/*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
+ Copyright (C) 2001-2006, William Joseph.
+ All Rights Reserved.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant 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.
+ GtkRadiant 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.
-GtkRadiant 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.
+ GtkRadiant 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 GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
-#if !defined(INCLUDED_RENDER_H)
+#if !defined( INCLUDED_RENDER_H )
#define INCLUDED_RENDER_H
/// \file
#include "igl.h"
#include "container/array.h"
-#include "math/vector.h"
+#include "math/vector.h"
#include "math/pi.h"
#include <vector>
/// \brief A resizable buffer of indices.
class IndexBuffer
{
- typedef std::vector<RenderIndex> Indices;
- Indices m_data;
+typedef std::vector<RenderIndex> Indices;
+Indices m_data;
public:
- typedef Indices::iterator iterator;
- typedef Indices::const_iterator const_iterator;
-
- iterator begin()
- {
- return m_data.begin();
- }
- const_iterator begin() const
- {
- return m_data.begin();
- }
- iterator end()
- {
- return m_data.end();
- }
- const_iterator end() const
- {
- return m_data.end();
- }
-
- bool empty() const
- {
- return m_data.empty();
- }
- std::size_t size() const
- {
- return m_data.size();
- }
- const RenderIndex* data() const
- {
- return &(*m_data.begin());
- }
- RenderIndex& operator[](std::size_t index)
- {
- return m_data[index];
- }
- const RenderIndex& operator[](std::size_t index) const
- {
- return m_data[index];
- }
- void clear()
- {
- m_data.clear();
- }
- void reserve(std::size_t max_indices)
- {
- m_data.reserve(max_indices);
- }
- void insert(RenderIndex index)
- {
- m_data.push_back(index);
- }
- void swap(IndexBuffer& other)
- {
- std::swap(m_data, m_data);
- }
+typedef Indices::iterator iterator;
+typedef Indices::const_iterator const_iterator;
+
+iterator begin(){
+ return m_data.begin();
+}
+const_iterator begin() const {
+ return m_data.begin();
+}
+iterator end(){
+ return m_data.end();
+}
+const_iterator end() const {
+ return m_data.end();
+}
+
+bool empty() const {
+ return m_data.empty();
+}
+std::size_t size() const {
+ return m_data.size();
+}
+const RenderIndex* data() const {
+ return &( *m_data.begin() );
+}
+RenderIndex& operator[]( std::size_t index ){
+ return m_data[index];
+}
+const RenderIndex& operator[]( std::size_t index ) const {
+ return m_data[index];
+}
+void clear(){
+ m_data.clear();
+}
+void reserve( std::size_t max_indices ){
+ m_data.reserve( max_indices );
+}
+void insert( RenderIndex index ){
+ m_data.push_back( index );
+}
+void swap( IndexBuffer& other ){
+ std::swap( m_data, m_data );
+}
};
namespace std
{
- /// \brief Swaps the values of \p self and \p other.
- /// Overloads std::swap.
- inline void swap(IndexBuffer& self, IndexBuffer& other)
- {
- self.swap(other);
- }
+/// \brief Swaps the values of \p self and \p other.
+/// Overloads std::swap.
+inline void swap( IndexBuffer& self, IndexBuffer& other ){
+ self.swap( other );
+}
}
/// \brief A resizable buffer of vertices.
template<typename Vertex>
class VertexBuffer
{
- typedef typename std::vector<Vertex> Vertices;
- Vertices m_data;
+typedef typename std::vector<Vertex> Vertices;
+Vertices m_data;
public:
- typedef typename Vertices::iterator iterator;
- typedef typename Vertices::const_iterator const_iterator;
-
- iterator begin()
- {
- return m_data.begin();
- }
- iterator end()
- {
- return m_data.end();
- }
- const_iterator begin() const
- {
- return m_data.begin();
- }
- const_iterator end() const
- {
- return m_data.end();
- }
-
- bool empty() const
- {
- return m_data.empty();
- }
- RenderIndex size() const
- {
- return RenderIndex(m_data.size());
- }
- const Vertex* data() const
- {
- return &(*m_data.begin());
- }
- Vertex& operator[](std::size_t index)
- {
- return m_data[index];
- }
- const Vertex& operator[](std::size_t index) const
- {
- return m_data[index];
- }
-
- void clear()
- {
- m_data.clear();
- }
- void reserve(std::size_t max_vertices)
- {
- m_data.reserve(max_vertices);
- }
- void push_back(const Vertex& vertex)
- {
- m_data.push_back(vertex);
- }
+typedef typename Vertices::iterator iterator;
+typedef typename Vertices::const_iterator const_iterator;
+
+iterator begin(){
+ return m_data.begin();
+}
+iterator end(){
+ return m_data.end();
+}
+const_iterator begin() const {
+ return m_data.begin();
+}
+const_iterator end() const {
+ return m_data.end();
+}
+
+bool empty() const {
+ return m_data.empty();
+}
+RenderIndex size() const {
+ return RenderIndex( m_data.size() );
+}
+const Vertex* data() const {
+ return &( *m_data.begin() );
+}
+Vertex& operator[]( std::size_t index ){
+ return m_data[index];
+}
+const Vertex& operator[]( std::size_t index ) const {
+ return m_data[index];
+}
+
+void clear(){
+ m_data.clear();
+}
+void reserve( std::size_t max_vertices ){
+ m_data.reserve( max_vertices );
+}
+void push_back( const Vertex& vertex ){
+ m_data.push_back( vertex );
+}
};
/// \brief A wrapper around a VertexBuffer which inserts only vertices which have not already been inserted.
template<typename Vertex>
class UniqueVertexBuffer
{
- typedef VertexBuffer<Vertex> Vertices;
- Vertices& m_data;
-
- struct bnode
- {
- bnode()
- : m_left(0), m_right(0)
- {
- }
- RenderIndex m_left;
- RenderIndex m_right;
- };
-
- std::vector<bnode> m_btree;
- RenderIndex m_prev0;
- RenderIndex m_prev1;
- RenderIndex m_prev2;
-
- const RenderIndex find_or_insert(const Vertex& vertex)
- {
- RenderIndex index = 0;
-
- while(1)
- {
- if(vertex < m_data[index])
- {
- bnode& node = m_btree[index];
- if(node.m_left != 0)
- {
- index = node.m_left;
- continue;
- }
- else
- {
- node.m_left = RenderIndex(m_btree.size());
- m_btree.push_back(bnode());
- m_data.push_back(vertex);
- return RenderIndex(m_btree.size()-1);
- }
- }
- if(m_data[index] < vertex)
- {
- bnode& node = m_btree[index];
- if(node.m_right != 0)
- {
- index = node.m_right;
- continue;
- }
- else
- {
- node.m_right = RenderIndex(m_btree.size());
- m_btree.push_back(bnode());
- m_data.push_back(vertex);
- return RenderIndex(m_btree.size()-1);
- }
- }
-
- return index;
- }
- }
+typedef VertexBuffer<Vertex> Vertices;
+Vertices& m_data;
+
+struct bnode
+{
+ bnode()
+ : m_left( 0 ), m_right( 0 ){
+ }
+ RenderIndex m_left;
+ RenderIndex m_right;
+};
+
+std::vector<bnode> m_btree;
+RenderIndex m_prev0;
+RenderIndex m_prev1;
+RenderIndex m_prev2;
+
+const RenderIndex find_or_insert( const Vertex& vertex ){
+ RenderIndex index = 0;
+
+ while ( 1 )
+ {
+ if ( vertex < m_data[index] ) {
+ bnode& node = m_btree[index];
+ if ( node.m_left != 0 ) {
+ index = node.m_left;
+ continue;
+ }
+ else
+ {
+ node.m_left = RenderIndex( m_btree.size() );
+ m_btree.push_back( bnode() );
+ m_data.push_back( vertex );
+ return RenderIndex( m_btree.size() - 1 );
+ }
+ }
+ if ( m_data[index] < vertex ) {
+ bnode& node = m_btree[index];
+ if ( node.m_right != 0 ) {
+ index = node.m_right;
+ continue;
+ }
+ else
+ {
+ node.m_right = RenderIndex( m_btree.size() );
+ m_btree.push_back( bnode() );
+ m_data.push_back( vertex );
+ return RenderIndex( m_btree.size() - 1 );
+ }
+ }
+
+ return index;
+ }
+}
public:
- UniqueVertexBuffer(Vertices& data)
- : m_data(data), m_prev0(0), m_prev1(0), m_prev2(0)
- {
- }
-
- typedef typename Vertices::const_iterator iterator;
-
- iterator begin() const
- {
- return m_data.begin();
- }
- iterator end() const
- {
- return m_data.end();
- }
-
- std::size_t size() const
- {
- return m_data.size();
- }
- const Vertex* data() const
- {
- return &(*m_data.begin());
- }
- Vertex& operator[](std::size_t index)
- {
- return m_data[index];
- }
- const Vertex& operator[](std::size_t index) const
- {
- return m_data[index];
- }
-
- void clear()
- {
- m_prev0 = 0;
- m_prev1 = 0;
- m_prev2 = 0;
- m_data.clear();
- m_btree.clear();
- }
- void reserve(std::size_t max_vertices)
- {
- m_data.reserve(max_vertices);
- m_btree.reserve(max_vertices);
- }
- /// \brief Returns the index of the element equal to \p vertex.
