コード例 #1
0
        // http://www.terathon.com/code/tangent.html
        public static void GenerateTangentSpaceFor(Model <VertexPositionNormalTextureTangent, RealtimeMaterial> model)
        {
            int numberOfMeshes = model.MeshCount;

            for (int j = 0; j < numberOfMeshes; j++)
            {
                var mesh                  = model.GetMesh(j);
                var vertices              = mesh.Vertices;
                var indicies              = mesh.Indices;
                var numberOfIndicies      = indicies.Length;
                var numberOfVertices      = vertices.Length;
                var tangentCountPerVertex = new uint[numberOfVertices];
                // Calculate Tangent & Bitangent
                for (int i = 0; i < numberOfIndicies; i += 3)
                {
                    var indicie_0 = indicies[i];
                    var indicie_1 = indicies[i + 1];
                    var indicie_2 = indicies[i + 2];
                    ref VertexPositionNormalTextureTangent v0 = ref vertices[indicie_0];
                    ref VertexPositionNormalTextureTangent v1 = ref vertices[indicie_1];
                    ref VertexPositionNormalTextureTangent v2 = ref vertices[indicie_2];
コード例 #2
0
        public static VertexPositionNormalTextureTangent[] CalculateTangentArray(VertexPositionNormalTexture[] vertices, int[] indices)
        {
            Vector3[] tan1 = new Vector3[vertices.Length];
            Vector3[] tan2 = new Vector3[vertices.Length];

            Vector4[] tangents = new Vector4[vertices.Length];

            for (int i = 0; i < indices.Length; i += 3)
            {
                int i1 = indices[i];
                int i2 = indices[i + 1];
                int i3 = indices[i + 2];

                Vector3 v1 = vertices[i1].Position;
                Vector3 v2 = vertices[i2].Position;
                Vector3 v3 = vertices[i3].Position;

                Vector2 w1 = vertices[i1].TextureUV;
                Vector2 w2 = vertices[i2].TextureUV;
                Vector2 w3 = vertices[i3].TextureUV;

                float x1 = v2.X - v1.X;
                float x2 = v3.X - v1.X;
                float y1 = v2.Y - v1.Y;
                float y2 = v3.Y - v1.Y;
                float z1 = v2.Z - v1.Z;
                float z2 = v3.Z - v1.Z;

                float s1 = w2.X - w1.X;
                float s2 = w3.X - w1.X;
                float t1 = w2.Y - w1.Y;
                float t2 = w3.Y - w1.Y;

                float r = 1.0f / (s1 * t2 - s2 * t1);

                Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
                Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);

                tan1[i1] += sdir;
                tan1[i2] += sdir;
                tan1[i3] += sdir;

                tan2[i1] += tdir;
                tan2[i2] += tdir;
                tan2[i3] += tdir;
            }

            VertexPositionNormalTextureTangent[] newVertices = new VertexPositionNormalTextureTangent[vertices.Length];

            for (int i = 0; i < vertices.Count(); i++)
            {
                Vector3 n = vertices[i].Normal;
                Vector3 t = tan1[i];

                Vector3 tmp = Vector3.Normalize(t - n * Vector3.Dot(n, t));
                float   w   = (Vector3.Dot(Vector3.Cross(n, t), tan2[i]) < 0.0f) ? -1.0f : 1.0f;

                tangents[i] = new Vector4(tmp.X, tmp.Y, tmp.Z, w);

                Vector3 p  = vertices[i].Position;
                Vector2 tx = vertices[i].TextureUV;
                newVertices[i] = new VertexPositionNormalTextureTangent(p, n, tx, tangents[i]);
            }

            return(newVertices);
        }
コード例 #3
0
        // https://gamedev.stackexchange.com/questions/150191/opengl-calculate-uv-sphere-vertices
        // https://www.opengl.org/discussion_boards/showthread.php/170225-Sphere-tangents
        /// <summary>
        /// Returns a Sphere Mesh with the corresponing vertex struct
        /// Extremely inefficient in OpenGL und MacOS
        /// </summary>
        public static Mesh <VertexPositionNormalTextureTangent> GenerateSphereTangent(int numLatitudeLines, int numLongitudeLines, float radius)
        {
            // One vertex at every latitude-longitude intersection,
            // plus one for the north pole and one for the south.
            // One meridian serves as a UV seam, so we double the vertices there.
            int numVertices = numLatitudeLines * (numLongitudeLines + 1) + 2;

