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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace 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 3 of the License, or
(at your option) any later version.
AstroMenace 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 AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "Model3D.h"
#include "../RendererInterface/RendererInterface.h"
//-----------------------------------------------------------------------------
// Конструктор
//-----------------------------------------------------------------------------
eObjectBlock::eObjectBlock(void)
{
VertexFormat = 0;
VertexStride = 0;
VertexCount = 0;
DrawType = 0;
RangeStart = 0;
Location = Rotation = VECTOR3D(0.0f,0.0f,0.0f);
NeedGeometryAnimation = NeedTextureAnimation = false;
GeometryAnimation = TextureAnimation = VECTOR3D(0.0f,0.0f,0.0f);
NeedDestroyDataInObjectBlock = false;
VertexBuffer = 0;
VBO = 0;
IndexBuffer = 0;
IBO = 0;
VAO = 0;
VertexBufferLimitedBySizeTriangles = 0;
VertexBufferLimitedBySizeTrianglesCount = 0;
ShaderType = 1;
for (int i=0; i<16; i++) ShaderData[i] = 0;
}
//-----------------------------------------------------------------------------
// Деструктор
//-----------------------------------------------------------------------------
eObjectBlock::~eObjectBlock(void)
{
// если нужно, удаляем с блоком
if (NeedDestroyDataInObjectBlock)
{
if (VertexBuffer != 0)
{
delete [] VertexBuffer; VertexBuffer = 0;
}
if (VBO != 0)
{
vw_DeleteVBO(*VBO); delete VBO; VBO = 0;
}
if (IndexBuffer != 0)
{
delete [] IndexBuffer; IndexBuffer = 0;
}
if (IBO != 0)
{
vw_DeleteVBO(*IBO); delete IBO; IBO = 0;
}
if (VAO != 0)
{
vw_DeleteVAO(*VAO); delete VAO; VAO = 0;
}
// память для VertexBufferLimitedBySizeTriangles никогда не должена быть выделена в конкретном объекте,
// только в моделе его удаляем только в деструкторе eModel3D, т.к. он там создается
}
}
//-----------------------------------------------------------------------------
// Конструктор
//-----------------------------------------------------------------------------
eModel3D::eModel3D(void)
{
Name = 0;
DrawObjectList = 0;
DrawObjectCount = 0;
GlobalVertexBuffer = 0;
GlobalVBO = 0;
GlobalIndexBuffer = 0;
GlobalIBO = 0;
GlobalVAO = 0;
Next = 0;
Prev = 0;
vw_AttachModel3D(this);
}
//-----------------------------------------------------------------------------
// Деструктор
//-----------------------------------------------------------------------------
eModel3D::~eModel3D(void)
{
if (Name != 0) {delete [] Name; Name = 0;}
if (DrawObjectList != 0)
{
for (int i=0; i<DrawObjectCount; i++)
{
// удаляем только если это не ссылка на вертекс буфер блока
if ((DrawObjectList[i].VertexBufferLimitedBySizeTriangles != 0) && (DrawObjectList[i].VertexBufferLimitedBySizeTriangles != DrawObjectList[i].VertexBuffer))
{
delete [] DrawObjectList[i].VertexBufferLimitedBySizeTriangles;
DrawObjectList[i].VertexBufferLimitedBySizeTriangles = 0;
}
if ((DrawObjectList[i].VertexBuffer != 0) && (DrawObjectList[i].VertexBuffer != GlobalVertexBuffer))
{
delete [] DrawObjectList[i].VertexBuffer;
DrawObjectList[i].VertexBuffer = 0;
}
if ((DrawObjectList[i].IndexBuffer != 0) && (DrawObjectList[i].IndexBuffer != GlobalIndexBuffer))
{
delete [] DrawObjectList[i].IndexBuffer;
DrawObjectList[i].IndexBuffer = 0;
}
if ((DrawObjectList[i].VBO != 0) && (DrawObjectList[i].VBO != GlobalVBO))
{
vw_DeleteVBO(*DrawObjectList[i].VBO);
delete DrawObjectList[i].VBO; DrawObjectList[i].VBO = 0;
}
if ((DrawObjectList[i].IBO != 0) && (DrawObjectList[i].IBO != GlobalIBO))
{
vw_DeleteVBO(*DrawObjectList[i].IBO);
delete DrawObjectList[i].IBO; DrawObjectList[i].IBO = 0;
}
if ((DrawObjectList[i].VAO != 0) && (DrawObjectList[i].VAO != GlobalVAO))
{
vw_DeleteVAO(*DrawObjectList[i].VAO);
delete DrawObjectList[i].VAO; DrawObjectList[i].VAO = 0;
}
}
delete [] DrawObjectList; DrawObjectList = 0;
}
if (GlobalVertexBuffer != 0)
{
delete [] GlobalVertexBuffer; GlobalVertexBuffer = 0;
}
if (GlobalVBO != 0)
{
vw_DeleteVBO(*GlobalVBO); delete GlobalVBO; GlobalVBO=0;
}
if (GlobalIndexBuffer != 0)
{
delete [] GlobalIndexBuffer; GlobalIndexBuffer = 0;
}
if (GlobalIBO != 0)
{
vw_DeleteVBO(*GlobalIBO); delete GlobalIBO; GlobalIBO=0;
}
if (GlobalVAO != 0)
{
vw_DeleteVAO(*GlobalVAO); delete GlobalVAO; GlobalVAO=0;
}
DrawObjectCount = 0;
vw_DetachModel3D(this);
}
//-----------------------------------------------------------------------------
// создание вертекс и индекс буферов для каждого блока модели
//-----------------------------------------------------------------------------
void eModel3D::CreateObjectsBuffers()
{
for (int i=0; i<DrawObjectCount; i++)
{
// создаем вертексный буфер блока
DrawObjectList[i].VertexBuffer = new float[DrawObjectList[i].VertexStride*DrawObjectList[i].VertexCount];
for (int j=0; j<DrawObjectList[i].VertexCount; j++)
{
memcpy(DrawObjectList[i].VertexBuffer+DrawObjectList[i].VertexStride*j,
GlobalVertexBuffer+GlobalIndexBuffer[DrawObjectList[i].RangeStart+j]*DrawObjectList[i].VertexStride,
DrawObjectList[i].VertexStride*sizeof(float));
}
// создаем индексный буфер блока
DrawObjectList[i].IndexBuffer = new unsigned int[DrawObjectList[i].VertexCount];
for (int j=0; j<DrawObjectList[i].VertexCount; j++) DrawObjectList[i].IndexBuffer[j] = j;
// т.к. у нас отдельные буферы, то начало идет с нуля теперь
DrawObjectList[i].RangeStart = 0;
}
}
//-----------------------------------------------------------------------------
// создаем все поддерживаемые буферы (VAO, VBO, IBO)
//-----------------------------------------------------------------------------
void eModel3D::CreateHardwareBuffers()
{
// делаем общее VBO
GlobalVBO = new unsigned int;
if (!vw_BuildVBO(GlobalVertexCount, GlobalVertexBuffer, DrawObjectList[0].VertexStride, GlobalVBO))
{
delete GlobalVBO; GlobalVBO=0;
}
// делаем общий IBO
GlobalIBO = new unsigned int;
if (!vw_BuildIBO(GlobalIndexCount, GlobalIndexBuffer, GlobalIBO))
{
delete GlobalIBO; GlobalIBO=0;
}
GlobalVAO = new unsigned int;
if (!vw_BuildVAO(GlobalVAO, GlobalIndexCount, DrawObjectList[0].VertexFormat, GlobalVertexBuffer,
DrawObjectList[0].VertexStride*sizeof(float), GlobalVBO, 0,
GlobalIndexBuffer, GlobalIBO))
{
delete GlobalVAO; GlobalVAO=0;
}
// создаем буферы для каждого объекта
for (int i=0; i<DrawObjectCount; i++)
{
// делаем VBO
DrawObjectList[i].VBO = new unsigned int;
if (!vw_BuildVBO(DrawObjectList[i].VertexCount, DrawObjectList[i].VertexBuffer, DrawObjectList[i].VertexStride, DrawObjectList[i].VBO))
{
delete DrawObjectList[i].VBO; DrawObjectList[i].VBO=0;
}
// делаем IBO
DrawObjectList[i].IBO = new unsigned int;
if (!vw_BuildIBO(DrawObjectList[i].VertexCount, DrawObjectList[i].IndexBuffer, DrawObjectList[i].IBO))
{
delete DrawObjectList[i].IBO; DrawObjectList[i].IBO=0;
}
// делаем VAO
DrawObjectList[i].VAO = new unsigned int;
if (!vw_BuildVAO(DrawObjectList[i].VAO, DrawObjectList[i].VertexCount, DrawObjectList[i].VertexFormat, DrawObjectList[i].VertexBuffer,
DrawObjectList[i].VertexStride*sizeof(float), DrawObjectList[i].VBO,
DrawObjectList[i].RangeStart, DrawObjectList[i].IndexBuffer, DrawObjectList[i].IBO))
{
delete DrawObjectList[i].VAO; DrawObjectList[i].VAO=0;
}
}
}
//-----------------------------------------------------------------------------
// рекурсивно создаем VertexBufferLimitedBySizeTriangles
//-----------------------------------------------------------------------------
int RecursiveBufferLimitedBySizeTriangles(float Point1[8], float Point2[8], float Point3[8], int Stride, float *VertexBuffer, int *CurrentPosition, float TriangleSizeLimit)
