khanat-opennel-code/code/nel/tools/3d/build_shadow_skin/main.cpp

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// 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 "nel/misc/path.h"
#include "nel/3d/mesh_mrm_skinned.h"
#include "nel/3d/mesh_mrm.h"
#include "nel/3d/mesh.h"
#include "nel/misc/file.h"
#include "nel/misc/path.h"
#include "nel/3d/stripifier.h"
#include "nel/3d/register_3d.h"
using namespace NLMISC;
using namespace NL3D;
using namespace std;
// ***************************************************************************
const CIndexBuffer *getRdrPassPrimitiveBlock(const CMeshMRMGeom *mesh, uint lodId, uint renderPass)
{
return &(mesh->getRdrPassPrimitiveBlock(lodId, renderPass));
}
// ***************************************************************************
const CIndexBuffer *getRdrPassPrimitiveBlock(const CMeshMRMSkinnedGeom *mesh, uint lodId, uint renderPass)
{
static CIndexBuffer block;
mesh->getRdrPassPrimitiveBlock(lodId, renderPass, block);
return &block;
}
// ***************************************************************************
template<class T>
void addShadowMesh(T *meshIn, float paramFaceRatio, sint paramMaxFace, const std::vector<CMesh::CSkinWeight> &skinWeights, const CVertexBuffer &vertexBuffer)
{
CVertexBufferRead vba;
vertexBuffer.lock (vba);
uint i, j;
// **** Select the Lod.
uint numLods= meshIn->getNbLod();
// get the max tris displayed
float numMeshFacesMin= (float)meshIn->getLevelDetail().MinFaceUsed;
float numMeshFacesMax= (float)meshIn->getLevelDetail().MaxFaceUsed;
float maxFaceWanted= numMeshFacesMax * paramFaceRatio;
// minimize with maxFace param
maxFaceWanted= min(maxFaceWanted, (float)paramMaxFace);
// find the lod
float fLod= ( (maxFaceWanted-numMeshFacesMin) / (numMeshFacesMax-numMeshFacesMin) )*(numLods-1);
// round the lod wanted.
sint lodId= (sint)floor(0.5f + fLod);
clamp(lodId, 0, (sint)numLods-1);
// **** First, for the best lod indicate what vertex is used or not. Also index geomorphs to know what real vertex is used
vector<sint> vertexUsed;
// -1 means "not used"
vertexUsed.resize(skinWeights.size(), -1);
// Parse all triangles.
for(i=0;i<meshIn->getNbRdrPass(lodId);i++)
{
const CIndexBuffer *pb = getRdrPassPrimitiveBlock(meshIn, lodId, i);
CIndexBufferRead iba;
pb->lock (iba);
if (iba.getFormat() == CIndexBuffer::Indices32)
{
const uint32 *triPtr= (const uint32 *) iba.getPtr();
for(j=0;j<pb->getNumIndexes();j++)
{
uint idx= *triPtr;
// Flag the vertex with its own index => used.
vertexUsed[idx]= idx;
triPtr++;
}
}
else
{
const uint16 *triPtr= (const uint16 *) iba.getPtr();
for(j=0;j<pb->getNumIndexes();j++)
{
uint idx= *triPtr;
// Flag the vertex with its own index => used.
vertexUsed[idx]= idx;
triPtr++;
}
}
}
// Special for Geomorphs: must take The End target vertex.
const std::vector<CMRMWedgeGeom> &geomorphs= meshIn->getGeomorphs(lodId);
for(i=0;i<geomorphs.size();i++)
{
uint trueIdx= geomorphs[i].End;
// map to the Geomorph Target.
vertexUsed[i]= trueIdx;
// mark also the real vertex used as used.
vertexUsed[trueIdx]= trueIdx;
}
// **** For all vertices used (not geomorphs), compute vertex Skins.
vector<CShadowVertex> shadowVertices;
vector<sint> vertexToVSkin;
vertexToVSkin.resize(vertexUsed.size());
shadowVertices.reserve(vertexUsed.size());
// use a map to remove duplicates (because of UV/normal discontinuities before!!)
map<CShadowVertex, uint> shadowVertexMap;
uint numMerged= 0;
// Skip Geomorphs.
for(i=(uint)geomorphs.size();i<vertexUsed.size();i++)
{
// If this vertex is used.
if(vertexUsed[i]!=-1)
{
// Build the vertex
CShadowVertex shadowVert;
shadowVert.Vertex= *(CVector*)vba.getVertexCoordPointer(i);
// Select the best Matrix.
