mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-15 16:33:25 +02:00
Remove now redundant tangent generation code
This commit is contained in:
parent
9bb7e4dced
commit
fe60b8e69b
4 changed files with 1 additions and 108 deletions
|
@ -1452,9 +1452,6 @@ HFMModel* FBXSerializer::extractHFMModel(const QVariantHash& mapping, const QStr
|
|||
}
|
||||
}
|
||||
|
||||
extracted.mesh.createMeshTangents(generateTangents);
|
||||
extracted.mesh.createBlendShapeTangents(generateTangents);
|
||||
|
||||
// find the clusters with which the mesh is associated
|
||||
QVector<QString> clusterIDs;
|
||||
foreach (const QString& childID, _connectionChildMap.values(it.key())) {
|
||||
|
|
|
@ -67,108 +67,6 @@ bool HFMMaterial::needTangentSpace() const {
|
|||
return !normalTexture.isNull();
|
||||
}
|
||||
|
||||
static void _createBlendShapeTangents(HFMMesh& mesh, bool generateFromTexCoords, HFMBlendshape& blendShape);
|
||||
|
||||
void HFMMesh::createBlendShapeTangents(bool generateTangents) {
|
||||
for (auto& blendShape : blendshapes) {
|
||||
_createBlendShapeTangents(*this, generateTangents, blendShape);
|
||||
}
|
||||
}
|
||||
|
||||
using IndexAccessor = std::function<glm::vec3*(const HFMMesh&, int, int, glm::vec3*, glm::vec3&)>;
|
||||
|
||||
static void setTangents(const HFMMesh& mesh, const IndexAccessor& vertexAccessor, int firstIndex, int secondIndex,
|
||||
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, QVector<glm::vec3>& tangents) {
|
||||
glm::vec3 vertex[2];
|
||||
glm::vec3 normal;
|
||||
glm::vec3* tangent = vertexAccessor(mesh, firstIndex, secondIndex, vertex, normal);
|
||||
if (tangent) {
|
||||
glm::vec3 bitangent = glm::cross(normal, vertex[1] - vertex[0]);
|
||||
if (glm::length(bitangent) < EPSILON) {
|
||||
return;
|
||||
}
|
||||
glm::vec2 texCoordDelta = mesh.texCoords.at(secondIndex) - mesh.texCoords.at(firstIndex);
|
||||
glm::vec3 normalizedNormal = glm::normalize(normal);
|
||||
*tangent += glm::cross(glm::angleAxis(-atan2f(-texCoordDelta.t, texCoordDelta.s), normalizedNormal) *
|
||||
glm::normalize(bitangent), normalizedNormal);
|
||||
}
|
||||
}
|
||||
|
||||
static void createTangents(const HFMMesh& mesh, bool generateFromTexCoords,
|
||||
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, QVector<glm::vec3>& tangents,
|
||||
IndexAccessor accessor) {
|
||||
// if we have a normal map (and texture coordinates), we must compute tangents
|
||||
if (generateFromTexCoords && !mesh.texCoords.isEmpty()) {
|
||||
tangents.resize(vertices.size());
|
||||
|
||||
foreach(const HFMMeshPart& part, mesh.parts) {
|
||||
for (int i = 0; i < part.quadIndices.size(); i += 4) {
|
||||
setTangents(mesh, accessor, part.quadIndices.at(i), part.quadIndices.at(i + 1), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.quadIndices.at(i + 1), part.quadIndices.at(i + 2), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.quadIndices.at(i + 2), part.quadIndices.at(i + 3), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.quadIndices.at(i + 3), part.quadIndices.at(i), vertices, normals, tangents);
|
||||
}
|
||||
// <= size - 3 in order to prevent overflowing triangleIndices when (i % 3) != 0
|
||||
// This is most likely evidence of a further problem in extractMesh()
|
||||
for (int i = 0; i <= part.triangleIndices.size() - 3; i += 3) {
|
||||
setTangents(mesh, accessor, part.triangleIndices.at(i), part.triangleIndices.at(i + 1), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.triangleIndices.at(i + 1), part.triangleIndices.at(i + 2), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.triangleIndices.at(i + 2), part.triangleIndices.at(i), vertices, normals, tangents);
|
||||
}
|
||||
if ((part.triangleIndices.size() % 3) != 0) {
|
||||
qCDebug(modelformat) << "Error in extractHFMModel part.triangleIndices.size() is not divisible by three ";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HFMMesh::createMeshTangents(bool generateFromTexCoords) {
|
||||
HFMMesh& mesh = *this;
|
||||
// This is the only workaround I've found to trick the compiler into understanding that mesh.tangents isn't
|
||||
// const in the lambda function.
