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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/mesh.cpp
parentddd9317b733857630499972179caebc236b4d991 (diff)
downloadminetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.tar.xz
Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
Diffstat (limited to 'src/mesh.cpp')
-rw-r--r--src/mesh.cpp1135
1 files changed, 0 insertions, 1135 deletions
diff --git a/src/mesh.cpp b/src/mesh.cpp
deleted file mode 100644
index 7fc7531f2..000000000
--- a/src/mesh.cpp
+++ /dev/null
@@ -1,1135 +0,0 @@
-/*
-Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
-
-This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU Lesser General Public License as published by
-the Free Software Foundation; either version 2.1 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser General Public License along
-with this program; if not, write to the Free Software Foundation, Inc.,
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-*/
-
-#include "mesh.h"
-#include "debug.h"
-#include "log.h"
-#include "irrMap.h"
-#include <iostream>
-#include <IAnimatedMesh.h>
-#include <SAnimatedMesh.h>
-#include <IAnimatedMeshSceneNode.h>
-
-// In Irrlicht 1.8 the signature of ITexture::lock was changed from
-// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
-#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
-#define MY_ETLM_READ_ONLY true
-#else
-#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
-#endif
-
-inline static void applyShadeFactor(video::SColor& color, float factor)
-{
- color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
- color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
- color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
-}
-
-void applyFacesShading(video::SColor &color, const v3f &normal)
-{
- /*
- Some drawtypes have normals set to (0, 0, 0), this must result in
- maximum brightness: shade factor 1.0.
- Shade factors for aligned cube faces are:
- +Y 1.000000 sqrt(1.0)
- -Y 0.447213 sqrt(0.2)
- +-X 0.670820 sqrt(0.45)
- +-Z 0.836660 sqrt(0.7)
- */
- float x2 = normal.X * normal.X;
- float y2 = normal.Y * normal.Y;
- float z2 = normal.Z * normal.Z;
- if (normal.Y < 0)
- applyShadeFactor(color, 0.670820f * x2 + 0.447213f * y2 + 0.836660f * z2);
- else if ((x2 > 1e-3) || (z2 > 1e-3))
- applyShadeFactor(color, 0.670820f * x2 + 1.000000f * y2 + 0.836660f * z2);
-}
-
-scene::IAnimatedMesh* createCubeMesh(v3f scale)
-{
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[24] =
- {
- // Up
- video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
- video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
- video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
- video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
- // Down
- video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
- video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
- video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
- video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
- // Right
- video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
- video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
- video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
- video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
- // Left
- video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
- video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
- video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
- video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
- // Back
- video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
- video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
- video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
- video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
- // Front
- video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
- video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
- video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
- video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
- };
-
- u16 indices[6] = {0,1,2,2,3,0};
-
- scene::SMesh *mesh = new scene::SMesh();
- for (u32 i=0; i<6; ++i)
- {
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- buf->append(vertices + 4 * i, 4, indices, 6);
- // Set default material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- // Add mesh buffer to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
-
- scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
- mesh->drop();
- scaleMesh(anim_mesh, scale); // also recalculates bounding box
- return anim_mesh;
-}
-
-void scaleMesh(scene::IMesh *mesh, v3f scale)
-{
- if (mesh == NULL)
- return;
-
- aabb3f bbox;
- bbox.reset(0, 0, 0);
-
- u32 mc = mesh->getMeshBufferCount();
- for (u32 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos *= scale;
-
- buf->recalculateBoundingBox();
-
- // calculate total bounding box
- if (j == 0)
- bbox = buf->getBoundingBox();
- else
- bbox.addInternalBox(buf->getBoundingBox());
- }
- mesh->setBoundingBox(bbox);
-}
-
-void translateMesh(scene::IMesh *mesh, v3f vec)
-{
- if (mesh == NULL)
- return;
-
- aabb3f bbox;
- bbox.reset(0, 0, 0);
-
- u32 mc = mesh->getMeshBufferCount();
- for (u32 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos += vec;
-
- buf->recalculateBoundingBox();
-
- // calculate total bounding box
- if (j == 0)
- bbox = buf->getBoundingBox();
- else
- bbox.addInternalBox(buf->getBoundingBox());
- }
- mesh->setBoundingBox(bbox);
-}
-
-void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
-{
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *) buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *) (vertices + i * stride))->Color = color;
-}
-
-void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color)
-{
- for (u32 i = 0; i < node->getMaterialCount(); ++i) {
- node->getMaterial(i).EmissiveColor = color;
- }
-}
-
-void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
-{
- if (mesh == NULL)
- return;
-
- u32 mc = mesh->getMeshBufferCount();
- for (u32 j = 0; j < mc; j++)
- setMeshBufferColor(mesh->getMeshBuffer(j), color);
-}
-
-void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
-{
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *) buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *) (vertices + i * stride);
- video::SColor *vc = &(vertex->Color);
- // Reset color
- *vc = *buffercolor;
- // Apply shading
- applyFacesShading(*vc, vertex->Normal);
- }
-}
-
-void setMeshColorByNormalXYZ(scene::IMesh *mesh,
- const video::SColor &colorX,
- const video::SColor &colorY,
- const video::SColor &colorZ)
-{
- if (mesh == NULL)
- return;
-
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
- f32 x = fabs(vertex->Normal.X);
- f32 y = fabs(vertex->Normal.Y);
- f32 z = fabs(vertex->Normal.Z);
- if (x >= y && x >= z)
- vertex->Color = colorX;
- else if (y >= z)
- vertex->Color = colorY;
- else
- vertex->Color = colorZ;
- }
- }
-}
-
-void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
- const video::SColor &color)
-{
- if (!mesh)
- return;
-
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
- if (normal == vertex->Normal) {
- vertex->Color = color;
- }
- }
- }
-}
-
-void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
-{
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXYBy(degrees);
- }
-}
-
-void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
-{
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXZBy(degrees);
- }
-}
-
-void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
-{
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateYZBy(degrees);
- }
-}
-
-void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
-{
- int axisdir = facedir >> 2;
- facedir &= 0x03;
-
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
- switch (axisdir) {
- case 0:
- if (facedir == 1)
- vertex->Pos.rotateXZBy(-90);
- else if (facedir == 2)
- vertex->Pos.rotateXZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXZBy(90);
- break;
- case 1: // z+
- vertex->Pos.rotateYZBy(90);
- if (facedir == 1)
- vertex->Pos.rotateXYBy(90);
- else if (facedir == 2)
- vertex->Pos.rotateXYBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXYBy(-90);
- break;
- case 2: //z-
- vertex->Pos.rotateYZBy(-90);
- if (facedir == 1)
- vertex->Pos.rotateXYBy(-90);
- else if (facedir == 2)
- vertex->Pos.rotateXYBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXYBy(90);
- break;
- case 3: //x+
- vertex->Pos.rotateXYBy(-90);
- if (facedir == 1)
- vertex->Pos.rotateYZBy(90);
- else if (facedir == 2)
- vertex->Pos.rotateYZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateYZBy(-90);
- break;
- case 4: //x-
- vertex->Pos.rotateXYBy(90);
- if (facedir == 1)
- vertex->Pos.rotateYZBy(-90);
- else if (facedir == 2)
- vertex->Pos.rotateYZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateYZBy(90);
- break;
- case 5:
- vertex->Pos.rotateXYBy(-180);
- if (facedir == 1)
- vertex->Pos.rotateXZBy(90);
- else if (facedir == 2)
- vertex->Pos.rotateXZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXZBy(-90);
- break;
- default:
- break;
- }
- }
- }
-}
-
-void recalculateBoundingBox(scene::IMesh *src_mesh)
-{
- aabb3f bbox;
- bbox.reset(0,0,0);
- for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
- scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
- buf->recalculateBoundingBox();
- if (j == 0)
- bbox = buf->getBoundingBox();
- else
- bbox.addInternalBox(buf->getBoundingBox());
- }
- src_mesh->setBoundingBox(bbox);
-}
-
-scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
-{
- switch (mesh_buffer->getVertexType()) {
- case video::EVT_STANDARD: {
- video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices();
- u16 *indices = mesh_buffer->getIndices();
- scene::SMeshBuffer *cloned_buffer = new scene::SMeshBuffer();
- cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
- mesh_buffer->getIndexCount());
- return cloned_buffer;
- }
- case video::EVT_2TCOORDS: {
- video::S3DVertex2TCoords *v =
- (video::S3DVertex2TCoords *) mesh_buffer->getVertices();
- u16 *indices = mesh_buffer->getIndices();
- scene::SMeshBufferTangents *cloned_buffer =
- new scene::SMeshBufferTangents();
- cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
- mesh_buffer->getIndexCount());
- return cloned_buffer;
- }
- case video::EVT_TANGENTS: {
- video::S3DVertexTangents *v =
- (video::S3DVertexTangents *) mesh_buffer->getVertices();
- u16 *indices = mesh_buffer->getIndices();
- scene::SMeshBufferTangents *cloned_buffer =
- new scene::SMeshBufferTangents();
- cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
- mesh_buffer->getIndexCount());
- return cloned_buffer;
- }
- }
- // This should not happen.
- sanity_check(false);
- return NULL;
-}
-
-scene::SMesh* cloneMesh(scene::IMesh *src_mesh)
-{
- scene::SMesh* dst_mesh = new scene::SMesh();
- for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
- scene::IMeshBuffer *temp_buf = cloneMeshBuffer(
- src_mesh->getMeshBuffer(j));
- dst_mesh->addMeshBuffer(temp_buf);
- temp_buf->drop();
-
- }
- return dst_mesh;
-}
-
-scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
- const f32 *uv_coords, float expand)
-{
- scene::SMesh* dst_mesh = new scene::SMesh();
-
- for (u16 j = 0; j < 6; j++)
- {
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- 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 (aabb3f box : boxes) {
- 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 (int &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 (int i : cache) {
- if (i == -1)
- break;
-
- const u16 trisize = vc[i].tris.size();
- for (u16 t = 0; t < trisize; t++)
- {
- tcache *tri = &tc[vc[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[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 : tc[highest].ind) {
- vcache *vert = &vc[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 : tc[highest].ind) {
- vcache *vert = &vc[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 : tc[highest].ind) {
- vcache *vert = &vc[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;
-}