mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-30 07:35:59 +00:00
420 lines
13 KiB
C++
420 lines
13 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/>.
|
||
|
|
||
|
#include "lod_texture_builder.h"
|
||
|
#include "nel/misc/aabbox.h"
|
||
|
|
||
|
|
||
|
using namespace std;
|
||
|
using namespace NLMISC;
|
||
|
using namespace NL3D;
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
// Quality factor. Useful to get maximum of interseting values in the range 0..255.
|
||
|
#define NL_LTB_MAX_DISTANCE_QUALITY_FACTOR 0.05f
|
||
|
// The bigger, the lower the influence of the normal is. must be >=0
|
||
|
#define NL_LTB_NORMAL_BIAS 1.f
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CLodTextureBuilder::CLodTextureBuilder()
|
||
|
{
|
||
|
_OverSampleDistance= 0.05f;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
float CLodTextureBuilder::computeQualityPixel(const CPixelInfo &p0, const CPixelInfo &p1) const
|
||
|
{
|
||
|
float d= (p1.Pos-p0.Pos).norm();
|
||
|
float dotProd= p1.Normal*p0.Normal;
|
||
|
// With NL_NORMAL_BIAS==1, it return froms d*1(normals aligned) to d*3 (opposite normals)
|
||
|
return d*(NL_LTB_NORMAL_BIAS+1-dotProd);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CLodTextureBuilder::setLod(const NL3D::CLodCharacterShapeBuild &lod)
|
||
|
{
|
||
|
uint i;
|
||
|
|
||
|
_CLod= lod;
|
||
|
|
||
|
// **** compute the max quality distance. ie where CTUVQ.Q== 255
|
||
|
// build a bbox around the lod.
|
||
|
CAABBox bbox;
|
||
|
bbox.setCenter(lod.Vertices[0]);
|
||
|
for(i=0;i<lod.Vertices.size();i++)
|
||
|
bbox.extend(lod.Vertices[i]);
|
||
|
/* get the opposite vertices/normals and so compute the max qualityPixel "possible" (it is still possible
|
||
|
for the CMesh to be completely out of the bbox of the CLod, but doesn't matter)
|
||
|
*/
|
||
|
CPixelInfo p0, p1;
|
||
|
p0.Pos= bbox.getMin();
|
||
|
p0.Normal.set(1,0,0);
|
||
|
p1.Pos= bbox.getMax();
|
||
|
p1.Normal.set(-1,0,0);
|
||
|
_MaxDistanceQuality= computeQualityPixel(p0, p1);
|
||
|
// apply a user factor.
|
||
|
_MaxDistanceQuality*= NL_LTB_MAX_DISTANCE_QUALITY_FACTOR;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
bool CLodTextureBuilder::computeTexture(const CMesh &mesh, NL3D::CLodCharacterTexture &text)
|
||
|
{
|
||
|
// a set to flag if an edge has already been overSampled
|
||
|
TEdgeSet edgeSet;
|
||
|
|
||
|
// **** Over sample the mesh
|
||
|
_Samples.clear();
|
||
|
_Samples.reserve(1000);
|
||
|
// Get vertex info
|
||
|
const CVertexBuffer &VB= mesh.getVertexBuffer();
|
||
|
CVertexBufferRead vba;
|
||
|
VB.lock (vba);
|
||
|
const uint8 *srcPos= (const uint8*)vba.getVertexCoordPointer();
|
||
|
const uint8 *srcNormal= (const uint8*)vba.getNormalCoordPointer();
|
||
|
const uint8 *srcUV= (const uint8*)vba.getTexCoordPointer();
|
||
|
uint vertexSize= VB.getVertexSize();
|
||
|
// For all matrix blocks..