{
// подсчитываем длину сторон, если они меньше чем необходимый минимум - выходим с 1
float Dist1 = sqrtf((Point1[0]-Point2[0])*(Point1[0]-Point2[0]) + (Point1[1]-Point2[1])*(Point1[1]-Point2[1]) + (Point1[2]-Point2[2])*(Point1[2]-Point2[2]));
float Dist2 = sqrtf((Point2[0]-Point3[0])*(Point2[0]-Point3[0]) + (Point2[1]-Point3[1])*(Point2[1]-Point3[1]) + (Point2[2]-Point3[2])*(Point2[2]-Point3[2]));
float Dist3 = sqrtf((Point3[0]-Point1[0])*(Point3[0]-Point1[0]) + (Point3[1]-Point1[1])*(Point3[1]-Point1[1]) + (Point3[2]-Point1[2])*(Point3[2]-Point1[2]));
if ((Dist1<=TriangleSizeLimit) && (Dist2<=TriangleSizeLimit) && (Dist3<=TriangleSizeLimit))
{
// добавляем в новую последовательность треугольник
if ((VertexBuffer != 0) && (CurrentPosition != 0))
{
memcpy(VertexBuffer+(*CurrentPosition), Point1, sizeof(float)*8);
*CurrentPosition += Stride;
memcpy(VertexBuffer+(*CurrentPosition), Point2, sizeof(float)*8);
*CurrentPosition += Stride;
memcpy(VertexBuffer+(*CurrentPosition), Point3, sizeof(float)*8);
*CurrentPosition += Stride;
}
return 1;
}
// одна из сторон больше, ищем наибольшую, делим ее пополам и идем дальше в рекурсию
if ((Dist1 > Dist2) && (Dist1 > Dist3))
{
float Point_A[8]={(Point1[0]+Point2[0])/2.0f,
(Point1[1]+Point2[1])/2.0f,
(Point1[2]+Point2[2])/2.0f,
(Point1[3]+Point2[3])/2.0f,
(Point1[4]+Point2[4])/2.0f,
(Point1[5]+Point2[5])/2.0f,
(Point1[6]+Point2[6])/2.0f,
(Point1[7]+Point2[7])/2.0f};
return RecursiveBufferLimitedBySizeTriangles(Point1, Point_A, Point3, Stride, VertexBuffer, CurrentPosition, TriangleSizeLimit)
+ RecursiveBufferLimitedBySizeTriangles(Point_A, Point2, Point3, Stride, VertexBuffer, CurrentPosition, TriangleSizeLimit);
}
else
if ((Dist2 > Dist1) && (Dist2 > Dist3))
{
float Point_A[8]={(Point2[0]+Point3[0])/2.0f,
(Point2[1]+Point3[1])/2.0f,
(Point2[2]+Point3[2])/2.0f,
(Point2[3]+Point3[3])/2.0f,
(Point2[4]+Point3[4])/2.0f,
(Point2[5]+Point3[5])/2.0f,
(Point2[6]+Point3[6])/2.0f,
(Point2[7]+Point3[7])/2.0f};
return RecursiveBufferLimitedBySizeTriangles(Point1, Point2, Point_A, Stride, VertexBuffer, CurrentPosition, TriangleSizeLimit)
+ RecursiveBufferLimitedBySizeTriangles(Point1, Point_A, Point3, Stride, VertexBuffer, CurrentPosition, TriangleSizeLimit);
}
else
{
float Point_A[8]={(Point3[0]+Point1[0])/2.0f,
(Point3[1]+Point1[1])/2.0f,
(Point3[2]+Point1[2])/2.0f,
(Point3[3]+Point1[3])/2.0f,
(Point3[4]+Point1[4])/2.0f,
(Point3[5]+Point1[5])/2.0f,
(Point3[6]+Point1[6])/2.0f,
(Point3[7]+Point1[7])/2.0f};
return RecursiveBufferLimitedBySizeTriangles(Point1, Point2, Point_A, Stride, VertexBuffer, CurrentPosition, TriangleSizeLimit)
+ RecursiveBufferLimitedBySizeTriangles(Point_A, Point2, Point3, Stride, VertexBuffer, CurrentPosition, TriangleSizeLimit);
}
}
void eModel3D::CreateVertexBufferLimitedBySizeTriangles(float TriangleSizeLimit)
{
// если преобразования делать не требуется - устанавливаем ссылку на обуфер блока и выходим
if (TriangleSizeLimit <= 0.0f)
{
for (int i=0; i<DrawObjectCount; i++)
{
DrawObjectList[i].VertexBufferLimitedBySizeTrianglesCount = DrawObjectList[i].VertexCount;
DrawObjectList[i].VertexBufferLimitedBySizeTriangles = DrawObjectList[i].VertexBuffer;
}
return;
}
// первый вызов - считаем кол-во точек, для выделения памяти на новый буфер
for (int i=0; i<DrawObjectCount; i++)
{
DrawObjectList[i].VertexBufferLimitedBySizeTrianglesCount = 0;
// перебираем по треугольникам (3 точки)
for (int j=0; j<DrawObjectList[i].VertexCount-2; j+=3)
{
float Point1[8] ={DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+1],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+2],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+3],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+4],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+5],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+6],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+7]};