- RenderIndex insert(const Vertex& vertex)
- {
- if(m_data.empty())
- {
- m_data.push_back(vertex);
- m_btree.push_back(bnode());
- return 0;
- }
-
- if(m_data[m_prev0] == vertex)
- return m_prev0;
- if(m_prev1 != m_prev0 && m_data[m_prev1] == vertex)
- return m_prev1;
- if(m_prev2 != m_prev0 && m_prev2 != m_prev1 && m_data[m_prev2] == vertex)
- return m_prev2;
-
- m_prev2 = m_prev1;
- m_prev1 = m_prev0;
- m_prev0 = find_or_insert(vertex);
-
- return m_prev0;
- }
+UniqueVertexBuffer( Vertices& data )
+ : m_data( data ), m_prev0( 0 ), m_prev1( 0 ), m_prev2( 0 ){
+}
+
+typedef typename Vertices::const_iterator iterator;
+
+iterator begin() const {
+ return m_data.begin();
+}
+iterator end() const {
+ return m_data.end();
+}
+
+std::size_t size() const {
+ return m_data.size();
+}
+const Vertex* data() const {
+ return &( *m_data.begin() );
+}
+Vertex& operator[]( std::size_t index ){
+ return m_data[index];
+}
+const Vertex& operator[]( std::size_t index ) const {
+ return m_data[index];
+}
+
+void clear(){
+ m_prev0 = 0;
+ m_prev1 = 0;
+ m_prev2 = 0;
+ m_data.clear();
+ m_btree.clear();
+}
+void reserve( std::size_t max_vertices ){
+ m_data.reserve( max_vertices );
+ m_btree.reserve( max_vertices );
+}
+/// \brief Returns the index of the element equal to \p vertex.
+RenderIndex insert( const Vertex& vertex ){
+ if ( m_data.empty() ) {
+ m_data.push_back( vertex );
+ m_btree.push_back( bnode() );
+ return 0;
+ }
+
+ if ( m_data[m_prev0] == vertex ) {
+ return m_prev0;
+ }
+ if ( m_prev1 != m_prev0 && m_data[m_prev1] == vertex ) {
+ return m_prev1;
+ }
+ if ( m_prev2 != m_prev0 && m_prev2 != m_prev1 && m_data[m_prev2] == vertex ) {
+ return m_prev2;
+ }
+
+ m_prev2 = m_prev1;
+ m_prev1 = m_prev0;
+ m_prev0 = find_or_insert( vertex );
+
+ return m_prev0;
+}
};
/// \brief A 4-byte colour.
struct Colour4b
{
- unsigned char r, g, b, a;
+ unsigned char r, g, b, a;
- Colour4b()
- {
- }
+ Colour4b(){
+ }
- Colour4b(unsigned char _r, unsigned char _g, unsigned char _b, unsigned char _a)
- : r(_r), g(_g), b(_b), a(_a)
- {
- }
+ Colour4b( unsigned char _r, unsigned char _g, unsigned char _b, unsigned char _a )
+ : r( _r ), g( _g ), b( _b ), a( _a ){
+ }
};
-const Colour4b colour_vertex(0, 255, 0, 255);
-const Colour4b colour_selected(0, 0, 255, 255);
+const Colour4b colour_vertex( 0, 255, 0, 255 );
+const Colour4b colour_selected( 0, 0, 255, 255 );
-inline bool operator<(const Colour4b& self, const Colour4b& other)
-{
- if(self.r != other.r)
- {
- return self.r < other.r;
- }
- if(self.g != other.g)
- {
- return self.g < other.g;
- }
- if(self.b != other.b)
- {
- return self.b < other.b;
- }
- if(self.a != other.a)
- {
- return self.a < other.a;
- }
- return false;
-}
-
-inline bool operator==(const Colour4b& self, const Colour4b& other)
-{
- return self.r == other.r && self.g == other.g && self.b == other.b && self.a == other.a;
+inline bool operator<( const Colour4b& self, const Colour4b& other ){
+ if ( self.r != other.r ) {
+ return self.r < other.r;
+ }
+ if ( self.g != other.g ) {
+ return self.g < other.g;
+ }
+ if ( self.b != other.b ) {
+ return self.b < other.b;
+ }
+ if ( self.a != other.a ) {
+ return self.a < other.a;
+ }
+ return false;
}
-inline bool operator!=(const Colour4b& self, const Colour4b& other)
-{
- return !operator==(self, other);
+inline bool operator==( const Colour4b& self, const Colour4b& other ){
+ return self.r == other.r && self.g == other.g && self.b == other.b && self.a == other.a;
+}
+
+inline bool operator!=( const Colour4b& self, const Colour4b& other ){
+ return !operator==( self, other );
}
/// \brief A 3-float vertex.
struct Vertex3f : public Vector3
{
- Vertex3f()
- {
- }
-
- Vertex3f(float _x, float _y, float _z)
- : Vector3(_x, _y, _z)
- {
- }
+ Vertex3f(){
+ }
+
+ Vertex3f( float _x, float _y, float _z )
+ : Vector3( _x, _y, _z ){
+ }
};
-inline bool operator<(const Vertex3f& self, const Vertex3f& other)
-{
- if(self.x() != other.x())
- {
- return self.x() < other.x();
- }
- if(self.y() != other.y())
- {
- return self.y() < other.y();
- }
- if(self.z() != other.z())
- {
- return self.z() < other.z();
- }
- return false;
-}
-
-inline bool operator==(const Vertex3f& self, const Vertex3f& other)
-{
- return self.x() == other.x() && self.y() == other.y() && self.z() == other.z();
+inline bool operator<( const Vertex3f& self, const Vertex3f& other ){
+ if ( self.x() != other.x() ) {
+ return self.x() < other.x();
+ }
+ if ( self.y() != other.y() ) {
+ return self.y() < other.y();
+ }
+ if ( self.z() != other.z() ) {
+ return self.z() < other.z();
+ }
+ return false;
}
-inline bool operator!=(const Vertex3f& self, const Vertex3f& other)
-{
- return !operator==(self, other);
+inline bool operator==( const Vertex3f& self, const Vertex3f& other ){
+ return self.x() == other.x() && self.y() == other.y() && self.z() == other.z();
}
+inline bool operator!=( const Vertex3f& self, const Vertex3f& other ){
+ return !operator==( self, other );
+}
-inline Vertex3f vertex3f_from_array(const float* array)
-{
- return Vertex3f(array[0], array[1], array[2]);
+
+inline Vertex3f vertex3f_from_array( const float* array ){
+ return Vertex3f( array[0], array[1], array[2] );
}
-inline float* vertex3f_to_array(Vertex3f& vertex)
-{
- return reinterpret_cast<float*>(&vertex);
+inline float* vertex3f_to_array( Vertex3f& vertex ){
+ return reinterpret_cast<float*>( &vertex );
}
-inline const float* vertex3f_to_array(const Vertex3f& vertex)
-{
- return reinterpret_cast<const float*>(&vertex);
+inline const float* vertex3f_to_array( const Vertex3f& vertex ){
+ return reinterpret_cast<const float*>( &vertex );
}
-const Vertex3f vertex3f_identity(0, 0, 0);
+const Vertex3f vertex3f_identity( 0, 0, 0 );
-inline Vertex3f vertex3f_for_vector3(const Vector3& vector3)
-{
- return Vertex3f(vector3.x(), vector3.y(), vector3.z());
+inline Vertex3f vertex3f_for_vector3( const Vector3& vector3 ){
+ return Vertex3f( vector3.x(), vector3.y(), vector3.z() );
}
-inline const Vector3& vertex3f_to_vector3(const Vertex3f& vertex)
-{
- return vertex;
+inline const Vector3& vertex3f_to_vector3( const Vertex3f& vertex ){
+ return vertex;
}
-inline Vector3& vertex3f_to_vector3(Vertex3f& vertex)
-{
- return vertex;
+inline Vector3& vertex3f_to_vector3( Vertex3f& vertex ){
+ return vertex;
}
/// \brief A 3-float normal.
struct Normal3f : public Vector3
{
- Normal3f()
- {
- }
-
- Normal3f(float _x, float _y, float _z)
- : Vector3(_x, _y, _z)
- {
- }
+ Normal3f(){
+ }
+
+ Normal3f( float _x, float _y, float _z )
+ : Vector3( _x, _y, _z ){
+ }
};
-inline bool operator<(const Normal3f& self, const Normal3f& other)
-{
- if(self.x() != other.x())
- {
- return self.x() < other.x();
- }
- if(self.y() != other.y())
- {
- return self.y() < other.y();
- }
- if(self.z() != other.z())
- {
- return self.z() < other.z();
- }
- return false;
-}
-
-inline bool operator==(const Normal3f& self, const Normal3f& other)
-{
- return self.x() == other.x() && self.y() == other.y() && self.z() == other.z();
+inline bool operator<( const Normal3f& self, const Normal3f& other ){
+ if ( self.x() != other.x() ) {
+ return self.x() < other.x();
+ }
+ if ( self.y() != other.y() ) {
+ return self.y() < other.y();
+ }
+ if ( self.z() != other.z() ) {
+ return self.z() < other.z();
+ }
+ return false;
}
-inline bool operator!=(const Normal3f& self, const Normal3f& other)
-{
- return !operator==(self, other);
+inline bool operator==( const Normal3f& self, const Normal3f& other ){
+ return self.x() == other.x() && self.y() == other.y() && self.z() == other.z();
}
+inline bool operator!=( const Normal3f& self, const Normal3f& other ){
+ return !operator==( self, other );
+}
-inline Normal3f normal3f_from_array(const float* array)
-{
- return Normal3f(array[0], array[1], array[2]);
+
+inline Normal3f normal3f_from_array( const float* array ){
+ return Normal3f( array[0], array[1], array[2] );
}
-inline float* normal3f_to_array(Normal3f& normal)
-{
- return reinterpret_cast<float*>(&normal);
+inline float* normal3f_to_array( Normal3f& normal ){
+ return reinterpret_cast<float*>( &normal );
}
-inline const float* normal3f_to_array(const Normal3f& normal)
-{
- return reinterpret_cast<const float*>(&normal);
+inline const float* normal3f_to_array( const Normal3f& normal ){
+ return reinterpret_cast<const float*>( &normal );
}
-inline Normal3f normal3f_for_vector3(const Vector3& vector3)
-{
- return Normal3f(vector3.x(), vector3.y(), vector3.z());
+inline Normal3f normal3f_for_vector3( const Vector3& vector3 ){
+ return Normal3f( vector3.x(), vector3.y(), vector3.z() );
}
-inline const Vector3& normal3f_to_vector3(const Normal3f& normal)
-{
- return normal;
+inline const Vector3& normal3f_to_vector3( const Normal3f& normal ){
+ return normal;
}
-inline Vector3& normal3f_to_vector3(Normal3f& normal)
-{
- return normal;
+inline Vector3& normal3f_to_vector3( Normal3f& normal ){
+ return normal;
}
/// \brief A 2-float texture-coordinate set.
struct TexCoord2f : public Vector2
{
- TexCoord2f()
- {
- }
-
- TexCoord2f(float _s, float _t)
- : Vector2(_s, _t)
- {
- }
-
- float& s()
- {
- return x();
- }
- const float& s() const
- {
- return x();
- }
- float& t()
- {
- return y();
- }
- const float& t() const
- {
- return y();
- }
+ TexCoord2f(){
+ }
+
+ TexCoord2f( float _s, float _t )
+ : Vector2( _s, _t ){
+ }
+
+ float& s(){
+ return x();
+ }
+ const float& s() const {
+ return x();
+ }
+ float& t(){
+ return y();
+ }
+ const float& t() const {
+ return y();
+ }
};
-inline bool operator<(const TexCoord2f& self, const TexCoord2f& other)
-{
- if(self.s() != other.s())
- {
- return self.s() < other.s();
- }
- if(self.t() != other.t())
- {
- return self.t() < other.t();
- }
- return false;
-}
-
-inline bool operator==(const TexCoord2f& self, const TexCoord2f& other)
-{
- return self.s() == other.s() && self.t() == other.t();
+inline bool operator<( const TexCoord2f& self, const TexCoord2f& other ){
+ if ( self.s() != other.s() ) {
+ return self.s() < other.s();
+ }
+ if ( self.t() != other.t() ) {
+ return self.t() < other.t();
+ }
+ return false;
}
-inline bool operator!=(const TexCoord2f& self, const TexCoord2f& other)
-{
- return !operator==(self, other);
+inline bool operator==( const TexCoord2f& self, const TexCoord2f& other ){
+ return self.s() == other.s() && self.t() == other.t();
+}
+
+inline bool operator!=( const TexCoord2f& self, const TexCoord2f& other ){
+ return !operator==( self, other );
}
-inline float* texcoord2f_to_array(TexCoord2f& texcoord)
-{
- return reinterpret_cast<float*>(&texcoord);
+inline float* texcoord2f_to_array( TexCoord2f& texcoord ){
+ return reinterpret_cast<float*>( &texcoord );
}
-inline const float* texcoord2f_to_array(const TexCoord2f& texcoord)
-{
- return reinterpret_cast<const float*>(&texcoord);
+inline const float* texcoord2f_to_array( const TexCoord2f& texcoord ){
+ return reinterpret_cast<const float*>( &texcoord );
}
-inline const TexCoord2f& texcoord2f_from_array(const float* array)
-{
- return *reinterpret_cast<const TexCoord2f*>(array);
+inline const TexCoord2f& texcoord2f_from_array( const float* array ){
+ return *reinterpret_cast<const TexCoord2f*>( array );
}
-inline TexCoord2f texcoord2f_for_vector2(const Vector2& vector2)
-{
- return TexCoord2f(vector2.x(), vector2.y());
+inline TexCoord2f texcoord2f_for_vector2( const Vector2& vector2 ){
+ return TexCoord2f( vector2.x(), vector2.y() );
}
-inline const Vector2& texcoord2f_to_vector2(const TexCoord2f& vertex)
-{
- return vertex;
+inline const Vector2& texcoord2f_to_vector2( const TexCoord2f& vertex ){
+ return vertex;
}
-inline Vector2& texcoord2f_to_vector2(TexCoord2f& vertex)
-{
- return vertex;
+inline Vector2& texcoord2f_to_vector2( TexCoord2f& vertex ){
+ return vertex;
}
-/// \brief Returns \p normal rescaled to be unit-length.
-inline Normal3f normal3f_normalised(const Normal3f& normal)
-{
- return normal3f_for_vector3(vector3_normalised(normal3f_to_vector3(normal)));
+/// \brief Returns \p normal rescaled to be unit-length.
+inline Normal3f normal3f_normalised( const Normal3f& normal ){
+ return normal3f_for_vector3( vector3_normalised( normal3f_to_vector3( normal ) ) );
}
enum UnitSphereOctant
{
- UNITSPHEREOCTANT_000 = 0 << 0 | 0 << 1 | 0 << 2,
- UNITSPHEREOCTANT_001 = 0 << 0 | 0 << 1 | 1 << 2,
- UNITSPHEREOCTANT_010 = 0 << 0 | 1 << 1 | 0 << 2,
- UNITSPHEREOCTANT_011 = 0 << 0 | 1 << 1 | 1 << 2,
- UNITSPHEREOCTANT_100 = 1 << 0 | 0 << 1 | 0 << 2,
- UNITSPHEREOCTANT_101 = 1 << 0 | 0 << 1 | 1 << 2,
- UNITSPHEREOCTANT_110 = 1 << 0 | 1 << 1 | 0 << 2,
- UNITSPHEREOCTANT_111 = 1 << 0 | 1 << 1 | 1 << 2,
+ UNITSPHEREOCTANT_000 = 0 << 0 | 0 << 1 | 0 << 2,
+ UNITSPHEREOCTANT_001 = 0 << 0 | 0 << 1 | 1 << 2,
+ UNITSPHEREOCTANT_010 = 0 << 0 | 1 << 1 | 0 << 2,
+ UNITSPHEREOCTANT_011 = 0 << 0 | 1 << 1 | 1 << 2,
+ UNITSPHEREOCTANT_100 = 1 << 0 | 0 << 1 | 0 << 2,
+ UNITSPHEREOCTANT_101 = 1 << 0 | 0 << 1 | 1 << 2,
+ UNITSPHEREOCTANT_110 = 1 << 0 | 1 << 1 | 0 << 2,
+ UNITSPHEREOCTANT_111 = 1 << 0 | 1 << 1 | 1 << 2,
};
/// \brief Returns the octant for \p normal indicating the sign of the region of unit-sphere space it lies within.
-inline UnitSphereOctant normal3f_classify_octant(const Normal3f& normal)
-{
- return static_cast<UnitSphereOctant>(
- ((normal.x() > 0) << 0) | ((normal.y() > 0) << 1) | ((normal.z() > 0) << 2)
- );
+inline UnitSphereOctant normal3f_classify_octant( const Normal3f& normal ){
+ return static_cast<UnitSphereOctant>(
+ ( ( normal.x() > 0 ) << 0 ) | ( ( normal.y() > 0 ) << 1 ) | ( ( normal.z() > 0 ) << 2 )
+ );
}
/// \brief Returns \p normal with its components signs made positive based on \p octant.
-inline Normal3f normal3f_fold_octant(const Normal3f& normal, UnitSphereOctant octant)
-{
- switch(octant)
- {
- case UNITSPHEREOCTANT_000:
- return Normal3f(-normal.x(), -normal.y(), -normal.z());
- case UNITSPHEREOCTANT_001:
- return Normal3f(normal.x(), -normal.y(), -normal.z());
- case UNITSPHEREOCTANT_010:
- return Normal3f(-normal.x(), normal.y(), -normal.z());
- case UNITSPHEREOCTANT_011:
- return Normal3f(normal.x(), normal.y(), -normal.z());
- case UNITSPHEREOCTANT_100:
- return Normal3f(-normal.x(), -normal.y(), normal.z());
- case UNITSPHEREOCTANT_101:
- return Normal3f(normal.x(), -normal.y(), normal.z());
- case UNITSPHEREOCTANT_110:
- return Normal3f(-normal.x(), normal.y(), normal.z());
- case UNITSPHEREOCTANT_111:
- return Normal3f(normal.x(), normal.y(), normal.z());
- }
- return Normal3f();
+inline Normal3f normal3f_fold_octant( const Normal3f& normal, UnitSphereOctant octant ){
+ switch ( octant )
+ {
+ case UNITSPHEREOCTANT_000:
+ return Normal3f( -normal.x(), -normal.y(), -normal.z() );
+ case UNITSPHEREOCTANT_001:
+ return Normal3f( normal.x(), -normal.y(), -normal.z() );
+ case UNITSPHEREOCTANT_010:
+ return Normal3f( -normal.x(), normal.y(), -normal.z() );
+ case UNITSPHEREOCTANT_011:
+ return Normal3f( normal.x(), normal.y(), -normal.z() );
+ case UNITSPHEREOCTANT_100:
+ return Normal3f( -normal.x(), -normal.y(), normal.z() );
+ case UNITSPHEREOCTANT_101:
+ return Normal3f( normal.x(), -normal.y(), normal.z() );
+ case UNITSPHEREOCTANT_110:
+ return Normal3f( -normal.x(), normal.y(), normal.z() );
+ case UNITSPHEREOCTANT_111:
+ return Normal3f( normal.x(), normal.y(), normal.z() );
+ }
+ return Normal3f();
}
/// \brief Reverses the effect of normal3f_fold_octant() on \p normal with \p octant.