|
||
|
for(uint mb=0; mb<mesh.getNbMatrixBlock();mb++)
|
||
|
{
|
||
|
// for all rdrPass
|
||
|
for(uint rp=0; rp<mesh.getNbRdrPass(mb);rp++)
|
||
|
{
|
||
|
const CIndexBuffer &pb= mesh.getRdrPassPrimitiveBlock(mb, rp);
|
||
|
CIndexBufferRead iba;
|
||
|
pb.lock (iba);
|
||
|
uint matId= mesh.getRdrPassMaterial(mb, rp);
|
||
|
// samples the tris of this pass
|
||
|
if (iba.getFormat() == CIndexBuffer::Indices16)
|
||
|
{
|
||
|
addSampleTris(srcPos, srcNormal, srcUV, vertexSize, (uint16 *) iba.getPtr(), pb.getNumIndexes()/3, matId, edgeSet);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
nlassert(iba.getFormat() == CIndexBuffer::Indices32);
|
||
|
addSampleTris(srcPos, srcNormal, srcUV, vertexSize, (uint32 *) iba.getPtr(), pb.getNumIndexes()/3, matId, edgeSet);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// **** compute the texture, with the samples
|
||
|
computeTextureFromSamples(text);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
bool CLodTextureBuilder::computeTexture(const CMeshMRM &meshMRM, NL3D::CLodCharacterTexture &text)
|
||
|
{
|
||
|
// a set to flag if an edge has already been overSampled
|
||
|
TEdgeSet edgeSet;
|
||
|
|
||
|
// **** Over sample the mesh
|
||
|
_Samples.clear();
|
||
|
_Samples.reserve(1000);
|
||
|
// Get vertex info
|
||
|
CVertexBuffer &VB= const_cast<CVertexBuffer&>(meshMRM.getVertexBuffer());
|
||
|
CVertexBufferRead vba;
|
||
|
VB.lock (vba);
|
||
|
const uint8 *srcPos= (const uint8*)vba.getVertexCoordPointer();
|
||
|
const uint8 *srcNormal= (const uint8*)vba.getNormalCoordPointer();
|
||
|
const uint8 *srcUV= (const uint8*)vba.getTexCoordPointer();
|
||
|
uint vertexSize = VB.getVertexSize();
|
||
|
// For the more precise lod
|
||
|
uint lodId= meshMRM.getNbLod()-1;
|
||
|
// Resolve Geomoprh problem: copy End to all geomorphs dest. Hence sure that all ids points to good vertex data
|
||
|
const std::vector<CMRMWedgeGeom> &geoms= meshMRM.getMeshGeom().getGeomorphs(lodId);
|
||
|
for(uint gm=0;gm<geoms.size();gm++)
|
||
|
{
|
||
|
uint srcId= geoms[gm].End;
|
||
|
// copy the geom src to the dest VB place.
|
||
|
*(CVector*)(srcPos+gm*vertexSize)= *(CVector*)(srcPos+srcId*vertexSize);
|
||
|
*(CVector*)(srcNormal+gm*vertexSize)= *(CVector*)(srcNormal+srcId*vertexSize);
|
||
|
*(CUV*)(srcUV+gm*vertexSize)= *(CUV*)(srcUV+srcId*vertexSize);
|
||
|
}
|
||
|
// for all rdrPass
|
||
|
for(uint rp=0; rp<meshMRM.getNbRdrPass(lodId);rp++)
|
||
|
{
|
||
|
const CIndexBuffer &pb= meshMRM.getRdrPassPrimitiveBlock(lodId, rp);
|
||
|
CIndexBufferRead iba;
|
||
|
pb.lock (iba);
|
||
|
uint matId= meshMRM.getRdrPassMaterial(lodId, rp);
|
||
|
// samples the tris of this pass
|
||
|
if (iba.getFormat() == CIndexBuffer::Indices16)
|
||
|
{
|
||
|
addSampleTris(srcPos, srcNormal, srcUV, vertexSize, (uint16 *) iba.getPtr(), pb.getNumIndexes()/3, matId, edgeSet);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
nlassert(iba.getFormat() == CIndexBuffer::Indices32);
|
||
|
addSampleTris(srcPos, srcNormal, srcUV, vertexSize, (uint32 *) iba.getPtr(), pb.getNumIndexes()/3, matId, edgeSet);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// **** compute the texture, with the samples
|
||
|
