189 lines
4.8 KiB
C
189 lines
4.8 KiB
C
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#ifndef EXAMPLE_MESH_H_
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#define EXAMPLE_MESH_H_
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#include <vector>
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#include <algorithm>
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#include <cmath>
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#include <limits>
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namespace example {
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template<typename T>
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inline void lerp(T dst[3], const T v0[3], const T v1[3], const T v2[3], float u, float v) {
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dst[0] = (static_cast<T>(1.0) - u - v) * v0[0] + u * v1[0] + v * v2[0];
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dst[1] = (static_cast<T>(1.0) - u - v) * v0[1] + u * v1[1] + v * v2[1];
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dst[2] = (static_cast<T>(1.0) - u - v) * v0[2] + u * v1[2] + v * v2[2];
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}
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template <typename T>
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inline T vlength(const T v[3]) {
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const T d = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
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if (std::fabs(d) > std::numeric_limits<T>::epsilon()) {
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return std::sqrt(d);
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} else {
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return static_cast<T>(0.0);
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}
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}
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template <typename T>
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inline void vnormalize(T dst[3], const T v[3]) {
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dst[0] = v[0];
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dst[1] = v[1];
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dst[2] = v[2];
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const T len = vlength(v);
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if (std::fabs(len) > std::numeric_limits<T>::epsilon()) {
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const T inv_len = static_cast<T>(1.0) / len;
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dst[0] *= inv_len;
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dst[1] *= inv_len;
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dst[2] *= inv_len;
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}
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}
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template <typename T>
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inline void vcross(T dst[3], const T a[3], const T b[3]) {
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dst[0] = a[1] * b[2] - a[2] * b[1];
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dst[1] = a[2] * b[0] - a[0] * b[2];
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dst[2] = a[0] * b[1] - a[1] * b[0];
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}
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template <typename T>
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inline void vsub(T dst[3], const T a[3], const T b[3]) {
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dst[0] = a[0] - b[0];
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dst[1] = a[1] - b[1];
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dst[2] = a[2] - b[2];
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}
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template<typename T>
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inline void calculate_normal(T Nn[3], const T v0[3], const T v1[3], const T v2[3]) {
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T v10[3];
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T v20[3];
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vsub(v10, v1, v0);
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vsub(v20, v2, v0);
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T N[3];
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vcross(N, v20, v10);
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vnormalize(Nn, N);
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}
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template<typename T>
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class Mesh {
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public:
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explicit Mesh(const size_t vertex_stride) :
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stride(vertex_stride) {
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}
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std::string name;
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std::vector<T> vertices; /// stride * num_vertices
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std::vector<T> facevarying_normals; /// [xyz] * 3(triangle) * num_faces
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std::vector<T> facevarying_tangents; /// [xyz] * 3(triangle) * num_faces
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std::vector<T> facevarying_binormals; /// [xyz] * 3(triangle) * num_faces
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std::vector<T> facevarying_uvs; /// [xy] * 3(triangle) * num_faces
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std::vector<T>
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facevarying_vertex_colors; /// [xyz] * 3(triangle) * num_faces
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std::vector<unsigned int> faces; /// triangle x num_faces
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std::vector<unsigned int> material_ids; /// index x num_faces
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T pivot_xform[4][4];
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size_t stride; /// stride for vertex data.
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// --- Required methods in Scene::Traversal. ---
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///
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/// Get the geometric normal and the shading normal at `face_idx' th face.
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///
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void GetNormal(T Ng[3], T Ns[3], const unsigned int face_idx, const T u, const T v) const {
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// Compute geometric normal.
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unsigned int f0, f1, f2;
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T v0[3], v1[3], v2[3];
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f0 = faces[3 * face_idx + 0];
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f1 = faces[3 * face_idx + 1];
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f2 = faces[3 * face_idx + 2];
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v0[0] = vertices[3 * f0 + 0];
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v0[1] = vertices[3 * f0 + 1];
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v0[2] = vertices[3 * f0 + 2];
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v1[0] = vertices[3 * f1 + 0];
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v1[1] = vertices[3 * f1 + 1];
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v1[2] = vertices[3 * f1 + 2];
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v2[0] = vertices[3 * f2 + 0];
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v2[1] = vertices[3 * f2 + 1];
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v2[2] = vertices[3 * f2 + 2];
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calculate_normal(Ng, v0, v1, v2);
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if (facevarying_normals.size() > 0) {
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T n0[3], n1[3], n2[3];
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n0[0] = facevarying_normals[9 * face_idx + 0];
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n0[1] = facevarying_normals[9 * face_idx + 1];
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n0[2] = facevarying_normals[9 * face_idx + 2];
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n1[0] = facevarying_normals[9 * face_idx + 3];
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n1[1] = facevarying_normals[9 * face_idx + 4];
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n1[2] = facevarying_normals[9 * face_idx + 5];
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n2[0] = facevarying_normals[9 * face_idx + 6];
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n2[1] = facevarying_normals[9 * face_idx + 7];
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n2[2] = facevarying_normals[9 * face_idx + 8];
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lerp(Ns, n0, n1, n2, u, v);
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} else {
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// Use geometric normal.
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Ns[0] = Ng[0];
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Ns[1] = Ng[1];
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Ns[2] = Ng[2];
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}
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}
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// --- end of required methods in Scene::Traversal. ---
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///
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/// Get texture coordinate at `face_idx' th face.
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///
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void GetTexCoord(T tcoord[3], const unsigned int face_idx, const T u, const T v) {
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if (facevarying_uvs.size() > 0) {
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T t0[3], t1[3], t2[3];
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t0[0] = facevarying_uvs[6 * face_idx + 0];
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t0[1] = facevarying_uvs[6 * face_idx + 1];
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t0[2] = static_cast<T>(0.0);
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t1[0] = facevarying_uvs[6 * face_idx + 2];
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t1[1] = facevarying_uvs[6 * face_idx + 3];
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t1[2] = static_cast<T>(0.0);
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t2[0] = facevarying_uvs[6 * face_idx + 4];
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t2[1] = facevarying_uvs[6 * face_idx + 5];
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t2[2] = static_cast<T>(0.0);
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lerp(tcoord, t0, t1, t2, u, v);
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} else {
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tcoord[0] = static_cast<T>(0.0);
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tcoord[1] = static_cast<T>(0.0);
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tcoord[2] = static_cast<T>(0.0);
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}
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}
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};
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} // namespace example
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#endif // EXAMPLE_MESH_H_
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