 bdef86ea6e
			
		
	
	
		bdef86ea6e
		
	
	
	
	
		
			
			# Objective Models can be produced that do not have vertex tangents but do have normal map textures. The tangents can be generated. There is a way that the vertex tangents can be generated to be exactly invertible to avoid introducing error when recreating the normals in the fragment shader. ## Solution - After attempts to get https://github.com/gltf-rs/mikktspace to integrate simple glam changes and version bumps, and releases of that crate taking weeks / not being made (no offense intended to the authors/maintainers, bevy just has its own timelines and needs to take care of) it was decided to fork that repository. The following steps were taken: - mikktspace was forked to https://github.com/bevyengine/mikktspace in order to preserve the repository's history in case the original is ever taken down - The README in that repo was edited to add a note stating from where the repository was forked and explaining why - The repo was locked for changes as its only purpose is historical - The repo was integrated into the bevy repo using `git subtree add --prefix crates/bevy_mikktspace git@github.com:bevyengine/mikktspace.git master` - In `bevy_mikktspace`: - The travis configuration was removed - `cargo fmt` was run - The `Cargo.toml` was conformed to bevy's (just adding bevy to the keywords, changing the homepage and repository, changing the version to 0.7.0-dev - importantly the license is exactly the same) - Remove the features, remove `nalgebra` entirely, only use `glam`, suppress clippy. - This was necessary because our CI runs clippy with `--all-features` and the `nalgebra` and `glam` features are mutually exclusive, plus I don't want to modify this highly numerically-sensitive code just to appease clippy and diverge even more from upstream. - Rebase https://github.com/bevyengine/bevy/pull/1795 - @jakobhellermann said it was fine to copy and paste but it ended up being almost exactly the same with just a couple of adjustments when validating correctness so I decided to actually rebase it and then build on top of it. - Use the exact same fragment shader code to ensure correct normal mapping. - Tested with both https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentMirrorTest which has vertex tangents and https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentTest which requires vertex tangent generation Co-authored-by: alteous <alteous@outlook.com>
		
			
				
	
	
		
			86 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| #![allow(clippy::all)]
 | |
| 
 | |
| use glam::{Vec2, Vec3};
 | |
| 
 | |
| mod generated;
 | |
| 
 | |
| /// The interface by which mikktspace interacts with your geometry.
 | |
| pub trait Geometry {
 | |
|     /// Returns the number of faces.
 | |
|     fn num_faces(&self) -> usize;
 | |
| 
 | |
|     /// Returns the number of vertices of a face.
 | |
|     fn num_vertices_of_face(&self, face: usize) -> usize;
 | |
| 
 | |
|     /// Returns the position of a vertex.
 | |
|     fn position(&self, face: usize, vert: usize) -> [f32; 3];
 | |
| 
 | |
|     /// Returns the normal of a vertex.
 | |
|     fn normal(&self, face: usize, vert: usize) -> [f32; 3];
 | |
| 
 | |
|     /// Returns the texture coordinate of a vertex.
 | |
|     fn tex_coord(&self, face: usize, vert: usize) -> [f32; 2];
 | |
| 
 | |
|     /// Sets the generated tangent for a vertex.
 | |
|     /// Leave this function unimplemented if you are implementing
 | |
|     /// `set_tangent_encoded`.
 | |
|     fn set_tangent(
 | |
|         &mut self,
 | |
|         tangent: [f32; 3],
 | |
|         _bi_tangent: [f32; 3],
 | |
|         _f_mag_s: f32,
 | |
|         _f_mag_t: f32,
 | |
|         bi_tangent_preserves_orientation: bool,
 | |
|         face: usize,
 | |
|         vert: usize,
 | |
|     ) {
 | |
|         let sign = if bi_tangent_preserves_orientation {
 | |
|             1.0
 | |
|         } else {
 | |
|             -1.0
 | |
|         };
 | |
|         self.set_tangent_encoded([tangent[0], tangent[1], tangent[2], sign], face, vert);
 | |
|     }
 | |
| 
 | |
|     /// Sets the generated tangent for a vertex with its bi-tangent encoded as the 'W' (4th)
 | |
|     /// component in the tangent. The 'W' component marks if the bi-tangent is flipped. This
 | |
|     /// is called by the default implementation of `set_tangent`; therefore, this function will
 | |
|     /// not be called by the crate unless `set_tangent` is unimplemented.
 | |
|     fn set_tangent_encoded(&mut self, _tangent: [f32; 4], _face: usize, _vert: usize) {}
 | |
| }
 | |
| 
 | |
| /// Generates tangents for the input geometry.
 | |
| ///
 | |
| /// # Errors
 | |
| ///
 | |
| /// Returns `false` if the geometry is unsuitable for tangent generation including,
 | |
| /// but not limited to, lack of vertices.
 | |
| pub fn generate_tangents<I: Geometry>(geometry: &mut I) -> bool {
 | |
|     unsafe { generated::genTangSpace(geometry, 180.0) }
 | |
| }
 | |
| 
 | |
| fn get_position<I: Geometry>(geometry: &mut I, index: usize) -> Vec3 {
 | |
|     let (face, vert) = index_to_face_vert(index);
 | |
|     geometry.position(face, vert).into()
 | |
| }
 | |
| 
 | |
| fn get_tex_coord<I: Geometry>(geometry: &mut I, index: usize) -> Vec3 {
 | |
|     let (face, vert) = index_to_face_vert(index);
 | |
|     let tex_coord: Vec2 = geometry.tex_coord(face, vert).into();
 | |
|     let val = tex_coord.extend(1.0);
 | |
|     val
 | |
| }
 | |
| 
 | |
| fn get_normal<I: Geometry>(geometry: &mut I, index: usize) -> Vec3 {
 | |
|     let (face, vert) = index_to_face_vert(index);
 | |
|     geometry.normal(face, vert).into()
 | |
| }
 | |
| 
 | |
| fn index_to_face_vert(index: usize) -> (usize, usize) {
 | |
|     (index >> 2, index & 0x3)
 | |
| }
 | |
| 
 | |
| fn face_vert_to_index(face: usize, vert: usize) -> usize {
 | |
|     face << 2 | vert & 0x3
 | |
| }
 |