float Point2[8] ={DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+1],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+2],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+3],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+4],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+5],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+6],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+7]};
float Point3[8] ={DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+1],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+2],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+3],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+4],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+5],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+6],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+7]};
// идем на рекурсивную функцию считать кол-во треугольников
DrawObjectList[i].VertexBufferLimitedBySizeTrianglesCount += RecursiveBufferLimitedBySizeTriangles(Point1, Point2, Point3, 0, 0, 0, TriangleSizeLimit)*3;
}
}
// второй проход
for (int i=0; i<DrawObjectCount; i++)
{
// если кол-во получилось как в текущем вертекс буфере - корректировок не требуется, просто копируем данные
if (DrawObjectList[i].VertexBufferLimitedBySizeTrianglesCount == DrawObjectList[i].VertexCount)
{
DrawObjectList[i].VertexBufferLimitedBySizeTriangles = DrawObjectList[i].VertexBuffer;
}
else
{
// выделяем память
DrawObjectList[i].VertexBufferLimitedBySizeTriangles = new float[DrawObjectList[i].VertexBufferLimitedBySizeTrianglesCount*DrawObjectList[i].VertexStride];
int CurrentPosition = 0;
int FakeCalculation = 0;
// перебираем по треугольникам (3 точки)
for (int j=0; j<DrawObjectList[i].VertexCount-2; j+=3)
{
float Point1[8] ={DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+1],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+2],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+3],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+4],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+5],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+6],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*j+7]};
float Point2[8] ={DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+1],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+2],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+3],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+4],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+5],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+6],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+1)+7]};
float Point3[8] ={DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+1],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+2],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+3],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+4],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+5],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+6],
DrawObjectList[i].VertexBuffer[DrawObjectList[i].VertexStride*(j+2)+7]};
// идем на рекурсивную функцию
FakeCalculation += RecursiveBufferLimitedBySizeTriangles(Point1, Point2, Point3, DrawObjectList[i].VertexStride, DrawObjectList[i].VertexBufferLimitedBySizeTriangles, &CurrentPosition, TriangleSizeLimit)*3;
}
}
}
}
//-----------------------------------------------------------------------------
// пересоздаем буфер вертексов, для работы с нормал меппингом в шейдерах, добавляем тангент и бинормаль
//-----------------------------------------------------------------------------
void eModel3D::CreateTangentAndBinormal()
{
