khanat-opennel-code/code/nel/tools/3d/build_clodtex/lod_texture_builder.h

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 */