|
||||
auto& tangents = mesh.tangents;
|
||||
createTangents(mesh, generateFromTexCoords, mesh.vertices, mesh.normals, mesh.tangents,
|
||||
[&](const HFMMesh& mesh, int firstIndex, int secondIndex, glm::vec3* outVertices, glm::vec3& outNormal) {
|
||||
outVertices[0] = mesh.vertices[firstIndex];
|
||||
outVertices[1] = mesh.vertices[secondIndex];
|
||||
outNormal = mesh.normals[firstIndex];
|
||||
return &(tangents[firstIndex]);
|
||||
});
|
||||
}
|
||||
|
||||
static void _createBlendShapeTangents(HFMMesh& mesh, bool generateFromTexCoords, HFMBlendshape& blendShape) {
|
||||
// Create lookup to get index in blend shape from vertex index in mesh
|
||||
std::vector<int> reverseIndices;
|
||||
reverseIndices.resize(mesh.vertices.size());
|
||||
std::iota(reverseIndices.begin(), reverseIndices.end(), 0);
|
||||
|
||||
for (int indexInBlendShape = 0; indexInBlendShape < blendShape.indices.size(); ++indexInBlendShape) {
|
||||
auto indexInMesh = blendShape.indices[indexInBlendShape];
|
||||
reverseIndices[indexInMesh] = indexInBlendShape;
|
||||
}
|
||||
|
||||
createTangents(mesh, generateFromTexCoords, blendShape.vertices, blendShape.normals, blendShape.tangents,
|
||||
[&](const HFMMesh& mesh, int firstIndex, int secondIndex, glm::vec3* outVertices, glm::vec3& outNormal) {
|
||||
const auto index1 = reverseIndices[firstIndex];
|
||||
const auto index2 = reverseIndices[secondIndex];
|
||||
|
||||
if (index1 < blendShape.vertices.size()) {
|
||||
outVertices[0] = blendShape.vertices[index1];
|
||||
if (index2 < blendShape.vertices.size()) {
|
||||
outVertices[1] = blendShape.vertices[index2];
|
||||
} else {
|
||||
// Index isn't in the blend shape so return vertex from mesh
|
||||
outVertices[1] = mesh.vertices[secondIndex];
|
||||
}
|
||||
outNormal = blendShape.normals[index1];
|
||||
return &blendShape.tangents[index1];
|
||||
} else {
|
||||
// Index isn't in blend shape so return nullptr
|
||||
return (glm::vec3*)nullptr;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
QStringList HFMModel::getJointNames() const {
|
||||
QStringList names;
|
||||
foreach (const HFMJoint& joint, joints) {
|
||||
|
|
|
@ -239,9 +239,6 @@ public:
|
|||
|
||||
graphics::MeshPointer _mesh;
|
||||
bool wasCompressed { false };
|
||||
|
||||
void createMeshTangents(bool generateFromTexCoords);
|
||||
void createBlendShapeTangents(bool generateTangents);
|
||||
};
|
||||
|
||||
/**jsdoc
|
||||
|
|
|
@ -123,6 +123,7 @@ namespace baker {
|
|||
const auto blendshapesPerMeshIn = modelPartsIn.getN<GetModelPartsTask::Output>(3);
|
||||
|
||||
// Calculate normals and tangents for meshes and blendshapes if they do not exist
|
||||
// Note: Normals are never calculated here for OBJ models. OBJ files optionally define normals on a per-face basis, so for consistency normals are calculated beforehand in OBJSerializer.
|
||||
const auto normalsPerMesh = model.addJob<CalculateMeshNormalsTask>("CalculateMeshNormals", meshesIn);
|
||||
const auto calculateMeshTangentsInputs = CalculateMeshTangentsTask::Input(normalsPerMesh, meshesIn, hfmModelIn).asVarying();
|
||||
const auto tangentsPerMesh = model.addJob<CalculateMeshTangentsTask>("CalculateMeshTangents", calculateMeshTangentsInputs);
|
||||
|
|
Loading…
Reference in a new issue