mirror of
https://github.com/minetest/minetest.git
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1131 lines
28 KiB
C++
1131 lines
28 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mesh.h"
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#include "debug.h"
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#include "log.h"
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#include "irrMap.h"
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#include <iostream>
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#include <IAnimatedMesh.h>
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#include <SAnimatedMesh.h>
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// In Irrlicht 1.8 the signature of ITexture::lock was changed from
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// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
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#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
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#define MY_ETLM_READ_ONLY true
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#else
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#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
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#endif
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inline static void applyShadeFactor(video::SColor& color, float factor)
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{
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color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
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color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
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color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
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}
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void applyFacesShading(video::SColor &color, const v3f &normal)
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{
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/*
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Some drawtypes have normals set to (0, 0, 0), this must result in
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maximum brightness: shade factor 1.0.
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Shade factors for aligned cube faces are:
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+Y 1.000000 sqrt(1.0)
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-Y 0.447213 sqrt(0.2)
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+-X 0.670820 sqrt(0.45)
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+-Z 0.836660 sqrt(0.7)
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*/
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float x2 = normal.X * normal.X;
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float y2 = normal.Y * normal.Y;
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float z2 = normal.Z * normal.Z;
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if (normal.Y < 0)
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applyShadeFactor(color, 0.670820f * x2 + 0.447213f * y2 + 0.836660f * z2);
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else if ((x2 > 1e-3) || (z2 > 1e-3))
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applyShadeFactor(color, 0.670820f * x2 + 1.000000f * y2 + 0.836660f * z2);
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}
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scene::IAnimatedMesh* createCubeMesh(v3f scale)
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{
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[24] =
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{
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// Up
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video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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// Down
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video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
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// Right
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video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
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video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
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// Left
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video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
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video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
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// Back
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
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// Front
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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scene::SMesh *mesh = new scene::SMesh();
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for (u32 i=0; i<6; ++i)
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->append(vertices + 4 * i, 4, indices, 6);
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// Set default material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Add mesh buffer to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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scaleMesh(anim_mesh, scale); // also recalculates bounding box
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return anim_mesh;
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}
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void scaleMesh(scene::IMesh *mesh, v3f scale)
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{
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if (mesh == NULL)
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return;
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aabb3f bbox;
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bbox.reset(0, 0, 0);
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos *= scale;
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buf->recalculateBoundingBox();
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// calculate total bounding box
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if (j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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}
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mesh->setBoundingBox(bbox);
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}
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void translateMesh(scene::IMesh *mesh, v3f vec)
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{
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if (mesh == NULL)
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return;
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aabb3f bbox;
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bbox.reset(0, 0, 0);
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos += vec;
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buf->recalculateBoundingBox();
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// calculate total bounding box
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if (j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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}
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mesh->setBoundingBox(bbox);
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}
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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{
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if (mesh == NULL)
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return;
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Color = color;
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}
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}
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void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
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{
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *) buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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video::S3DVertex *vertex = (video::S3DVertex *) (vertices + i * stride);
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video::SColor *vc = &(vertex->Color);
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// Reset color
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*vc = *buffercolor;
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// Apply shading
