mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-12-25 02:00:54 +00:00
102 lines
3.3 KiB
C++
102 lines
3.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#ifndef NL_LOD_TEXTURE_BUILDER_H
|
|
#define NL_LOD_TEXTURE_BUILDER_H
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/3d/lod_character_texture.h"
|
|
#include "nel/3d/lod_character_shape.h"
|
|
#include "nel/3d/mesh.h"
|
|
#include "nel/3d/mesh_mrm.h"
|
|
#include "nel/3d/mesh_mrm_skinned.h"
|
|
#include <set>
|
|
|
|
|
|
// ***************************************************************************
|
|
/**
|
|
* Build a ClodCharacterTexture with a Clod and a Shape.
|
|
* \author Lionel Berenguier
|
|
* \author Nevrax France
|
|
* \date 2002
|
|
*/
|
|
class CLodTextureBuilder
|
|
{
|
|
public:
|
|
/// Constructor
|
|
CLodTextureBuilder();
|
|
|
|
/// Set the overSample threshold. Default to 0.05f.
|
|
void setOverSampleDistance(float sam) {_OverSampleDistance= sam;}
|
|
|
|
/// Set the Clod shape build reference
|
|
void setLod(const NL3D::CLodCharacterShapeBuild &lod);
|
|
|
|
/// compute the LodCharacterTexture For a CMesh
|
|
bool computeTexture(const NL3D::CMesh &mesh, NL3D::CLodCharacterTexture &text);
|
|
|
|
/// compute the LodCharacterTexture For a CMeshMRM
|
|
bool computeTexture(const NL3D::CMeshMRM &meshMRM, NL3D::CLodCharacterTexture &text);
|
|
|
|
/// compute the LodCharacterTexture For a CMeshMRMSkinned
|
|
bool computeTexture(const NL3D::CMeshMRMSkinned &meshMRM, NL3D::CLodCharacterTexture &text);
|
|
|
|
|
|
// ****************
|
|
private:
|
|
typedef NL3D::CLodCharacterShapeBuild::CPixelInfo CPixelInfo;
|
|
|
|
NL3D::CLodCharacterShapeBuild _CLod;
|
|
float _MaxDistanceQuality;
|
|
float _OverSampleDistance;
|
|
|
|
// compute a distance, according to Position and normals.
|
|
float computeQualityPixel(const CPixelInfo &p0, const CPixelInfo &p1) const;
|
|
|
|
// Samples of the current mesh.
|
|
struct CSample
|
|
{
|
|
// Pos/Normal
|
|
CPixelInfo P;
|
|
// From which texture (materialId) does this sample come from?
|
|
uint MaterialId;
|
|
// The UV of this sample
|
|
NLMISC::CUV UV;
|
|
};
|
|
std::vector<CSample> _Samples;
|
|
|
|
typedef std::pair<uint,uint> TEdge;
|
|
typedef std::set<TEdge> TEdgeSet;
|
|
typedef TEdgeSet::iterator ItEdgeSet;
|
|
|
|
// samples the triangles into _Samples (16 & 32 bits versions)
|
|
void addSampleTris(const uint8 *srcPos, const uint8 *srcNormal, const uint8 *srcUV, uint vertexSize,
|
|
const uint32 *triPointer, uint numTris, uint materialId, TEdgeSet &edgeSet);
|
|
void addSampleTris(const uint8 *srcPos, const uint8 *srcNormal, const uint8 *srcUV, uint vertexSize,
|
|
const uint16 *triPointer, uint numTris, uint materialId, TEdgeSet &edgeSet);
|
|
|
|
|
|
/// build text with _Samples.
|
|
bool computeTextureFromSamples(NL3D::CLodCharacterTexture &text);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
#endif // NL_LOD_TEXTURE_BUILDER_H
|
|
|
|
/* End of lod_texture_builder.h */
|