コード例 #1
0
ShadowCameraTransform DirectionalLight::CalcShadowCameraTransform(const Vector3f& mainCameraPos, const Quaternion& mainCameraRot) const
{
	Vector3f resultPos = mainCameraPos + mainCameraRot.GetForward() * GetHalfShadowArea();
	Quaternion resultRot = GetTransform().GetTransformedRot();
	
	float worldTexelSize = (GetHalfShadowArea()*2)/((float)(1 << GetShadowInfo().GetShadowMapSizeAsPowerOf2()));
	
	Vector3f lightSpaceCameraPos = resultPos.Rotate(resultRot.Conjugate());
	
	lightSpaceCameraPos.SetX(worldTexelSize * floor(lightSpaceCameraPos.GetX() / worldTexelSize));
	lightSpaceCameraPos.SetY(worldTexelSize * floor(lightSpaceCameraPos.GetY() / worldTexelSize));
	
	resultPos = lightSpaceCameraPos.Rotate(resultRot);
	
	return ShadowCameraTransform(resultPos, resultRot);
}
コード例 #2
0
ファイル: mesh.cpp プロジェクト: BennyQBD/3DEngineCpp
void IndexedModel::CalcTangents()
{
	m_tangents.clear();
	m_tangents.reserve(m_positions.size());
	
	for(unsigned int i = 0; i < m_positions.size(); i++)
		m_tangents.push_back(Vector3f(0,0,0));
		
	for(unsigned int i = 0; i < m_indices.size(); i += 3)
    {
		int i0 = m_indices[i];
		int i1 = m_indices[i + 1];
		int i2 = m_indices[i + 2];
    
        Vector3f edge1 = m_positions[i1] - m_positions[i0];
        Vector3f edge2 = m_positions[i2] - m_positions[i0];
        
        float deltaU1 = m_texCoords[i1].GetX() - m_texCoords[i0].GetX();
        float deltaU2 = m_texCoords[i2].GetX() - m_texCoords[i0].GetX();
        float deltaV1 = m_texCoords[i1].GetY() - m_texCoords[i0].GetY();
        float deltaV2 = m_texCoords[i2].GetY() - m_texCoords[i0].GetY();
        
        float dividend = (deltaU1 * deltaV2 - deltaU2 * deltaV1);
        float f = dividend == 0.0f ? 0.0f : 1.0f/dividend;
        
        Vector3f tangent = Vector3f(0,0,0);
        
        tangent.SetX(f * (deltaV2 * edge1.GetX() - deltaV1 * edge2.GetX()));
        tangent.SetY(f * (deltaV2 * edge1.GetY() - deltaV1 * edge2.GetY()));
        tangent.SetZ(f * (deltaV2 * edge1.GetZ() - deltaV1 * edge2.GetZ()));

//Bitangent example, in Java
//		Vector3f bitangent = new Vector3f(0,0,0);
//		
//		bitangent.setX(f * (-deltaU2 * edge1.getX() - deltaU1 * edge2.getX()));
//		bitangent.setX(f * (-deltaU2 * edge1.getY() - deltaU1 * edge2.getY()));
//		bitangent.setX(f * (-deltaU2 * edge1.getZ() - deltaU1 * edge2.getZ()));

		m_tangents[i0] += tangent;
		m_tangents[i1] += tangent;
		m_tangents[i2] += tangent;	
    }

    for(unsigned int i = 0; i < m_tangents.size(); i++)
		m_tangents[i] = m_tangents[i].Normalized();
}
コード例 #3
0
ファイル: mesh.cpp プロジェクト: BennyQBD/GDX
void Mesh::CalcTangents(Vertex* vertices, int nVertices, INDEX* indices, int nIndices)
{
    for(int i = 0; i < nIndices; i += 3)
    {
        Vertex v0 = vertices[indices[i]];
        Vertex v1 = vertices[indices[i + 1]];
        Vertex v2 = vertices[indices[i + 2]];

        Vector3f edge1 = v1.Pos - v0.Pos;
        Vector3f edge2 = v2.Pos - v0.Pos;

        float deltaU1 = v1.TexCoord.GetX() - v0.TexCoord.GetX();
        float deltaU2 = v2.TexCoord.GetX() - v0.TexCoord.GetX();
        float deltaV1 = v1.TexCoord.GetY() - v0.TexCoord.GetY();
        float deltaV2 = v2.TexCoord.GetY() - v0.TexCoord.GetY();

        float f = 1.0f/(deltaU1 * deltaV2 - deltaU2 * deltaV1);

        Vector3f tangent = Vector3f(0,0,0);

        tangent.SetX(f * (deltaV2 * edge1.GetX() - deltaV1 * edge2.GetX()));
        tangent.SetY(f * (deltaV2 * edge1.GetY() - deltaV1 * edge2.GetY()));
        tangent.SetZ(f * (deltaV2 * edge1.GetZ() - deltaV1 * edge2.GetZ()));

//Bitangent example, in Java
//		Vector3f bitangent = new Vector3f(0,0,0);
//
//		bitangent.setX(f * (-deltaU2 * edge1.getX() - deltaU1 * edge2.getX()));
//		bitangent.setX(f * (-deltaU2 * edge1.getY() - deltaU1 * edge2.getY()));
//		bitangent.setX(f * (-deltaU2 * edge1.getZ() - deltaU1 * edge2.getZ()));

        v0.Tangent += tangent;
        v1.Tangent += tangent;
        v2.Tangent += tangent;
    }

    for(int i = 0; i < nVertices; i++)
        vertices[i].Tangent = vertices[i].Tangent.Normalized();
}