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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 &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>
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