diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/mesh.cpp | 640 | ||||
-rw-r--r-- | src/mesh.h | 14 |
2 files changed, 654 insertions, 0 deletions
diff --git a/src/mesh.cpp b/src/mesh.cpp index 38b3d97bc..e021e4c92 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mesh.h" #include "debug.h" #include "log.h" +#include "irrMap.h" #include <iostream> #include <IAnimatedMesh.h> #include <SAnimatedMesh.h> @@ -197,6 +198,51 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh, } } +void rotateMeshXYby (scene::IMesh *mesh, f64 degrees) +{ + u16 mc = mesh->getMeshBufferCount(); + for(u16 j = 0; j < mc; j++) + { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i = 0; i < vc; i++) + { + vertices[i].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); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i = 0; i < vc; i++) + { + vertices[i].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); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i = 0; i < vc; i++) + { + vertices[i].Pos.rotateYZBy(degrees); + } + } +} + void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir) { int axisdir = facedir>>2; @@ -414,3 +460,597 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f) } 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; +} diff --git a/src/mesh.h b/src/mesh.h index 29f5ec76c..761842b0d 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -65,6 +65,13 @@ 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. */ scene::IMesh* cloneMesh(scene::IMesh *src_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 |