Moved normal/tangents generation to submeshes

Former-commit-id: d043284a1a5810b429cc76d8bc071010985a523b
This commit is contained in:
Lynix 2013-03-29 14:48:23 +01:00
parent 83b6e429f8
commit ad978dc85a
9 changed files with 131 additions and 146 deletions

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@ -40,8 +40,6 @@ class NAZARA_API NzSkeletalMesh final : public NzSubMesh
bool Create(unsigned int vertexCount, unsigned int weightCount);
void Destroy();
void Finish();
const NzCubef& GetAABB() const;
nzAnimationType GetAnimationType() const final;
void* GetBindPoseBuffer();

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@ -25,8 +25,6 @@ class NAZARA_API NzStaticMesh final : public NzSubMesh, NzResourceListener
bool Create(NzVertexBuffer* vertexBuffer);
void Destroy();
void Finish();
bool GenerateAABB();
const NzCubef& GetAABB() const override;

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@ -30,7 +30,9 @@ class NAZARA_API NzSubMesh : public NzResource
NzSubMesh(const NzMesh* parent);
virtual ~NzSubMesh();
virtual void Finish() = 0; ///DOC: Mets le mesh dans sa position d'origine et calcule son AABB
void GenerateNormals();
void GenerateNormalsAndTangents();
void GenerateTangents();
virtual const NzCubef& GetAABB() const = 0;
virtual nzAnimationType GetAnimationType() const = 0;

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@ -214,11 +214,11 @@ namespace
vertexBuffer->SetPersistent(false);
vertexBuffer.release();
subMesh->GenerateAABB();
subMesh->GenerateTangents();
subMesh->SetMaterialIndex(0);
mesh->AddSubMesh(subMesh.release());
mesh->GenerateTangents();
return true;
}
}

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@ -343,6 +343,7 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
// Material
mesh->SetMaterial(i, baseDir + md5Mesh.shader);
subMesh->GenerateNormalsAndTangents();
subMesh->SetMaterialIndex(i);
if (!mesh->AddSubMesh(subMesh.get()))
@ -355,8 +356,6 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
}
}
mesh->GenerateNormalsAndTangents();
return true;
}