CMesh::CSkinWeight sw= skinWeights[i];
float maxW= 0;
uint matId= 0;
for(j=0;j<NL3D_MESH_SKINNING_MAX_MATRIX;j++)
{
// if no more matrix influenced, stop
if(sw.Weights[j]==0)
break;
if(sw.Weights[j]>maxW)
{
matId= sw.MatrixId[j];
maxW= sw.Weights[j];
}
}
shadowVert.MatrixId= matId;
// If dont find the shadowVertex in the map.
map<CShadowVertex, uint>::iterator it= shadowVertexMap.find(shadowVert);
if(it==shadowVertexMap.end())
{
// Append
uint index= (uint)shadowVertices.size();
vertexToVSkin[i]= index;
shadowVertices.push_back(shadowVert);
shadowVertexMap.insert(make_pair(shadowVert, index));
}
else
{
// Ok, map.
vertexToVSkin[i]= it->second;
numMerged++;
}
}
}
// Some Info on what have been merged.
if(shadowVertices.size())
{
// TestYoyo.
/*nlinfo("%d Vertices have been merged. => %d %%", numMerged,
100*numMerged / (numMerged+shadowVertices.size()));*/
}
// **** Get All Faces
// Final List Of Triangles that match the bone.
vector<uint32> shadowTriangles;
shadowTriangles.reserve(1000);
// Parse all input tri of the mesh.
for(i=0;i<meshIn->getNbRdrPass(lodId);i++)
{
const CIndexBuffer *pb = getRdrPassPrimitiveBlock(meshIn, lodId, i);
CIndexBufferRead iba;
pb->lock (iba);
if (iba.getFormat() == CIndexBuffer::Indices32)
{
const uint32 *triPtr= (const uint32 *) iba.getPtr();
for(j=0;j<pb->getNumIndexes();j++)
{
uint idx= *triPtr;
// Get the real Vertex (ie not the geomporhed one).
idx= vertexUsed[idx];
// Get the ShadowVertex associated
idx= vertexToVSkin[idx];
shadowTriangles.push_back(idx);
triPtr++;
}
}
else
{
const uint16 *triPtr= (const uint16 *) iba.getPtr();
for(j=0;j<pb->getNumIndexes();j++)
{
uint idx= *triPtr;
// Get the real Vertex (ie not the geomporhed one).
idx= vertexUsed[idx];
// Get the ShadowVertex associated
idx= vertexToVSkin[idx];
shadowTriangles.push_back(idx);
triPtr++;
}
}
}
// Re-Optim VertexCache Hard usage
if(shadowTriangles.size())
{
CIndexBuffer pb;
// fill
pb.setNumIndexes((uint32)shadowTriangles.size());
{
CIndexBufferReadWrite iba;
pb.lock (iba);
for(i=0;i<shadowTriangles.size()/3;i++)
{
iba.setTri(i*3, shadowTriangles[i*3 + 0],
shadowTriangles[i*3 + 1],
shadowTriangles[i*3 + 2]);
}
}
// optimize
CStripifier stripifier;
stripifier.optimizeTriangles(pb, pb);
// get.
