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46 lines
1.6 KiB
C++
46 lines
1.6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_TANGENT_SPACE_BUILD_H
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#define NL_TANGENT_SPACE_BUILD_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/mesh.h"
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namespace NL3D
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{
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class CVertexBuffer;
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class CIndexBuffer;
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/** This add tangent space information to a vertex buffer. The result is an added 3d texture coordinate
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* that contains the T vector of the tangent space basis (T is oriented toward increasing s coordinates). The binormal can be computed in a vertex program
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* by doing B = N ^ T. The input mesh build must provide a normal component.
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* Moreover it must have at least one texture coordinate applied (this is needed to build coherent tangent space basis)
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* \return true if the conversion was possible
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*/
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bool BuildTangentSpace(CMesh::CMeshBuild &outMeshBuild, const CMesh::CMeshBuild &inMeshBuild);
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} // NL3D
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#endif
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