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@ -10,8 +10,6 @@
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/Skeleton.hpp>
#include <Nazara/Utility/SubMesh.hpp>
#include <Nazara/Utility/TriangleIterator.hpp>
#include <Nazara/Utility/VertexMapper.hpp>
#include <cstring>
#include <deque>
#include <map>
@ -75,7 +73,6 @@ bool NzMesh::AddSubMesh(NzSubMesh* subMesh)
#endif
subMesh->AddResourceListener(this, m_impl->subMeshes.size());
subMesh->Finish();
m_impl->aabbUpdated = false; // On invalide l'AABB
m_impl->subMeshes.push_back(subMesh);
@ -121,7 +118,6 @@ bool NzMesh::AddSubMesh(const NzString& identifier, NzSubMesh* subMesh)
int index = m_impl->subMeshes.size();
subMesh->AddResourceListener(this, index);
subMesh->Finish();
m_impl->aabbUpdated = false; // On invalide l'AABB
m_impl->subMeshes.push_back(subMesh);
@ -185,34 +181,7 @@ void NzMesh::GenerateNormals()
#endif
for (NzSubMesh* subMesh : m_impl->subMeshes)
{
NzVertexMapper mapper1(subMesh);
unsigned int vertexCount = mapper1.GetVertexCount();
for (unsigned int i = 0; i < vertexCount; ++i)
mapper1.SetNormal(i, NzVector3f::Zero());
mapper1.Unmap();
NzTriangleIterator iterator(subMesh);
do
{
NzVector3f pos0 = iterator.GetPosition(0);
NzVector3f dv[2];
dv[0] = iterator.GetPosition(1) - pos0;
dv[1] = iterator.GetPosition(2) - pos0;
NzVector3f normal = dv[0].CrossProduct(dv[1]);
for (unsigned int i = 0; i < 3; ++i)
iterator.SetNormal(i, iterator.GetNormal(i) + normal);
}
while (iterator.Advance());
NzVertexMapper mapper2(subMesh);
for (unsigned int i = 0; i < vertexCount; ++i)
mapper2.SetNormal(i, NzVector3f::Normalize(mapper2.GetNormal(i)));
}
subMesh->GenerateNormals();
}
void NzMesh::GenerateNormalsAndTangents()
@ -226,55 +195,7 @@ void NzMesh::GenerateNormalsAndTangents()
#endif
for (NzSubMesh* subMesh : m_impl->subMeshes)
{
NzVertexMapper mapper1(subMesh);
unsigned int vertexCount = mapper1.GetVertexCount();
for (unsigned int i = 0; i < vertexCount; ++i)
{
mapper1.SetNormal(i, NzVector3f::Zero());
mapper1.SetTangent(i, NzVector3f::Zero());
}
mapper1.Unmap();
NzTriangleIterator iterator(subMesh);
do
{
NzVector3f pos0 = iterator.GetPosition(0);
NzVector2f uv0 = iterator.GetTexCoords(0);
NzVector3f dv[2];
dv[0] = iterator.GetPosition(1) - pos0;
dv[1] = iterator.GetPosition(2) - pos0;
NzVector3f normal = dv[0].CrossProduct(dv[1]);
NzVector2f duv[2];
duv[0] = iterator.GetTexCoords(1) - uv0;
duv[1] = iterator.GetTexCoords(2) - uv0;
float coef = 1.f / (duv[0].x*duv[1].y - duv[1].x*duv[0].y);
NzVector3f tangent;
tangent.x = coef * (dv[0].x*duv[1].y + dv[1].x*(-duv[0].y));
tangent.y = coef * (dv[0].y*duv[1].y + dv[1].y*(-duv[0].y));
tangent.z = coef * (dv[0].z*duv[1].y + dv[1].z*(-duv[0].y));
for (unsigned int i = 0; i < 3; ++i)
{
iterator.SetNormal(i, iterator.GetNormal(i) + normal);
iterator.SetTangent(i, iterator.GetTangent(i) + tangent);
}
}
while (iterator.Advance());
NzVertexMapper mapper2(subMesh);
for (unsigned int i = 0; i < vertexCount; ++i)
{
mapper2.SetNormal(i, NzVector3f::Normalize(mapper2.GetNormal(i)));
mapper2.SetTangent(i, NzVector3f::Normalize(mapper2.GetTangent(i)));
}
}
subMesh->GenerateNormalsAndTangents();
}
void NzMesh::GenerateTangents()
@ -288,43 +209,7 @@ void NzMesh::GenerateTangents()
#endif
for (NzSubMesh* subMesh : m_impl->subMeshes)
{
NzTriangleIterator iterator(subMesh);
do
{
NzVector3f pos0 = iterator.GetPosition(0);
NzVector2f uv0 = iterator.GetTexCoords(0);
NzVector3f dv[2];
dv[0] = iterator.GetPosition(1) - pos0;
dv[1] = iterator.GetPosition(2) - pos0;
NzVector2f duv[2];
duv[0] = iterator.GetTexCoords(1) - uv0;
duv[1] = iterator.GetTexCoords(2) - uv0;
float ds[2];
ds[0] = iterator.GetTexCoords(1).x - uv0.x;
ds[1] = iterator.GetTexCoords(2).x - uv0.x;
NzVector3f ppt;
ppt.x = ds[0]*dv[1].x - dv[0].x*ds[1];
ppt.y = ds[0]*dv[1].y - dv[0].y*ds[1];
ppt.z = ds[0]*dv[1].z - dv[0].z*ds[1];
ppt.Normalize();
for (unsigned int i = 0; i < 3; ++i)
{
NzVector3f normal = iterator.GetNormal(i);
float d = ppt.DotProduct(normal);
NzVector3f tangent = ppt - (d * normal);
iterator.SetTangent(i, tangent);
}
}
while (iterator.Advance());
}
subMesh->GenerateTangents();
}
const NzCubef& NzMesh::GetAABB() const

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@ -187,19 +187,6 @@ void NzSkeletalMesh::Destroy()
}
}
void NzSkeletalMesh::Finish()
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return;
}
#endif
// Rien à faire de particulier
}
const NzCubef& NzSkeletalMesh::GetAABB() const
{
#if NAZARA_UTILITY_SAFE

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@ -52,12 +52,6 @@ void NzStaticMesh::Destroy()
}
}
void NzStaticMesh::Finish()
{
// La seule chose à faire ici est de calculer l'AABB
GenerateAABB();
}
bool NzStaticMesh::GenerateAABB()
{
// On lock le buffer pour itérer sur toutes les positions et composer notre AABB

