When animating a mesh by "Morphing" or "Skeletal Animation" such as "*.md3", "*.x" and "*.b3d" using "Shaders" for rendering we can improve the final render if we "Cyclically Update" the "Tangents" and "Binormals"..
We presume that our meshes are, among others, textured with a "NORMAL MAP" used by the "Shader" (cg, hlsl, or glsl etc) in calculating diffuse and specular.
We also have one or more lights used by the shader.
This is one way we could go about it:
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// Update TANGENTS & BINORMALS at every frame for a skinned animation..
// We dont want to do this for static meshes like levels etc..
// We also dont want to do it for Rotating, Scaled and translated meshes..(we can however, as a bonus, scale, rotate and translate these)
// Only for animated skinned and morph based meshes..
// This is loose code that works. If anyone can improve it for the engine itself that would be great..
// You'll probably ID possible improvements immediately!
// At every N'th Frame we loop through all the vertices..
// 1. In the loop we Access the VERTEX of POINT A of the "INDEXED TRIANGLE"..
// 2. We interrogate the "OTHER TWO" VERTICES (which thankfully do change at each frame) for their Positions, Normals, and UV Coords to
// Genertate a "BRAND NEW" (animated) TANGENT and BINORMAL. (We may want to calculate the the "Binormal" in the SHADER to save time)
// 3. We REWRITE the Tangent and Binormal for our SELECTED TRIANGLE POINT.
// 4. We DO THE SAME for POINTS B and C..
//
// GENERATE "LIVING" TANGENTS & BINBORMALS
// REMEMBER!
// WE NEED "LOOP THROUGH ALL MESHES" THAT ARE TYPE "Skinned"
// WE NEED "LOOP THROUGH ALL ITS BUFFERS"
// WE NEED "LOOP THROUGH ALL THOSE BUFFER VERTICES"
// Possible types of (animated) meshes.
// Enumerator:
// 1 EAMT_MD2 Quake 2 MD2 model file..
// 2 EAMT_MD3 Quake 3 MD3 model file..
// 10 EAMT_MDL_HALFLIFE Halflife MDL model file..
// Below is what an item type must be for it to qualify for Tangent Updates..
// 11 EAMT_SKINNED generic skinned mesh "*.x" "*.b3d" etc.. (see Morphed too!)
//
// We want to change tangents for skinned meshes only so we must determine which ones are "Skinned"..
// This may change if we add and remove meshes during runtime..
// Added this for clarity..
IMeshCache* TheSceneMeshCache; // Not to be assigned cyclically..
irr::scene::IMeshBuffer* CurrMeshBuffPtr ; // We want to assign this cyclically..
video::S3DVertexTangents* CurrTanVertsPtr ;
IAnimatedMesh* AcquiredAnimeshByIndex; // This changes in the loop!
IMesh* AcquiredImesh ;
SceneMeshCount = TheSceneManager ->getMeshCache()->getMeshCount();
//
if (TanUpdStatus == true) // We "set" this bool in our App..
{
// SceneMeshCount
for (u32 SMeshI = 0; SMeshI < SceneMeshCount; SMeshI++) // There amy be other ways to iterate through all your items..
{// start loop "SMESHI"
u16 TheMeshType = TheSceneMeshCache->getMeshByIndex(SMeshI)->getMeshType();
if (TheMeshType == EAMT_SKINNED) // EAMT_SKINNED (or morphed ?)..
{// -start- Only "Skinned" meshes..
AcquiredAnimeshByIndex = TheSceneMeshCache->getMeshByIndex(SMeshI);
AcquiredImesh = AcquiredAnimeshByIndex ;
u32 TheMBufferCount = AcquiredImesh->getMeshBufferCount();
for (u32 MBuffI = 0 ; MBuffI < TheMBufferCount ; MBuffI++)
{// start Buffer Loop
CurrMeshBuffPtr = AcquiredImesh->getMeshBuffer(0); // WE MUST ALSO LOOP BUFFERS..
