NazaraEngine/src/Nazara/Utility/SubMesh.cpp

207 lines
5.3 KiB
C++

// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Utility/SubMesh.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/TriangleIterator.hpp>
#include <Nazara/Utility/VertexMapper.hpp>
#include <Nazara/Utility/Debug.hpp>
namespace Nz
{
SubMesh::SubMesh() :
m_primitiveMode(PrimitiveMode::TriangleList),
m_matIndex(0)
{
}
SubMesh::~SubMesh() = default;
void SubMesh::GenerateNormals()
{
VertexMapper mapper(*this);
UInt32 vertexCount = mapper.GetVertexCount();
SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent::Normal);
SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
if (!normals || !positions)
return;
for (UInt32 i = 0; i < vertexCount; ++i)
normals[i].MakeZero();
TriangleIterator iterator(*this);
do
{
Vector3f pos0 = positions[iterator[0]];
Vector3f dv[2];
dv[0] = positions[iterator[1]] - pos0;
dv[1] = positions[iterator[2]] - pos0;
Vector3f normal = dv[0].CrossProduct(dv[1]);
for (unsigned int i = 0; i < 3; ++i)
normals[iterator[i]] += normal;
}
while (iterator.Advance());
for (UInt64 i = 0; i < vertexCount; ++i)
normals[i].Normalize();
}
void SubMesh::GenerateNormalsAndTangents()
{
VertexMapper mapper(*this);
UInt32 vertexCount = mapper.GetVertexCount();
SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent::Normal);
SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
SparsePtr<Vector3f> tangents = mapper.GetComponentPtr<Vector3f>(VertexComponent::Tangent);
SparsePtr<Vector2f> texCoords = mapper.GetComponentPtr<Vector2f>(VertexComponent::TexCoord);
if (!normals || !positions || !tangents || !texCoords)
return;
for (UInt32 i = 0; i < vertexCount; ++i)
{
normals[i].MakeZero();
tangents[i].MakeZero();
}
TriangleIterator iterator(*this);
do
{
Vector3f pos0 = positions[iterator[0]];
Vector3f dv[2];
dv[0] = positions[iterator[1]] - pos0;
dv[1] = positions[iterator[2]] - pos0;
Vector3f normal = dv[0].CrossProduct(dv[1]);
Vector2f uv0 = texCoords[iterator[0]];
Vector2f duv[2];
duv[0] = texCoords[iterator[1]] - uv0;
duv[1] = texCoords[iterator[2]] - uv0;
float coef = 1.f / (duv[0].x * duv[1].y - duv[1].x * duv[0].y);
Vector3f 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)
{
UInt32 index = iterator[i];
normals[index] += normal;
tangents[index] += tangent;
}
}
while (iterator.Advance());
for (UInt32 i = 0; i < vertexCount; ++i)
{
normals[i].Normalize();
tangents[i].Normalize();
}
}
void SubMesh::GenerateTangents()
{
VertexMapper mapper(*this);
SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent::Normal);
SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
SparsePtr<Vector3f> tangents = mapper.GetComponentPtr<Vector3f>(VertexComponent::Tangent);
SparsePtr<Vector2f> texCoords = mapper.GetComponentPtr<Vector2f>(VertexComponent::TexCoord);
if (!normals || !positions || !tangents || !texCoords)
return;
TriangleIterator iterator(*this);
do
{
Vector3f pos0 = positions[iterator[0]];
Vector2f uv0 = texCoords[iterator[0]];
Vector2f uv1 = texCoords[iterator[1]];
Vector2f uv2 = texCoords[iterator[2]];
Vector3f dv[2];
dv[0] = positions[iterator[1]] - pos0;
dv[1] = positions[iterator[2]] - pos0;
float ds[2];
ds[0] = uv1.x - uv0.x;
ds[1] = uv2.x - uv0.x;
Vector3f 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)
{
Vector3f normal = normals[iterator[i]];
float d = ppt.DotProduct(normal);
tangents[iterator[i]] = ppt - (d * normal);
}
}
while (iterator.Advance());
}
PrimitiveMode SubMesh::GetPrimitiveMode() const
{
return m_primitiveMode;
}
UInt32 SubMesh::GetTriangleCount() const
{
const std::shared_ptr<const IndexBuffer>& indexBuffer = GetIndexBuffer();
UInt32 indexCount;
if (indexBuffer)
indexCount = indexBuffer->GetIndexCount();
else
indexCount = GetVertexCount();
switch (m_primitiveMode)
{
case PrimitiveMode::LineList:
case PrimitiveMode::LineStrip:
case PrimitiveMode::PointList:
return 0;
case PrimitiveMode::TriangleFan:
return (indexCount - 1) / 2;
case PrimitiveMode::TriangleList:
return indexCount / 3;
case PrimitiveMode::TriangleStrip:
return indexCount - 2;
}
NazaraError("Primitive mode not handled (0x" + NumberToString(UnderlyingCast(m_primitiveMode), 16) + ')');
return 0;
}
std::size_t SubMesh::GetMaterialIndex() const
{
return m_matIndex;
}
void SubMesh::SetPrimitiveMode(PrimitiveMode mode)
{
m_primitiveMode = mode;
}
void SubMesh::SetMaterialIndex(std::size_t matIndex)
{
m_matIndex = matIndex;
}
}