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+<hr><h1>tangent_space_build.cpp</h1><a href="tangent__space__build_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026
+00027 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00028
+00029 <font class="preprocessor">#include "<a class="code" href="tangent__space__build_8h.html">3d/tangent_space_build.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="3d_2primitive__block_8h.html">3d/primitive_block.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="vertex__buffer_8h.html">3d/vertex_buffer.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="triangle_8h.html">nel/misc/triangle.h</a>"</font>
+00033
+00034
+00035
+00036 <font class="keyword">namespace </font>NL3D
+00037 {
+00038
+00039
+00040 <font class="comment">//========================================================================================================================</font>
+00044 <font class="comment"></font><font class="keyword">static</font> uint <a class="code" href="namespaceNL3D.html#a458">DuplicateMBAndAddTexCoord</a>(CMesh::CMeshBuild &amp;outMeshBuild, <font class="keyword">const</font> CMesh::CMeshBuild &amp;inMeshBuild)
+00045 {
+00046 outMeshBuild = inMeshBuild;
+00047 uint numTexCoord = 0;
+00048 <font class="keywordflow">for</font> (uint k = CVertexBuffer::FirstTexCoordValue; k &lt;= CVertexBuffer::FirstTexCoordValue; ++k)
+00049 {
+00050 <font class="keywordflow">if</font> (inMeshBuild.VertexFlags &amp; (1 &lt;&lt; k)) numTexCoord = 1 + k - CVertexBuffer::FirstTexCoordValue;
+00051 }
+00052 <font class="keywordflow">if</font> (numTexCoord == CVertexBuffer::MaxStage) <font class="keywordflow">return</font> 0;
+00053 outMeshBuild.VertexFlags = inMeshBuild.VertexFlags | (1 &lt;&lt; (numTexCoord + CVertexBuffer::FirstTexCoordValue));
+00054 outMeshBuild.NumCoords[numTexCoord] = 3;
+00055 <font class="keywordflow">return</font> numTexCoord;
+00056 }
+00057
+00058 <font class="comment">//========== Build one tangent space vector ==================</font>
+00059 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a459">BuildTGSpaceVect</a>(<font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;normal, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;sGrad, <a class="code" href="classNLMISC_1_1CUVW.html">NLMISC::CUVW</a> &amp;result)
+00060 {
+00061 <font class="comment">// start normalizing the basis</font>
+00062 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a> = (sGrad - ((sGrad * normal) * normal)).normed();
+00063 result.<a class="code" href="classNLMISC_1_1CUVW.html#m0">U</a> = res.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>;
+00064 result.<a class="code" href="classNLMISC_1_1CUVW.html#m1">V</a> = res.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>;
+00065 result.<a class="code" href="classNLMISC_1_1CUVW.html#m2">W</a> = res.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>;
+00066 }
+00067
+00068 <font class="comment">//========== build one tri from a vb and 3 index in it=================</font>
+00069 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a460">BuildTriFromMB</a>(<font class="keyword">const</font> CMesh::CMeshBuild &amp;mb, <font class="keyword">const</font> uint <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>[3], <a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> &amp;tri)
+00070 {
+00071 tri.<a class="code" href="classNLMISC_1_1CTriangle.html#m0">V0</a> = mb.Vertices[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>[0]];
+00072 tri.<a class="code" href="classNLMISC_1_1CTriangle.html#m1">V1</a> = mb.Vertices[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>[1]];
+00073 tri.<a class="code" href="classNLMISC_1_1CTriangle.html#m2">V2</a> = mb.Vertices[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>[2]];
+00074 }
+00075
+00076
+00077 <font class="comment">//========================================================================================================================</font>