CurrTanVertsPtr = (video::S3DVertexTangents*)CurrMeshBuffPtr->getVertices(); // Many Buffers for Many Meshes..
u16* TheINDEXPtr = TheSceneMeshCache->getMeshByIndex(SMeshI)->getMeshBuffer(0)->getIndices();
u32 TheIndexCount = (u32)TheSceneMeshCache->getMeshByIndex(SMeshI)->getMeshBuffer(0)->getIndexCount();
for (u32 IndexII = 0; IndexII < TheIndexCount; IndexII+=3) // Note "+=3" in For loop..
{// start Faces.. Get all three of our triangle vertices..
VertexTriA = CurrTanVertsPtr[TheINDEXPtr[IndexII]];
VertexTriB = CurrTanVertsPtr[TheINDEXPtr[IndexII+1]];
VertexTriC = CurrTanVertsPtr[TheINDEXPtr[IndexII+2]];
// We have the animated normals as modelled, so we dont really want to mess with these
// because during the modelling phase we created "Sharp Edges" (important concept)
// which play a large role in the final rendering..
// We could offcourse, when we optimise this, look at how Irrlicht generated these
// Tangents and Binormals internally (seemingly once, at model loading moment), but for now we'll do it ourselves..
// Here we get the THREE POINTS XYZ Positions for the TRIANGLE..
f32 TAX = VertexTriA.Pos.X; f32 TAY = VertexTriA.Pos.Y; f32 TAZ = VertexTriA.Pos.Z;
f32 TBX = VertexTriB.Pos.X; f32 TBY = VertexTriB.Pos.Y; f32 TBZ = VertexTriB.Pos.Z;
f32 TCX = VertexTriC.Pos.X; f32 TCY = VertexTriC.Pos.Y; f32 TCZ = VertexTriC.Pos.Z;
// Here we get the UV Coordinates for each of the three Points.
f32 TAU = VertexTriA.TCoords.X; f32 TAV = VertexTriA.TCoords.Y;
f32 TBU = VertexTriB.TCoords.X; f32 TBV = VertexTriB.TCoords.Y;
f32 TCU = VertexTriC.TCoords.X; f32 TCV = VertexTriC.TCoords.Y;
// We introduce THREE new "Delta Vectors" which will eventually become "Triangle Edges"..
// This is a special "recipe" using "Triangle Points" and "UV Coordinates"..
f32 DV1X = TBX - TAX ; f32 DV1Y = TBU - TAU ; f32 DV1Z = TBV - TAV;
f32 DV2X = TCX - TAX ; f32 DV2Y = TCU - TAU ; f32 DV2Z = TCV - TAV;
f32 DV3X = TBY - TAY ; f32 DV3Y = TBU - TAU ; f32 DV3Z = TBV - TAV;
f32 DV4X = TCY - TAY ; f32 DV4Y = TCU - TAU ; f32 DV4Z = TCV - TAV;
f32 DV5X = TBZ - TAZ ; f32 DV5Y = TBU - TAU ; f32 DV5Z = TBV - TAV;
f32 DV6X = TCZ - TAZ ; f32 DV6Y = TCU - TAU ; f32 DV6Z = TCV - TAV;
// Now we introduce THREE "Cross Products". Cross Product A, Cross Product B and Cross Product C.
// Dont sweat the math, but understand that these Cross Products are needed to get Tangents / Binormals..
f32 CAX = (DV1Y * DV2Z) - (DV2Y * DV1Z); // "Subtraction" hence "Delta Vectors" above..
f32 CAY = (DV1Z * DV2X) - (DV2Z * DV1X);
f32 CAZ = (DV1X * DV2Y) - (DV2X * DV1Y);
f32 CBX = (DV3Y * DV4Z) - (DV4Y * DV3Z);
f32 CBY = (DV3Z * DV4X) - (DV4Z * DV3X);
f32 CBZ = (DV3X * DV4Y) - (DV4X * DV3Y);
f32 CCX = (DV5Y * DV6Z) - (DV6Y * DV5Z);
f32 CCY = (DV5Z * DV6X) - (DV6Z * DV5X);
f32 CCZ = (DV5X * DV6Y) - (DV6X * DV5Y);
// Calculate our TANGENT..
f32 TanX = (CAY / CAX); f32 TanY = (CBY / CBX); f32 TanZ = (CCY / CCX);
// ..and our BINORMAL..
f32 BinX = (CAZ / CAX); f32 BinY = (CBZ / CBX); f32 BinZ = (CCZ / CCX);
// Normalise them.. (is this really necessary??)
