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387 lines
11 KiB
C++
387 lines
11 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "nel/misc/path.h"
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#include "nel/3d/mesh_mrm_skinned.h"
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#include "nel/3d/mesh_mrm.h"
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#include "nel/3d/mesh.h"
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#include "nel/misc/file.h"
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#include "nel/misc/path.h"
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#include "nel/3d/stripifier.h"
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#include "nel/3d/register_3d.h"
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using namespace NLMISC;
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using namespace NL3D;
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using namespace std;
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// ***************************************************************************
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const CIndexBuffer *getRdrPassPrimitiveBlock(const CMeshMRMGeom *mesh, uint lodId, uint renderPass)
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{
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return &(mesh->getRdrPassPrimitiveBlock(lodId, renderPass));
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}
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// ***************************************************************************
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const CIndexBuffer *getRdrPassPrimitiveBlock(const CMeshMRMSkinnedGeom *mesh, uint lodId, uint renderPass)
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{
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static CIndexBuffer block;
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mesh->getRdrPassPrimitiveBlock(lodId, renderPass, block);
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return █
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}
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// ***************************************************************************
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template<class T>
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void addShadowMesh(T *meshIn, float paramFaceRatio, sint paramMaxFace, const std::vector<CMesh::CSkinWeight> &skinWeights, const CVertexBuffer &vertexBuffer)
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{
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CVertexBufferRead vba;
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vertexBuffer.lock (vba);
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uint i, j;
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// **** Select the Lod.
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uint numLods= meshIn->getNbLod();
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// get the max tris displayed
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float numMeshFacesMin= (float)meshIn->getLevelDetail().MinFaceUsed;
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float numMeshFacesMax= (float)meshIn->getLevelDetail().MaxFaceUsed;
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float maxFaceWanted= numMeshFacesMax * paramFaceRatio;
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// minimize with maxFace param
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maxFaceWanted= min(maxFaceWanted, (float)paramMaxFace);
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// find the lod
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float fLod= ( (maxFaceWanted-numMeshFacesMin) / (numMeshFacesMax-numMeshFacesMin) )*(numLods-1);
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// round the lod wanted.
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sint lodId= (sint)floor(0.5f + fLod);
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clamp(lodId, 0, (sint)numLods-1);
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// **** First, for the best lod indicate what vertex is used or not. Also index geomorphs to know what real vertex is used
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vector<sint> vertexUsed;
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// -1 means "not used"
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vertexUsed.resize(skinWeights.size(), -1);
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// Parse all triangles.
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for(i=0;i<meshIn->getNbRdrPass(lodId);i++)
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{
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const CIndexBuffer *pb = getRdrPassPrimitiveBlock(meshIn, lodId, i);
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CIndexBufferRead iba;
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pb->lock (iba);
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if (iba.getFormat() == CIndexBuffer::Indices32)
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{
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const uint32 *triPtr= (const uint32 *) iba.getPtr();
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for(j=0;j<pb->getNumIndexes();j++)
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{
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uint idx= *triPtr;
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// Flag the vertex with its own index => used.
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vertexUsed[idx]= idx;
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triPtr++;
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}
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}
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else
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{
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const uint16 *triPtr= (const uint16 *) iba.getPtr();
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for(j=0;j<pb->getNumIndexes();j++)
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{
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uint idx= *triPtr;
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// Flag the vertex with its own index => used.
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vertexUsed[idx]= idx;
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triPtr++;
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}
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}
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}
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// Special for Geomorphs: must take The End target vertex.
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const std::vector<CMRMWedgeGeom> &geomorphs= meshIn->getGeomorphs(lodId);
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for(i=0;i<geomorphs.size();i++)
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{
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uint trueIdx= geomorphs[i].End;
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// map to the Geomorph Target.
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vertexUsed[i]= trueIdx;
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// mark also the real vertex used as used.
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vertexUsed[trueIdx]= trueIdx;
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}
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// **** For all vertices used (not geomorphs), compute vertex Skins.
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vector<CShadowVertex> shadowVertices;
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vector<sint> vertexToVSkin;
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vertexToVSkin.resize(vertexUsed.size());
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shadowVertices.reserve(vertexUsed.size());
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// use a map to remove duplicates (because of UV/normal discontinuities before!!)
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map<CShadowVertex, uint> shadowVertexMap;
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uint numMerged= 0;
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// Skip Geomorphs.
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for(i=(uint)geomorphs.size();i<vertexUsed.size();i++)
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{
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// If this vertex is used.
