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class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<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 &outMeshBuild, <font class="keyword">const</font> CMesh::CMeshBuild &inMeshBuild) +00045 { +00046 outMeshBuild = inMeshBuild; +00047 uint numTexCoord = 0; +00048 <font class="keywordflow">for</font> (uint k = CVertexBuffer::FirstTexCoordValue; k <= CVertexBuffer::FirstTexCoordValue; ++k) +00049 { +00050 <font class="keywordflow">if</font> (inMeshBuild.VertexFlags & (1 << 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 << (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> &normal, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &sGrad, <a class="code" href="classNLMISC_1_1CUVW.html">NLMISC::CUVW</a> &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 &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> &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 &outMeshBuild, <font class="keyword">const</font> CMesh::CMeshBuild &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>(&outMeshBuild != &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<std::vector<uint> > 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> < inMeshBuild.Faces.size(); ++<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>) +00094 { +00095 <font class="keywordflow">for</font> (m = 0; m < 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<NLMISC::CVector> 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 < outMeshBuild.Faces.size(); ++k)</font> +00107 <font class="comment"> {</font> +00108 <font class="comment"> CMesh::CFace &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 < outMeshBuild.Faces.size(); ++k)</font> +00122 <font class="comment"> {</font> +00123 <font class="comment"> CMesh::CFace &f = outMeshBuild.Faces[k];</font> +00124 <font class="comment"> for (l = 0; l < 3; ++l)</font> +00125 <font class="comment"> {</font> +00126 <font class="comment"> const std::vector<uint> &neighbours = VertToFace[f.Corner[l].Vertex];</font> +00127 <font class="comment"> for (m = 0; m < 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 & 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 > 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 < outMeshBuild.Faces.size(); ++k)</font> +00145 <font class="comment"> {</font> +00146 <font class="comment"> CMesh::CFace &f = outMeshBuild.Faces[k];</font> +00147 <font class="comment"> for (l = 0; l < 3; ++l) </font> +00148 <font class="comment"> {</font> +00149 <font class="comment"> CMesh::CCorner &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> < inMeshBuild.Faces.size(); ++<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>) +00161 { +00162 +00163 CMesh::CFace &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 < 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 < VertToFace[vertIndex].size() && !found; ++n) +00174 { +00175 CMesh::CFace &f = outMeshBuild.Faces[VertToFace[vertIndex][n]]; <font class="comment">// ref to the current face</font> +00176 <font class="keywordflow">for</font> (k = 0; k < 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 && 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 = &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 < VertToFace[vertIndex].size(); ++n) +00202 { +00203 CMesh::CFace &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 < 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 && 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 < 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> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |