1 | /** \file mikktspace/mikktspace.h |
2 | * \ingroup mikktspace |
3 | */ |
4 | /** |
5 | * Copyright (C) 2011 by Morten S. Mikkelsen |
6 | * |
7 | * This software is provided 'as-is', without any express or implied |
8 | * warranty. In no event will the authors be held liable for any damages |
9 | * arising from the use of this software. |
10 | * |
11 | * Permission is granted to anyone to use this software for any purpose, |
12 | * including commercial applications, and to alter it and redistribute it |
13 | * freely, subject to the following restrictions: |
14 | * |
15 | * 1. The origin of this software must not be misrepresented; you must not |
16 | * claim that you wrote the original software. If you use this software |
17 | * in a product, an acknowledgment in the product documentation would be |
18 | * appreciated but is not required. |
19 | * 2. Altered source versions must be plainly marked as such, and must not be |
20 | * misrepresented as being the original software. |
21 | * 3. This notice may not be removed or altered from any source distribution. |
22 | */ |
23 | |
24 | #ifndef __MIKKTSPACE_H__ |
25 | #define __MIKKTSPACE_H__ |
26 | |
27 | |
28 | #ifdef __cplusplus |
29 | extern "C" { |
30 | #endif |
31 | |
32 | /* Author: Morten S. Mikkelsen |
33 | * Version: 1.0 |
34 | * |
35 | * The files mikktspace.h and mikktspace.c are designed to be |
36 | * stand-alone files and it is important that they are kept this way. |
37 | * Not having dependencies on structures/classes/libraries specific |
38 | * to the program, in which they are used, allows them to be copied |
39 | * and used as is into any tool, program or plugin. |
40 | * The code is designed to consistently generate the same |
41 | * tangent spaces, for a given mesh, in any tool in which it is used. |
42 | * This is done by performing an internal welding step and subsequently an order-independent evaluation |
43 | * of tangent space for meshes consisting of triangles and quads. |
44 | * This means faces can be received in any order and the same is true for |
45 | * the order of vertices of each face. The generated result will not be affected |
46 | * by such reordering. Additionally, whether degenerate (vertices or texture coordinates) |
47 | * primitives are present or not will not affect the generated results either. |
48 | * Once tangent space calculation is done the vertices of degenerate primitives will simply |
49 | * inherit tangent space from neighboring non degenerate primitives. |
50 | * The analysis behind this implementation can be found in my master's thesis |
51 | * which is available for download --> http://image.diku.dk/projects/media/morten.mikkelsen.08.pdf |
52 | * Note that though the tangent spaces at the vertices are generated in an order-independent way, |
53 | * by this implementation, the interpolated tangent space is still affected by which diagonal is |
54 | * chosen to split each quad. A sensible solution is to have your tools pipeline always |
55 | * split quads by the shortest diagonal. This choice is order-independent and works with mirroring. |
56 | * If these have the same length then compare the diagonals defined by the texture coordinates. |
57 | * XNormal which is a tool for baking normal maps allows you to write your own tangent space plugin |
58 | * and also quad triangulator plugin. |
59 | */ |
60 | |
61 | |
62 | typedef int tbool; |
63 | typedef struct SMikkTSpaceContext SMikkTSpaceContext; |
64 | |
65 | typedef struct { |
66 | // Returns the number of faces (triangles/quads) on the mesh to be processed. |
67 | int (*m_getNumFaces)(const SMikkTSpaceContext * pContext); |
68 | |
69 | // Returns the number of vertices on face number iFace |
70 | // iFace is a number in the range {0, 1, ..., getNumFaces()-1} |
71 | int (*m_getNumVerticesOfFace)(const SMikkTSpaceContext * pContext, const int iFace); |
72 | |
73 | // returns the position/normal/texcoord of the referenced face of vertex number iVert. |
74 | // iVert is in the range {0,1,2} for triangles and {0,1,2,3} for quads. |
75 | void (*m_getPosition)(const SMikkTSpaceContext * pContext, float fvPosOut[], const int iFace, const int iVert); |
76 | void (*m_getNormal)(const SMikkTSpaceContext * pContext, float fvNormOut[], const int iFace, const int iVert); |
77 | void (*m_getTexCoord)(const SMikkTSpaceContext * pContext, float fvTexcOut[], const int iFace, const int iVert); |
78 | |
79 | // either (or both) of the two setTSpace callbacks can be set. |
