Blender  V2.93
mikktspace.h
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1 
24 #ifndef __MIKKTSPACE_H__
25 #define __MIKKTSPACE_H__
26 
27 #ifdef __cplusplus
28 extern "C" {
29 #endif
30 
31 /* Author: Morten S. Mikkelsen
32  * Version: 1.0
33  *
34  * The files mikktspace.h and mikktspace.c are designed to be
35  * stand-alone files and it is important that they are kept this way.
36  * Not having dependencies on structures/classes/libraries specific
37  * to the program, in which they are used, allows them to be copied
38  * and used as is into any tool, program or plugin.
39  * The code is designed to consistently generate the same
40  * tangent spaces, for a given mesh, in any tool in which it is used.
41  * This is done by performing an internal welding step and subsequently an order-independent
42  * evaluation of tangent space for meshes consisting of triangles and quads.
43  * This means faces can be received in any order and the same is true for
44  * the order of vertices of each face. The generated result will not be affected
45  * by such reordering. Additionally, whether degenerate (vertices or texture coordinates)
46  * primitives are present or not will not affect the generated results either.
47  * Once tangent space calculation is done the vertices of degenerate primitives will simply
48  * inherit tangent space from neighboring non degenerate primitives.
49  * The analysis behind this implementation can be found in my master's thesis
50  * which is available for download --> http://image.diku.dk/projects/media/morten.mikkelsen.08.pdf
51  * Note that though the tangent spaces at the vertices are generated in an order-independent way,
52  * by this implementation, the interpolated tangent space is still affected by which diagonal is
53  * chosen to split each quad. A sensible solution is to have your tools pipeline always
54  * split quads by the shortest diagonal. This choice is order-independent and works with mirroring.
55  * If these have the same length then compare the diagonals defined by the texture coordinates.
56  * XNormal which is a tool for baking normal maps allows you to write your own tangent space plugin
57  * and also quad triangulator plugin.
58  */
59 
60 typedef int tbool;
62 
63 typedef struct {
64  // Returns the number of faces (triangles/quads) on the mesh to be processed.
65  int (*m_getNumFaces)(const SMikkTSpaceContext *pContext);
66 
67  // Returns the number of vertices on face number iFace
68  // iFace is a number in the range {0, 1, ..., getNumFaces()-1}
69  int (*m_getNumVerticesOfFace)(const SMikkTSpaceContext *pContext, const int iFace);
70 
71  // returns the position/normal/texcoord of the referenced face of vertex number iVert.
72  // iVert is in the range {0,1,2} for triangles and {0,1,2,3} for quads.
73  void (*m_getPosition)(const SMikkTSpaceContext *pContext,
74  float fvPosOut[],
75  const int iFace,
76  const int iVert);
77  void (*m_getNormal)(const SMikkTSpaceContext *pContext,
78  float fvNormOut[],
79  const int iFace,
80  const int iVert);
81  void (*m_getTexCoord)(const SMikkTSpaceContext *pContext,
82  float fvTexcOut[],
83  const int iFace,
84  const int iVert);
85 
86  // either (or both) of the two setTSpace callbacks can be set.
87  // The call-back m_setTSpaceBasic() is sufficient for basic normal mapping.
88 
89  // This function is used to return the tangent and fSign to the application.
90  // fvTangent is a unit length vector.
91  // For normal maps it is sufficient to use the following simplified version of the bitangent
92  // which is generated at pixel/vertex level.
93  // bitangent = fSign * cross(vN, tangent);
94  // Note that the results are returned unindexed. It is possible to generate a new index list
95  // But averaging/overwriting tangent spaces by using an already existing index list WILL produce
96  // INCRORRECT results.
97  // DO NOT! use an already existing index list.
98  void (*m_setTSpaceBasic)(const SMikkTSpaceContext *pContext,
99  const float fvTangent[],
100  const float fSign,
101  const int iFace,
102  const int iVert);
103 
104  // This function is used to return tangent space results to the application.
105  // fvTangent and fvBiTangent are unit length vectors and fMagS and fMagT are their
106  // true magnitudes which can be used for relief mapping effects.
107  // fvBiTangent is the "real" bitangent and thus may not be perpendicular to fvTangent.
108  // However, both are perpendicular to the vertex normal.
109  // For normal maps it is sufficient to use the following simplified version of the bitangent
110  // which is generated at pixel/vertex level.
111  // fSign = bIsOrientationPreserving ? 1.0f : (-1.0f);
112  // bitangent = fSign * cross(vN, tangent);
113  // Note that the results are returned unindexed. It is possible to generate a new index list
114  // But averaging/overwriting tangent spaces by using an already existing index list WILL produce
115  // INCRORRECT results. DO NOT! use an already existing index list.
116  void (*m_setTSpace)(const SMikkTSpaceContext *pContext,
117  const float fvTangent[],
118  const float fvBiTangent[],
119  const float fMagS,
120  const float fMagT,
121  const tbool bIsOrientationPreserving,
122  const int iFace,
123  const int iVert);
125 
127  // initialized with callback functions
129  // pointer to client side mesh data etc.
130  // (passed as the first parameter with every interface call)
131  void *m_pUserData;
132 };
133 
134 // these are both thread safe!
135 // Default (recommended) fAngularThreshold is 180 degrees (which means threshold disabled)
137 tbool genTangSpace(const SMikkTSpaceContext *pContext, const float fAngularThreshold);
138 
139 // To avoid visual errors (distortions/unwanted hard edges in lighting), when using sampled normal
140 // maps, the normal map sampler must use the exact inverse of the pixel shader transformation.
141 // The most efficient transformation we can possibly do in the pixel shader is achieved by using,
142 // directly, the "unnormalized" interpolated tangent, bitangent and vertex normal: vT, vB and vN.
143 // pixel shader (fast transform out)
144 // vNout = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
145 // where vNt is the tangent space normal. The normal map sampler must likewise use the
146 // interpolated and "unnormalized" tangent, bitangent and vertex normal to be compliant with the
147 // pixel shader. sampler does (exact inverse of pixel shader):
148 // float3 row0 = cross(vB, vN);
149 // float3 row1 = cross(vN, vT);
150 // float3 row2 = cross(vT, vB);
151 // float fSign = dot(vT, row0)<0 ? -1 : 1;
152 // vNt = normalize( fSign * float3(dot(vNout,row0), dot(vNout,row1), dot(vNout,row2)) );
153 // where vNout is the sampled normal in some chosen 3D space.
154 //
155 // Should you choose to reconstruct the bitangent in the pixel shader instead
156 // of the vertex shader, as explained earlier, then be sure to do this in the normal map sampler
157 // also. Finally, beware of quad triangulations. If the normal map sampler doesn't use the same
158 // triangulation of quads as your renderer then problems will occur since the interpolated tangent
159 // spaces will differ eventhough the vertex level tangent spaces match. This can be solved either
160 // by triangulating before sampling/exporting or by using the order-independent choice of diagonal
161 // for splitting quads suggested earlier. However, this must be used both by the sampler and your
162 // tools/rendering pipeline.
163 
164 #ifdef __cplusplus
165 }
166 #endif
167 
168 #endif
int tbool
Definition: mikktspace.h:60
tbool genTangSpace(const SMikkTSpaceContext *pContext, const float fAngularThreshold)
Definition: mikktspace.c:274
tbool genTangSpaceDefault(const SMikkTSpaceContext *pContext)
Definition: mikktspace.c:269
SMikkTSpaceInterface * m_pInterface
Definition: mikktspace.h:128