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@ -7,6 +7,8 @@
#include <Nazara/Core/String.hpp>
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/TriangleIterator.hpp>
#include <Nazara/Utility/VertexMapper.hpp>
#include <stdexcept>
#include <Nazara/Utility/Debug.hpp>
@ -19,6 +21,126 @@ m_matIndex(0)
NzSubMesh::~NzSubMesh() = default;
void NzSubMesh::GenerateNormals()
{
NzVertexMapper mapper1(this);
unsigned int vertexCount = mapper1.GetVertexCount();
for (unsigned int i = 0; i < vertexCount; ++i)
mapper1.SetNormal(i, NzVector3f::Zero());
mapper1.Unmap();
NzTriangleIterator iterator(this);
do
{
NzVector3f pos0 = iterator.GetPosition(0);
NzVector3f dv[2];
dv[0] = iterator.GetPosition(1) - pos0;
dv[1] = iterator.GetPosition(2) - pos0;
NzVector3f normal = dv[0].CrossProduct(dv[1]);
for (unsigned int i = 0; i < 3; ++i)
iterator.SetNormal(i, iterator.GetNormal(i) + normal);
}
while (iterator.Advance());
NzVertexMapper mapper2(this);
for (unsigned int i = 0; i < vertexCount; ++i)
mapper2.SetNormal(i, NzVector3f::Normalize(mapper2.GetNormal(i)));
}
void NzSubMesh::GenerateNormalsAndTangents()
{
NzVertexMapper mapper1(this);
unsigned int vertexCount = mapper1.GetVertexCount();
for (unsigned int i = 0; i < vertexCount; ++i)
{
mapper1.SetNormal(i, NzVector3f::Zero());
mapper1.SetTangent(i, NzVector3f::Zero());
}
mapper1.Unmap();
NzTriangleIterator iterator(this);
do
{
NzVector3f pos0 = iterator.GetPosition(0);
NzVector2f uv0 = iterator.GetTexCoord(0);
NzVector3f dv[2];
dv[0] = iterator.GetPosition(1) - pos0;
dv[1] = iterator.GetPosition(2) - pos0;
NzVector3f normal = dv[0].CrossProduct(dv[1]);
NzVector2f duv[2];
duv[0] = iterator.GetTexCoord(1) - uv0;
duv[1] = iterator.GetTexCoord(2) - uv0;
float coef = 1.f / (duv[0].x*duv[1].y - duv[1].x*duv[0].y);
NzVector3f tangent;
tangent.x = coef * (dv[0].x*duv[1].y + dv[1].x*(-duv[0].y));
tangent.y = coef * (dv[0].y*duv[1].y + dv[1].y*(-duv[0].y));
tangent.z = coef * (dv[0].z*duv[1].y + dv[1].z*(-duv[0].y));
for (unsigned int i = 0; i < 3; ++i)
{
iterator.SetNormal(i, iterator.GetNormal(i) + normal);
iterator.SetTangent(i, iterator.GetTangent(i) + tangent);
}
}
while (iterator.Advance());
NzVertexMapper mapper2(this);
for (unsigned int i = 0; i < vertexCount; ++i)
{
mapper2.SetNormal(i, NzVector3f::Normalize(mapper2.GetNormal(i)));
mapper2.SetTangent(i, NzVector3f::Normalize(mapper2.GetTangent(i)));
}
}
void NzSubMesh::GenerateTangents()
{
NzTriangleIterator iterator(this);
do
{
NzVector3f pos0 = iterator.GetPosition(0);
NzVector2f uv0 = iterator.GetTexCoord(0);
NzVector3f dv[2];
dv[0] = iterator.GetPosition(1) - pos0;
dv[1] = iterator.GetPosition(2) - pos0;
NzVector2f duv[2];
duv[0] = iterator.GetTexCoord(1) - uv0;
duv[1] = iterator.GetTexCoord(2) - uv0;
float ds[2];
ds[0] = iterator.GetTexCoord(1).x - uv0.x;
ds[1] = iterator.GetTexCoord(2).x - uv0.x;
NzVector3f ppt;
ppt.x = ds[0]*dv[1].x - dv[0].x*ds[1];
ppt.y = ds[0]*dv[1].y - dv[0].y*ds[1];
ppt.z = ds[0]*dv[1].z - dv[0].z*ds[1];
ppt.Normalize();
for (unsigned int i = 0; i < 3; ++i)
{
NzVector3f normal = iterator.GetNormal(i);
float d = ppt.DotProduct(normal);
NzVector3f tangent = ppt - (d * normal);
iterator.SetTangent(i, tangent);
}
}
while (iterator.Advance());
}
const NzMesh* NzSubMesh::GetParent() const
{
return m_parent;