diff --git a/build.zig b/build.zig
index 77681e0e6..0b086dc4d 100644
--- a/build.zig
+++ b/build.zig
@@ -256,6 +256,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
raylib.root_module.linkSystemLibrary("GLESv2", .{});
raylib.root_module.addCMacro("GRAPHICS_API_OPENGL_ES2", "");
}
+ raylib.root_module.linkSystemLibrary("EGL", .{});
setDesktopPlatform(raylib, .android);
} else {
diff --git a/parser/output/raylib_api.json b/parser/output/raylib_api.json
index 567f9d980..e73e18fba 100644
--- a/parser/output/raylib_api.json
+++ b/parser/output/raylib_api.json
@@ -3139,7 +3139,7 @@
"name": "fileName"
},
{
- "type": "char *",
+ "type": "const char *",
"name": "text"
}
]
@@ -4409,7 +4409,7 @@
"name": "fileName"
},
{
- "type": "char *",
+ "type": "const char *",
"name": "text"
}
]
@@ -4707,7 +4707,7 @@
"returnType": "unsigned char *",
"params": [
{
- "type": "const unsigned char *",
+ "type": "const char *",
"name": "data"
},
{
diff --git a/parser/output/raylib_api.lua b/parser/output/raylib_api.lua
index 75c328da6..fa92cdea7 100644
--- a/parser/output/raylib_api.lua
+++ b/parser/output/raylib_api.lua
@@ -3108,7 +3108,7 @@ return {
returnType = "bool",
params = {
{type = "const char *", name = "fileName"},
- {type = "char *", name = "text"}
+ {type = "const char *", name = "text"}
}
},
{
@@ -4006,7 +4006,7 @@ return {
returnType = "bool",
params = {
{type = "const char *", name = "fileName"},
- {type = "char *", name = "text"}
+ {type = "const char *", name = "text"}
}
},
{
@@ -4211,7 +4211,7 @@ return {
description = "Decode Base64 string data, memory must be MemFree()",
returnType = "unsigned char *",
params = {
- {type = "const unsigned char *", name = "data"},
+ {type = "const char *", name = "data"},
{type = "int *", name = "outputSize"}
}
},
diff --git a/parser/output/raylib_api.txt b/parser/output/raylib_api.txt
index 0b0bf86c1..4aa682d78 100644
--- a/parser/output/raylib_api.txt
+++ b/parser/output/raylib_api.txt
@@ -985,7 +985,7 @@ Callback 005: SaveFileTextCallback() (2 input parameters)
Return type: bool
Description: FileIO: Save text data
Param[1]: fileName (type: const char *)
- Param[2]: text (type: char *)
+ Param[2]: text (type: const char *)
Callback 006: AudioCallback() (2 input parameters)
Name: AudioCallback
Return type: void
@@ -1656,7 +1656,7 @@ Function 123: SaveFileText() (2 input parameters)
Return type: bool
Description: Save text data to file (write), string must be '\0' terminated, returns true on success
Param[1]: fileName (type: const char *)
- Param[2]: text (type: char *)
+ Param[2]: text (type: const char *)
Function 124: FileExists() (1 input parameters)
Name: FileExists
Return type: bool
@@ -1795,7 +1795,7 @@ Function 149: DecodeDataBase64() (2 input parameters)
Name: DecodeDataBase64
Return type: unsigned char *
Description: Decode Base64 string data, memory must be MemFree()
- Param[1]: data (type: const unsigned char *)
+ Param[1]: data (type: const char *)
Param[2]: outputSize (type: int *)
Function 150: ComputeCRC32() (2 input parameters)
Name: ComputeCRC32
diff --git a/parser/output/raylib_api.xml b/parser/output/raylib_api.xml
index ed6880dec..c88a20bd1 100644
--- a/parser/output/raylib_api.xml
+++ b/parser/output/raylib_api.xml
@@ -672,7 +672,7 @@
-
+
@@ -1046,7 +1046,7 @@
-
+
@@ -1129,7 +1129,7 @@
-
+
diff --git a/src/raylib.h b/src/raylib.h
index 44a5653e4..0cffa4272 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -954,7 +954,7 @@ typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args);
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
-typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
+typedef bool (*SaveFileTextCallback)(const char *fileName, const char *text); // FileIO: Save text data
//------------------------------------------------------------------------------------
// Global Variables Definition
diff --git a/src/rmodels.c b/src/rmodels.c
index 25c520685..d927f4099 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -3608,16 +3608,16 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
}
// Compute mesh tangents
-// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
-// Implementation based on: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
void GenMeshTangents(Mesh *mesh)
{
- if ((mesh->vertices == NULL) || (mesh->texcoords == NULL))
+ // Check if input mesh data is useful
+ if ((mesh == NULL) || (mesh->vertices == NULL) || (mesh->texcoords == NULL) || (mesh->normals == NULL))
{
- TRACELOG(LOG_WARNING, "MESH: Tangents generation requires texcoord vertex attribute data");
+ TRACELOG(LOG_WARNING, "MESH: Tangents generation requires vertices, texcoords and normals vertex attribute data");
return;
}
+ // Allocate or reallocate tangents data
if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
else
{
@@ -3625,26 +3625,51 @@ void GenMeshTangents(Mesh *mesh)
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));
+ // Allocate temporary arrays for tangents calculation
+ Vector3 *tan1 = (Vector3 *)RL_CALLOC(mesh->vertexCount, sizeof(Vector3));
+ Vector3 *tan2 = (Vector3 *)RL_CALLOC(mesh->vertexCount, sizeof(Vector3));
- if (mesh->vertexCount % 3 != 0)
+ if (tan1 == NULL || tan2 == NULL)
{
- TRACELOG(LOG_WARNING, "MESH: vertexCount expected to be a multiple of 3. Expect uninitialized values.");
+ TRACELOG(LOG_WARNING, "MESH: Failed to allocate temporary memory for tangent calculation");
+ if (tan1) RL_FREE(tan1);
+ if (tan2) RL_FREE(tan2);
+ return;
}
- for (int i = 0; i <= mesh->vertexCount - 3; i += 3)
+ // Process all triangles of the mesh
+ // 'triangleCount' must be always valid
+ for (int t = 0; t < mesh->triangleCount; t++)
{
- // 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] };
+ // Get triangle vertex indices
+ int i0, i1, i2;
+
+ if (mesh->indices != NULL)
+ {
+ // Use indices if available
+ i0 = mesh->indices[t*3 + 0];
+ i1 = mesh->indices[t*3 + 1];
+ i2 = mesh->indices[t*3 + 2];
+ }
+ else
+ {
+ // Sequential access for non-indexed mesh
+ i0 = t*3 + 0;
+ i1 = t*3 + 1;
+ i2 = t*3 + 2;
+ }
+
+ // Get triangle vertices position
+ Vector3 v1 = { mesh->vertices[i0*3 + 0], mesh->vertices[i0*3 + 1], mesh->vertices[i0*3 + 2] };
+ Vector3 v2 = { mesh->vertices[i1*3 + 0], mesh->vertices[i1*3 + 1], mesh->vertices[i1*3 + 2] };
+ Vector3 v3 = { mesh->vertices[i2*3 + 0], mesh->vertices[i2*3 + 1], mesh->vertices[i2*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[i0*2 + 0], mesh->texcoords[i0*2 + 1] };
+ Vector2 uv2 = { mesh->texcoords[i1*2 + 0], mesh->texcoords[i1*2 + 1] };
+ Vector2 uv3 = { mesh->texcoords[i2*2 + 0], mesh->texcoords[i2*2 + 1] };
+ // Calculate triangle edges
float x1 = v2.x - v1.x;
float y1 = v2.y - v1.y;
float z1 = v2.z - v1.z;
@@ -3652,65 +3677,95 @@ void GenMeshTangents(Mesh *mesh)
float y2 = v3.y - v1.y;
float z2 = v3.z - v1.z;
+ // Calculate texture coordinate differences
float s1 = uv2.x - uv1.x;
float t1 = uv2.y - uv1.y;
float s2 = uv3.x - uv1.x;
float t2 = uv3.y - uv1.y;
+ // Calculate denominator and check for degenerate UV
float div = s1*t2 - s2*t1;
- float r = (div == 0.0f)? 0.0f : 1.0f/div;
+ float r = (fabsf(div) < 0.0001f)? 0.0f : 1.0f/div;
+ // Calculate tangent and bitangent directions
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;
- tan1[i + 2] = sdir;
+ // Accumulate tangents and bitangents for each vertex of the triangle
+ tan1[i0] = Vector3Add(tan1[i0], sdir);
+ tan1[i1] = Vector3Add(tan1[i1], sdir);
+ tan1[i2] = Vector3Add(tan1[i2], sdir);
- tan2[i + 0] = tdir;
- tan2[i + 1] = tdir;
- tan2[i + 2] = tdir;
+ tan2[i0] = Vector3Add(tan2[i0], tdir);
+ tan2[i1] = Vector3Add(tan2[i1], tdir);
+ tan2[i2] = Vector3Add(tan2[i2], tdir);
}
- // Compute tangents considering normals
+ // Calculate final tangents for each vertex
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 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;
-#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
+ // Handle zero tangent (can happen with degenerate UVs)
+ if (Vector3Length(tangent) < 0.0001f)
+ {
+ // Create a tangent perpendicular to the normal
+ if (fabsf(normal.z) > 0.707f) tangent = (Vector3){ 1.0f, 0.0f, 0.0f };
+ else tangent = Vector3Normalize((Vector3){ -normal.y, normal.x, 0.0f });
+
+ 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] = 1.0f;
+ continue;
+ }
+
+ // Gram-Schmidt orthogonalization to make tangent orthogonal to normal
+ // T_prime = T - N * dot(N, T)
+ Vector3 orthogonalized = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
+
+ // Handle cases where orthogonalized vector is too small
+ if (Vector3Length(orthogonalized) < 0.0001f)
+ {
+ // Create a tangent perpendicular to the normal
+ if (fabsf(normal.z) > 0.707f) orthogonalized = (Vector3){ 1.0f, 0.0f, 0.0f };
+ else orthogonalized = Vector3Normalize((Vector3){ -normal.y, normal.x, 0.0f });
+ }
+ else
+ {
+ // Normalize the orthogonalized tangent
+ orthogonalized = Vector3Normalize(orthogonalized);
+ }
+
+ // Store the calculated tangent
+ mesh->tangents[i*4 + 0] = orthogonalized.x;
+ mesh->tangents[i*4 + 1] = orthogonalized.y;
+ mesh->tangents[i*4 + 2] = orthogonalized.z;
+
+ // Calculate the handedness (w component)
+ mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, orthogonalized), tan2[i]) < 0.0f)? -1.0f : 1.0f;
}
+ // Free temporary arrays
RL_FREE(tan1);
RL_FREE(tan2);
+ // Update vertex buffers if available
if (mesh->vboId != NULL)
{
if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
{
- // Update existing vertex buffer
+ // Update existing tangent vertex buffer
rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0);
}
else
{
- // Load a new tangent attributes buffer
+ // Create new tangent vertex buffer
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
}
+ // Set up vertex attributes for shader
rlEnableVertexArray(mesh->vaoId);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT);