| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145 | /** \file mikktspace/mikktspace.h *  \ingroup mikktspace *//** *  Copyright (C) 2011 by Morten S. Mikkelsen * *  This software is provided 'as-is', without any express or implied *  warranty.  In no event will the authors be held liable for any damages *  arising from the use of this software. * *  Permission is granted to anyone to use this software for any purpose, *  including commercial applications, and to alter it and redistribute it *  freely, subject to the following restrictions: * *  1. The origin of this software must not be misrepresented; you must not *     claim that you wrote the original software. If you use this software *     in a product, an acknowledgment in the product documentation would be *     appreciated but is not required. *  2. Altered source versions must be plainly marked as such, and must not be *     misrepresented as being the original software. *  3. This notice may not be removed or altered from any source distribution. */#ifndef __MIKKTSPACE_H__#define __MIKKTSPACE_H__#ifdef __cplusplusextern "C" {#endif/* Author: Morten S. Mikkelsen * Version: 1.0 * * The files mikktspace.h and mikktspace.c are designed to be * stand-alone files and it is important that they are kept this way. * Not having dependencies on structures/classes/libraries specific * to the program, in which they are used, allows them to be copied * and used as is into any tool, program or plugin. * The code is designed to consistently generate the same * tangent spaces, for a given mesh, in any tool in which it is used. * This is done by performing an internal welding step and subsequently an order-independent evaluation * of tangent space for meshes consisting of triangles and quads. * This means faces can be received in any order and the same is true for * the order of vertices of each face. The generated result will not be affected * by such reordering. Additionally, whether degenerate (vertices or texture coordinates) * primitives are present or not will not affect the generated results either. * Once tangent space calculation is done the vertices of degenerate primitives will simply * inherit tangent space from neighboring non degenerate primitives. * The analysis behind this implementation can be found in my master's thesis * which is available for download --> http://image.diku.dk/projects/media/morten.mikkelsen.08.pdf * Note that though the tangent spaces at the vertices are generated in an order-independent way, * by this implementation, the interpolated tangent space is still affected by which diagonal is * chosen to split each quad. A sensible solution is to have your tools pipeline always * split quads by the shortest diagonal. This choice is order-independent and works with mirroring. * If these have the same length then compare the diagonals defined by the texture coordinates. * XNormal which is a tool for baking normal maps allows you to write your own tangent space plugin * and also quad triangulator plugin. */typedef int tbool;typedef struct SMikkTSpaceContext SMikkTSpaceContext;typedef struct {	// Returns the number of faces (triangles/quads) on the mesh to be processed.	int (*m_getNumFaces)(const SMikkTSpaceContext * pContext);	// Returns the number of vertices on face number iFace	// iFace is a number in the range {0, 1, ..., getNumFaces()-1}	int (*m_getNumVerticesOfFace)(const SMikkTSpaceContext * pContext, const int iFace);	// returns the position/normal/texcoord of the referenced face of vertex number iVert.	// iVert is in the range {0,1,2} for triangles and {0,1,2,3} for quads.	void (*m_getPosition)(const SMikkTSpaceContext * pContext, float fvPosOut[], const int iFace, const int iVert);	void (*m_getNormal)(const SMikkTSpaceContext * pContext, float fvNormOut[], const int iFace, const int iVert);	void (*m_getTexCoord)(const SMikkTSpaceContext * pContext, float fvTexcOut[], const int iFace, const int iVert);	// either (or both) of the two setTSpace callbacks can be set.	// The call-back m_setTSpaceBasic() is sufficient for basic normal mapping.	// This function is used to return the tangent and fSign to the application.	// fvTangent is a unit length vector.	// For normal maps it is sufficient to use the following simplified version of the bitangent which is generated at pixel/vertex level.	// bitangent = fSign * cross(vN, tangent);	// Note that the results are returned unindexed. It is possible to generate a new index list	// But averaging/overwriting tangent spaces by using an already existing index list WILL produce INCRORRECT results.	// DO NOT! use an already existing index list.	void (*m_setTSpaceBasic)(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert);	// This function is used to return tangent space results to the application.	// fvTangent and fvBiTangent are unit length vectors and fMagS and fMagT are their	// true magnitudes which can be used for relief mapping effects.	// fvBiTangent is the "real" bitangent and thus may not be perpendicular to fvTangent.	// However, both are perpendicular to the vertex normal.	// 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);	// Note that the results are returned unindexed. It is possible to generate a new index list	// But averaging/overwriting tangent spaces by using an already existing index list WILL produce INCRORRECT results.	// DO NOT! use an already existing index list.	void (*m_setTSpace)(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,						const tbool bIsOrientationPreserving, const int iFace, const int iVert);} SMikkTSpaceInterface;struct SMikkTSpaceContext{	SMikkTSpaceInterface * m_pInterface;	// initialized with callback functions	void * m_pUserData;						// pointer to client side mesh data etc. (passed as the first parameter with every interface call)};// these are both thread safe!tbool genTangSpaceDefault(const SMikkTSpaceContext * pContext);	// Default (recommended) fAngularThreshold is 180 degrees (which means threshold disabled)tbool genTangSpace(const SMikkTSpaceContext * pContext, const float fAngularThreshold);// To avoid visual errors (distortions/unwanted hard edges in lighting), when using sampled normal maps, the// normal map sampler must use the exact inverse of the pixel shader transformation.// The most efficient transformation we can possibly do in the pixel shader is// achieved by using, directly, the "unnormalized" interpolated tangent, bitangent and vertex normal: vT, vB and vN.// pixel shader (fast transform out)// vNout = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );// where vNt is the tangent space normal. The normal map sampler must likewise use the// interpolated and "unnormalized" tangent, bitangent and vertex normal to be compliant with the pixel shader.// sampler does (exact inverse of pixel shader):// float3 row0 = cross(vB, vN);// float3 row1 = cross(vN, vT);// float3 row2 = cross(vT, vB);// float fSign = dot(vT, row0)<0 ? -1 : 1;// vNt = normalize( fSign * float3(dot(vNout,row0), dot(vNout,row1), dot(vNout,row2)) );// where vNout is the sampled normal in some chosen 3D space.//// Should you choose to reconstruct the bitangent in the pixel shader instead// of the vertex shader, as explained earlier, then be sure to do this in the normal map sampler also.// Finally, beware of quad triangulations. If the normal map sampler doesn't use the same triangulation of// quads as your renderer then problems will occur since the interpolated tangent spaces will differ// eventhough the vertex level tangent spaces match. This can be solved either by triangulating before// sampling/exporting or by using the order-independent choice of diagonal for splitting quads suggested earlier.// However, this must be used both by the sampler and your tools/rendering pipeline.#ifdef __cplusplus}#endif#endif
 |