80 | // The call-back m_setTSpaceBasic() is sufficient for basic normal mapping. |
81 | |
82 | // This function is used to return the tangent and fSign to the application. |
83 | // fvTangent is a unit length vector. |
84 | // For normal maps it is sufficient to use the following simplified version of the bitangent which is generated at pixel/vertex level. |
85 | // bitangent = fSign * cross(vN, tangent); |
86 | // Note that the results are returned unindexed. It is possible to generate a new index list |
87 | // But averaging/overwriting tangent spaces by using an already existing index list WILL produce INCRORRECT results. |
88 | // DO NOT! use an already existing index list. |
89 | void (*m_setTSpaceBasic)(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert); |
90 | |
91 | // This function is used to return tangent space results to the application. |
92 | // fvTangent and fvBiTangent are unit length vectors and fMagS and fMagT are their |
93 | // true magnitudes which can be used for relief mapping effects. |
94 | // fvBiTangent is the "real" bitangent and thus may not be perpendicular to fvTangent. |
95 | // However, both are perpendicular to the vertex normal. |
96 | // For normal maps it is sufficient to use the following simplified version of the bitangent which is generated at pixel/vertex level. |
97 | // fSign = bIsOrientationPreserving ? 1.0f : (-1.0f); |
98 | // bitangent = fSign * cross(vN, tangent); |
99 | // Note that the results are returned unindexed. It is possible to generate a new index list |
100 | // But averaging/overwriting tangent spaces by using an already existing index list WILL produce INCRORRECT results. |
101 | // DO NOT! use an already existing index list. |
102 | void (*m_setTSpace)(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT, |
103 | const tbool bIsOrientationPreserving, const int iFace, const int iVert); |
104 | } SMikkTSpaceInterface; |
105 | |
106 | struct SMikkTSpaceContext |
107 | { |
108 | SMikkTSpaceInterface * m_pInterface; // initialized with callback functions |
109 | void * m_pUserData; // pointer to client side mesh data etc. (passed as the first parameter with every interface call) |
110 | }; |
111 | |
112 | // these are both thread safe! |
113 | tbool genTangSpaceDefault(const SMikkTSpaceContext * pContext); // Default (recommended) fAngularThreshold is 180 degrees (which means threshold disabled) |
114 | tbool genTangSpace(const SMikkTSpaceContext * pContext, const float fAngularThreshold); |
115 | |
116 | |
117 | // To avoid visual errors (distortions/unwanted hard edges in lighting), when using sampled normal maps, the |
118 | // normal map sampler must use the exact inverse of the pixel shader transformation. |
119 | // The most efficient transformation we can possibly do in the pixel shader is |
120 | // achieved by using, directly, the "unnormalized" interpolated tangent, bitangent and vertex normal: vT, vB and vN. |
121 | // pixel shader (fast transform out) |
122 | // vNout = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); |
123 | // where vNt is the tangent space normal. The normal map sampler must likewise use the |
124 | // interpolated and "unnormalized" tangent, bitangent and vertex normal to be compliant with the pixel shader. |
125 | // sampler does (exact inverse of pixel shader): |
126 | // float3 row0 = cross(vB, vN); |
127 | // float3 row1 = cross(vN, vT); |
128 | // float3 row2 = cross(vT, vB); |
129 | // float fSign = dot(vT, row0)<0 ? -1 : 1; |
130 | // vNt = normalize( fSign * float3(dot(vNout,row0), dot(vNout,row1), dot(vNout,row2)) ); |
131 | // where vNout is the sampled normal in some chosen 3D space. |
132 | // |
133 | // Should you choose to reconstruct the bitangent in the pixel shader instead |
134 | // of the vertex shader, as explained earlier, then be sure to do this in the normal map sampler also. |
135 | // Finally, beware of quad triangulations. If the normal map sampler doesn't use the same triangulation of |
136 | // quads as your renderer then problems will occur since the interpolated tangent spaces will differ |
137 | // eventhough the vertex level tangent spaces match. This can be solved either by triangulating before |
138 | // sampling/exporting or by using the order-independent choice of diagonal for splitting quads suggested earlier. |
139 | // However, this must be used both by the sampler and your tools/rendering pipeline. |
140 | |
141 | #ifdef __cplusplus |
142 | } |
143 | #endif |
144 | |
145 | #endif |
146 | |