/// \p normal must have been obtained with normal3f_fold_octant().
/// \p octant must have been obtained with normal3f_classify_octant().
-inline Normal3f normal3f_unfold_octant(const Normal3f& normal, UnitSphereOctant octant)
-{
- return normal3f_fold_octant(normal, octant);
+inline Normal3f normal3f_unfold_octant( const Normal3f& normal, UnitSphereOctant octant ){
+ return normal3f_fold_octant( normal, octant );
}
enum UnitSphereSextant
{
- UNITSPHERESEXTANT_XYZ = 0,
- UNITSPHERESEXTANT_XZY = 1,
- UNITSPHERESEXTANT_YXZ = 2,
- UNITSPHERESEXTANT_YZX = 3,
- UNITSPHERESEXTANT_ZXY = 4,
- UNITSPHERESEXTANT_ZYX = 5,
+ UNITSPHERESEXTANT_XYZ = 0,
+ UNITSPHERESEXTANT_XZY = 1,
+ UNITSPHERESEXTANT_YXZ = 2,
+ UNITSPHERESEXTANT_YZX = 3,
+ UNITSPHERESEXTANT_ZXY = 4,
+ UNITSPHERESEXTANT_ZYX = 5,
};
/// \brief Returns the sextant for \p normal indicating how to sort its components so that x > y > z.
/// All components of \p normal must be positive.
/// \p normal must be normalised.
-inline UnitSphereSextant normal3f_classify_sextant(const Normal3f& normal)
-{
- return
- normal.x() >= normal.y()
- ? normal.x() >= normal.z()
- ? normal.y() >= normal.z()
- ? UNITSPHERESEXTANT_XYZ
- : UNITSPHERESEXTANT_XZY
- : UNITSPHERESEXTANT_ZXY
- : normal.y() >= normal.z()
- ? normal.x() >= normal.z()
- ? UNITSPHERESEXTANT_YXZ
- : UNITSPHERESEXTANT_YZX
- : UNITSPHERESEXTANT_ZYX;
+inline UnitSphereSextant normal3f_classify_sextant( const Normal3f& normal ){
+ return
+ normal.x() >= normal.y()
+ ? normal.x() >= normal.z()
+ ? normal.y() >= normal.z()
+ ? UNITSPHERESEXTANT_XYZ
+ : UNITSPHERESEXTANT_XZY
+ : UNITSPHERESEXTANT_ZXY
+ : normal.y() >= normal.z()
+ ? normal.x() >= normal.z()
+ ? UNITSPHERESEXTANT_YXZ
+ : UNITSPHERESEXTANT_YZX
+ : UNITSPHERESEXTANT_ZYX;
}
/// \brief Returns \p normal with its components sorted so that x > y > z based on \p sextant.
/// All components of \p normal must be positive.
/// \p normal must be normalised.
-inline Normal3f normal3f_fold_sextant(const Normal3f& normal, UnitSphereSextant sextant)
-{
- switch(sextant)
- {
- case UNITSPHERESEXTANT_XYZ:
- return Normal3f(normal.x(), normal.y(), normal.z());
- case UNITSPHERESEXTANT_XZY:
- return Normal3f(normal.x(), normal.z(), normal.y());
- case UNITSPHERESEXTANT_YXZ:
- return Normal3f(normal.y(), normal.x(), normal.z());
- case UNITSPHERESEXTANT_YZX:
- return Normal3f(normal.y(), normal.z(), normal.x());
- case UNITSPHERESEXTANT_ZXY:
- return Normal3f(normal.z(), normal.x(), normal.y());
- case UNITSPHERESEXTANT_ZYX:
- return Normal3f(normal.z(), normal.y(), normal.x());
- }
- return Normal3f();
+inline Normal3f normal3f_fold_sextant( const Normal3f& normal, UnitSphereSextant sextant ){
+ switch ( sextant )
+ {
+ case UNITSPHERESEXTANT_XYZ:
+ return Normal3f( normal.x(), normal.y(), normal.z() );
+ case UNITSPHERESEXTANT_XZY:
+ return Normal3f( normal.x(), normal.z(), normal.y() );
+ case UNITSPHERESEXTANT_YXZ:
+ return Normal3f( normal.y(), normal.x(), normal.z() );
+ case UNITSPHERESEXTANT_YZX:
+ return Normal3f( normal.y(), normal.z(), normal.x() );
+ case UNITSPHERESEXTANT_ZXY:
+ return Normal3f( normal.z(), normal.x(), normal.y() );
+ case UNITSPHERESEXTANT_ZYX:
+ return Normal3f( normal.z(), normal.y(), normal.x() );
+ }
+ return Normal3f();
}
/// \brief Reverses the effect of normal3f_fold_sextant() on \p normal with \p sextant.
/// \p normal must have been obtained with normal3f_fold_sextant().
/// \p sextant must have been obtained with normal3f_classify_sextant().
-inline Normal3f normal3f_unfold_sextant(const Normal3f& normal, UnitSphereSextant sextant)
-{
- return normal3f_fold_sextant(normal, sextant);
+inline Normal3f normal3f_unfold_sextant( const Normal3f& normal, UnitSphereSextant sextant ){
+ return normal3f_fold_sextant( normal, sextant );
}
const std::size_t c_quantise_normal = 1 << 6;
/// \brief All the components of \p folded must be positive and sorted so that x > y > z.
-inline Normal3f normal3f_folded_quantised(const Normal3f& folded)
-{
- // compress
- double scale = static_cast<float>(c_quantise_normal) / (folded.x() + folded.y() + folded.z());
- unsigned int zbits = static_cast<unsigned int>(folded.z() * scale);
- unsigned int ybits = static_cast<unsigned int>(folded.y() * scale);
+inline Normal3f normal3f_folded_quantised( const Normal3f& folded ){
+ // compress
+ double scale = static_cast<float>( c_quantise_normal ) / ( folded.x() + folded.y() + folded.z() );
+ unsigned int zbits = static_cast<unsigned int>( folded.z() * scale );
+ unsigned int ybits = static_cast<unsigned int>( folded.y() * scale );
- // decompress
- return normal3f_normalised(Normal3f(
- static_cast<float>(c_quantise_normal - zbits - ybits),
- static_cast<float>(ybits),
- static_cast<float>(zbits)
- ));
+ // decompress
+ return normal3f_normalised( Normal3f(
+ static_cast<float>( c_quantise_normal - zbits - ybits ),
+ static_cast<float>( ybits ),
+ static_cast<float>( zbits )
+ ) );
}
/// \brief Returns \p normal quantised by compressing and then decompressing its representation.
