Created
October 29, 2018 08:56
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public static class Sample | |
{ | |
static int gsN = 127; // N(N+1)/2 = 8128 < 2^{13} | |
static float gsB = 2 * gsN + 1; | |
static float gsB2 = gsB * gsB; | |
static float gsFactor = (gsN - 1) * Mathf.Sqrt(0.5f); | |
static float gsInvFactor = 1.0f / gsFactor; | |
public static ushort CompressNormal(Vector3 normal) | |
{ | |
var x = normal.x; | |
var y = normal.y; | |
var z = normal.z; | |
Debug.Assert(MathUtil.IsSame(x * x + y * y + z * z, 1)); | |
// Determine octant. | |
ushort index = 0; | |
if (x < 0.0) | |
{ | |
index |= 0x8000; | |
x = -x; | |
} | |
if (y < 0.0) | |
{ | |
index |= 0x4000; | |
y = -y; | |
} | |
if (z < 0.0) | |
{ | |
index |= 0x2000; | |
z = -z; | |
} | |
// Determine mantissa. | |
ushort usX = (ushort)Mathf.Floor(gsFactor * x); | |
ushort usY = (ushort)Mathf.Floor(gsFactor * y); | |
ushort mantissa = (ushort)(usX + ((usY * (255 - usY)) >> 1)); | |
index |= mantissa; | |
return index; | |
} | |
public static Vector3 DecompressNormal(ushort index) | |
{ | |
ushort mantissa = (ushort)(index & 0x1FFF); | |
// Extract triangular indices. | |
float temp = gsB2 - 8 * mantissa; | |
ushort usY = (ushort)Mathf.Floor(0.5f * (gsB - Mathf.Sqrt(Mathf.Abs(temp)))); | |
ushort usX = (ushort)(mantissa - ((usY * (255 - usY)) >> 1)); | |
var normal = Vector3.zero; | |
// Build approximate normal. | |
normal.x = usX * gsInvFactor; | |
normal.y = usY * gsInvFactor; | |
temp = 1.0f - normal.x * normal.x - normal.y * normal.y; | |
normal.z = Mathf.Sqrt(Mathf.Abs(temp)); | |
// Determine octant. | |
if ((index & 0x8000) != 0) | |
{ | |
normal.x = -normal.x; | |
} | |
if ((index & 0x4000) != 0) | |
{ | |
normal.y = -normal.y; | |
} | |
if ((index & 0x2000) != 0) | |
{ | |
normal.z = -normal.z; | |
} | |
return normal; | |
} | |
} |
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