godot/thirdparty/thekla_atlas/thekla/thekla_atlas.h

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2017-12-09 18:09:17 +00:00
// Thekla Atlas Generator
namespace Thekla {
enum Atlas_Charter {
Atlas_Charter_Witness, // Options: threshold
Atlas_Charter_Extract, // Options: ---
Atlas_Charter_Default = Atlas_Charter_Witness
};
enum Atlas_Mapper {
Atlas_Mapper_LSCM, // Options: ---
Atlas_Mapper_Default = Atlas_Mapper_LSCM
};
enum Atlas_Packer {
Atlas_Packer_Witness, // Options: texel_area
Atlas_Packer_Default = Atlas_Packer_Witness
};
struct Atlas_Options {
Atlas_Charter charter;
union {
struct {
float proxy_fit_metric_weight;
float roundness_metric_weight;
float straightness_metric_weight;
float normal_seam_metric_weight;
float texture_seam_metric_weight;
float max_chart_area;
float max_boundary_length;
} witness;
struct {
} extract;
} charter_options;
Atlas_Mapper mapper;
union {
} mapper_options;
Atlas_Packer packer;
union {
struct {
int packing_quality;
float texel_area; // This is not really texel area, but 1 / texel width?
bool block_align; // Align charts to 4x4 blocks.
bool conservative; // Pack charts with extra padding.
} witness;
} packer_options;
};
struct Atlas_Input_Vertex {
float position[3];
float normal[3];
float uv[2];
int first_colocal;
};
struct Atlas_Input_Face {
int vertex_index[3];
int material_index;
};
struct Atlas_Input_Mesh {
int vertex_count;
int face_count;
Atlas_Input_Vertex * vertex_array;
Atlas_Input_Face * face_array;
};
struct Atlas_Output_Vertex {
float uv[2];
int xref; // Index of input vertex from which this output vertex originated.
};
struct Atlas_Output_Mesh {
int atlas_width;
int atlas_height;
int vertex_count;
int index_count;
Atlas_Output_Vertex * vertex_array;
int * index_array;
};
enum Atlas_Error {
Atlas_Error_Success,
Atlas_Error_Invalid_Args,
Atlas_Error_Invalid_Options,
Atlas_Error_Invalid_Mesh,
Atlas_Error_Invalid_Mesh_Non_Manifold,
Atlas_Error_Not_Implemented,
};
void atlas_set_default_options(Atlas_Options * options);
Atlas_Output_Mesh * atlas_generate(const Atlas_Input_Mesh * input, const Atlas_Options * options, Atlas_Error * error);
void atlas_free(Atlas_Output_Mesh * output);
/*
Should we represent the input mesh with an opaque structure that simply holds pointers to the user data? That would allow us to avoid having to copy attributes to an intermediate representation.
struct Atlas_Input_Mesh;
void mesh_set_vertex_position(Atlas_Input_Mesh * mesh, float * ptr, int stride);
void mesh_set_vertex_normal(Atlas_Input_Mesh * mesh, float * ptr, int stride);
void mesh_set_vertex_uv(Mesh * mesh, float * ptr, int stride);
void mesh_set_index(Mesh * mesh, int * ptr);
*/
} // Thekla namespace