{
CIndexBufferReadWrite iba;
pb.lock (iba);
if (iba.getFormat() == CIndexBuffer::Indices32)
{
const uint32 *triPtr= (const uint32 *) iba.getPtr();
for(i=0;i<shadowTriangles.size();i++)
{
shadowTriangles[i]= *triPtr;
triPtr++;
}
}
else
{
const uint16 *triPtr= (const uint16 *) iba.getPtr();
for(i=0;i<shadowTriangles.size();i++)
{
shadowTriangles[i]= *triPtr;
triPtr++;
}
}
}
}
// set
meshIn->setShadowMesh(shadowVertices, shadowTriangles);
}
// ***************************************************************************
void addShadowMeshIntro(CMeshMRMGeom *meshIn, float paramFaceRatio, sint paramMaxFace)
{
const std::vector<CMesh::CSkinWeight> &skinWeights= meshIn->getSkinWeights();
const CVertexBuffer &vertexBuffer= meshIn->getVertexBuffer();
addShadowMesh (meshIn, paramFaceRatio, paramMaxFace, skinWeights, vertexBuffer);
}
// ***************************************************************************
void addShadowMeshIntro(CMeshMRMSkinnedGeom *meshIn, float paramFaceRatio, sint paramMaxFace)
{
std::vector<CMesh::CSkinWeight> skinWeights;
meshIn->getSkinWeights(skinWeights);
CVertexBuffer vertexBuffer;
meshIn->getVertexBuffer(vertexBuffer);
addShadowMesh (meshIn, paramFaceRatio, paramMaxFace, skinWeights, vertexBuffer);
}
// ***************************************************************************
int main(int argc, char *argv[])
{
// Filter addSearchPath
NLMISC::createDebug();
NLMISC::InfoLog->addNegativeFilter ("adding the path");
NL3D::registerSerial3d();
if (argc <3 )
{
string execName= CFile::getFilename(argv[0]);
printf("%s add a ShadowSkin to a Skinned MRM Mesh\n", execName.c_str());
printf(" usage: %s shape_in shape_out [facePercentage] [maxFaces] \n", execName.c_str());
printf(" NB: shape_in and shape_out can be same file\n");
printf(" NB: facePercentage is a number between 0 and 100. It computes the maxFaces for the shadow according to the input Mesh.\n");
printf(" NB: maxFaces can be given manually. The min of the 2 parameters is taken.\n");
exit(-1);
}
// Parse args.
string shapeNameIn= argv[1];
string shapeNameOut= argv[2];
sint percentageFace= 100;
sint maxFace= INT_MAX;
if(argc>=4)
NLMISC::fromString(argv[3], percentageFace);
if(argc>=5)
NLMISC::fromString(argv[4], maxFace);
// **** Load the Mesh In.
IShape *pResult = NULL;
CMeshMRM *pMesh;
CShapeStream shapeStreamIn;
CIFile shapeFileIn;
if(!shapeFileIn.open(shapeNameIn))
{
nlwarning("ERROR: cannot open input file: %s", shapeNameIn.c_str());
exit(-1);
}
shapeStreamIn.serial(shapeFileIn);
pMesh= dynamic_cast<CMeshMRM*>(shapeStreamIn.getShapePointer());
shapeFileIn.close();
if(!pMesh)
{
CMeshMRMSkinned *pMeshSkinned= dynamic_cast<CMeshMRMSkinned*>(shapeStreamIn.getShapePointer());
if(!pMeshSkinned)
{
nlwarning("ERROR: Not a MRM Mesh nor a MRM Mesh skinned: %s", shapeNameIn.c_str());
exit(-1);
}
CMeshMRMSkinnedGeom *pMeshGeom= (CMeshMRMSkinnedGeom*)&pMeshSkinned->getMeshGeom();
// **** Add Shadow mesh.
float faceRatio;
clamp(percentageFace, 0, 100);
faceRatio= (float)percentageFace/100;
maxFace= max(0, maxFace);
addShadowMeshIntro(pMeshGeom, faceRatio, maxFace);
pResult = pMeshSkinned;
}
else
{
CMeshMRMGeom *pMeshGeom= (CMeshMRMGeom*)&pMesh->getMeshGeom();
if( !pMeshGeom->isSkinned() )
{
nlwarning("ERROR: Not a Skinned MRM Mesh: %s", shapeNameIn.c_str());
exit(-1);
}
// **** Add Shadow mesh.
float faceRatio;
clamp(percentageFace, 0, 100);
faceRatio= (float)percentageFace/100;
maxFace= max(0, maxFace);
addShadowMeshIntro(pMeshGeom, faceRatio, maxFace);
pResult = pMesh;
}
// **** Save It
CShapeStream shapeStreamOut;
COFile shapeFileOut;
if(!shapeFileOut.open(shapeNameOut) )
{
nlwarning("ERROR: cannot open output file: %s", shapeNameOut.c_str());
exit(-1);
}
nlassert (pResult);
shapeStreamOut.setShapePointer(pResult);
shapeStreamOut.serial(shapeFileOut);
shapeFileOut.close();
return 0;
}