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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MIKKWRAP
#define INCLUDED_MIKKWRAP
#include "graphics/MeshManager.h"
#include "graphics/ModelDef.h"
#include "third_party/mikktspace/mikktspace.h"
#include <vector>
class MikkTSpace
{
public:
MikkTSpace(const CModelDefPtr& m, std::vector<float>& v, bool gpuSkinning);
void Generate();
private:
SMikkTSpaceInterface m_Interface;
SMikkTSpaceContext m_Context;
const CModelDefPtr& m_Model;
std::vector<float>& m_NewVertices;
bool m_GpuSkinning;
/**
* @param[in] pContext - Pointer to the MikkTSpace context.
* @returns - the number of faces (triangles/quads) on the mesh to be processed.
*/
static int GetNumFaces(const SMikkTSpaceContext* pContext);
/**
* @param[in] pContext - Pointer to the MikkTSpace context.
* @param[in] iFace - Number in the range { 0, 1, ..., getNumFaces() - 1 }.
* @returns - the number of faces (triangles/quads) on the mesh to be processed.
*/
static int GetNumVerticesOfFace(const SMikkTSpaceContext* pContext, const int iFace);
/**
* @param[in] pContext - Pointer to the MikkTSpace context.
* @returns - The MikkTSpace.
*/
static MikkTSpace* GetUserDataFromContext(const SMikkTSpaceContext* pContext);
/**
* @param[in] pContext - Pointer to the MikkTSpace context.
* @param[in] iFace - Number in the range { 0, 1, ..., getNumFaces() - 1 }.
* @param[in] iVert - Number in the range { 0, 1, 2 } for triangles and { 0, 1, 2, 3 } for quads.
* @returns - The MikkTSpace.
*/
static SModelVertex GetVertex(const SMikkTSpaceContext* pContext, const int iFace, const int iVert);
/**
* @param[in] pContext - Pointer to the MikkTSpace context.
* @param[out] fvPosOut - The array containing the face.
* @param[in] iFace - Number in the range { 0, 1, ..., getNumFaces() - 1 }.
* @param[in] iVert - Number in the range { 0, 1, 2 } for triangles and { 0, 1, 2, 3 } for quads.
*/
static void GetPosition(const SMikkTSpaceContext* pContext,
float* fvPosOut, const int iFace, const int iVert);
/**
* @param[in] pContext - Pointer to the MikkTSpace context.
* @param[out] fvNormOut iVert - The array containing the normal.
* @param[in] iFace - Number in the range { 0, 1, ..., getNumFaces() - 1 }.
* @param[in] iVert - Number in the range { 0, 1, 2 } for triangles and { 0, 1, 2, 3 } for quads.
*/
static void GetNormal(const SMikkTSpaceContext* pContext,
float* fvNormOut, const int iFace, const int iVert);
/**
* @param[in] pContext - Pointer to the MikkTSpace context.
* @param[out] fvTexcOut iVert - Array containing the UV.
* @param[in] iFace - Number in the range { 0, 1, ..., getNumFaces() - 1 }.
* @param[in] iVert - Number in the range { 0, 1, 2 } for triangles and { 0, 1, 2, 3 } for quads.
*/
static void GetTexCoord(const SMikkTSpaceContext* pContext,
float* fvTexcOut, const int iFace, const int iVert);
/**
* @brief This function is used to return tangent space results to the application.
* For normal maps it is sufficient to use the following simplified version of the bitangent which is generated at pixel/vertex level.
* fSign = bIsOrientationPreserving ? 1.0f : (-1.0f);
* bitangent = fSign * cross(vN, tangent);
* @param[in] pContext - Pointer to the MikkTSpace context.
* @param[in] fvTangent - fvTangent - The tangent vector.
* @param[in] fvBiTangent - The "real" bitangent vector. Not be perpendicular to fvTangent. However, both are perpendicular to the vertex normal.
* @param[in] fMagS - magniture of the fvTangent vector.
* @param[in] fMagT - magniture of the fvBiTangent vector.
* @param[in] bIsOrientationPreserving - Whether the orientation should be preserved.
* @param[in] iFace - Number in the range {0,1,2} for triangles and {0,1,2,3} for quads.
* @param[in] iVert - Array containing the position vector of the face.
*/
static void SetTSpace(const SMikkTSpaceContext* pContext, const float* fvTangent,
const float* UNUSED(fvBiTangent), const float UNUSED(fMagS), const float UNUSED(fMagT),
const tbool bIsOrientationPreserving, const int iFace, const int iVert);
};
#endif // INCLUDED_MIKKWRAP
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