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applyFacesShading(*vc, vertex->Normal);
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}
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}
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void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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const video::SColor &colorX,
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const video::SColor &colorY,
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const video::SColor &colorZ)
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{
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if (mesh == NULL)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
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f32 x = fabs(vertex->Normal.X);
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f32 y = fabs(vertex->Normal.Y);
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f32 z = fabs(vertex->Normal.Z);
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if (x >= y && x >= z)
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vertex->Color = colorX;
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else if (y >= z)
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vertex->Color = colorY;
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else
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vertex->Color = colorZ;
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}
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}
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}
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void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
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const video::SColor &color)
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{
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if (!mesh)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
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if (normal == vertex->Normal) {
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vertex->Color = color;
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}
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}
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}
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}
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void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
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{
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXYBy(degrees);
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}
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}
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void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
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{
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXZBy(degrees);
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}
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}
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void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
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{
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos.rotateYZBy(degrees);
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}
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}
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void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
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{
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int axisdir = facedir >> 2;
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facedir &= 0x03;
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
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switch (axisdir) {
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case 0:
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if (facedir == 1)
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vertex->Pos.rotateXZBy(-90);
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else if (facedir == 2)
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vertex->Pos.rotateXZBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateXZBy(90);
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break;
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case 1: // z+
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vertex->Pos.rotateYZBy(90);
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if (facedir == 1)
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vertex->Pos.rotateXYBy(90);
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else if (facedir == 2)
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vertex->Pos.rotateXYBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateXYBy(-90);
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break;
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case 2: //z-
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vertex->Pos.rotateYZBy(-90);
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if (facedir == 1)
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vertex->Pos.rotateXYBy(-90);
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else if (facedir == 2)
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vertex->Pos.rotateXYBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateXYBy(90);
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break;
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case 3: //x+
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vertex->Pos.rotateXYBy(-90);
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if (facedir == 1)
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vertex->Pos.rotateYZBy(90);
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else if (facedir == 2)
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vertex->Pos.rotateYZBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateYZBy(-90);
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break;
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case 4: //x-
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vertex->Pos.rotateXYBy(90);
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if (facedir == 1)
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vertex->Pos.rotateYZBy(-90);
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else if (facedir == 2)
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vertex->Pos.rotateYZBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateYZBy(90);
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break;
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case 5:
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vertex->Pos.rotateXYBy(-180);
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if (facedir == 1)
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vertex->Pos.rotateXZBy(90);
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else if (facedir == 2)
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vertex->Pos.rotateXZBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateXZBy(-90);
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break;
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default:
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break;
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}
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}
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}
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}
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void recalculateBoundingBox(scene::IMesh *src_mesh)
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{
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aabb3f bbox;
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bbox.reset(0,0,0);
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for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
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scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
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buf->recalculateBoundingBox();
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if (j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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}
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src_mesh->setBoundingBox(bbox);
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}
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scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
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{
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scene::SMesh* dst_mesh = new scene::SMesh();