-inline Normal3f normal3f_quantised_custom(const Normal3f& normal)
-{
- UnitSphereOctant octant = normal3f_classify_octant(normal);
- Normal3f folded = normal3f_fold_octant(normal, octant);
- UnitSphereSextant sextant = normal3f_classify_sextant(folded);
- folded = normal3f_fold_sextant(folded, sextant);
- return normal3f_unfold_octant(normal3f_unfold_sextant(normal3f_folded_quantised(folded), sextant), octant);
+inline Normal3f normal3f_quantised_custom( const Normal3f& normal ){
+ UnitSphereOctant octant = normal3f_classify_octant( normal );
+ Normal3f folded = normal3f_fold_octant( normal, octant );
+ UnitSphereSextant sextant = normal3f_classify_sextant( folded );
+ folded = normal3f_fold_sextant( folded, sextant );
+ return normal3f_unfold_octant( normal3f_unfold_sextant( normal3f_folded_quantised( folded ), sextant ), octant );
}
struct spherical_t
{
- double longditude, latitude;
+ double longditude, latitude;
- spherical_t(double _longditude, double _latitude)
- : longditude(_longditude), latitude(_latitude)
- {
- }
+ spherical_t( double _longditude, double _latitude )
+ : longditude( _longditude ), latitude( _latitude ){
+ }
};
/*
-{
- theta = 2pi * U;
- phi = acos((2 * V) - 1);
+ {
+ theta = 2pi * U;
+ phi = acos((2 * V) - 1);
- U = theta / 2pi;
- V = (cos(phi) + 1) / 2;
-}
+ U = theta / 2pi;
+ V = (cos(phi) + 1) / 2;
+ }
-longitude = atan(y / x);
-latitude = acos(z);
-*/
+ longitude = atan(y / x);
+ latitude = acos(z);
+ */
struct uniformspherical_t
{
- double U, V;
+ double U, V;
- uniformspherical_t(double U_, double V_)
- : U(U_), V(V_)
- {
- }
+ uniformspherical_t( double U_, double V_ )
+ : U( U_ ), V( V_ ){
+ }
};
-inline spherical_t spherical_from_normal3f(const Normal3f& normal)
-{
- return spherical_t(normal.x() == 0 ? c_pi / 2 : normal.x() > 0 ? atan(normal.y() / normal.x()) : atan(normal.y() / normal.x()) + c_pi, acos(normal.z()));
+inline spherical_t spherical_from_normal3f( const Normal3f& normal ){
+ return spherical_t( normal.x() == 0 ? c_pi / 2 : normal.x() > 0 ? atan( normal.y() / normal.x() ) : atan( normal.y() / normal.x() ) + c_pi, acos( normal.z() ) );
}
-inline Normal3f normal3f_from_spherical(const spherical_t& spherical)
-{
- return Normal3f(
- static_cast<float>(cos(spherical.longditude) * sin(spherical.latitude)),
- static_cast<float>(sin(spherical.longditude) * sin(spherical.latitude)),
- static_cast<float>(cos(spherical.latitude))
- );
+inline Normal3f normal3f_from_spherical( const spherical_t& spherical ){
+ return Normal3f(
+ static_cast<float>( cos( spherical.longditude ) * sin( spherical.latitude ) ),
+ static_cast<float>( sin( spherical.longditude ) * sin( spherical.latitude ) ),
+ static_cast<float>( cos( spherical.latitude ) )
+ );
}
-inline uniformspherical_t uniformspherical_from_spherical(const spherical_t& spherical)
-{
- return uniformspherical_t(spherical.longditude * c_inv_2pi, (cos(spherical.latitude) + 1) * 0.5);
+inline uniformspherical_t uniformspherical_from_spherical( const spherical_t& spherical ){
+ return uniformspherical_t( spherical.longditude * c_inv_2pi, ( cos( spherical.latitude ) + 1 ) * 0.5 );
}
-inline spherical_t spherical_from_uniformspherical(const uniformspherical_t& uniformspherical)
-{
- return spherical_t(c_2pi * uniformspherical.U, acos((2 * uniformspherical.V) - 1));
+inline spherical_t spherical_from_uniformspherical( const uniformspherical_t& uniformspherical ){
+ return spherical_t( c_2pi * uniformspherical.U, acos( ( 2 * uniformspherical.V ) - 1 ) );
}
-inline uniformspherical_t uniformspherical_from_normal3f(const Normal3f& normal)
-{
- return uniformspherical_from_spherical(spherical_from_normal3f(normal));
- //return uniformspherical_t(atan2(normal.y / normal.x) * c_inv_2pi, (normal.z + 1) * 0.5);
+inline uniformspherical_t uniformspherical_from_normal3f( const Normal3f& normal ){
+ return uniformspherical_from_spherical( spherical_from_normal3f( normal ) );
+ //return uniformspherical_t(atan2(normal.y / normal.x) * c_inv_2pi, (normal.z + 1) * 0.5);
}
-inline Normal3f normal3f_from_uniformspherical(const uniformspherical_t& uniformspherical)
-{
- return normal3f_from_spherical(spherical_from_uniformspherical(uniformspherical));
+inline Normal3f normal3f_from_uniformspherical( const uniformspherical_t& uniformspherical ){
+ return normal3f_from_spherical( spherical_from_uniformspherical( uniformspherical ) );
}
/// \brief Returns a single-precision \p component quantised to \p precision.
-inline float float_quantise(float component, float precision)
-{
- return float_snapped(component, precision);
+inline float float_quantise( float component, float precision ){
+ return float_snapped( component, precision );
}
/// \brief Returns a double-precision \p component quantised to \p precision.
-inline double double_quantise(double component, double precision)
-{
- return float_snapped(component, precision);
+inline double double_quantise( double component, double precision ){
+ return float_snapped( component, precision );
}
-inline spherical_t spherical_quantised(const spherical_t& spherical, float snap)
-{
- return spherical_t(double_quantise(spherical.longditude, snap), double_quantise(spherical.latitude, snap));
+inline spherical_t spherical_quantised( const spherical_t& spherical, float snap ){
+ return spherical_t( double_quantise( spherical.longditude, snap ), double_quantise( spherical.latitude, snap ) );
}
-inline uniformspherical_t uniformspherical_quantised(const uniformspherical_t& uniformspherical, float snap)
-{
- return uniformspherical_t(double_quantise(uniformspherical.U, snap), double_quantise(uniformspherical.V, snap));
+inline uniformspherical_t uniformspherical_quantised( const uniformspherical_t& uniformspherical, float snap ){
+ return uniformspherical_t( double_quantise( uniformspherical.U, snap ), double_quantise( uniformspherical.V, snap ) );
}
/// \brief Returns a \p vertex quantised to \p precision.
-inline Vertex3f vertex3f_quantised(const Vertex3f& vertex, float precision)
-{
- return Vertex3f(float_quantise(vertex.x(), precision), float_quantise(vertex.y(), precision), float_quantise(vertex.z(), precision));
+inline Vertex3f vertex3f_quantised( const Vertex3f& vertex, float precision ){
+ return Vertex3f( float_quantise( vertex.x(), precision ), float_quantise( vertex.y(), precision ), float_quantise( vertex.z(), precision ) );
}
/// \brief Returns a \p normal quantised to a fixed precision.
-inline Normal3f normal3f_quantised(const Normal3f& normal)
-{
- return normal3f_quantised_custom(normal);
- //return normal3f_from_spherical(spherical_quantised(spherical_from_normal3f(normal), snap));
- //return normal3f_from_uniformspherical(uniformspherical_quantised(uniformspherical_from_normal3f(normal), snap));
- // float_quantise(normal.x, snap), float_quantise(normal.y, snap), float_quantise(normal.y, snap));
+inline Normal3f normal3f_quantised( const Normal3f& normal ){
+ return normal3f_quantised_custom( normal );
+ //return normal3f_from_spherical(spherical_quantised(spherical_from_normal3f(normal), snap));
+ //return normal3f_from_uniformspherical(uniformspherical_quantised(uniformspherical_from_normal3f(normal), snap));
+ // float_quantise(normal.x, snap), float_quantise(normal.y, snap), float_quantise(normal.y, snap));
}
/// \brief Returns a \p texcoord quantised to \p precision.
-inline TexCoord2f texcoord2f_quantised(const TexCoord2f& texcoord, float precision)
-{
- return TexCoord2f(float_quantise(texcoord.s(), precision), float_quantise(texcoord.t(), precision));
+inline TexCoord2f texcoord2f_quantised( const TexCoord2f& texcoord, float precision ){
+ return TexCoord2f( float_quantise( texcoord.s(), precision ), float_quantise( texcoord.t(), precision ) );
}
/// \brief Standard vertex type for lines and points.
struct PointVertex
{
- Colour4b colour;
- Vertex3f vertex;
-
- PointVertex()
- {
- }
- PointVertex(Vertex3f _vertex)
- : colour(Colour4b(255, 255, 255, 255)), vertex(_vertex)
- {
- }
- PointVertex(Vertex3f _vertex, Colour4b _colour)
- : colour(_colour), vertex(_vertex)
- {
- }
+ Colour4b colour;
+ Vertex3f vertex;
+
+ PointVertex(){
+ }
+ PointVertex( Vertex3f _vertex )
+ : colour( Colour4b( 255, 255, 255, 255 ) ), vertex( _vertex ){
+ }
+ PointVertex( Vertex3f _vertex, Colour4b _colour )
+ : colour( _colour ), vertex( _vertex ){
+ }
};
-inline bool operator<(const PointVertex& self, const PointVertex& other)
-{
- if(self.vertex != other.vertex)
- {
- return self.vertex < other.vertex;
- }
- if(self.colour != other.colour)
- {
- return self.colour < other.colour;
- }
- return false;
-}
-
-inline bool operator==(const PointVertex& self, const PointVertex& other)
-{
- return self.colour == other.colour && self.vertex == other.vertex;
+inline bool operator<( const PointVertex& self, const PointVertex& other ){
+ if ( self.vertex != other.vertex ) {
+ return self.vertex < other.vertex;
+ }
+ if ( self.colour != other.colour ) {
+ return self.colour < other.colour;
+ }
+ return false;
}
-inline bool operator!=(const PointVertex& self, const PointVertex& other)
-{
- return !operator==(self, other);
+inline bool operator==( const PointVertex& self, const PointVertex& other ){
+ return self.colour == other.colour && self.vertex == other.vertex;
+}
+
+inline bool operator!=( const PointVertex& self, const PointVertex& other ){
+ return !operator==( self, other );
}
/// \brief Standard vertex type for lit/textured meshes.
struct ArbitraryMeshVertex
{
- TexCoord2f texcoord;
- Normal3f normal;
- Vertex3f vertex;
- Normal3f tangent;
- Normal3f bitangent;
-
- ArbitraryMeshVertex() : tangent(0, 0, 0), bitangent(0, 0, 0)
- {
- }
- ArbitraryMeshVertex(Vertex3f _vertex, Normal3f _normal, TexCoord2f _texcoord)
- : texcoord(_texcoord), normal(_normal), vertex(_vertex), tangent(0, 0, 0), bitangent(0, 0, 0)
- {
- }
+ TexCoord2f texcoord;
+ Normal3f normal;
+ Vertex3f vertex;
+ Normal3f tangent;
+ Normal3f bitangent;
+
+ ArbitraryMeshVertex() : tangent( 0, 0, 0 ), bitangent( 0, 0, 0 ){
+ }
+ ArbitraryMeshVertex( Vertex3f _vertex, Normal3f _normal, TexCoord2f _texcoord )
+ : texcoord( _texcoord ), normal( _normal ), vertex( _vertex ), tangent( 0, 0, 0 ), bitangent( 0, 0, 0 ){
+ }
};
-inline bool operator<(const ArbitraryMeshVertex& self, const ArbitraryMeshVertex& other)
-{
- if(self.texcoord != other.texcoord)
- {
- return self.texcoord < other.texcoord;
- }
- if(self.normal != other.normal)
- {
- return self.normal < other.normal;
- }
- if(self.vertex != other.vertex)
- {
- return self.vertex < other.vertex;
- }
- return false;
-}
-
-inline bool operator==(const ArbitraryMeshVertex& self, const ArbitraryMeshVertex& other)
-{
- return self.texcoord == other.texcoord && self.normal == other.normal && self.vertex == other.vertex;
+inline bool operator<( const ArbitraryMeshVertex& self, const ArbitraryMeshVertex& other ){
+ if ( self.texcoord != other.texcoord ) {
+ return self.texcoord < other.texcoord;
+ }
+ if ( self.normal != other.normal ) {
+ return self.normal < other.normal;
+ }
+ if ( self.vertex != other.vertex ) {
+ return self.vertex < other.vertex;
+ }
+ return false;
}
-inline bool operator!=(const ArbitraryMeshVertex& self, const ArbitraryMeshVertex& other)
-{
- return !operator==(self, other);
+inline bool operator==( const ArbitraryMeshVertex& self, const ArbitraryMeshVertex& other ){
+ return self.texcoord == other.texcoord && self.normal == other.normal && self.vertex == other.vertex;
}
-const float c_quantise_vertex = 1.f / static_cast<float>(1 << 3);
+inline bool operator!=( const ArbitraryMeshVertex& self, const ArbitraryMeshVertex& other ){
+ return !operator==( self, other );
+}
+
+const float c_quantise_vertex = 1.f / static_cast<float>( 1 << 3 );
/// \brief Returns \p v with vertex quantised to a fixed precision.
-inline PointVertex pointvertex_quantised(const PointVertex& v)
-{
- return PointVertex(vertex3f_quantised(v.vertex, c_quantise_vertex), v.colour);
+inline PointVertex pointvertex_quantised( const PointVertex& v ){
+ return PointVertex( vertex3f_quantised( v.vertex, c_quantise_vertex ), v.colour );
}
-const float c_quantise_texcoord = 1.f / static_cast<float>(1 << 8);
+const float c_quantise_texcoord = 1.f / static_cast<float>( 1 << 8 );
/// \brief Returns \p v with vertex, normal and texcoord quantised to a fixed precision.
-inline ArbitraryMeshVertex arbitrarymeshvertex_quantised(const ArbitraryMeshVertex& v)
-{
- return ArbitraryMeshVertex(vertex3f_quantised(v.vertex, c_quantise_vertex), normal3f_quantised(v.normal), texcoord2f_quantised(v.texcoord, c_quantise_texcoord));
+inline ArbitraryMeshVertex arbitrarymeshvertex_quantised( const ArbitraryMeshVertex& v ){
+ return ArbitraryMeshVertex( vertex3f_quantised( v.vertex, c_quantise_vertex ), normal3f_quantised( v.normal ), texcoord2f_quantised( v.texcoord, c_quantise_texcoord ) );
}
/// \brief Sets up the OpenGL colour and vertex arrays for \p array.
-inline void pointvertex_gl_array(const PointVertex* array)
-{
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(PointVertex), &array->colour);
- glVertexPointer(3, GL_FLOAT, sizeof(PointVertex), &array->vertex);
+inline void pointvertex_gl_array( const PointVertex* array ){
+ glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &array->colour );
+ glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &array->vertex );
}
class RenderablePointArray : public OpenGLRenderable
{
- const Array<PointVertex>& m_array;
- const GLenum m_mode;
+const Array<PointVertex>& m_array;
+const GLenum m_mode;
public:
- RenderablePointArray(const Array<PointVertex>& array, GLenum mode)
- : m_array(array), m_mode(mode)
- {
- }
- void render(RenderStateFlags state) const
- {
+RenderablePointArray( const Array<PointVertex>& array, GLenum mode )
+ : m_array( array ), m_mode( mode ){
+}
+void render( RenderStateFlags state ) const {
#define NV_DRIVER_BUG 1
#if NV_DRIVER_BUG
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0);
- glVertexPointer(3, GL_FLOAT, 0, 0);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 0);
+ glColorPointer( 4, GL_UNSIGNED_BYTE, 0, 0 );
+ glVertexPointer( 3, GL_FLOAT, 0, 0 );
+ glDrawArrays( GL_TRIANGLE_FAN, 0, 0 );
#endif
- pointvertex_gl_array(m_array.data());
- glDrawArrays(m_mode, 0, GLsizei(m_array.size()));
- }
+ pointvertex_gl_array( m_array.data() );
+ glDrawArrays( m_mode, 0, GLsizei( m_array.size() ) );
+}
};
class RenderablePointVector : public OpenGLRenderable
{
- std::vector<PointVertex> m_vector;
- const GLenum m_mode;
+std::vector<PointVertex> m_vector;
+const GLenum m_mode;
public:
- RenderablePointVector(GLenum mode)
- : m_mode(mode)
- {
- }
-
- void render(RenderStateFlags state) const
- {
- pointvertex_gl_array(&m_vector.front());
- glDrawArrays(m_mode, 0, GLsizei(m_vector.size()));
- }
-
- std::size_t size() const
- {
- return m_vector.size();
- }
- bool empty() const
- {
- return m_vector.empty();
- }
- void clear()
- {
- m_vector.clear();
- }
- void reserve(std::size_t size)
- {
- m_vector.reserve(size);
- }
- void push_back(const PointVertex& point)
- {
- m_vector.push_back(point);
- }
+RenderablePointVector( GLenum mode )
+ : m_mode( mode ){
+}
+
+void render( RenderStateFlags state ) const {
+ pointvertex_gl_array( &m_vector.front() );
+ glDrawArrays( m_mode, 0, GLsizei( m_vector.size() ) );
+}
+
+std::size_t size() const {
+ return m_vector.size();
+}
+bool empty() const {
+ return m_vector.empty();
+}
+void clear(){
+ m_vector.clear();
+}
+void reserve( std::size_t size ){
+ m_vector.reserve( size );
+}
+void push_back( const PointVertex& point ){
+ m_vector.push_back( point );
+}
};
class RenderableVertexBuffer : public OpenGLRenderable
{
- const GLenum m_mode;
- const VertexBuffer<PointVertex>& m_vertices;
+const GLenum m_mode;
+const VertexBuffer<PointVertex>& m_vertices;
public:
- RenderableVertexBuffer(GLenum mode, const VertexBuffer<PointVertex>& vertices)
- : m_mode(mode), m_vertices(vertices)
- {
- }
-
- void render(RenderStateFlags state) const
- {
- pointvertex_gl_array(m_vertices.data());
- glDrawArrays(m_mode, 0, m_vertices.size());
- }
+RenderableVertexBuffer( GLenum mode, const VertexBuffer<PointVertex>& vertices )
+ : m_mode( mode ), m_vertices( vertices ){
+}
+
+void render( RenderStateFlags state ) const {
+ pointvertex_gl_array( m_vertices.data() );
+ glDrawArrays( m_mode, 0, m_vertices.size() );
+}
};
class RenderableIndexBuffer : public OpenGLRenderable
{
- const GLenum m_mode;
- const IndexBuffer& m_indices;
- const VertexBuffer<PointVertex>& m_vertices;
+const GLenum m_mode;
+const IndexBuffer& m_indices;
+const VertexBuffer<PointVertex>& m_vertices;
public:
- RenderableIndexBuffer(GLenum mode, const IndexBuffer& indices, const VertexBuffer<PointVertex>& vertices)
- : m_mode(mode), m_indices(indices), m_vertices(vertices)
- {
- }
+RenderableIndexBuffer( GLenum mode, const IndexBuffer& indices, const VertexBuffer<PointVertex>& vertices )
+ : m_mode( mode ), m_indices( indices ), m_vertices( vertices ){
+}
- void render(RenderStateFlags state) const
- {
+void render( RenderStateFlags state ) const {
#if 1
- pointvertex_gl_array(m_vertices.data());
- glDrawElements(m_mode, GLsizei(m_indices.size()), RenderIndexTypeID, m_indices.data());
+ pointvertex_gl_array( m_vertices.data() );
+ glDrawElements( m_mode, GLsizei( m_indices.size() ), RenderIndexTypeID, m_indices.data() );
#else
- glBegin(m_mode);
- if(state & RENDER_COLOURARRAY != 0)
- {
- for(std::size_t i = 0; i < m_indices.size(); ++i)
- {
- glColor4ubv(&m_vertices[m_indices[i]].colour.r);
- glVertex3fv(&m_vertices[m_indices[i]].vertex.x);
- }
- }
- else
- {
- for(std::size_t i = 0; i < m_indices.size(); ++i)
- {
- glVertex3fv(&m_vertices[m_indices[i]].vertex.x);
- }
- }
- glEnd();
+ glBegin( m_mode );
+ if ( state & RENDER_COLOURARRAY != 0 ) {
+ for ( std::size_t i = 0; i < m_indices.size(); ++i )
+ {
+ glColor4ubv( &m_vertices[m_indices[i]].colour.r );
+ glVertex3fv( &m_vertices[m_indices[i]].vertex.x );
+ }
+ }
+ else
+ {
+ for ( std::size_t i = 0; i < m_indices.size(); ++i )
+ {
+ glVertex3fv( &m_vertices[m_indices[i]].vertex.x );
+ }
+ }
+ glEnd();
#endif
- }
+}
};
class RemapXYZ
{
public:
- static void set(Vertex3f& vertex, float x, float y, float z)
- {
- vertex.x() = x;
- vertex.y() = y;
- vertex.z() = z;
- }
+static void set( Vertex3f& vertex, float x, float y, float z ){
+ vertex.x() = x;
+ vertex.y() = y;
+ vertex.z() = z;
+}
};
class RemapYZX
{
public:
- static void set(Vertex3f& vertex, float x, float y, float z)
- {
- vertex.x() = z;
- vertex.y() = x;
- vertex.z() = y;
- }
+static void set( Vertex3f& vertex, float x, float y, float z ){
+ vertex.x() = z;
+ vertex.y() = x;
+ vertex.z() = y;
+}
};
class RemapZXY
{
public:
- static void set(Vertex3f& vertex, float x, float y, float z)
- {
- vertex.x() = y;
- vertex.y() = z;
- vertex.z() = x;
- }
+static void set( Vertex3f& vertex, float x, float y, float z ){
+ vertex.x() = y;
+ vertex.y() = z;
+ vertex.z() = x;
+}
};
template<typename remap_policy>
-inline void draw_circle(const std::size_t segments, const float radius, PointVertex* vertices, remap_policy remap)
-{
- const double increment = c_pi / double(segments << 2);
+inline void draw_circle( const std::size_t segments, const float radius, PointVertex* vertices, remap_policy remap ){
+ const double increment = c_pi / double(segments << 2);
- std::size_t count = 0;
- float x = radius;
- float y = 0;
- while(count < segments)
- {
- PointVertex* i = vertices + count;
- PointVertex* j = vertices + ((segments << 1) - (count + 1));
+ std::size_t count = 0;
+ float x = radius;
+ float y = 0;
+ while ( count < segments )
+ {
+ PointVertex* i = vertices + count;
+ PointVertex* j = vertices + ( ( segments << 1 ) - ( count + 1 ) );
- PointVertex* k = i + (segments << 1);
- PointVertex* l = j + (segments << 1);
+ PointVertex* k = i + ( segments << 1 );
+ PointVertex* l = j + ( segments << 1 );
- PointVertex* m = i + (segments << 2);
- PointVertex* n = j + (segments << 2);
- PointVertex* o = k + (segments << 2);
