00001 // Sh: A GPU metaprogramming language. 00002 // 00003 // Copyright 2003-2005 Serious Hack Inc. 00004 // 00005 // This software is provided 'as-is', without any express or implied 00006 // warranty. In no event will the authors be held liable for any damages 00007 // arising from the use of this software. 00008 // 00009 // Permission is granted to anyone to use this software for any purpose, 00010 // including commercial applications, and to alter it and redistribute it 00011 // freely, subject to the following restrictions: 00012 // 00013 // 1. The origin of this software must not be misrepresented; you must 00014 // not claim that you wrote the original software. If you use this 00015 // software in a product, an acknowledgment in the product documentation 00016 // would be appreciated but is not required. 00017 // 00018 // 2. Altered source versions must be plainly marked as such, and must 00019 // not be misrepresented as being the original software. 00020 // 00021 // 3. This notice may not be removed or altered from any source 00022 // distribution. 00024 #ifndef SHUTIL_SHOBJMESH_HPP 00025 #define SHUTIL_SHOBJMESH_HPP 00026 00027 #include <iosfwd> 00028 00029 #include "sh.hpp" 00030 #include "ShMesh.hpp" 00031 00032 namespace ShUtil { 00033 00034 using namespace SH; 00035 00036 struct ShObjVertex; 00037 struct ShObjFace; 00038 struct ShObjEdge; 00039 00040 typedef ShMeshType<ShObjVertex, ShObjFace, ShObjEdge> ShObjMeshType; 00041 00042 struct ShObjVertex: public ShMeshVertex<ShObjMeshType> { 00043 ShPoint3f pos; // vertex position 00044 00046 ShObjVertex(const ShPoint3f &p); 00047 }; 00048 00049 struct ShObjFace: public ShMeshFace<ShObjMeshType> { 00050 ShNormal3f normal; // face normal 00051 }; 00052 00053 struct ShObjEdge: public ShMeshEdge<ShObjMeshType> { 00054 // properties for start vertex in this edge's face 00055 ShNormal3f normal; 00056 ShVector3f tangent; 00057 ShTexCoord2f texcoord; 00058 }; 00059 00060 /* OBJ file mesh where each vertex stores its position, 00061 * Each edge stores the normal/tc/tangent for its start vertex, 00062 * and each face stores its face normal 00063 * 00064 * Each face in the object mesh is a triangle. (Triangulation 00065 * happens on loading from the OBJ file) 00066 */ 00067 class ShObjMesh: public ShMesh<ShObjMeshType> { 00068 public: 00069 typedef ShMesh<ShObjMeshType> ParentType; 00070 00072 ShObjMesh(); 00073 00075 ShObjMesh(std::istream &in); 00076 00078 std::istream& readObj(std::istream &in); 00079 00081 void generateFaceNormals(); 00082 00087 int generateVertexNormals(bool force = false); 00088 00094 int generateTangents(bool force = false); 00095 00101 int generateSphericalTexCoords(bool force = false); 00102 00104 void normalizeNormals(); 00105 00109 void consolidateVertices(); 00110 00112 friend std::istream& operator>>(std::istream &in, ShObjMesh &mesh); 00113 }; 00114 00115 } 00116 00117 #endif
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