computeTextureFromSamples(text);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
bool CLodTextureBuilder::computeTexture(const CMeshMRMSkinned &meshMRM, NL3D::CLodCharacterTexture &text)
|
||
|
{
|
||
|
// a set to flag if an edge has already been overSampled
|
||
|
TEdgeSet edgeSet;
|
||
|
|
||
|
// **** Over sample the mesh
|
||
|
_Samples.clear();
|
||
|
_Samples.reserve(1000);
|
||
|
// Get vertex info
|
||
|
CVertexBuffer tmp;
|
||
|
meshMRM.getVertexBuffer(tmp);
|
||
|
CVertexBufferRead vba;
|
||
|
tmp.lock (vba);
|
||
|
const uint8 *srcPos= (const uint8*)vba.getVertexCoordPointer();
|
||
|
const uint8 *srcNormal= (const uint8*)vba.getNormalCoordPointer();
|
||
|
const uint8 *srcUV= (const uint8*)vba.getTexCoordPointer();
|
||
|
uint vertexSize= tmp.getVertexSize();
|
||
|
// For the more precise lod
|
||
|
uint lodId= meshMRM.getNbLod()-1;
|
||
|
// Resolve Geomoprh problem: copy End to all geomorphs dest. Hence sure that all ids points to good vertex data
|
||
|
const std::vector<CMRMWedgeGeom> &geoms= meshMRM.getMeshGeom().getGeomorphs(lodId);
|
||
|
for(uint gm=0;gm<geoms.size();gm++)
|
||
|
{
|
||
|
uint srcId= geoms[gm].End;
|
||
|
// copy the geom src to the dest VB place.
|
||
|
*(CVector*)(srcPos+gm*vertexSize)= *(CVector*)(srcPos+srcId*vertexSize);
|
||
|
*(CVector*)(srcNormal+gm*vertexSize)= *(CVector*)(srcNormal+srcId*vertexSize);
|
||
|
*(CUV*)(srcUV+gm*vertexSize)= *(CUV*)(srcUV+srcId*vertexSize);
|
||
|
}
|
||
|
// for all rdrPass
|
||
|
for(uint rp=0; rp<meshMRM.getNbRdrPass(lodId);rp++)
|
||
|
{
|
||
|
CIndexBuffer pb;
|
||
|
meshMRM.getRdrPassPrimitiveBlock(lodId, rp, pb);
|
||
|
uint matId= meshMRM.getRdrPassMaterial(lodId, rp);
|
||
|
CIndexBufferRead iba;
|
||
|
pb.lock (iba);
|
||
|
// samples the tris of this pass
|
||
|
if (iba.getFormat() == CIndexBuffer::Indices16)
|
||
|
{
|
||
|
addSampleTris(srcPos, srcNormal, srcUV, vertexSize, (uint16 *) iba.getPtr(), pb.getNumIndexes()/3, matId, edgeSet);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
addSampleTris(srcPos, srcNormal, srcUV, vertexSize, (uint32 *) iba.getPtr(), pb.getNumIndexes()/3, matId, edgeSet);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// **** compute the texture, with the samples
|
||
|
computeTextureFromSamples(text);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CLodTextureBuilder::addSampleTris(const uint8 *srcPos, const uint8 *srcNormal, const uint8 *srcUV, uint vertexSize,
|
||
|
const uint16 *triPointer, uint numTris, uint materialId, TEdgeSet &edgeSet)
|
||
|
{
|
||
|
std::vector<uint32> indices32(triPointer, triPointer + numTris * 3);
|
||
|
addSampleTris(srcPos, srcNormal, srcUV, vertexSize, &indices32[0], numTris, materialId, edgeSet);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CLodTextureBuilder::addSampleTris(const uint8 *srcPos, const uint8 *srcNormal, const uint8 *srcUV, uint vertexSize,
|
||
|
const uint32 *triPointer, uint numTris, uint materialId, TEdgeSet &edgeSet)
|
||
|
{
|
||
|
nlassert(srcPos);
|
||
|
|
||
|
// ensure that the material is in 0..255
|
||
|
clamp(materialId, 0U, 255U);
|
||
|
|
||
|
for(uint i=0;i<numTris;i++)
|
||
|
{
|
||
|
uint c;
|
||
|
|
||
|
// **** get tri indices and tri values.