+00078 <font class="keywordtype">bool</font> <a class="code" href="namespaceNL3D.html#a461">BuildTangentSpace</a>(CMesh::CMeshBuild &amp;outMeshBuild, <font class="keyword">const</font> CMesh::CMeshBuild &amp;inMeshBuild)
+00079 {
+00080 <font class="keyword">static</font> <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CUVW.html">NLMISC::CUVW</a> NullUVW(0, 0, 0); <font class="comment">// todo add this directly in the CUVW class (for next compile ...)</font>
+00081
+00083 <a class="code" href="debug_8h.html#a6">nlassert</a>(&amp;outMeshBuild != &amp;inMeshBuild);
+00084 uint tgSpaceStage = <a class="code" href="namespaceNL3D.html#a458">DuplicateMBAndAddTexCoord</a>(outMeshBuild, inMeshBuild); <font class="comment">// format the resulting vb </font>
+00085 <font class="keywordflow">if</font> (tgSpaceStage == 0) <font class="keywordflow">return</font> <font class="keyword">false</font>; <font class="comment">// unable to create the vb</font>
+00086
+00087 uint <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>, m, n, k; <font class="comment">// some loop counters</font>
+00088
+00089 <font class="comment">// Tells for each vertex what faces belong to it </font>
+00090 std::vector&lt;std::vector&lt;uint&gt; &gt; VertToFace(inMeshBuild.Vertices.size());
+00091
+00092 <font class="comment">// fill VertToFace</font>
+00093 <font class="keywordflow">for</font> (<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a> = 0; <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a> &lt; inMeshBuild.Faces.size(); ++<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>)
+00094 {
+00095 <font class="keywordflow">for</font> (m = 0; m &lt; 3; ++m)
+00096 {
+00097 outMeshBuild.Faces[<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>].Corner[m].Uvws[tgSpaceStage] = <a class="code" href="classNLMISC_1_1CUVW.html">NLMISC::CUVW</a>(0, 0, 0);
+00098 VertToFace[outMeshBuild.Faces[<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>].Corner[m].Vertex].push_back(<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>);
+00099 }
+00100 }
+00101
+00102 <font class="comment">/* TODO: debug this version</font>
+00103 <font class="comment"> std::vector&lt;NLMISC::CVector&gt; SGradArray(outMeshBuild.Faces.size()); // SGradient for each face </font>
+00104 <font class="comment"></font>
+00105 <font class="comment"> // compute sGradient for each face</font>
+00106 <font class="comment"> for (k = 0; k &lt; outMeshBuild.Faces.size(); ++k)</font>
+00107 <font class="comment"> {</font>
+00108 <font class="comment"> CMesh::CFace &amp;f = outMeshBuild.Faces[k];</font>
+00109 <font class="comment"> NLMISC::CTriangle tri; </font>
+00110 <font class="comment"> tri.V0 = outMeshBuild.Vertices[f.Corner[0].Vertex];</font>
+00111 <font class="comment"> tri.V1 = outMeshBuild.Vertices[f.Corner[1].Vertex];</font>
+00112 <font class="comment"> tri.V2 = outMeshBuild.Vertices[f.Corner[2].Vertex];</font>
+00113 <font class="comment"> tri.computeGradient(f.Corner[0].Uvws[0].U, </font>
+00114 <font class="comment"> f.Corner[1].Uvws[0].U,</font>
+00115 <font class="comment"> f.Corner[2].Uvws[0].U, SGradArray[k]);</font>
+00116 <font class="comment"> SGradArray[k].normalize(); </font>
+00117 <font class="comment"> }</font>
+00118 <font class="comment"></font>
+00119 <font class="comment"></font>
+00120 <font class="comment"> // for each triangle, add the S gradient contribution to any neighbour vertex for which the owning face has TexCoords that do not mirror with that face</font>
+00121 <font class="comment"> for (k = 0; k &lt; outMeshBuild.Faces.size(); ++k)</font>
+00122 <font class="comment"> {</font>
+00123 <font class="comment"> CMesh::CFace &amp;f = outMeshBuild.Faces[k];</font>
+00124 <font class="comment"> for (l = 0; l &lt; 3; ++l)</font>
+00125 <font class="comment"> {</font>
+00126 <font class="comment"> const std::vector&lt;uint&gt; &amp;neighbours = VertToFace[f.Corner[l].Vertex];</font>
+00127 <font class="comment"> for (m = 0; m &lt; neighbours.size(); ++m)</font>
+00128 <font class="comment"> {</font>
