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path: root/src/guiMainMenu.cpp
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/*
Minetest-c55
Copyright (C) 2010 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.

You should have received a copy of the GNU 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 "guiMainMenu.h"
#include "guiKeyChangeMenu.h"
#include "debug.h"
#include "serialization.h"
#include <string>



#include "gettext.h"

GUIMainMenu::GUIMainMenu(gui::IGUIEnvironment* env,
		gui::IGUIElement* parent, s32 id,
		IMenuManager *menumgr,
		MainMenuData *data,
		IGameCallback *gamecallback
):
	GUIModalMenu(env, parent, id, menumgr),
	m_data(data),
	m_accepted(false),
	m_gamecallback(gamecallback)
{
	assert(m_data);
	this->env = env;
	this->parent = parent;
	this->id = id;
	this->menumgr = menumgr;
}

GUIMainMenu::~GUIMainMenu()
{
	removeChildren();
}

void GUIMainMenu::removeChildren()
{
	const core::list<gui::IGUIElement*> &children = getChildren();
	core::list<gui::IGUIElement*> children_copy;
	for(core::list<gui::IGUIElement*>::ConstIterator
			i = children.begin(); i != children.end(); i++)
	{
		children_copy.push_back(*i);
	}
	for(core::list<gui::IGUIElement*>::Iterator
			i = children_copy.begin();
			i != children_copy.end(); i++)
	{
		(*i)->remove();
	}
}

void GUIMainMenu::regenerateGui(v2u32 screensize)
{
	std::wstring text_name;
	std::wstring text_address;
	std::wstring text_port;
	bool creative_mode;
	bool enable_damage;
	bool fancy_trees;
	bool smooth_lighting;
	
	// Client options
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_NAME_INPUT);
		if(e != NULL)
			text_name = e->getText();
		else
			text_name = m_data->name;
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_ADDRESS_INPUT);
		if(e != NULL)
			text_address = e->getText();
		else
			text_address = m_data->address;
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_PORT_INPUT);
		if(e != NULL)
			text_port = e->getText();
		else
			text_port = m_data->port;
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_FANCYTREE_CB);
		if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
			fancy_trees = ((gui::IGUICheckBox*)e)->isChecked();
		else
			fancy_trees = m_data->fancy_trees;
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_SMOOTH_LIGHTING_CB);
		if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
			smooth_lighting = ((gui::IGUICheckBox*)e)->isChecked();
		else
			smooth_lighting = m_data->smooth_lighting;
	}
	
	// Server options
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_CREATIVE_CB);
		if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
			creative_mode = ((gui::IGUICheckBox*)e)->isChecked();
		else
			creative_mode = m_data->creative_mode;
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_DAMAGE_CB);
		if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
			enable_damage = ((gui::IGUICheckBox*)e)->isChecked();
		else
			enable_damage = m_data->enable_damage;
	}

	/*
		Remove stuff
	*/
	removeChildren();
	
	/*
		Calculate new sizes and positions
	*/
	
	v2s32 size(620, 430);

	core::rect<s32> rect(
			screensize.X/2 - size.X/2,
			screensize.Y/2 - size.Y/2,
			screensize.X/2 + size.X/2,
			screensize.Y/2 + size.Y/2
	);

	DesiredRect = rect;
	recalculateAbsolutePosition(false);

	//v2s32 size = rect.getSize();

	/*
		Add stuff
	*/

	/*
		Client section
	*/

	v2s32 topleft_client(40, 0);
	v2s32 size_client = size - v2s32(40, 0);
	
	{
		core::rect<s32> rect(0, 0, 20, 125);
		rect += topleft_client + v2s32(-15, 60);
		const wchar_t *text = L"C\nL\nI\nE\nN\nT";
		//gui::IGUIStaticText *t =
		Environment->addStaticText(text, rect, false, true, this, -1);
		//t->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
	}

	// Nickname + password
	{
		core::rect<s32> rect(0, 0, 110, 20);
		rect += topleft_client + v2s32(35, 50+6);
		Environment->addStaticText(chartowchar_t(gettext("Name/Password")), rect, false, true, this, -1);
	}
	{
		core::rect<s32> rect(0, 0, 230, 30);
		rect += topleft_client + v2s32(160, 50);
		gui::IGUIElement *e = 
		Environment->addEditBox(text_name.c_str(), rect, true, this, GUI_ID_NAME_INPUT);
		if(text_name == L"")
			Environment->setFocus(e);
	}
	{
		core::rect<s32> rect(0, 0, 120, 30);
		rect += topleft_client + v2s32(size_client.X-60-100, 50);
		gui::IGUIEditBox *e =
		Environment->addEditBox(L"", rect, true, this, 264);
		e->setPasswordBox(true);

	}
	// Address + port
	{
		core::rect<s32> rect(0, 0, 110, 20);
		rect += topleft_client + v2s32(35, 100+6);
		Environment->addStaticText(chartowchar_t(gettext("Address/Port")), rect, false, true, this, -1);
	}
	{
		core::rect<s32> rect(0, 0, 230, 30);
		rect += topleft_client + v2s32(160, 100);
		gui::IGUIElement *e = 
		Environment->addEditBox(text_address.c_str(), rect, true, this, GUI_ID_ADDRESS_INPUT);
		if(text_name != L"")
			Environment->setFocus(e);
	}
	{
		core::rect<s32> rect(0, 0, 120, 30);
		//rect += topleft_client + v2s32(160+250+20, 125);
		rect += topleft_client + v2s32(size_client.X-60-100, 100);
		Environment->addEditBox(text_port.c_str(), rect, true, this, GUI_ID_PORT_INPUT);
	}
	{
		core::rect<s32> rect(0, 0, 400, 20);
		Environment->addStaticText(chartowchar_t(gettext("Leave address blank to start a local server.")), rect, false, true, this, -1);
	}
	{
		core::rect<s32> rect(0, 0, 250, 30);
		rect += topleft_client + v2s32(35, 150);
		Environment->addCheckBox(fancy_trees, rect, this, GUI_ID_FANCYTREE_CB,
			chartowchar_t(gettext("Fancy trees")));	
	}
	{
		core::rect<s32> rect(0, 0, 250, 30);
		rect += topleft_client + v2s32(35, 150+30);
		Environment->addCheckBox(smooth_lighting, rect, this, GUI_ID_SMOOTH_LIGHTING_CB,
				chartowchar_t(gettext("Smooth Lighting")));
	}
	// Start game button
	{
		core::rect<s32> rect(0, 0, 180, 30);
		//rect += topleft_client + v2s32(size_client.X/2-180/2, 225-30/2);
		rect += topleft_client + v2s32(size_client.X-180-40, 150+25);
		Environment->addButton(rect, this, GUI_ID_JOIN_GAME_BUTTON, chartowchar_t(gettext("Start Game / Connect")));
	}

	// Key change button
	{
		core::rect<s32> rect(0, 0, 100, 30);
		//rect += topleft_client + v2s32(size_client.X/2-180/2, 225-30/2);
		rect += topleft_client + v2s32(size_client.X-180-40-100-20, 150+25);
		Environment->addButton(rect, this, GUI_ID_CHANGE_KEYS_BUTTON, chartowchar_t(gettext("Change keys")));
	}
	/*
		Server section
	*/

	v2s32 topleft_server(40, 250);
	v2s32 size_server = size - v2s32(40, 0);
	
	{
		core::rect<s32> rect(0, 0, 20, 125);
		rect += topleft_server + v2s32(-15, 40);
		const wchar_t *text = L"S\nE\nR\nV\nE\nR";
		//gui::IGUIStaticText *t =
		Environment->addStaticText(text, rect, false, true, this, -1);
		//t->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
	}