            VertexPositionNormalTextureTangent[] vertices = new VertexPositionNormalTextureTangent[numVertices];
            List <ushort> indices = new List <ushort>();

            // North pole.
            vertices[0].Position           = new Vector3(0, radius, 0);
            vertices[0].TextureCoordinates = new Vector2(0, 0);

            // South pole.
            vertices[numVertices - 1].Position           = new Vector3(0, -radius, 0);
            vertices[numVertices - 1].TextureCoordinates = new Vector2(0, 1);

            // +1.0f because there's a gap between the poles and the first parallel.
            float latitudeSpacing  = 1.0f / (numLatitudeLines + 1.0f);
            float longitudeSpacing = 1.0f / (numLongitudeLines);

            // start writing new vertices at position 1
            int v = 1;

            for (int latitude = 0; latitude < numLatitudeLines; latitude++)
            {
                for (int longitude = 0; longitude <= numLongitudeLines; longitude++)
                {
                    // Scale coordinates into the 0...1 texture coordinate range,
                    // with north at the top (y = 0).
                    vertices[v].TextureCoordinates = new Vector2(
                        longitude.ToFloat() * longitudeSpacing,
                        (latitude.ToFloat() + 1.0f) * latitudeSpacing
                        );

                    // Convert to spherical coordinates:
                    // theta is a longitude angle (around the equator) in radians.
                    // phi is a latitude angle (north or south of the equator).
                    float theta = vertices[v].TextureCoordinates.X * 2.0f * Math.PI.ToFloat();
                    float phi   = vertices[v].TextureCoordinates.Y * Math.PI.ToFloat();

                    // This determines the radius of the ring of this line of latitude.
                    // It's widest at the equator, and narrows as phi increases/decreases.
                    // float c = Math.Sin(phi).ToFloat();

                    // Usual formula for a vector in spherical coordinates.
                    // You can exchange x & z to wind the opposite way around the sphere.
                    vertices[v].Position = new Vector3(
                        Math.Sin(phi).ToFloat() * Math.Sin(theta).ToFloat(),
                        Math.Cos(phi).ToFloat(),
                        Math.Sin(phi).ToFloat() * Math.Cos(theta).ToFloat()
                        ) * radius;

                    vertices[v].Normal = Vector3.Normalize(vertices[v].Position);

                    if (latitude < numLatitudeLines - 1)
                    {
                        indices.Add(v.ToUnsignedShort());
                        indices.Add((v + 1).ToUnsignedShort());
                        indices.Add((v + 1 + numLongitudeLines).ToUnsignedShort());

                        indices.Add((v + 1).ToUnsignedShort());
                        indices.Add((v + 2 + numLongitudeLines).ToUnsignedShort());
                        indices.Add((v + numLongitudeLines + 1).ToUnsignedShort());
                    }


                    var position = vertices[v].Position;
                    var normal   = vertices[v].Normal;

                    // derivative wrt. phi
                    vertices[v].Tangent = Vector3.Normalize(new Vector3(
                                                                Math.Cos(phi).ToFloat() * Math.Sin(theta).ToFloat(),
                                                                -Math.Sin(phi).ToFloat(),
                                                                Math.Cos(phi).ToFloat() * Math.Cos(theta).ToFloat()
                                                                ));

                    if (vertices[v].Tangent.Length() == 0)
                    {
                        Console.WriteLine("Warning, Tagent is 0");
                    }

                    // Proceed to the next vertex.
                    v++;
                }
            }

            // North pole indices
            for (int longitude = 1; longitude < numLongitudeLines; longitude++)
            {
                indices.Add(0);
                indices.Add((longitude + 1).ToUnsignedShort());
                indices.Add(longitude.ToUnsignedShort());
            }
            indices.Add(0);
            indices.Add(1);
            indices.Add(numLongitudeLines.ToUnsignedShort());

            v -= numLongitudeLines + 1;
            // southpole
            for (int longitude = 0; longitude <= numLongitudeLines; longitude++)
            {
                indices.Add((v + longitude).ToUnsignedShort());
                indices.Add((v + longitude + 1).ToUnsignedShort());
                indices.Add((numVertices - 1).ToUnsignedShort());
            }
            indices.Add((numVertices - 2).ToUnsignedShort());
            indices.Add((v + 1).ToUnsignedShort());
            indices.Add((numVertices - 1).ToUnsignedShort());
            return(new Mesh <VertexPositionNormalTextureTangent>(vertices, indices.ToArray()));
        }