+00129 <font class="comment"> // other face must share smoothgroups with this one</font>
+00130 <font class="comment"> if (f.SmoothGroup &amp; outMeshBuild.Faces[neighbours[m]].SmoothGroup)</font>
+00131 <font class="comment"> { </font>
+00132 <font class="comment"> // test if the other face UVs are not mirroring the current ones..</font>
+00133 <font class="comment"> float dp = SGradArray[k] * SGradArray[neighbours[m]];</font>
+00134 <font class="comment"> if (dp &gt; 0.f)</font>
+00135 <font class="comment"> {</font>
+00136 <font class="comment"> f.Corner[l].Uvws[tgSpaceStage] += NLMISC::CUVW(SGradArray[neighbours[m]].x, SGradArray[neighbours[m]].y, SGradArray[neighbours[m]].z);</font>
+00137 <font class="comment"> }</font>
+00138 <font class="comment"> }</font>
+00139 <font class="comment"> }</font>
+00140 <font class="comment"> }</font>
+00141 <font class="comment"> }</font>
+00142 <font class="comment"></font>
+00143 <font class="comment"> // normalize each tangent space vector</font>
+00144 <font class="comment"> for (k = 0; k &lt; outMeshBuild.Faces.size(); ++k)</font>
+00145 <font class="comment"> {</font>
+00146 <font class="comment"> CMesh::CFace &amp;f = outMeshBuild.Faces[k];</font>
+00147 <font class="comment"> for (l = 0; l &lt; 3; ++l) </font>
+00148 <font class="comment"> {</font>
+00149 <font class="comment"> CMesh::CCorner &amp;c = f.Corner[l];</font>
+00150 <font class="comment"> CVector tgs(c.Uvws[tgSpaceStage].U, c.Uvws[tgSpaceStage].V, c.Uvws[tgSpaceStage].W);</font>
+00151 <font class="comment"> tgs = (tgs - (tgs * c.Normal) * c.Normal).normed();</font>
+00152 <font class="comment"> c.Uvws[tgSpaceStage].U = tgs.x;</font>
+00153 <font class="comment"> c.Uvws[tgSpaceStage].V = tgs.y;</font>
+00154 <font class="comment"> c.Uvws[tgSpaceStage].W = tgs.z;</font>
+00155 <font class="comment"> }</font>
+00156 <font class="comment"> }</font>
+00157 <font class="comment">*/</font>
+00158
+00159 <font class="comment">// Old tangent space version (no support for mirrored textures ..)</font>
+00160 <font class="keywordflow">for</font> (<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a> = 0; <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a> &lt; inMeshBuild.Faces.size(); ++<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>)
+00161 {
+00162
+00163 CMesh::CFace &amp;curF = outMeshBuild.Faces[<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>];
+00164
+00165
+00166 <font class="comment">// Build each tangent space vector if needed</font>
+00167 <font class="keywordflow">for</font> (m = 0; m &lt; 3; ++m)
+00168 {
+00169 uint vertIndex = outMeshBuild.Faces[<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>].Corner[m].Vertex;
+00170 <font class="keywordtype">bool</font> found = <font class="keyword">false</font>;
+00171 <a class="code" href="classNLMISC_1_1CUVW.html">NLMISC::CUVW</a> *tsv=0; <font class="comment">// a previously computed tangent space vector</font>
+00172 <font class="comment">// Test wether it hasn't been built before, by looking in each corner of each face that share that vertex</font>
+00173 <font class="keywordflow">for</font> (n = 0; n &lt; VertToFace[vertIndex].size() &amp;&amp; !found; ++n)
+00174 {
+00175 CMesh::CFace &amp;f = outMeshBuild.Faces[VertToFace[vertIndex][n]]; <font class="comment">// ref to the current face</font>
+00176 <font class="keywordflow">for</font> (k = 0; k &lt; 3; ++k)
+00177 {
+00178 <font class="comment">// can only share with corners that are equal to this one</font>
+00179 <font class="keywordflow">if</font> (f.Corner[k].Vertex == curF.Corner[m].Vertex) <font class="comment">// same position</font>
+00180 {
+00181 <font class="keywordflow">if</font> (f.Corner[k].Uvws[tgSpaceStage] != NullUVW) <font class="comment">// must have built the tangent space vector previously.</font>
+00182 {
+00183 <font class="keywordflow">if</font> (f.Corner[k].Normal == curF.Corner[m].Normal
+00184 &amp;&amp; f.Corner[k].Uvws[0] == curF.Corner[m].Uvws[0]
+00185 )
+00186 {
+00187 <font class="comment">// no texture and normal discontinuity</font>
+00188 found = <font class="keyword">true</font>;
+00189 tsv = &amp;f.Corner[k].Uvws[tgSpaceStage];
+00190 }
+00191 }
+00192 }
+00193 }
+00194 }
+00195
+00196 <font class="keywordflow">if</font> (!found)
+00197 {
+00198 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> grad(0, 0, 0);
+00199 <font class="comment">// walk all the triangles around this vertex to sum the gradients</font>
+00200 <font class="comment">// Get the s coordinate gradient over that triangle</font>
+00201 <font class="keywordflow">for</font> (n = 0; n &lt; VertToFace[vertIndex].size(); ++n)
+00202 {
+00203 CMesh::CFace &amp;f = outMeshBuild.Faces[VertToFace[vertIndex][n]]; <font class="comment">// ref to the current face</font>
+00204
+00205 <font class="comment">// before to sum this face gradient, make sure there's no normal or mapping discontinuity</font>
+00206 <font class="keywordtype">bool</font> canShare = <font class="keyword">true</font>;
+00207 <font class="keywordflow">for</font> (k = 0; k &lt; 3; ++k)
+00208 {
+00209 <font class="comment">// can only share with corners that are equal to this one</font>
+00210 <font class="keywordflow">if</font> (f.Corner[k].Vertex == curF.Corner[m].Vertex) <font class="comment">// same position</font>
+00211 {
+00212 <font class="keywordflow">if</font> (!(f.Corner[k].Normal == curF.Corner[m].Normal
+00213 &amp;&amp; f.Corner[k].Uvws[0] == curF.Corner[m].Uvws[0]
+00214 )
+00215 )
+00216 {
+00217 canShare = <font class="keyword">false</font>;
+00218 <font class="keywordflow">break</font>;
+00219 }
+00220 }
+00221 }
+00222
+00223 <font class="keywordflow">if</font> (!canShare) <font class="keywordflow">continue</font>;
+00224
+00225 <font class="comment">// Get indices of vertices of current tri</font>
+00226 <font class="keyword">const</font> uint indices[] = { f.Corner[0].Vertex,
+00227 f.Corner[1].Vertex,
+00228 f.Corner[2].Vertex };
+00229 <a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> tri;
+00230 <font class="comment">// Build it</font>
+00231 <a class="code" href="namespaceNL3D.html#a460">BuildTriFromMB</a>(outMeshBuild, indices, tri);
+00232 <font class="comment">// Get s coordinates for each corner</font>
+00233 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>[3];
+00234 <font class="keywordflow">for</font> (k = 0; k &lt; 3; ++k)
+00235 {
+00236 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>[k] = f.Corner[k].Uvws[0].U;
+00237 }
+00238
+00239 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> sGrad;
+00240 tri.<a class="code" href="classNLMISC_1_1CTriangle.html#a3">computeGradient</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>[0], <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>[1], <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>[2], sGrad);
+00241 grad += ((tri.<a class="code" href="classNLMISC_1_1CTriangle.html#m1">V1</a> - tri.<a class="code" href="classNLMISC_1_1CTriangle.html#m0">V0</a>) ^ (tri.<a class="code" href="classNLMISC_1_1CTriangle.html#m2">V2</a> - tri.<a class="code" href="classNLMISC_1_1CTriangle.html#m0">V0</a>)).<a class="code" href="classNLMISC_1_1CVector.html#z331_2">norm</a>() * sGrad; <font class="comment">// ponderate by twice the area</font>
+00242 }
+00243 grad.<a class="code" href="classNLMISC_1_1CVector.html#z331_4">normalize</a>();
+00244
+00245 <font class="comment">// build new tangent space vector</font>
+00246 <a class="code" href="namespaceNL3D.html#a459">BuildTGSpaceVect</a>(inMeshBuild.Faces[<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>].Corner[m].Normal, grad, curF.Corner[m].Uvws[tgSpaceStage]);
+00247 }
+00248 <font class="keywordflow">else</font>
+00249 {
+00250 <font class="comment">// use previously built vector</font>
+00251 curF.Corner[m].Uvws[tgSpaceStage] = *tsv;
+00252 }
+00253 }
+00254 }
+00255 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00256 }
+00257
+00258
+00259
+00260
+00261
+00262 }
+</pre></div>
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