// пересоздаем глобальный вертексный буфер, (!) работаем с фиксированным типом,
// на входе у нас всегда RI_3f_XYZ | RI_3f_NORMAL | RI_2f_TEX
int New_VertexFormat = RI_3f_XYZ | RI_3f_NORMAL | RI_3_TEX | RI_2f_TEX | RI_SEPARATE_TEX_COORD;
int New_VertexStride = 3+3+6;
float *New_VertexBuffer = new float[New_VertexStride*GlobalIndexCount];
for (unsigned int j=0; j<GlobalIndexCount; j++)
{
memcpy(New_VertexBuffer+New_VertexStride*j,
GlobalVertexBuffer+GlobalIndexBuffer[j]*DrawObjectList[0].VertexStride,
DrawObjectList[0].VertexStride*sizeof(float));
}
// удаляем указатели на старый буфер
delete [] GlobalVertexBuffer;
// присваиваем новые значения
GlobalVertexBuffer = New_VertexBuffer;
GlobalVertexCount = GlobalIndexCount;
// создаем тангенты и бинормали, сохраняем их в 2 и 3 текстурных координатах
for (unsigned int j=0; j<GlobalVertexCount-2; j+=3)
{
VECTOR3D Point1(GlobalVertexBuffer[New_VertexStride*j],
GlobalVertexBuffer[New_VertexStride*j+1],
GlobalVertexBuffer[New_VertexStride*j+2]);
VECTOR3D Point2(GlobalVertexBuffer[New_VertexStride*(j+1)],
GlobalVertexBuffer[New_VertexStride*(j+1)+1],
GlobalVertexBuffer[New_VertexStride*(j+1)+2]);
VECTOR3D Point3(GlobalVertexBuffer[New_VertexStride*(j+2)],
GlobalVertexBuffer[New_VertexStride*(j+2)+1],
GlobalVertexBuffer[New_VertexStride*(j+2)+2]);
// находим 2 вектора, образующих плоскость
VECTOR3D PlaneVector1 = Point2 - Point1;
VECTOR3D PlaneVector2 = Point3 - Point1;
// находим нормаль плоскости
PlaneVector1.Multiply(PlaneVector2);
PlaneVector1.NormalizeHi();
VECTOR3D PlaneNormal = PlaneVector1;
// нормаль получили (нужна будет для проверки зеркалирования), можем идти дальше
// делаем просчет тангента и бинормали
PlaneVector1 = Point1 - Point2;
PlaneVector2 = Point3 - Point2;
float delta_U_0 = GlobalVertexBuffer[New_VertexStride*j+6] - GlobalVertexBuffer[New_VertexStride*(j+1)+6];
float delta_U_1 = GlobalVertexBuffer[New_VertexStride*(j+2)+6] - GlobalVertexBuffer[New_VertexStride*(j+1)+6];
float delta_V_0 = GlobalVertexBuffer[New_VertexStride*j+7] - GlobalVertexBuffer[New_VertexStride*(j+1)+7];
float delta_V_1 = GlobalVertexBuffer[New_VertexStride*(j+2)+7] - GlobalVertexBuffer[New_VertexStride*(j+1)+7];
VECTOR3D Tangent = ((PlaneVector1 ^ delta_V_1) - (PlaneVector2 ^ delta_V_0));
Tangent.NormalizeHi();
float TangentW = 1.0f;
VECTOR3D BiNormal = ((PlaneVector1 ^ delta_U_1) - (PlaneVector2 ^ delta_U_0));
BiNormal.NormalizeHi();
// проверка на зеркалирование нормал мепа
VECTOR3D TBCross = Tangent;
TBCross.Multiply(BiNormal);
if( (TBCross * PlaneNormal) < 0 )
{
// вот тут, нормал меп "перевернут"
// надо это учесть
Tangent = ((PlaneVector1 ^ (-delta_V_1)) - (PlaneVector2 ^ (-delta_V_0)));
Tangent.NormalizeHi();
TangentW = -1.0f;
}
// тангент
GlobalVertexBuffer[New_VertexStride*j+8] = GlobalVertexBuffer[New_VertexStride*(j+1)+8] = GlobalVertexBuffer[New_VertexStride*(j+2)+8] = Tangent.x;
GlobalVertexBuffer[New_VertexStride*j+9] = GlobalVertexBuffer[New_VertexStride*(j+1)+9] = GlobalVertexBuffer[New_VertexStride*(j+2)+9] = Tangent.y;
GlobalVertexBuffer[New_VertexStride*j+10] = GlobalVertexBuffer[New_VertexStride*(j+1)+10] = GlobalVertexBuffer[New_VertexStride*(j+2)+10] = Tangent.z;
GlobalVertexBuffer[New_VertexStride*j+11] = GlobalVertexBuffer[New_VertexStride*(j+1)+11] = GlobalVertexBuffer[New_VertexStride*(j+2)+11] = TangentW;
}
// меняем данные в глобальном индекс буфере, они теперь идут по порядку
for (unsigned int i=0; i<GlobalIndexCount; i++) GlobalIndexBuffer[i] = i;
// меняем указатели на вертексный буфер, шаг и формат
for (int i=0; i<DrawObjectCount; i++)
{
DrawObjectList[i].VertexBuffer = GlobalVertexBuffer;
DrawObjectList[i].VertexFormat = New_VertexFormat;
DrawObjectList[i].VertexStride = New_VertexStride;
}
}
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