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for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
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scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
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switch (buf->getVertexType()) {
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case video::EVT_STANDARD: {
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video::S3DVertex *v =
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(video::S3DVertex *) buf->getVertices();
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u16 *indices = (u16*)buf->getIndices();
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scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
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temp_buf->append(v, buf->getVertexCount(),
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indices, buf->getIndexCount());
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dst_mesh->addMeshBuffer(temp_buf);
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temp_buf->drop();
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break;
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}
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case video::EVT_2TCOORDS: {
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video::S3DVertex2TCoords *v =
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(video::S3DVertex2TCoords *) buf->getVertices();
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u16 *indices = (u16*)buf->getIndices();
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scene::SMeshBufferTangents *temp_buf =
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new scene::SMeshBufferTangents();
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temp_buf->append(v, buf->getVertexCount(),
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indices, buf->getIndexCount());
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dst_mesh->addMeshBuffer(temp_buf);
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temp_buf->drop();
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break;
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}
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case video::EVT_TANGENTS: {
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video::S3DVertexTangents *v =
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(video::S3DVertexTangents *) buf->getVertices();
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u16 *indices = (u16*)buf->getIndices();
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scene::SMeshBufferTangents *temp_buf =
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new scene::SMeshBufferTangents();
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temp_buf->append(v, buf->getVertexCount(),
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indices, buf->getIndexCount());
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dst_mesh->addMeshBuffer(temp_buf);
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temp_buf->drop();
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break;
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}
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}
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}
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return dst_mesh;
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}
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scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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const f32 *uv_coords, float expand)
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{
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scene::SMesh* dst_mesh = new scene::SMesh();
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for (u16 j = 0; j < 6; j++)
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
|
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
dst_mesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
}
|
|
|
|
video::SColor c(255,255,255,255);
|
|
|
|
for (std::vector<aabb3f>::const_iterator
|
|
i = boxes.begin();
|
|
i != boxes.end(); ++i)
|
|
{
|
|
aabb3f box = *i;
|
|
box.repair();
|
|
|
|
box.MinEdge.X -= expand;
|
|
box.MinEdge.Y -= expand;
|
|
box.MinEdge.Z -= expand;
|
|
box.MaxEdge.X += expand;
|
|
box.MaxEdge.Y += expand;
|
|
box.MaxEdge.Z += expand;
|
|
|
|
// Compute texture UV coords
|
|
f32 tx1 = (box.MinEdge.X / BS) + 0.5;
|
|
f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
|
|
f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
|
|
f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
|
|
f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
|
|
f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
|
|
|
|
f32 txc_default[24] = {
|
|
// up
|
|
tx1, 1 - tz2, tx2, 1 - tz1,
|
|
// down
|
|
tx1, tz1, tx2, tz2,
|
|
// right
|
|
tz1, 1 - ty2, tz2, 1 - ty1,
|
|
// left
|
|
1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1,
|
|
// back
|
|
1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1,
|
|
// front
|
|
tx1, 1 - ty2, tx2, 1 - ty1,
|
|
};
|
|
|
|
// use default texture UV mapping if not provided
|
|
const f32 *txc = uv_coords ? uv_coords : txc_default;
|
|
|
|
v3f min = box.MinEdge;
|
|
v3f max = box.MaxEdge;
|
|
|
|
video::S3DVertex vertices[24] =
|
|
{
|
|
// up
|
|
video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
|
|
video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
|
|
video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
|
|
video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
|
|
// down
|
|
video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
|
|
video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
|
|
video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
|
|
video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
|
|
// right
|
|
video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
|
|
video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
|
|
video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
|
|
video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
|
|
// left
|
|
video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
|
|
video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
|
|
video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
|
|
video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
|
|
// back
|
|
video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
|
|
video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
|
|
video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
|
|
video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
|
|
// front
|
|
video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
|
|
video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
|
|
video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
|
|
video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
|
|
};
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
|
|
for(u16 j = 0; j < 24; j += 4)
|
|
{
|
|
scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
|
|
buf->append(vertices + j, 4, indices, 6);
|
|
}
|
|
}
|
|
return dst_mesh;
|
|
}
|
|
|
|
struct vcache
|
|
{
|
|
core::array<u32> tris;
|
|
float score;
|
|
s16 cachepos;
|
|
u16 NumActiveTris;
|
|
};
|
|
|
|
struct tcache
|
|
{
|
|
u16 ind[3];
|
|
float score;
|
|
bool drawn;
|
|
};
|
|
|
|
const u16 cachesize = 32;
|
|
|
|
float FindVertexScore(vcache *v)
|
|
{
|
|
const float CacheDecayPower = 1.5f;
|
|
const float LastTriScore = 0.75f;
|
|
const float ValenceBoostScale = 2.0f;
|
|
const float ValenceBoostPower = 0.5f;
|
|
const float MaxSizeVertexCache = 32.0f;
|
|
|
|
if (v->NumActiveTris == 0)
|
|
{
|
|
// No tri needs this vertex!
|
|
return -1.0f;
|
|
}
|
|
|
|
float Score = 0.0f;
|
|
int CachePosition = v->cachepos;
|
|
if (CachePosition < 0)
|
|
{
|
|
// Vertex is not in FIFO cache - no score.
|
|
}
|
|
else
|
|
{
|
|
if (CachePosition < 3)
|
|
{
|
|
// This vertex was used in the last triangle,
|
|
// so it has a fixed score.
|
|
Score = LastTriScore;
|
|
}
|
|
else
|
|
{
|
|
// Points for being high in the cache.
|
|
const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
|
|
Score = 1.0f - (CachePosition - 3) * Scaler;
|
|
Score = powf(Score, CacheDecayPower);
|
|
}
|
|
}
|
|
|
|
// Bonus points for having a low number of tris still to
|
|
// use the vert, so we get rid of lone verts quickly.
|
|
float ValenceBoost = powf(v->NumActiveTris,
|
|
-ValenceBoostPower);
|
|
Score += ValenceBoostScale * ValenceBoost;
|
|
|
|
return Score;
|
|
}
|
|
|
|
/*
|
|
A specialized LRU cache for the Forsyth algorithm.
|
|
*/
|
|
|
|
class f_lru
|
|
{
|
|
|
|
public:
|
|
f_lru(vcache *v, tcache *t): vc(v), tc(t)
|
|
{
|
|
for (u16 i = 0; i < cachesize; i++)
|
|
{
|
|
cache[i] = -1;
|
|
}
|
|
}
|
|
|
|
// Adds this vertex index and returns the highest-scoring triangle index
|
|
u32 add(u16 vert, bool updatetris = false)
|
|
{
|
|
bool found = false;
|
|
|
|
// Mark existing pos as empty
|
|
for (u16 i = 0; i < cachesize; i++)
|
|
{
|
|
if (cache[i] == vert)
|
|
{
|
|
// Move everything down
|
|
for (u16 j = i; j; j--)
|
|
{
|
|
cache[j] = cache[j - 1];
|
|
}
|
|
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
if (cache[cachesize-1] != -1)
|
|
vc[cache[cachesize-1]].cachepos = -1;
|
|
|
|
// Move everything down
|
|
for (u16 i = cachesize - 1; i; i--)
|
|
{
|
|
cache[i] = cache[i - 1];
|
|
}
|
|
}
|
|
|
|
cache[0] = vert;
|
|
|
|
u32 highest = 0;
|
|
float hiscore = 0;
|
|
|
|
if (updatetris)
|
|
{
|
|
// Update cache positions
|
|
for (u16 i = 0; i < cachesize; i++)
|
|
{
|
|
if (cache[i] == -1)
|
|
break;
|
|
|
|
vc[cache[i]].cachepos = i;
|
|
vc[cache[i]].score = FindVertexScore(&vc[cache[i]]);
|
|
}
|
|
|
|
// Update triangle scores
|
|
for (u16 i = 0; i < cachesize; i++)
|
|
{
|
|
if (cache[i] == -1)
|
|
break;
|
|
|
|
const u16 trisize = vc[cache[i]].tris.size();
|
|
for (u16 t = 0; t < trisize; t++)
|
|
{
|
|
tcache *tri = &tc[vc[cache[i]].tris[t]];
|
|
|
|
tri->score =
|
|
vc[tri->ind[0]].score +
|
|
vc[tri->ind[1]].score +
|
|
vc[tri->ind[2]].score;
|
|
|
|
if (tri->score > hiscore)
|
|
{
|
|
hiscore = tri->score;
|
|
highest = vc[cache[i]].tris[t];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return highest;
|
|
}
|
|
|
|
private:
|
|
s32 cache[cachesize];
|
|
vcache *vc;
|
|
tcache *tc;
|
|
};
|
|
|
|
/**
|
|
Vertex cache optimization according to the Forsyth paper:
|
|
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
|
|
|
|
The function is thread-safe (read: you can optimize several meshes in different threads)
|
|
|
|
\param mesh Source mesh for the operation. */
|
|
scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh)
|
|
{
|
|
if (!mesh)
|
|
return 0;
|
|
|
|
scene::SMesh *newmesh = new scene::SMesh();
|
|
newmesh->BoundingBox = mesh->getBoundingBox();
|
|
|
|
const u32 mbcount = mesh->getMeshBufferCount();
|
|
|
|
for (u32 b = 0; b < mbcount; ++b)
|
|
{
|
|
const scene::IMeshBuffer *mb = mesh->getMeshBuffer(b);
|
|
|
|
if (mb->getIndexType() != video::EIT_16BIT)
|
|
{
|
|
//os::Printer::log("Cannot optimize a mesh with 32bit indices", ELL_ERROR);
|
|
newmesh->drop();
|
|
return 0;
|
|
}
|
|
|
|
const u32 icount = mb->getIndexCount();
|
|
const u32 tcount = icount / 3;
|
|
const u32 vcount = mb->getVertexCount();
|
|
const u16 *ind = mb->getIndices();
|
|
|
|
vcache *vc = new vcache[vcount];
|
|
tcache *tc = new tcache[tcount];
|
|
|
|
f_lru lru(vc, tc);
|
|
|
|
// init
|
|
for (u16 i = 0; i < vcount; i++)
|
|
{
|
|
vc[i].score = 0;
|
|
vc[i].cachepos = -1;
|
|
vc[i].NumActiveTris = 0;
|
|
}
|
|
|
|
// First pass: count how many times a vert is used
|
|
for (u32 i = 0; i < icount; i += 3)
|
|
{
|
|
vc[ind[i]].NumActiveTris++;
|
|
vc[ind[i + 1]].NumActiveTris++;
|
|
vc[ind[i + 2]].NumActiveTris++;
|
|
|
|
const u32 tri_ind = i/3;
|
|
tc[tri_ind].ind[0] = ind[i];
|
|
tc[tri_ind].ind[1] = ind[i + 1];
|
|
tc[tri_ind].ind[2] = ind[i + 2];
|
|
}
|
|
|
|
// Second pass: list of each triangle
|
|
for (u32 i = 0; i < tcount; i++)
|
|
{
|
|
vc[tc[i].ind[0]].tris.push_back(i);
|
|
vc[tc[i].ind[1]].tris.push_back(i);
|
|
vc[tc[i].ind[2]].tris.push_back(i);
|
|
|
|
tc[i].drawn = false;
|
|
}
|
|
|
|
// Give initial scores
|
|
for (u16 i = 0; i < vcount; i++)
|
|
{
|
|
vc[i].score = FindVertexScore(&vc[i]);
|
|
}
|
|
for (u32 i = 0; i < tcount; i++)
|
|
{
|
|
tc[i].score =
|
|
vc[tc[i].ind[0]].score +
|
|
vc[tc[i].ind[1]].score +
|
|
vc[tc[i].ind[2]].score;
|
|
}
|
|
|
|
switch(mb->getVertexType())
|
|
{
|
|
case video::EVT_STANDARD:
|
|
{
|
|
video::S3DVertex *v = (video::S3DVertex *) mb->getVertices();
|
|
|
|
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
|
buf->Material = mb->getMaterial();
|
|
|
|
buf->Vertices.reallocate(vcount);
|
|
buf->Indices.reallocate(icount);
|
|
|
|
core::map<const video::S3DVertex, const u16> sind; // search index for fast operation
|
|
typedef core::map<const video::S3DVertex, const u16>::Node snode;
|
|
|
|
// Main algorithm
|
|
u32 highest = 0;
|
|
u32 drawcalls = 0;
|
|
for (;;)
|
|
{
|
|
if (tc[highest].drawn)
|
|
{
|
|
bool found = false;
|
|
float hiscore = 0;
|
|
for (u32 t = 0; t < tcount; t++)
|
|
{
|
|
if (!tc[t].drawn)
|
|
{
|
|
if (tc[t].score > hiscore)
|
|
{
|
|
highest = t;
|
|
hiscore = tc[t].score;
|
|
found = true;
|
|
}
|
|
}
|
|
}
|
|
if (!found)
|
|
break;
|
|
}
|
|
|
|
// Output the best triangle
|
|
u16 newind = buf->Vertices.size();
|
|
|
|
snode *s = sind.find(v[tc[highest].ind[0]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[0]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[0]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[1]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[1]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[1]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[2]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[2]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[2]], newind);
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
vc[tc[highest].ind[0]].NumActiveTris--;
|
|
vc[tc[highest].ind[1]].NumActiveTris--;
|
|
vc[tc[highest].ind[2]].NumActiveTris--;
|
|
|
|
tc[highest].drawn = true;
|
|
|
|
for (u16 j = 0; j < 3; j++)
|
|
{
|
|
vcache *vert = &vc[tc[highest].ind[j]];
|
|
for (u16 t = 0; t < vert->tris.size(); t++)
|
|
{
|
|
if (highest == vert->tris[t])
|
|
{
|
|
vert->tris.erase(t);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
lru.add(tc[highest].ind[0]);
|
|
lru.add(tc[highest].ind[1]);
|
|
highest = lru.add(tc[highest].ind[2], true);
|
|
drawcalls++;
|
|
}
|
|
|
|
buf->setBoundingBox(mb->getBoundingBox());
|
|
newmesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
}
|
|
break;
|
|
case video::EVT_2TCOORDS:
|
|
{
|
|
video::S3DVertex2TCoords *v = (video::S3DVertex2TCoords *) mb->getVertices();
|
|
|
|
scene::SMeshBufferLightMap *buf = new scene::SMeshBufferLightMap();
|
|
buf->Material = mb->getMaterial();
|
|
|
|
buf->Vertices.reallocate(vcount);
|
|
buf->Indices.reallocate(icount);
|
|
|
|
core::map<const video::S3DVertex2TCoords, const u16> sind; // search index for fast operation
|
|
typedef core::map<const video::S3DVertex2TCoords, const u16>::Node snode;
|
|
|
|
// Main algorithm
|
|
u32 highest = 0;
|
|
u32 drawcalls = 0;
|
|
for (;;)
|
|
{
|
|
if (tc[highest].drawn)
|
|
{
|
|
bool found = false;
|
|
float hiscore = 0;
|
|
for (u32 t = 0; t < tcount; t++)
|
|
{
|
|
if (!tc[t].drawn)
|
|
{
|
|
if (tc[t].score > hiscore)
|
|
{
|
|
highest = t;
|
|
hiscore = tc[t].score;
|
|
found = true;
|
|
}
|
|
}
|
|
}
|
|
if (!found)
|
|
break;
|
|
}
|
|
|
|
// Output the best triangle
|
|
u16 newind = buf->Vertices.size();
|
|
|
|
snode *s = sind.find(v[tc[highest].ind[0]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[0]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[0]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[1]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[1]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[1]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[2]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[2]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[2]], newind);
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
vc[tc[highest].ind[0]].NumActiveTris--;
|
|
vc[tc[highest].ind[1]].NumActiveTris--;
|
|
vc[tc[highest].ind[2]].NumActiveTris--;
|
|
|
|
tc[highest].drawn = true;
|
|
|
|
for (u16 j = 0; j < 3; j++)
|
|
{
|
|
vcache *vert = &vc[tc[highest].ind[j]];
|
|
for (u16 t = 0; t < vert->tris.size(); t++)
|
|
{
|
|
if (highest == vert->tris[t])
|
|
{
|
|
vert->tris.erase(t);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
lru.add(tc[highest].ind[0]);
|
|
lru.add(tc[highest].ind[1]);
|
|
highest = lru.add(tc[highest].ind[2]);
|
|
drawcalls++;
|
|
}
|
|
|
|
buf->setBoundingBox(mb->getBoundingBox());
|
|
newmesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
|
|
}
|
|
break;
|
|
case video::EVT_TANGENTS:
|
|
{
|
|
video::S3DVertexTangents *v = (video::S3DVertexTangents *) mb->getVertices();
|
|
|
|
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
|
|
buf->Material = mb->getMaterial();
|
|
|
|
buf->Vertices.reallocate(vcount);
|
|
buf->Indices.reallocate(icount);
|
|
|
|
core::map<const video::S3DVertexTangents, const u16> sind; // search index for fast operation
|
|
typedef core::map<const video::S3DVertexTangents, const u16>::Node snode;
|
|
|
|
// Main algorithm
|
|
u32 highest = 0;
|
|
u32 drawcalls = 0;
|
|
for (;;)
|
|
{
|
|
if (tc[highest].drawn)
|
|
{
|
|
bool found = false;
|
|
float hiscore = 0;
|
|
for (u32 t = 0; t < tcount; t++)
|
|
{
|
|
if (!tc[t].drawn)
|
|
{
|
|
if (tc[t].score > hiscore)
|
|
{
|
|
highest = t;
|
|
hiscore = tc[t].score;
|
|
found = true;
|
|
}
|
|
}
|
|
}
|
|
if (!found)
|
|
break;
|
|
}
|
|
|
|
// Output the best triangle
|
|
u16 newind = buf->Vertices.size();
|
|
|
|
snode *s = sind.find(v[tc[highest].ind[0]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[0]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[0]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[1]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[1]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[1]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[2]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[2]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[2]], newind);
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
vc[tc[highest].ind[0]].NumActiveTris--;
|
|
vc[tc[highest].ind[1]].NumActiveTris--;
|
|
vc[tc[highest].ind[2]].NumActiveTris--;
|
|
|
|
tc[highest].drawn = true;
|
|
|
|
for (u16 j = 0; j < 3; j++)
|
|
{
|
|
vcache *vert = &vc[tc[highest].ind[j]];
|
|
for (u16 t = 0; t < vert->tris.size(); t++)
|
|
{
|
|
if (highest == vert->tris[t])
|
|
{
|
|
vert->tris.erase(t);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
lru.add(tc[highest].ind[0]);
|
|
lru.add(tc[highest].ind[1]);
|
|
highest = lru.add(tc[highest].ind[2]);
|
|
drawcalls++;
|
|
}
|
|
|
|
buf->setBoundingBox(mb->getBoundingBox());
|
|
newmesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
}
|
|
break;
|
|
}
|
|
|
|
delete [] vc;
|
|
delete [] tc;
|
|
|
|
} // for each meshbuffer
|
|
|
|
return newmesh;
|
|
}
|