	// Server parameters
	{
		core::rect<s32> rect(0, 0, 250, 30);
		rect += topleft_server + v2s32(35, 30);
		Environment->addCheckBox(creative_mode, rect, this, GUI_ID_CREATIVE_CB, chartowchar_t(gettext("Creative Mode")));
	}
	{
		core::rect<s32> rect(0, 0, 250, 30);
		rect += topleft_server + v2s32(35, 60);
		Environment->addCheckBox(enable_damage, rect, this, GUI_ID_DAMAGE_CB, chartowchar_t(gettext("Enable Damage")));
	}
	// Map delete button
	{
		core::rect<s32> rect(0, 0, 130, 30);
		//rect += topleft_server + v2s32(size_server.X-40-130, 100+25);
		rect += topleft_server + v2s32(40, 100+25);
		Environment->addButton(rect, this, GUI_ID_DELETE_MAP_BUTTON, chartowchar_t(gettext("Delete map")));
	}
}

void GUIMainMenu::drawMenu()
{
	gui::IGUISkin* skin = Environment->getSkin();
	if (!skin)
		return;
	video::IVideoDriver* driver = Environment->getVideoDriver();
	
	/*video::SColor bgcolor(140,0,0,0);
	driver->draw2DRectangle(bgcolor, AbsoluteRect, &AbsoluteClippingRect);*/

	video::SColor bgcolor(140,0,0,0);

	{
		core::rect<s32> rect(0, 0, 620, 230);
		rect += AbsoluteRect.UpperLeftCorner;
		driver->draw2DRectangle(bgcolor, rect, &AbsoluteClippingRect);
	}

	{
		core::rect<s32> rect(0, 250, 620, 430);
		rect += AbsoluteRect.UpperLeftCorner;
		driver->draw2DRectangle(bgcolor, rect, &AbsoluteClippingRect);
	}

	gui::IGUIElement::draw();
}

void GUIMainMenu::acceptInput()
{
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_NAME_INPUT);
		if(e != NULL)
			m_data->name = e->getText();
	}
	{
		gui::IGUIElement *e = getElementFromId(264);
		if(e != NULL)
			m_data->password = e->getText();
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_ADDRESS_INPUT);
		if(e != NULL)
			m_data->address = e->getText();
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_PORT_INPUT);
		if(e != NULL)
			m_data->port = e->getText();
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_CREATIVE_CB);
		if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
			m_data->creative_mode = ((gui::IGUICheckBox*)e)->isChecked();
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_DAMAGE_CB);
		if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
			m_data->enable_damage = ((gui::IGUICheckBox*)e)->isChecked();
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_SMOOTH_LIGHTING_CB);
		if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
			m_data->smooth_lighting = ((gui::IGUICheckBox*)e)->isChecked();
	}
	{
		gui::IGUIElement *e = getElementFromId(GUI_ID_FANCYTREE_CB);
		if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
			m_data->fancy_trees = ((gui::IGUICheckBox*)e)->isChecked();
	}
	
	m_accepted = true;
}

bool GUIMainMenu::OnEvent(const SEvent& event)
{
	if(event.EventType==EET_KEY_INPUT_EVENT)
	{
		if(event.KeyInput.Key==KEY_ESCAPE && event.KeyInput.PressedDown)
		{
			m_gamecallback->exitToOS();
			quitMenu();
			return true;
		}
		if(event.KeyInput.Key==KEY_RETURN && event.KeyInput.PressedDown)
		{
			acceptInput();
			quitMenu();
			return true;
		}
	}
	if(event.EventType==EET_GUI_EVENT)
	{
		if(event.GUIEvent.EventType==gui::EGET_ELEMENT_FOCUS_LOST
				&& isVisible())
		{
			if(!canTakeFocus(event.GUIEvent.Element))
			{
				dstream<<"GUIMainMenu: Not allowing focus change."
						<<std::endl;
				// Returning true disables focus change
				return true;
			}
		}
		if(event.GUIEvent.EventType==gui::EGET_BUTTON_CLICKED)
		{
			switch(event.GUIEvent.Caller->getID())
			{
			case GUI_ID_JOIN_GAME_BUTTON: // Start game
				acceptInput();
				quitMenu();
				return true;
			case GUI_ID_CHANGE_KEYS_BUTTON: {
				GUIKeyChangeMenu *kmenu = new GUIKeyChangeMenu(env, parent, -1,menumgr);
				kmenu->drop();
				return true;
			}
			case GUI_ID_DELETE_MAP_BUTTON: // Delete map
				// Don't accept input data, just set deletion request
				m_data->delete_map = true;
				m_accepted = true;
				quitMenu();
				return true;
			}
		}
		if(event.GUIEvent.EventType==gui::EGET_EDITBOX_ENTER)
		{
			switch(event.GUIEvent.Caller->getID())
			{
				case GUI_ID_ADDRESS_INPUT: case GUI_ID_PORT_INPUT: case GUI_ID_NAME_INPUT: case 264:
				acceptInput();
				quitMenu();
				return true;
			}
		}
	}