- PointVertex* p = l + (segments << 2);
+ PointVertex* m = i + ( segments << 2 );
+ PointVertex* n = j + ( segments << 2 );
+ PointVertex* o = k + ( segments << 2 );
+ PointVertex* p = l + ( segments << 2 );
- remap_policy::set(i->vertex, x,-y, 0);
- remap_policy::set(k->vertex,-y,-x, 0);
- remap_policy::set(m->vertex,-x, y, 0);
- remap_policy::set(o->vertex, y, x, 0);
+ remap_policy::set( i->vertex, x,-y, 0 );
+ remap_policy::set( k->vertex,-y,-x, 0 );
+ remap_policy::set( m->vertex,-x, y, 0 );
+ remap_policy::set( o->vertex, y, x, 0 );
- ++count;
+ ++count;
- {
- const double theta = increment * count;
- x = static_cast<float>(radius * cos(theta));
- y = static_cast<float>(radius * sin(theta));
- }
+ {
+ const double theta = increment * count;
+ x = static_cast<float>( radius * cos( theta ) );
+ y = static_cast<float>( radius * sin( theta ) );
+ }
- remap_policy::set(j->vertex, y,-x, 0);
- remap_policy::set(l->vertex,-x,-y, 0);
- remap_policy::set(n->vertex,-y, x, 0);
- remap_policy::set(p->vertex, x, y, 0);
- }
+ remap_policy::set( j->vertex, y,-x, 0 );
+ remap_policy::set( l->vertex,-x,-y, 0 );
+ remap_policy::set( n->vertex,-y, x, 0 );
+ remap_policy::set( p->vertex, x, y, 0 );
+ }
}
#if 0
class PointVertexArrayIterator
{
- PointVertex* m_point;
+PointVertex* m_point;
public:
- PointVertexArrayIterator(PointVertex* point)
- : m_point(point)
- {
- }
- PointVertexArrayIterator& operator++()
- {
- ++m_point;
- return *this;
- }
- PointVertexArrayIterator operator++(int)
- {
- PointVertexArrayIterator tmp(*this);
- ++m_point;
- return tmp;
- }
- Vertex3f& operator*()
- {
- return m_point.vertex;
- }
- Vertex3f* operator->()
- {
- return &(operator*());
- }
+PointVertexArrayIterator( PointVertex* point )
+ : m_point( point ){
+}
+PointVertexArrayIterator& operator++(){
+ ++m_point;
+ return *this;
+}
+PointVertexArrayIterator operator++( int ){
+ PointVertexArrayIterator tmp( *this );
+ ++m_point;
+ return tmp;
+}
+Vertex3f& operator*(){
+ return m_point.vertex;
+}
+Vertex3f* operator->(){
+ return &( operator*() );
}
-
-template<typename remap_policy, typename iterator_type
-inline void draw_circle(const std::size_t segments, const float radius, iterator_type start, remap_policy remap)
-{
- const float increment = c_pi / (double)(segments << 2);
-
- std::size_t count = 0;
- iterator_type pxpy(start);
- iterator_type pypx(pxpy + (segments << 1));
- iterator_type pynx(pxpy + (segments << 1));
- iterator_type nxpy(pypx + (segments << 1));
- iterator_type nxny(pypx + (segments << 1));
- iterator_type nynx(nxpy + (segments << 1));
- iterator_type nypx(nxpy + (segments << 1));
- iterator_type pxny(start);
- while(count < segments)
- {
- const float theta = increment * count;
- const float x = radius * cos(theta);
- const float y = radius * sin(theta);
-
- remap_policy::set((*pxpy), x, y, 0);
- remap_policy::set((*pxny), x,-y, 0);
- remap_policy::set((*nxpy),-x, y, 0);
- remap_policy::set((*nxny),-x,-y, 0);
-
- remap_policy::set((*pypx), y, x, 0);
- remap_policy::set((*pynx), y,-x, 0);
- remap_policy::set((*nypx),-y, x, 0);
- remap_policy::set((*nynx),-y,-x, 0);
- }
}
template<typename remap_policy, typename iterator_type
-inline void draw_semicircle(const std::size_t segments, const float radius, iterator_type start, remap_policy remap)
-{
- const float increment = c_pi / (double)(segments << 2);
-
- std::size_t count = 0;
- iterator_type pxpy(start);
- iterator_type pypx(pxpy + (segments << 1));
- iterator_type pynx(pxpy + (segments << 1));
- iterator_type nxpy(pypx + (segments << 1));
- iterator_type nxny(pypx + (segments << 1));
- iterator_type nynx(nxpy + (segments << 1));
- iterator_type nypx(nxpy + (segments << 1));
- iterator_type pxny(start);
- while(count < segments)
- {
- const float theta = increment * count;
- const float x = radius * cos(theta);
- const float y = radius * sin(theta);
-
- remap_policy::set((*pxpy), x, y, 0);
- remap_policy::set((*pxny), x,-y, 0);
- remap_policy::set((*nxpy),-x, y, 0);
- remap_policy::set((*nxny),-x,-y, 0);
-
- //remap_policy::set((*pypx), y, x, 0);
- //remap_policy::set((*pynx), y,-x, 0);
- //remap_policy::set((*nypx),-y, x, 0);
- //remap_policy::set((*nynx),-y,-x, 0);
- }
-}
+ inline void draw_circle( const std::size_t segments, const float radius, iterator_type start, remap_policy remap ){
+ const float increment = c_pi / (double)( segments << 2 );
+
+ std::size_t count = 0;
+ iterator_type pxpy( start );
+ iterator_type pypx( pxpy + ( segments << 1 ) );
+ iterator_type pynx( pxpy + ( segments << 1 ) );
+ iterator_type nxpy( pypx + ( segments << 1 ) );
+ iterator_type nxny( pypx + ( segments << 1 ) );
+ iterator_type nynx( nxpy + ( segments << 1 ) );
+ iterator_type nypx( nxpy + ( segments << 1 ) );
+ iterator_type pxny( start );
+ while ( count < segments )
+ {
+ const float theta = increment * count;
+ const float x = radius * cos( theta );
+ const float y = radius * sin( theta );
+
+ remap_policy::set( ( *pxpy ), x, y, 0 );
+ remap_policy::set( ( *pxny ), x,-y, 0 );
+ remap_policy::set( ( *nxpy ),-x, y, 0 );
+ remap_policy::set( ( *nxny ),-x,-y, 0 );
+
+ remap_policy::set( ( *pypx ), y, x, 0 );
+ remap_policy::set( ( *pynx ), y,-x, 0 );
+ remap_policy::set( ( *nypx ),-y, x, 0 );
+ remap_policy::set( ( *nynx ),-y,-x, 0 );
+ }
+ }
+
+ template<typename remap_policy, typename iterator_type
+ inline void draw_semicircle( const std::size_t segments, const float radius, iterator_type start, remap_policy remap )
+ {
+ const float increment = c_pi / (double)( segments << 2 );
+
+ std::size_t count = 0;
+ iterator_type pxpy( start );
+ iterator_type pypx( pxpy + ( segments << 1 ) );
+ iterator_type pynx( pxpy + ( segments << 1 ) );
+ iterator_type nxpy( pypx + ( segments << 1 ) );
+ iterator_type nxny( pypx + ( segments << 1 ) );
+ iterator_type nynx( nxpy + ( segments << 1 ) );
+ iterator_type nypx( nxpy + ( segments << 1 ) );
+ iterator_type pxny( start );
+ while ( count < segments )
+ {
+ const float theta = increment * count;
+ const float x = radius * cos( theta );
+ const float y = radius * sin( theta );
+
+ remap_policy::set( ( *pxpy ), x, y, 0 );
+ remap_policy::set( ( *pxny ), x,-y, 0 );
+ remap_policy::set( ( *nxpy ),-x, y, 0 );
+ remap_policy::set( ( *nxny ),-x,-y, 0 );
+
+ //remap_policy::set((*pypx), y, x, 0);
+ //remap_policy::set((*pynx), y,-x, 0);
+ //remap_policy::set((*nypx),-y, x, 0);
+ //remap_policy::set((*nynx),-y,-x, 0);
+ }
+ }
#endif
-inline void draw_quad(const float radius, PointVertex* quad)
-{
- (*quad++).vertex = Vertex3f(-radius, radius, 0);
- (*quad++).vertex = Vertex3f(radius, radius, 0);
- (*quad++).vertex = Vertex3f(radius, -radius, 0);
- (*quad++).vertex = Vertex3f(-radius, -radius, 0);
+inline void draw_quad( const float radius, PointVertex* quad ){
+ ( *quad ++ ).vertex = Vertex3f( -radius, radius, 0 );
+ ( *quad ++ ).vertex = Vertex3f( radius, radius, 0 );
+ ( *quad ++ ).vertex = Vertex3f( radius, -radius, 0 );
+ ( *quad ++ ).vertex = Vertex3f( -radius, -radius, 0 );
}
-inline void draw_cube(const float radius, PointVertex* cube)
-{
- (*cube++).vertex = Vertex3f(-radius, -radius, -radius);
- (*cube++).vertex = Vertex3f(radius, -radius, -radius);
- (*cube++).vertex = Vertex3f(-radius, radius, -radius);
- (*cube++).vertex = Vertex3f(radius, radius, -radius);
- (*cube++).vertex = Vertex3f(-radius, -radius, radius);
- (*cube++).vertex = Vertex3f(radius, -radius, radius);
- (*cube++).vertex = Vertex3f(-radius, radius, radius);
- (*cube++).vertex = Vertex3f(radius, radius, radius);
+inline void draw_cube( const float radius, PointVertex* cube ){
+ ( *cube ++ ).vertex = Vertex3f( -radius, -radius, -radius );
+ ( *cube ++ ).vertex = Vertex3f( radius, -radius, -radius );
+ ( *cube ++ ).vertex = Vertex3f( -radius, radius, -radius );
+ ( *cube ++ ).vertex = Vertex3f( radius, radius, -radius );
+ ( *cube ++ ).vertex = Vertex3f( -radius, -radius, radius );
+ ( *cube ++ ).vertex = Vertex3f( radius, -radius, radius );
+ ( *cube ++ ).vertex = Vertex3f( -radius, radius, radius );
+ ( *cube ++ ).vertex = Vertex3f( radius, radius, radius );
}
/// \brief Calculates the tangent vectors for a triangle \p a, \p b, \p c and stores the tangent in \p s and the bitangent in \p t.
