// NeL - MMORPG Framework // 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 . #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 // *************************************************************************** /** * 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 _Samples; typedef std::pair TEdge; typedef std::set 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 */