We can safely pack normals and tangents to a uint32 each.
Also, I mainly use the second UV set with unique mappings / lightmaps, so it is ensured that the coords always lie within [0,1] - this allows to use D3DDECLTYPE_SHORT2N (the unnormalized SHORT2 type is not supported on my trusty old ATi x700 mobility..). To convert your float UVs you just multiply them with 32767.0f
As a result we get a nice vertexformat like this:
// size = 32 bytes struct Vertex { FVec3 pos; VecU32 nrm; FVec2 uv; short uv2[2]; VecU32 tan; }; D3DVERTEXELEMENT9 declExt[] = { // stream, offset, type, method, usage, usageIndex { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 12, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, // 2d uv { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, { 0, 24, D3DDECLTYPE_SHORT2N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 }, // tangent { 0, 28, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 }, D3DDECL_END() };
In your shader just use:
struct VertexInput { float4 position : POSITION; float4 norm : NORMAL; // compressed uint32 float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; float4 tangent : TEXCOORD2; // compressed uint32 }; VertexOutput main(VertexInput IN) { ... // decompress normal & tangent float3 N = 2.0f*IN.norm/255.0f-1.0f; float4 T = 2.0f*IN.tangent/255.0f-1.0f; ... }
Here is some C++ code to de-/compress your normals:
class VecU32 { public: union { u8 dir[4]; u32 vec32; }; inline void compress(const FVec3& nrm) { dir[0] = (u8)((nrm.x * 0.5f + 0.5f) * 255.0f); dir[1] = (u8)((nrm.y * 0.5f + 0.5f) * 255.0f); dir[2] = (u8)((nrm.z * 0.5f + 0.5f) * 255.0f); dir[3] = 255; } inline void compress(const FVec4& nrm) { dir[0] = (u8)((nrm.x * 0.5f + 0.5f) * 255.0f); dir[1] = (u8)((nrm.y * 0.5f + 0.5f) * 255.0f); dir[2] = (u8)((nrm.z * 0.5f + 0.5f) * 255.0f); dir[3] = (u8)((nrm.w * 0.5f + 0.5f) * 255.0f); } inline FVec4 decompress() { return FVec4( 2.0f*dir[0]/255.0f-1.0f, 2.0f*dir[1]/255.0f-1.0f, 2.0f*dir[2]/255.0f-1.0f, 2.0f*dir[3]/255.0f-1.0f ); } };
Zeux also has a very nice article about the topic recently:
ReplyDeletehttp://zeuxcg.org/2010/12/14/mesh-optimization-quantizing-floats/