|
||
|
uint idx[3];
|
||
|
CVector pos[3];
|
||
|
CVector normal[3];
|
||
|
CUV uv[3];
|
||
|
for(c=0;c<3;c++)
|
||
|
{
|
||
|
idx[c]= *triPointer++;
|
||
|
pos[c]= *(CVector*)(srcPos + idx[c]*vertexSize);
|
||
|
if(srcNormal)
|
||
|
normal[c]= *(CVector*)(srcNormal + idx[c]*vertexSize);
|
||
|
else
|
||
|
normal[c]= CVector::K;
|
||
|
if(srcUV)
|
||
|
uv[c]= *(CUV*)(srcUV + idx[c]*vertexSize);
|
||
|
else
|
||
|
uv[c].set(0,0);
|
||
|
}
|
||
|
|
||
|
// **** Append the 3 vertices in the samples. only if not already done
|
||
|
for(c=0;c<3;c++)
|
||
|
{
|
||
|
// special edgeId: vertStart==vertEnd
|
||
|
TEdge edgeId;
|
||
|
edgeId.first= idx[c];
|
||
|
edgeId.second= idx[c];
|
||
|
// if success to insert in the set, then must add it to samples
|
||
|
if(edgeSet.insert(edgeId).second)
|
||
|
{
|
||
|
CSample sample;
|
||
|
sample.P.Pos= pos[c];
|
||
|
sample.P.Normal= normal[c];
|
||
|
sample.P.Normal.normalize();
|
||
|
sample.UV= uv[c];
|
||
|
sample.MaterialId= materialId;
|
||
|
_Samples.push_back(sample);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// **** Append the interior of each edges, according to _OverSampleDistance
|
||
|
uint numEdgeOverSamples[3];
|
||
|
for(c=0;c<3;c++)
|
||
|
{
|
||
|
uint cNext= (c+1)%3;
|
||
|
// get the edgeId
|
||
|
TEdge edgeId;
|
||
|
edgeId.first= idx[c];
|
||
|
edgeId.second= idx[cNext];
|
||
|
// compute the number of overSamples to apply to the edge
|
||
|
numEdgeOverSamples[c]= (uint)floor( (pos[cNext]-pos[c]).norm()/_OverSampleDistance );
|
||
|
|
||
|
// if success to insert in the set, then must add it to samples
|
||
|
if(edgeSet.insert(edgeId).second)
|
||
|
{
|
||
|
// Do it only if numOverSamples>=2
|
||
|
if(numEdgeOverSamples[c]>=2)
|
||
|
{
|
||
|
// Sample the edge, exclude endPoints.
|
||
|
for(uint s=1;s<numEdgeOverSamples[c];s++)
|
||
|
{
|
||
|
float f= s/(float)numEdgeOverSamples[c];
|
||
|
// interpoalte the sample
|
||
|
CSample sample;
|
||
|
sample.P.Pos= pos[c]*(1-f) + pos[cNext]*f;
|
||
|
sample.P.Normal= normal[c]*(1-f) + normal[cNext]*f;
|
||
|
sample.P.Normal.normalize();
|
||
|
sample.UV= uv[c]*(1-f) + uv[cNext]*f;
|
||
|
sample.MaterialId= materialId;
|
||
|
// add it
|
||
|
_Samples.push_back(sample);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// **** Append the interior of the triangle, if too many overSample
|
||
|
// compute min of over samples
|
||
|
uint triOverSample= min(numEdgeOverSamples[0], numEdgeOverSamples[1]);
|
||
|
triOverSample= min(triOverSample, numEdgeOverSamples[2]);
|
||
|
// If >=3 (at least one vertex in the middle)
|
||
|
if(triOverSample>=2)
|
||
|
{
|
||
|
// Interpolate with barycentric coordinate rules
|
||
|
uint s,t,v;
|
||
|
// Donc't compute on triangles edges.
