tavli

diff src/mesh.cc @ 6:a0d30f6f20d4

- texture coordinate generation in class Mesh - wood texture
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 26 Jun 2015 04:22:06 +0300
parents 3fcd7b4d631f
children f1ecc2439802
line diff
     1.1 --- a/src/mesh.cc	Thu Jun 25 20:43:34 2015 +0300
     1.2 +++ b/src/mesh.cc	Fri Jun 26 04:22:06 2015 +0300
     1.3 @@ -931,6 +931,72 @@
     1.4  }
     1.5  
     1.6  
     1.7 +// texture coordinate manipulation
     1.8 +void Mesh::texcoord_apply_xform(const Matrix4x4 &xform)
     1.9 +{
    1.10 +	if(!has_attrib(MESH_ATTR_TEXCOORD)) {
    1.11 +		return;
    1.12 +	}
    1.13 +
    1.14 +	for(unsigned int i=0; i<nverts; i++) {
    1.15 +		Vector4 tc = get_attrib(MESH_ATTR_TEXCOORD, i);
    1.16 +		set_attrib(MESH_ATTR_TEXCOORD, i, tc.transformed(xform));
    1.17 +	}
    1.18 +}
    1.19 +
    1.20 +void Mesh::texcoord_gen_plane(const Vector3 &norm, const Vector3 &tang)
    1.21 +{
    1.22 +	if(!nverts) return;
    1.23 +
    1.24 +	if(!has_attrib(MESH_ATTR_TEXCOORD)) {
    1.25 +		// allocate texture coordinate attribute array
    1.26 +		set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts);
    1.27 +	}
    1.28 +
    1.29 +	Vector3 n = norm.normalized();
    1.30 +	Vector3 b = cross_product(n, tang).normalized();
    1.31 +	Vector3 t = cross_product(b, n);
    1.32 +
    1.33 +	for(unsigned int i=0; i<nverts; i++) {
    1.34 +		Vector3 pos = get_attrib(MESH_ATTR_VERTEX, i);
    1.35 +
    1.36 +		// distance along the tangent direction
    1.37 +		float u = dot_product(pos, t);
    1.38 +		// distance along the bitangent direction
    1.39 +		float v = dot_product(pos, b);
    1.40 +
    1.41 +		set_attrib(MESH_ATTR_TEXCOORD, i, Vector4(u, v, 0, 1));
    1.42 +	}
    1.43 +}
    1.44 +
    1.45 +void Mesh::texcoord_gen_box()
    1.46 +{
    1.47 +	if(!nverts || !has_attrib(MESH_ATTR_NORMAL)) return;
    1.48 +
    1.49 +	if(!has_attrib(MESH_ATTR_TEXCOORD)) {
    1.50 +		// allocate texture coordinate attribute array
    1.51 +		set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts);
    1.52 +	}
    1.53 +
    1.54 +	for(unsigned int i=0; i<nverts; i++) {
    1.55 +		Vector3 pos = Vector3(get_attrib(MESH_ATTR_VERTEX, i)) * 0.5 + Vector3(0.5, 0.5, 0.5);
    1.56 +		Vector3 norm = get_attrib(MESH_ATTR_NORMAL, i);
    1.57 +
    1.58 +		float abs_nx = fabs(norm.x);
    1.59 +		float abs_ny = fabs(norm.y);
    1.60 +		float abs_nz = fabs(norm.z);
    1.61 +		int dom = abs_nx > abs_ny && abs_nx > abs_nz ? 0 : (abs_ny > abs_nz ? 1 : 2);
    1.62 +
    1.63 +		float uv[2], *uvptr = uv;
    1.64 +		for(int j=0; j<3; j++) {
    1.65 +			if(j == dom) continue;	// skip dominant axis
    1.66 +
    1.67 +			*uvptr++ = pos[j];
    1.68 +		}
    1.69 +		set_attrib(MESH_ATTR_TEXCOORD, i, Vector4(uv[0], uv[1], 0, 1));
    1.70 +	}
    1.71 +}
    1.72 +
    1.73  // ------ private member functions ------
    1.74  
    1.75  void Mesh::calc_aabb()