-inline void ArbitraryMeshTriangle_calcTangents(const ArbitraryMeshVertex& a, const ArbitraryMeshVertex& b, const ArbitraryMeshVertex& c, Vector3& s, Vector3& t)
-{
- s = Vector3(0, 0, 0);
- t = Vector3(0, 0, 0);
- {
- Vector3 cross(
- vector3_cross(
- vector3_subtracted(
- Vector3(b.vertex.x(), b.texcoord.s(), b.texcoord.t()),
- Vector3(a.vertex.x(), a.texcoord.s(), a.texcoord.t())
- ),
- vector3_subtracted(
- Vector3(c.vertex.x(), c.texcoord.s(), c.texcoord.t()),
- Vector3(a.vertex.x(), a.texcoord.s(), a.texcoord.t())
- )
- )
- );
-
- if(fabs(cross.x()) > 0.000001f)
- {
- s.x() = -cross.y() / cross.x();
- }
-
- if(fabs(cross.x()) > 0.000001f)
- {
- t.x() = -cross.z() / cross.x();
- }
- }
-
- {
- Vector3 cross(
- vector3_cross(
- vector3_subtracted(
- Vector3(b.vertex.y(), b.texcoord.s(), b.texcoord.t()),
- Vector3(a.vertex.y(), a.texcoord.s(), a.texcoord.t())
- ),
- vector3_subtracted(
- Vector3(c.vertex.y(), c.texcoord.s(), c.texcoord.t()),
- Vector3(a.vertex.y(), a.texcoord.s(), a.texcoord.t())
- )
- )
- );
-
- if(fabs(cross.x()) > 0.000001f)
- {
- s.y() = -cross.y() / cross.x();
- }
-
- if(fabs(cross.x()) > 0.000001f)
- {
- t.y() = -cross.z() / cross.x();
- }
- }
-
- {
- Vector3 cross(
- vector3_cross(
- vector3_subtracted(
- Vector3(b.vertex.z(), b.texcoord.s(), b.texcoord.t()),
- Vector3(a.vertex.z(), a.texcoord.s(), a.texcoord.t())
- ),
- vector3_subtracted(
- Vector3(c.vertex.z(), c.texcoord.s(), c.texcoord.t()),
- Vector3(a.vertex.z(), a.texcoord.s(), a.texcoord.t())
- )
- )
- );
-
- if(fabs(cross.x()) > 0.000001f)
- {
- s.z() = -cross.y() / cross.x();
- }
-
- if(fabs(cross.x()) > 0.000001f)
- {
- t.z() = -cross.z() / cross.x();
- }
- }
-}
-
-inline void ArbitraryMeshTriangle_sumTangents(ArbitraryMeshVertex& a, ArbitraryMeshVertex& b, ArbitraryMeshVertex& c)
-{
- Vector3 s, t;
-
- ArbitraryMeshTriangle_calcTangents(a, b, c, s, t);
-
- reinterpret_cast<Vector3&>(a.tangent) += s;
- reinterpret_cast<Vector3&>(b.tangent) += s;
- reinterpret_cast<Vector3&>(c.tangent) += s;
-
- reinterpret_cast<Vector3&>(a.bitangent) += t;
- reinterpret_cast<Vector3&>(b.bitangent) += t;
- reinterpret_cast<Vector3&>(c.bitangent) += t;
+inline void ArbitraryMeshTriangle_calcTangents( const ArbitraryMeshVertex& a, const ArbitraryMeshVertex& b, const ArbitraryMeshVertex& c, Vector3& s, Vector3& t ){
+ s = Vector3( 0, 0, 0 );
+ t = Vector3( 0, 0, 0 );
+ {
+ Vector3 cross(
+ vector3_cross(
+ vector3_subtracted(
+ Vector3( b.vertex.x(), b.texcoord.s(), b.texcoord.t() ),
+ Vector3( a.vertex.x(), a.texcoord.s(), a.texcoord.t() )
+ ),
+ vector3_subtracted(
+ Vector3( c.vertex.x(), c.texcoord.s(), c.texcoord.t() ),
+ Vector3( a.vertex.x(), a.texcoord.s(), a.texcoord.t() )
+ )
+ )
+ );
+
+ if ( fabs( cross.x() ) > 0.000001f ) {
+ s.x() = -cross.y() / cross.x();
+ }
+
+ if ( fabs( cross.x() ) > 0.000001f ) {
+ t.x() = -cross.z() / cross.x();
+ }
+ }
+
+ {
+ Vector3 cross(
+ vector3_cross(
+ vector3_subtracted(
+ Vector3( b.vertex.y(), b.texcoord.s(), b.texcoord.t() ),
+ Vector3( a.vertex.y(), a.texcoord.s(), a.texcoord.t() )
+ ),
+ vector3_subtracted(
+ Vector3( c.vertex.y(), c.texcoord.s(), c.texcoord.t() ),
+ Vector3( a.vertex.y(), a.texcoord.s(), a.texcoord.t() )
+ )
+ )
+ );
+
+ if ( fabs( cross.x() ) > 0.000001f ) {
+ s.y() = -cross.y() / cross.x();
+ }
+
+ if ( fabs( cross.x() ) > 0.000001f ) {
+ t.y() = -cross.z() / cross.x();
+ }
+ }
+
+ {
+ Vector3 cross(
+ vector3_cross(
+ vector3_subtracted(
+ Vector3( b.vertex.z(), b.texcoord.s(), b.texcoord.t() ),
+ Vector3( a.vertex.z(), a.texcoord.s(), a.texcoord.t() )
+ ),
+ vector3_subtracted(
+ Vector3( c.vertex.z(), c.texcoord.s(), c.texcoord.t() ),
+ Vector3( a.vertex.z(), a.texcoord.s(), a.texcoord.t() )
+ )
+ )
+ );
+
+ if ( fabs( cross.x() ) > 0.000001f ) {
+ s.z() = -cross.y() / cross.x();
+ }
+
+ if ( fabs( cross.x() ) > 0.000001f ) {
+ t.z() = -cross.z() / cross.x();
+ }
+ }
+}
+
+inline void ArbitraryMeshTriangle_sumTangents( ArbitraryMeshVertex& a, ArbitraryMeshVertex& b, ArbitraryMeshVertex& c ){
+ Vector3 s, t;
+
+ ArbitraryMeshTriangle_calcTangents( a, b, c, s, t );
+
+ reinterpret_cast<Vector3&>( a.tangent ) += s;
+ reinterpret_cast<Vector3&>( b.tangent ) += s;
+ reinterpret_cast<Vector3&>( c.tangent ) += s;
+
+ reinterpret_cast<Vector3&>( a.bitangent ) += t;
+ reinterpret_cast<Vector3&>( b.bitangent ) += t;
+ reinterpret_cast<Vector3&>( c.bitangent ) += t;
}