3 vertex2 = glm::vec3(vertices[i2].Position.X, vertices[i2].Position.Y, vertices[i2].Position.Z);
glm::vec2 uv0 = glm::vec2(vertices[i0].TextureCoordinate.X, vertices[i0].TextureCoordinate.Y);
glm::vec2 uv1 = glm::vec2(vertices[i1].TextureCoordinate.X, vertices[i1].TextureCoordinate.Y);
glm::vec2 uv2 = glm::vec2(vertices[i2].TextureCoordinate.X, vertices[i2].TextureCoordinate.Y);
glm::vec3 normal0 = glm::vec3(vertices[i0].Normal.X, vertices[i0].Normal.Y, vertices[i0].Normal.Z);
glm::vec3 normal1 = glm::vec3(vertices[i1].Normal.X, vertices[i1].Normal.Y, vertices[i1].Normal.Z);
glm::vec3 normal2 = glm::vec3(vertices[i2].Normal.X, vertices[i2].Normal.Y, vertices[i2].Normal.Z);
// Edges of the triangle : position delta
glm::vec3 deltaPos1 = vertex1 - vertex0;
glm::vec3 deltaPos2 = vertex2 - vertex0;
// UV delta
glm::vec2 deltaUV1 = uv1 - uv0;
glm::vec2 deltaUV2 = uv2 - uv0;
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
glm::vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y)*r;
glm::vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x)*r;
// Add the tangent and bitangent to the current value in the array.
// This is done to get an average in the end.
tangents[i0] += tangent;
tangents[i1] += tangent;
tangents[i2] += tangent;
bitangents[i0] += bitangent;
bitangents[i1] += bitangent;
bitangents[i2] += bitangent;
}
return std::pair<std::vector<glm::vec3>, std::vector<glm::vec3>>(tangents, bitangents);
}
static std::vector<unsigned int> getIndicesFromFile(const std::string &path) { static std::vector<unsigned int> getIndicesFromFile(const std::string &path) {
objl::Loader loader; objl::Loader loader;

View File

@ -2,6 +2,8 @@
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 NORMAL; layout (location = 1) in vec3 NORMAL;
layout (location = 2) in vec2 UV; layout (location = 2) in vec2 UV;
layout (location = 3) in vec3 TANGENT;
layout (location = 4) in vec3 BITANGENT;
out vec2 TexCoord; out vec2 TexCoord;
out vec3 Normal; out vec3 Normal;