	return Parent ? Parent->OnEvent(event) : false;
}

span class="hl opt">); 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; facedir &= 0x03; 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++) { switch (axisdir) { case 0: if(facedir == 1) vertices[i].Pos.rotateXZBy(-90); else if(facedir == 2) vertices[i].Pos.rotateXZBy(180); else if(facedir == 3) vertices[i].Pos.rotateXZBy(90); break; case 1: // z+ vertices[i].Pos.rotateYZBy(90); if(facedir == 1) vertices[i].Pos.rotateXYBy(90); else if(facedir == 2) vertices[i].Pos.rotateXYBy(180); else if(facedir == 3) vertices[i].Pos.rotateXYBy(-90); break; case 2: //z- vertices[i].Pos.rotateYZBy(-90); if(facedir == 1) vertices[i].Pos.rotateXYBy(-90); else if(facedir == 2) vertices[i].Pos.rotateXYBy(180); else if(facedir == 3) vertices[i].Pos.rotateXYBy(90); break; case 3: //x+ vertices[i].Pos.rotateXYBy(-90); if(facedir == 1) vertices[i].Pos.rotateYZBy(90); else if(facedir == 2) vertices[i].Pos.rotateYZBy(180); else if(facedir == 3) vertices[i].Pos.rotateYZBy(-90); break; case 4: //x- vertices[i].Pos.rotateXYBy(90); if(facedir == 1) vertices[i].Pos.rotateYZBy(-90); else if(facedir == 2) vertices[i].Pos.rotateYZBy(180); else if(facedir == 3) vertices[i].Pos.rotateYZBy(90); break; case 5: vertices[i].Pos.rotateXYBy(-180); if(facedir == 1) vertices[i].Pos.rotateXZBy(90); else if(facedir == 2) vertices[i].Pos.rotateXZBy(180); else if(facedir == 3) vertices[i].Pos.rotateXZBy(-90); break; default: break; } } } } void recalculateBoundingBox(scene::IMesh *src_mesh) { core::aabbox3d<f32> 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::IMesh* cloneMesh(scene::IMesh *src_mesh) { scene::SMesh* dst_mesh = new scene::SMesh(); for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) { scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 *indices = (u16*)buf->getIndices(); scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer(); temp_buf->append(vertices, buf->getVertexCount(), indices, buf->getIndexCount()); dst_mesh->addMeshBuffer(temp_buf); temp_buf->drop(); } return dst_mesh; } scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f) { 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); std::vector<aabb3f> boxes = f->node_box.fixed; for(std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); i++) { aabb3f box = *i; f32 temp; if (box.MinEdge.X > box.MaxEdge.X) { temp=box.MinEdge.X; box.MinEdge.X=box.MaxEdge.X; box.MaxEdge.X=temp; } if (box.MinEdge.Y > box.MaxEdge.Y) { temp=box.MinEdge.Y; box.MinEdge.Y=box.MaxEdge.Y; box.MaxEdge.Y=temp; } if (box.MinEdge.Z > box.MaxEdge.Z) { temp=box.MinEdge.Z; box.MinEdge.Z=box.MaxEdge.Z; box.MaxEdge.Z=temp; } // Compute texture 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[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, }; 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; }