|
||
|
for(s=1;s<triOverSample;s++)
|
||
|
{
|
||
|
for(t=1;t<triOverSample-s;t++)
|
||
|
{
|
||
|
// barycentric sum==1 guaranteed.
|
||
|
v= triOverSample-s-t;
|
||
|
float fs= s/(float)triOverSample;
|
||
|
float ft= t/(float)triOverSample;
|
||
|
float fv= v/(float)triOverSample;
|
||
|
// compute the sample
|
||
|
CSample sample;
|
||
|
sample.P.Pos= pos[0]*fs + pos[1]*ft + pos[2]*fv;
|
||
|
sample.P.Normal= normal[0]*fs + normal[1]*ft + normal[2]*fv;
|
||
|
sample.P.Normal.normalize();
|
||
|
sample.UV= uv[0]*fs + uv[1]*ft + uv[2]*fv;
|
||
|
sample.MaterialId= materialId;
|
||
|
// add it
|
||
|
_Samples.push_back(sample);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
bool CLodTextureBuilder::computeTextureFromSamples(NL3D::CLodCharacterTexture &text)
|
||
|
{
|
||
|
// The lod must have correct width/height
|
||
|
if(NL3D_CLOD_TEXT_WIDTH!=_CLod.getTextureInfoWidth() || NL3D_CLOD_TEXT_HEIGHT!=_CLod.getTextureInfoHeight() )
|
||
|
{
|
||
|
nlwarning("ERROR: the _CLod must have a textureInfo size of %d/%d", NL3D_CLOD_TEXT_WIDTH, NL3D_CLOD_TEXT_HEIGHT);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// prepare dest.
|
||
|
text.Texture.resize(NL3D_CLOD_TEXT_SIZE);
|
||
|
CLodCharacterTexture::CTUVQ emptyTUVQ;
|
||
|
emptyTUVQ.T= 0;
|
||
|
emptyTUVQ.U= 0;
|
||
|
emptyTUVQ.V= 0;
|
||
|
emptyTUVQ.Q= 255;
|
||
|
fill(text.Texture.begin(), text.Texture.end(), emptyTUVQ);
|
||
|
|
||
|
// For all pixels.
|
||
|
const CPixelInfo *srcPixel= _CLod.getTextureInfoPtr();
|
||
|
for(uint i=0;i<NL3D_CLOD_TEXT_SIZE;i++)
|
||
|
{
|
||
|
// if the src pixel is not empty
|
||
|
if( !(srcPixel[i]==CPixelInfo::EmptyPixel) )
|
||
|
{
|
||
|
CLodCharacterTexture::CTUVQ &dstTUVQ= text.Texture[i];
|
||
|
|
||
|
// For All samples, search the best.
|
||
|
float minQuality= FLT_MAX;
|
||
|
uint bestIdx= 0;
|
||
|
for(uint j=0;j<_Samples.size();j++)
|
||
|
{
|
||
|
float q= computeQualityPixel(srcPixel[i], _Samples[j].P);
|
||
|
if(q<minQuality)
|
||
|
{
|
||
|
minQuality= q;
|
||
|
bestIdx= j;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Then compress the sample info in the TUVQ.
|
||
|
dstTUVQ.T= _Samples[bestIdx].MaterialId;
|
||
|
dstTUVQ.U= (uint8)(sint)(_Samples[bestIdx].UV.U*256);
|
||
|
dstTUVQ.V= (uint8)(sint)(_Samples[bestIdx].UV.V*256);
|
||
|
minQuality= minQuality*255/_MaxDistanceQuality;
|
||
|
clamp(minQuality, 0, 255);
|
||
|
dstTUVQ.Q= (uint8)minQuality;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|