// Apparently not! (I took TWO screengrabs of ON and OFF and they look the same..)
// f32 TanXN = TanX; // / ((TanX * TanX)+(TanY * TanY)+(TanZ * TanZ));
// f32 TanYN = TanY; // / ((TanX * TanX)+(TanY * TanY)+(TanZ * TanZ));
// f32 TanZN = TanZ; // / ((TanX * TanX)+(TanY * TanY)+(TanZ * TanZ));
// Now this "equals" aint needed.. (I'll keep it here just incase)
// Try doing the "Binormals" in the shader by Crossing the Normals with the Tangents..
// The Irrlicht Coders would probably want this working for Direct X aswell before implementing it..
// Normalisation apparently not needed here aswell..
// f32 BinXN = BinX; // / ((BinX * BinX)+(BinY * BinY)+(BinZ * BinZ));
// f32 BinYN = BinY; // / ((BinX * BinX)+(BinY * BinY)+(BinZ * BinZ));
// f32 BinZN = BinZ; // / ((BinX * BinX)+(BinY * BinY)+(BinZ * BinZ));
// Just incase our balls were facing the wrong way..
// swap (TanXN , BinXN); swap (TanYN , BinYN); swap (TanZN , BinZN);
// TanXN *= 1.0; TanYN *= 1.0; TanZN *= 1.0;
// BinXN *= 1.0; BinYN *= 1.0; BinZN *= 1.0;
// Now we replace the Static Tangents/Binromals with our animated ones..
CurrTanVertsPtr[TheINDEXPtr[IndexII]].Tangent.X = -TanX; // Remember, if problems that these were +-TanXN (normalised ones)..
CurrTanVertsPtr[TheINDEXPtr[IndexII]].Tangent.Y = -TanY;
CurrTanVertsPtr[TheINDEXPtr[IndexII]].Tangent.Z = -TanZ;
CurrTanVertsPtr[TheINDEXPtr[IndexII+1]].Tangent.X = -TanX;
CurrTanVertsPtr[TheINDEXPtr[IndexII+1]].Tangent.Y = -TanY;
CurrTanVertsPtr[TheINDEXPtr[IndexII+1]].Tangent.Z = -TanZ;
CurrTanVertsPtr[TheINDEXPtr[IndexII+2]].Tangent.X = -TanX;
CurrTanVertsPtr[TheINDEXPtr[IndexII+2]].Tangent.Y = -TanY;
CurrTanVertsPtr[TheINDEXPtr[IndexII+2]].Tangent.Z = -TanZ;
// Could this be done in the shader?? I tried but no joy.. ..
CurrTanVertsPtr[TheINDEXPtr[IndexII]].Binormal.X = BinX;
CurrTanVertsPtr[TheINDEXPtr[IndexII]].Binormal.Y = BinY;
CurrTanVertsPtr[TheINDEXPtr[IndexII]].Binormal.Z = BinZ;
CurrTanVertsPtr[TheINDEXPtr[IndexII+1]].Binormal.X = BinX;
CurrTanVertsPtr[TheINDEXPtr[IndexII+1]].Binormal.Y = BinY;
CurrTanVertsPtr[TheINDEXPtr[IndexII+1]].Binormal.Z = BinZ;
CurrTanVertsPtr[TheINDEXPtr[IndexII+2]].Binormal.X = BinX;
CurrTanVertsPtr[TheINDEXPtr[IndexII+2]].Binormal.Y = BinY;
CurrTanVertsPtr[TheINDEXPtr[IndexII+2]].Binormal.Z = BinZ;
// Now we have "Living Tangents and Binormals" getting updated when we want them to..
// It means that the interaction between light and surfaces will remain "Physically Correct"
// during any change made to the geometry such as "Skinned Mesh Deformation"..
} // End Index Loop..
} // End Buffer Loop
} // End loop only "Skinned" meshes..
} // End loop "SMESHI"
} // End conditional Tangents & Binormal Update..
// O.K.