parent
21464639b3
commit
0164483310
640
src/mesh.cpp
640
src/mesh.cpp
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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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@ -197,6 +198,51 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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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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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i = 0; i < vc; i++)
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{
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vertices[i].Pos.rotateXYBy(degrees);
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}
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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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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i = 0; i < vc; i++)
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{
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vertices[i].Pos.rotateXZBy(degrees);
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}
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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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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i = 0; i < vc; i++)
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{
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vertices[i].Pos.rotateYZBy(degrees);
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}
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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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@ -414,3 +460,597 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
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}
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return dst_mesh;
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}
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struct vcache
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{
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core::array<u32> tris;
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float score;
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s16 cachepos;
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u16 NumActiveTris;
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};
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struct tcache
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{
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u16 ind[3];
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float score;
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bool drawn;
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};
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const u16 cachesize = 32;
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float FindVertexScore(vcache *v)
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{
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const float CacheDecayPower = 1.5f;
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const float LastTriScore = 0.75f;
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const float ValenceBoostScale = 2.0f;
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const float ValenceBoostPower = 0.5f;
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const float MaxSizeVertexCache = 32.0f;
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if (v->NumActiveTris == 0)
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{
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// No tri needs this vertex!
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return -1.0f;
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}
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float Score = 0.0f;
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int CachePosition = v->cachepos;
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if (CachePosition < 0)
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{
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// Vertex is not in FIFO cache - no score.
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}
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else
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{
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if (CachePosition < 3)
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{
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// This vertex was used in the last triangle,
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// so it has a fixed score.
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Score = LastTriScore;
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}
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else
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{
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// Points for being high in the cache.
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const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
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Score = 1.0f - (CachePosition - 3) * Scaler;
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Score = powf(Score, CacheDecayPower);
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}
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}
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// Bonus points for having a low number of tris still to
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// use the vert, so we get rid of lone verts quickly.
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float ValenceBoost = powf(v->NumActiveTris,
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-ValenceBoostPower);
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Score += ValenceBoostScale * ValenceBoost;
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return Score;
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}
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/*
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A specialized LRU cache for the Forsyth algorithm.
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*/
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class f_lru
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{
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public:
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f_lru(vcache *v, tcache *t): vc(v), tc(t)
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{
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for (u16 i = 0; i < cachesize; i++)
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{
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cache[i] = -1;
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}
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}
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// Adds this vertex index and returns the highest-scoring triangle index
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u32 add(u16 vert, bool updatetris = false)
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{
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bool found = false;
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// Mark existing pos as empty
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for (u16 i = 0; i < cachesize; i++)
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{
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if (cache[i] == vert)
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{
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// Move everything down
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for (u16 j = i; j; j--)
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{
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cache[j] = cache[j - 1];
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}
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found = true;
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break;
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}
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}
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if (!found)
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{
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if (cache[cachesize-1] != -1)
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vc[cache[cachesize-1]].cachepos = -1;
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// Move everything down
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for (u16 i = cachesize - 1; i; i--)
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{
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cache[i] = cache[i - 1];
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}
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}
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cache[0] = vert;
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u32 highest = 0;
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float hiscore = 0;
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if (updatetris)
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{
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// Update cache positions
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for (u16 i = 0; i < cachesize; i++)
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{
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if (cache[i] == -1)
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break;
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vc[cache[i]].cachepos = i;
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vc[cache[i]].score = FindVertexScore(&vc[cache[i]]);
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}
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// Update triangle scores
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for (u16 i = 0; i < cachesize; i++)
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{
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if (cache[i] == -1)
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break;
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const u16 trisize = vc[cache[i]].tris.size();
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for (u16 t = 0; t < trisize; t++)
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{
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tcache *tri = &tc[vc[cache[i]].tris[t]];
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tri->score =
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vc[tri->ind[0]].score +
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vc[tri->ind[1]].score +
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vc[tri->ind[2]].score;
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if (tri->score > hiscore)
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{
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hiscore = tri->score;
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highest = vc[cache[i]].tris[t];
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}
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}
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}
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}
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return highest;
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}
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private:
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s32 cache[cachesize];
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vcache *vc;
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tcache *tc;
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};
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/**
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Vertex cache optimization according to the Forsyth paper:
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http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
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The function is thread-safe (read: you can optimize several meshes in different threads)
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\param mesh Source mesh for the operation. */
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scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh)
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{
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if (!mesh)
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return 0;
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scene::SMesh *newmesh = new scene::SMesh();
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newmesh->BoundingBox = mesh->getBoundingBox();
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const u32 mbcount = mesh->getMeshBufferCount();
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for (u32 b = 0; b < mbcount; ++b)
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{
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const scene::IMeshBuffer *mb = mesh->getMeshBuffer(b);
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if (mb->getIndexType() != video::EIT_16BIT)
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{
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//os::Printer::log("Cannot optimize a mesh with 32bit indices", ELL_ERROR);
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newmesh->drop();
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return 0;
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}
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const u32 icount = mb->getIndexCount();
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const u32 tcount = icount / 3;
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const u32 vcount = mb->getVertexCount();
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const u16 *ind = mb->getIndices();
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vcache *vc = new vcache[vcount];
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tcache *tc = new tcache[tcount];
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f_lru lru(vc, tc);
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// init
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for (u16 i = 0; i < vcount; i++)
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{
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vc[i].score = 0;
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vc[i].cachepos = -1;
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vc[i].NumActiveTris = 0;
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}
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// First pass: count how many times a vert is used
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for (u32 i = 0; i < icount; i += 3)
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{
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vc[ind[i]].NumActiveTris++;
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vc[ind[i + 1]].NumActiveTris++;
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vc[ind[i + 2]].NumActiveTris++;
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const u32 tri_ind = i/3;
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tc[tri_ind].ind[0] = ind[i];
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tc[tri_ind].ind[1] = ind[i + 1];
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tc[tri_ind].ind[2] = ind[i + 2];
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}
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// Second pass: list of each triangle
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for (u32 i = 0; i < tcount; i++)
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{
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vc[tc[i].ind[0]].tris.push_back(i);
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vc[tc[i].ind[1]].tris.push_back(i);
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vc[tc[i].ind[2]].tris.push_back(i);
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tc[i].drawn = false;
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}
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// Give initial scores
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for (u16 i = 0; i < vcount; i++)
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{
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vc[i].score = FindVertexScore(&vc[i]);
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}
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for (u32 i = 0; i < tcount; i++)
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{
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tc[i].score =
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vc[tc[i].ind[0]].score +
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vc[tc[i].ind[1]].score +
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vc[tc[i].ind[2]].score;
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}
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switch(mb->getVertexType())
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{
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case video::EVT_STANDARD:
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{
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video::S3DVertex *v = (video::S3DVertex *) mb->getVertices();
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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buf->Material = mb->getMaterial();
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buf->Vertices.reallocate(vcount);
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buf->Indices.reallocate(icount);
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core::map<const video::S3DVertex, const u16> sind; // search index for fast operation
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typedef core::map<const video::S3DVertex, const u16>::Node snode;
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// Main algorithm
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u32 highest = 0;
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u32 drawcalls = 0;
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for (;;)
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{
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if (tc[highest].drawn)
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{
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bool found = false;
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float hiscore = 0;
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for (u32 t = 0; t < tcount; t++)
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{
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if (!tc[t].drawn)
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{
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if (tc[t].score > hiscore)
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{
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highest = t;
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hiscore = tc[t].score;
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found = true;
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}
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}
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}
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if (!found)
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break;
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}
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// Output the best triangle
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u16 newind = buf->Vertices.size();
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snode *s = sind.find(v[tc[highest].ind[0]]);
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if (!s)
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{
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buf->Vertices.push_back(v[tc[highest].ind[0]]);
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buf->Indices.push_back(newind);
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sind.insert(v[tc[highest].ind[0]], newind);
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newind++;
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}
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else
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{
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buf->Indices.push_back(s->getValue());
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}
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s = sind.find(v[tc[highest].ind[1]]);
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if (!s)
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{
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buf->Vertices.push_back(v[tc[highest].ind[1]]);
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buf->Indices.push_back(newind);
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sind.insert(v[tc[highest].ind[1]], newind);
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newind++;
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}
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else
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{
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buf->Indices.push_back(s->getValue());
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}
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s = sind.find(v[tc[highest].ind[2]]);
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if (!s)
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{
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buf->Vertices.push_back(v[tc[highest].ind[2]]);
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buf->Indices.push_back(newind);
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sind.insert(v[tc[highest].ind[2]], newind);
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}
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else
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{
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buf->Indices.push_back(s->getValue());
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}
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vc[tc[highest].ind[0]].NumActiveTris--;
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vc[tc[highest].ind[1]].NumActiveTris--;
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vc[tc[highest].ind[2]].NumActiveTris--;
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tc[highest].drawn = true;
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for (u16 j = 0; j < 3; j++)
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{
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vcache *vert = &vc[tc[highest].ind[j]];
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for (u16 t = 0; t < vert->tris.size(); t++)
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{
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if (highest == vert->tris[t])
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{
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vert->tris.erase(t);
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break;
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}
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}
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}
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lru.add(tc[highest].ind[0]);
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lru.add(tc[highest].ind[1]);
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highest = lru.add(tc[highest].ind[2], true);
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drawcalls++;
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}
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buf->setBoundingBox(mb->getBoundingBox());
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newmesh->addMeshBuffer(buf);
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buf->drop();
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}
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break;
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case video::EVT_2TCOORDS:
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{
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video::S3DVertex2TCoords *v = (video::S3DVertex2TCoords *) mb->getVertices();
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scene::SMeshBufferLightMap *buf = new scene::SMeshBufferLightMap();
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buf->Material = mb->getMaterial();
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buf->Vertices.reallocate(vcount);
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buf->Indices.reallocate(icount);
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core::map<const video::S3DVertex2TCoords, const u16> sind; // search index for fast operation
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typedef core::map<const video::S3DVertex2TCoords, const u16>::Node snode;
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// Main algorithm
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u32 highest = 0;
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u32 drawcalls = 0;
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for (;;)
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{
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if (tc[highest].drawn)
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{
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bool found = false;
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float hiscore = 0;
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for (u32 t = 0; t < tcount; t++)
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{
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if (!tc[t].drawn)
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{
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if (tc[t].score > hiscore)
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{
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highest = t;
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hiscore = tc[t].score;
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found = true;
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}
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}
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}
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if (!found)
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break;
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}
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// Output the best triangle
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u16 newind = buf->Vertices.size();
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snode *s = sind.find(v[tc[highest].ind[0]]);
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if (!s)
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{
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buf->Vertices.push_back(v[tc[highest].ind[0]]);
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buf->Indices.push_back(newind);
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sind.insert(v[tc[highest].ind[0]], newind);
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newind++;
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}
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else
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{
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buf->Indices.push_back(s->getValue());
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}
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s = sind.find(v[tc[highest].ind[1]]);
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if (!s)
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{
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buf->Vertices.push_back(v[tc[highest].ind[1]]);
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buf->Indices.push_back(newind);
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sind.insert(v[tc[highest].ind[1]], newind);
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newind++;
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}
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else
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{
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buf->Indices.push_back(s->getValue());
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}
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s = sind.find(v[tc[highest].ind[2]]);
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if (!s)
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{
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buf->Vertices.push_back(v[tc[highest].ind[2]]);
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buf->Indices.push_back(newind);
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sind.insert(v[tc[highest].ind[2]], newind);
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}
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else
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{
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buf->Indices.push_back(s->getValue());
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}
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vc[tc[highest].ind[0]].NumActiveTris--;
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vc[tc[highest].ind[1]].NumActiveTris--;
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vc[tc[highest].ind[2]].NumActiveTris--;
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tc[highest].drawn = true;
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for (u16 j = 0; j < 3; j++)
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{
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vcache *vert = &vc[tc[highest].ind[j]];
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for (u16 t = 0; t < vert->tris.size(); t++)
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{
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if (highest == vert->tris[t])
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{
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vert->tris.erase(t);
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break;
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}
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}
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}
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|
||||
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;
|
||||
}
|
||||
|
|
14
src/mesh.h
14
src/mesh.h
|
@ -64,6 +64,13 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
|
|||
*/
|
||||
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir);
|
||||
|
||||
/*
|
||||
Rotate the mesh around the axis and given angle in degrees.
|
||||
*/
|
||||
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees);
|
||||
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees);
|
||||
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
|
||||
|
||||
/*
|
||||
Clone the mesh.
|
||||
*/
|
||||
|
@ -79,4 +86,11 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f);
|
|||
*/
|
||||
void recalculateBoundingBox(scene::IMesh *src_mesh);
|
||||
|
||||
/*
|
||||
Vertex cache optimization according to the Forsyth paper:
|
||||
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
|
||||
Ported from irrlicht 1.8
|
||||
*/
|
||||
scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh);
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue