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-/* SPDX-License-Identifier: Zlib
- * Copyright 2011 by Morten S. Mikkelsen. */
-
-/** \file
- * \ingroup mikktspace
- */
-
-#ifndef __MIKKTSPACE_H__
-#define __MIKKTSPACE_H__
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* Author: Morten S. Mikkelsen
- * Version: 1.0
- *
- * The files mikktspace.h and mikktspace.c are designed to be
- * stand-alone files and it is important that they are kept this way.
- * Not having dependencies on structures/classes/libraries specific
- * to the program, in which they are used, allows them to be copied
- * and used as is into any tool, program or plugin.
- * The code is designed to consistently generate the same
- * tangent spaces, for a given mesh, in any tool in which it is used.
- * This is done by performing an internal welding step and subsequently an order-independent
- * evaluation of tangent space for meshes consisting of triangles and quads.
- * This means faces can be received in any order and the same is true for
- * the order of vertices of each face. The generated result will not be affected
- * by such reordering. Additionally, whether degenerate (vertices or texture coordinates)
- * primitives are present or not will not affect the generated results either.
- * Once tangent space calculation is done the vertices of degenerate primitives will simply
- * inherit tangent space from neighboring non degenerate primitives.
- * The analysis behind this implementation can be found in my master's thesis
- * which is available for download --> http://image.diku.dk/projects/media/morten.mikkelsen.08.pdf
- * Note that though the tangent spaces at the vertices are generated in an order-independent way,
- * by this implementation, the interpolated tangent space is still affected by which diagonal is
- * chosen to split each quad. A sensible solution is to have your tools pipeline always
- * split quads by the shortest diagonal. This choice is order-independent and works with mirroring.
- * If these have the same length then compare the diagonals defined by the texture coordinates.
- * XNormal which is a tool for baking normal maps allows you to write your own tangent space plugin
- * and also quad triangulator plugin.
- */
-
-typedef int tbool;
-typedef struct SMikkTSpaceContext SMikkTSpaceContext;
-
-typedef struct {
- // Returns the number of faces (triangles/quads) on the mesh to be processed.
- int (*m_getNumFaces)(const SMikkTSpaceContext *pContext);
-
- // Returns the number of vertices on face number iFace
- // iFace is a number in the range {0, 1, ..., getNumFaces()-1}
- int (*m_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.
- void (*m_getPosition)(const SMikkTSpaceContext *pContext,
- float fvPosOut[],
- const int iFace,
- const int iVert);
- void (*m_getNormal)(const SMikkTSpaceContext *pContext,
- float fvNormOut[],
- const int iFace,
- const int iVert);
- void (*m_getTexCoord)(const SMikkTSpaceContext *pContext,
- float fvTexcOut[],
- const int iFace,
- const int iVert);
-
- // either (or both) of the two setTSpace callbacks can be set.
- // The call-back m_setTSpaceBasic() is sufficient for basic normal mapping.
-
- // This function is used to return the tangent and fSign to the application.
- // fvTangent is a unit length vector.
- // For normal maps it is sufficient to use the following simplified version of the bitangent
- // which is generated at pixel/vertex level.
- // bitangent = fSign * cross(vN, tangent);
- // Note that the results are returned unindexed. It is possible to generate a new index list
- // But averaging/overwriting tangent spaces by using an already existing index list WILL produce
- // INCRORRECT results.
- // DO NOT! use an already existing index list.
- void (*m_setTSpaceBasic)(const SMikkTSpaceContext *pContext,
- const float fvTangent[],
- const float fSign,
- 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);
- // Note that the results are returned unindexed. It is possible to generate a new index list
- // But averaging/overwriting tangent spaces by using an already existing index list WILL produce
- // INCRORRECT results. DO NOT! use an already existing index list.
- void (*m_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);
-} SMikkTSpaceInterface;
-
-struct SMikkTSpaceContext {
- // initialized with callback functions
- SMikkTSpaceInterface *m_pInterface;
- // pointer to client side mesh data etc.
- // (passed as the first parameter with every interface call)
- void *m_pUserData;
-};
-
-// these are both thread safe!
-// Default (recommended) fAngularThreshold is 180 degrees (which means threshold disabled)
-tbool genTangSpaceDefault(const SMikkTSpaceContext *pContext);
-tbool genTangSpace(const SMikkTSpaceContext *pContext, const float fAngularThreshold);
-
-// To avoid visual errors (distortions/unwanted hard edges in lighting), when using sampled normal
-// maps, the normal map sampler must use the exact inverse of the pixel shader transformation.
-// The most efficient transformation we can possibly do in the pixel shader is achieved by using,
-// directly, the "unnormalized" interpolated tangent, bitangent and vertex normal: vT, vB and vN.
-// pixel shader (fast transform out)
-// vNout = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
-// where vNt is the tangent space normal. The normal map sampler must likewise use the
-// interpolated and "unnormalized" tangent, bitangent and vertex normal to be compliant with the
-// pixel shader. sampler does (exact inverse of pixel shader):
-// float3 row0 = cross(vB, vN);
-// float3 row1 = cross(vN, vT);
-// float3 row2 = cross(vT, vB);
-// float fSign = dot(vT, row0)<0 ? -1 : 1;
-// vNt = normalize( fSign * float3(dot(vNout,row0), dot(vNout,row1), dot(vNout,row2)) );
-// where vNout is the sampled normal in some chosen 3D space.
-//
-// Should you choose to reconstruct the bitangent in the pixel shader instead
-// of the vertex shader, as explained earlier, then be sure to do this in the normal map sampler
-// also. Finally, beware of quad triangulations. If the normal map sampler doesn't use the same
-// triangulation of quads as your renderer then problems will occur since the interpolated tangent
-// spaces will differ eventhough the vertex level tangent spaces match. This can be solved either
-// by triangulating before sampling/exporting or by using the order-independent choice of diagonal
-// for splitting quads suggested earlier. However, this must be used both by the sampler and your
-// tools/rendering pipeline.
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif