/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_MIKKWRAP #define INCLUDED_MIKKWRAP #include "third_party/mikktspace/mikktspace.h" // Disable useless MSVC warning #if MSC_VERSION # pragma warning(disable:4512) // "assignment operator could not be generated" #endif class MikkTSpace { public: MikkTSpace(const CModelDefPtr& m, std::vector& v, bool gpuSkinning); void generate(); private: SMikkTSpaceInterface m_Interface; SMikkTSpaceContext m_Context; const CModelDefPtr& m_Model; std::vector& m_NewVertices; bool m_GpuSkinning; // Returns the number of faces (triangles/quads) on the mesh to be processed. static int getNumFaces(const SMikkTSpaceContext *pContext); // Returns the number of vertices on face number iFace // iFace is a number in the range {0, 1, ..., getNumFaces()-1} static int 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. static void getPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert); static void getNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert); static void getTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], 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); static void 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); }; #endif // INCLUDED_MIKKWRAP