Tangent.cpp 3.4 KB

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  1. // Copyright (c) 2008-2023 the Urho3D project
  2. // License: MIT
  3. #include "../Precompiled.h"
  4. #include "../Graphics/Tangent.h"
  5. #include "../Math/Vector4.h"
  6. namespace Urho3D
  7. {
  8. inline unsigned GetIndex(void*& indexPointer, unsigned indexSize)
  9. {
  10. if (indexSize == sizeof(unsigned short))
  11. {
  12. auto& p = (unsigned short*&)indexPointer;
  13. return *p++;
  14. }
  15. else
  16. {
  17. auto& p = (unsigned*&)indexPointer;
  18. return *p++;
  19. }
  20. }
  21. void GenerateTangents(void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize, unsigned indexStart,
  22. unsigned indexCount, unsigned normalOffset, unsigned texCoordOffset, unsigned tangentOffset)
  23. {
  24. // Tangent generation from
  25. // http://www.terathon.com/code/tangent.html
  26. unsigned minVertex = M_MAX_UNSIGNED;
  27. unsigned maxVertex = 0;
  28. auto* vertices = (unsigned char*)vertexData;
  29. auto* indexPointer = const_cast<void*>(indexData);
  30. for (unsigned i = indexStart; i < indexStart + indexCount; ++i)
  31. {
  32. unsigned v = GetIndex(indexPointer, indexSize);
  33. if (v < minVertex)
  34. minVertex = v;
  35. if (v > maxVertex)
  36. maxVertex = v;
  37. }
  38. unsigned vertexCount = maxVertex + 1;
  39. auto* tan1 = new Vector3[vertexCount * 2];
  40. Vector3* tan2 = tan1 + vertexCount;
  41. memset(tan1, 0, sizeof(Vector3) * vertexCount * 2);
  42. indexPointer = const_cast<void*>(indexData);
  43. for (unsigned i = indexStart; i < indexStart + indexCount; i += 3)
  44. {
  45. unsigned i1 = GetIndex(indexPointer, indexSize);
  46. unsigned i2 = GetIndex(indexPointer, indexSize);
  47. unsigned i3 = GetIndex(indexPointer, indexSize);
  48. const Vector3& v1 = *((Vector3*)(vertices + i1 * vertexSize));
  49. const Vector3& v2 = *((Vector3*)(vertices + i2 * vertexSize));
  50. const Vector3& v3 = *((Vector3*)(vertices + i3 * vertexSize));
  51. const Vector2& w1 = *((Vector2*)(vertices + i1 * vertexSize + texCoordOffset));
  52. const Vector2& w2 = *((Vector2*)(vertices + i2 * vertexSize + texCoordOffset));
  53. const Vector2& w3 = *((Vector2*)(vertices + i3 * vertexSize + texCoordOffset));
  54. float x1 = v2.x_ - v1.x_;
  55. float x2 = v3.x_ - v1.x_;
  56. float y1 = v2.y_ - v1.y_;
  57. float y2 = v3.y_ - v1.y_;
  58. float z1 = v2.z_ - v1.z_;
  59. float z2 = v3.z_ - v1.z_;
  60. float s1 = w2.x_ - w1.x_;
  61. float s2 = w3.x_ - w1.x_;
  62. float t1 = w2.y_ - w1.y_;
  63. float t2 = w3.y_ - w1.y_;
  64. float r = 1.0f / (s1 * t2 - s2 * t1);
  65. Vector3 sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
  66. Vector3 tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
  67. tan1[i1] += sdir;
  68. tan1[i2] += sdir;
  69. tan1[i3] += sdir;
  70. tan2[i1] += tdir;
  71. tan2[i2] += tdir;
  72. tan2[i3] += tdir;
  73. }
  74. for (unsigned i = minVertex; i <= maxVertex; i++)
  75. {
  76. const Vector3& n = *((Vector3*)(vertices + i * vertexSize + normalOffset));
  77. const Vector3& t = tan1[i];
  78. Vector3 xyz;
  79. float w;
  80. // Gram-Schmidt orthogonalize
  81. xyz = (t - n * n.DotProduct(t)).Normalized();
  82. // Calculate handedness
  83. w = n.CrossProduct(t).DotProduct(tan2[i]) < 0.0f ? -1.0f : 1.0f;
  84. Vector4& tangent = *((Vector4*)(vertices + i * vertexSize + tangentOffset));
  85. tangent = Vector4(xyz, w);
  86. }
  87. delete[] tan1;
  88. }
  89. }