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if(vertexUsed[i]!=-1)
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{
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// Build the vertex
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CShadowVertex shadowVert;
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shadowVert.Vertex= *(CVector*)vba.getVertexCoordPointer(i);
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// Select the best Matrix.
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CMesh::CSkinWeight sw= skinWeights[i];
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float maxW= 0;
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uint matId= 0;
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for(j=0;j<NL3D_MESH_SKINNING_MAX_MATRIX;j++)
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{
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// if no more matrix influenced, stop
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if(sw.Weights[j]==0)
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break;
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if(sw.Weights[j]>maxW)
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{
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matId= sw.MatrixId[j];
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maxW= sw.Weights[j];
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}
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}
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shadowVert.MatrixId= matId;
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// If dont find the shadowVertex in the map.
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map<CShadowVertex, uint>::iterator it= shadowVertexMap.find(shadowVert);
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if(it==shadowVertexMap.end())
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{
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// Append
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uint index= (uint)shadowVertices.size();
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vertexToVSkin[i]= index;
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shadowVertices.push_back(shadowVert);
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shadowVertexMap.insert(make_pair(shadowVert, index));
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}
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else
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{
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// Ok, map.
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vertexToVSkin[i]= it->second;
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numMerged++;
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}
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}
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}
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// Some Info on what have been merged.
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if(shadowVertices.size())
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{
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// TestYoyo.
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/*nlinfo("%d Vertices have been merged. => %d %%", numMerged,
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100*numMerged / (numMerged+shadowVertices.size()));*/
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}
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// **** Get All Faces
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// Final List Of Triangles that match the bone.
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vector<uint32> shadowTriangles;
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shadowTriangles.reserve(1000);
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// Parse all input tri of the mesh.
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for(i=0;i<meshIn->getNbRdrPass(lodId);i++)
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{
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const CIndexBuffer *pb = getRdrPassPrimitiveBlock(meshIn, lodId, i);
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CIndexBufferRead iba;
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pb->lock (iba);
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if (iba.getFormat() == CIndexBuffer::Indices32)
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{
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const uint32 *triPtr= (const uint32 *) iba.getPtr();
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for(j=0;j<pb->getNumIndexes();j++)
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{
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uint idx= *triPtr;
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// Get the real Vertex (ie not the geomporhed one).
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idx= vertexUsed[idx];
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// Get the ShadowVertex associated
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idx= vertexToVSkin[idx];
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shadowTriangles.push_back(idx);
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triPtr++;
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}
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}
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else
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{
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const uint16 *triPtr= (const uint16 *) iba.getPtr();
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for(j=0;j<pb->getNumIndexes();j++)
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{
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uint idx= *triPtr;
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// Get the real Vertex (ie not the geomporhed one).
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idx= vertexUsed[idx];
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// Get the ShadowVertex associated
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idx= vertexToVSkin[idx];
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shadowTriangles.push_back(idx);
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triPtr++;
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}
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}
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}
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// Re-Optim VertexCache Hard usage
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if(shadowTriangles.size())
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{
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CIndexBuffer pb;
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// fill
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pb.setNumIndexes((uint32)shadowTriangles.size());
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{
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CIndexBufferReadWrite iba;
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pb.lock (iba);
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for(i=0;i<shadowTriangles.size()/3;i++)
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{
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iba.setTri(i*3, shadowTriangles[i*3 + 0],
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shadowTriangles[i*3 + 1],
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shadowTriangles[i*3 + 2]);
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}
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}
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// optimize
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CStripifier stripifier;
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stripifier.optimizeTriangles(pb, pb);
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// get.
