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- /** \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 __cplusplus
- extern "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
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