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