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{
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CIndexBufferReadWrite iba;
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pb.lock (iba);
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if (iba.getFormat() == CIndexBuffer::Indices32)
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{
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const uint32 *triPtr= (const uint32 *) iba.getPtr();
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for(i=0;i<shadowTriangles.size();i++)
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{
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shadowTriangles[i]= *triPtr;
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triPtr++;
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}
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}
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else
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{
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const uint16 *triPtr= (const uint16 *) iba.getPtr();
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for(i=0;i<shadowTriangles.size();i++)
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{
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shadowTriangles[i]= *triPtr;
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triPtr++;
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}
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}
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}
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}
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// set
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meshIn->setShadowMesh(shadowVertices, shadowTriangles);
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}
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// ***************************************************************************
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void addShadowMeshIntro(CMeshMRMGeom *meshIn, float paramFaceRatio, sint paramMaxFace)
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{
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const std::vector<CMesh::CSkinWeight> &skinWeights= meshIn->getSkinWeights();
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const CVertexBuffer &vertexBuffer= meshIn->getVertexBuffer();
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addShadowMesh (meshIn, paramFaceRatio, paramMaxFace, skinWeights, vertexBuffer);
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}
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// ***************************************************************************
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void addShadowMeshIntro(CMeshMRMSkinnedGeom *meshIn, float paramFaceRatio, sint paramMaxFace)
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{
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std::vector<CMesh::CSkinWeight> skinWeights;
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meshIn->getSkinWeights(skinWeights);
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CVertexBuffer vertexBuffer;
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meshIn->getVertexBuffer(vertexBuffer);
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addShadowMesh (meshIn, paramFaceRatio, paramMaxFace, skinWeights, vertexBuffer);
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}
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// ***************************************************************************
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int main(int argc, char *argv[])
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{
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// Filter addSearchPath
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NLMISC::createDebug();
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NLMISC::InfoLog->addNegativeFilter ("adding the path");
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NL3D::registerSerial3d();
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if (argc <3 )
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{
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string execName= CFile::getFilename(argv[0]);
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printf("%s add a ShadowSkin to a Skinned MRM Mesh\n", execName.c_str());
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printf(" usage: %s shape_in shape_out [facePercentage] [maxFaces] \n", execName.c_str());
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printf(" NB: shape_in and shape_out can be same file\n");
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printf(" NB: facePercentage is a number between 0 and 100. It computes the maxFaces for the shadow according to the input Mesh.\n");
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printf(" NB: maxFaces can be given manually. The min of the 2 parameters is taken.\n");
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exit(-1);
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}
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// Parse args.
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string shapeNameIn= argv[1];
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string shapeNameOut= argv[2];
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sint percentageFace= 100;
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sint maxFace= INT_MAX;
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if(argc>=4)
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NLMISC::fromString(argv[3], percentageFace);
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if(argc>=5)
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NLMISC::fromString(argv[4], maxFace);
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// **** Load the Mesh In.
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IShape *pResult = NULL;
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CMeshMRM *pMesh;
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CShapeStream shapeStreamIn;
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CIFile shapeFileIn;
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if(!shapeFileIn.open(shapeNameIn))
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{
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nlwarning("ERROR: cannot open input file: %s", shapeNameIn.c_str());
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exit(-1);
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}
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shapeStreamIn.serial(shapeFileIn);
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pMesh= dynamic_cast<CMeshMRM*>(shapeStreamIn.getShapePointer());
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shapeFileIn.close();
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if(!pMesh)
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{
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CMeshMRMSkinned *pMeshSkinned= dynamic_cast<CMeshMRMSkinned*>(shapeStreamIn.getShapePointer());
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if(!pMeshSkinned)
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{
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nlwarning("ERROR: Not a MRM Mesh nor a MRM Mesh skinned: %s", shapeNameIn.c_str());
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exit(-1);
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}
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CMeshMRMSkinnedGeom *pMeshGeom= (CMeshMRMSkinnedGeom*)&pMeshSkinned->getMeshGeom();
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// **** Add Shadow mesh.
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float faceRatio;
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clamp(percentageFace, 0, 100);
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faceRatio= (float)percentageFace/100;
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maxFace= max(0, maxFace);
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addShadowMeshIntro(pMeshGeom, faceRatio, maxFace);
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pResult = pMeshSkinned;
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}
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else
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{
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CMeshMRMGeom *pMeshGeom= (CMeshMRMGeom*)&pMesh->getMeshGeom();
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if( !pMeshGeom->isSkinned() )
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{
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nlwarning("ERROR: Not a Skinned MRM Mesh: %s", shapeNameIn.c_str());
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exit(-1);
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}
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// **** Add Shadow mesh.
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float faceRatio;
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clamp(percentageFace, 0, 100);
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faceRatio= (float)percentageFace/100;
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maxFace= max(0, maxFace);
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addShadowMeshIntro(pMeshGeom, faceRatio, maxFace);
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pResult = pMesh;
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}
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// **** Save It
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CShapeStream shapeStreamOut;
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COFile shapeFileOut;
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if(!shapeFileOut.open(shapeNameOut) )
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{
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nlwarning("ERROR: cannot open output file: %s", shapeNameOut.c_str());
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exit(-1);
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}
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nlassert (pResult);
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shapeStreamOut.setShapePointer(pResult);
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shapeStreamOut.serial(shapeFileOut);
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shapeFileOut.close();
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return 0;
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}
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