[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | // The underlying algorithms in this class are based heavily on:
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| 26 | /*
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| 27 | * Progressive Mesh type Polygon Reduction Algorithm
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| 28 | * by Stan Melax (c) 1998
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| 29 | */
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| 30 |
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| 31 | #ifndef __ProgressiveMesh_H_
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| 32 | #define __ProgressiveMesh_H_
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| 33 |
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| 34 | #include "OgrePrerequisites.h"
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| 35 | #include "OgreVector3.h"
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| 36 | #include "OgreHardwareVertexBuffer.h"
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| 37 | #include "OgreHardwareIndexBuffer.h"
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| 38 | #include "OgreRenderOperation.h"
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| 39 |
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| 40 | namespace Ogre {
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| 41 |
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| 42 | /** This class reduces the complexity of the geometry it is given.
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| 43 | This class is dedicated to reducing the number of triangles in a given mesh
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| 44 | taking into account seams in both geometry and texture co-ordinates and meshes
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| 45 | which have multiple frames.
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| 46 | @par
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| 47 | The primary use for this is generating LOD versions of Mesh objects, but it can be
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| 48 | used by any geometry provider. The only limitation at the moment is that the
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| 49 | provider uses a common vertex buffer for all LODs and one index buffer per LOD.
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| 50 | Therefore at the moment this class can only handle indexed geometry.
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| 51 | @par
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| 52 | NB the interface of this class will certainly change when compiled vertex buffers are
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| 53 | supported.
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| 54 | */
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| 55 | class _OgreExport ProgressiveMesh
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| 56 | {
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| 57 | public:
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| 58 |
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| 59 | /** The way to derive the quota of vertices which are reduced at each LOD. */
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| 60 | enum VertexReductionQuota
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| 61 | {
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| 62 | /// A set number of vertices are removed at each reduction
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| 63 | VRQ_CONSTANT,
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| 64 | /// A proportion of the remaining number of vertices are removed at each reduction
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| 65 | VRQ_PROPORTIONAL
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| 66 | };
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| 67 |
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| 68 | typedef std::vector<IndexData*> LODFaceList;
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| 69 |
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| 70 | /** Constructor, takes the geometry data and index buffer.
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| 71 | @remarks
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| 72 | DO NOT pass write-only, unshadowed buffers to this method! They will not
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| 73 | work. Pass only shadowed buffers, or better yet perform mesh reduction as
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| 74 | an offline process using DefaultHardwareBufferManager to manage vertex
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| 75 | buffers in system memory.
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| 76 | */
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| 77 | ProgressiveMesh(const VertexData* vertexData, const IndexData* indexData);
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| 78 | virtual ~ProgressiveMesh();
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| 79 |
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| 80 | /** Adds an extra vertex position buffer.
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| 81 | @remarks
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| 82 | As well as the main vertex buffer, the client of this class may add extra versions
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| 83 | of the vertex buffer which will also be taken into account when the cost of
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| 84 | simplifying the mesh is taken into account. This is because the cost of
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| 85 | simplifying an animated mesh cannot be calculated from just the reference position,
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| 86 | multiple positions needs to be assessed in order to find the best simplification option.
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| 87 | @par
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| 88 | DO NOT pass write-only, unshadowed buffers to this method! They will not
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| 89 | work. Pass only shadowed buffers, or better yet perform mesh reduction as
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| 90 | an offline process using DefaultHardwareBufferManager to manage vertex
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| 91 | buffers in system memory.
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| 92 | @param buffer Pointer to x/y/z buffer with vertex positions. The number of vertices
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| 93 | must be the same as in the original GeometryData passed to the constructor.
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| 94 | */
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| 95 | virtual void addExtraVertexPositionBuffer(const VertexData* vertexData);
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| 96 |
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| 97 | /** Builds the progressive mesh with the specified number of levels.
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| 98 | @param numLevels The number of levels to include in the output excluding the full detail version.
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| 99 | @param outList Pointer to a list of LOD geometry data which will be completed by the application.
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| 100 | Each entry is a reduced form of the mesh, in decreasing order of detail.
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| 101 | @param quota The way to derive the number of vertices removed at each LOD
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| 102 | @param reductionValue Either the proportion of vertices to remove at each level, or a fixed
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| 103 | number of vertices to remove at each level, depending on the value of quota
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| 104 | */
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| 105 | virtual void build(ushort numLevels, LODFaceList* outList,
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| 106 | VertexReductionQuota quota = VRQ_PROPORTIONAL, Real reductionValue = 0.5f );
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| 107 |
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| 108 | protected:
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| 109 | const VertexData *mpVertexData;
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| 110 | const IndexData *mpIndexData;
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| 111 |
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| 112 | size_t mCurrNumIndexes;
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| 113 | size_t mNumCommonVertices;
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| 114 |
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| 115 | // Internal classes
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| 116 | class PMTriangle;
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| 117 | class PMVertex;
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| 118 |
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| 119 | public: // VC6 hack
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| 120 |
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| 121 | /** A vertex as used by a face. This records the index of the actual vertex which is used
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| 122 | by the face, and a pointer to the common vertex used for surface evaluation. */
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| 123 | class _OgrePrivate PMFaceVertex {
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| 124 | public:
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| 125 | size_t realIndex;
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| 126 | PMVertex* commonVertex;
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| 127 | };
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| 128 |
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| 129 | protected:
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| 130 |
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| 131 | /** A triangle in the progressive mesh, holds extra info like face normal. */
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| 132 | class _OgrePrivate PMTriangle {
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| 133 | public:
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| 134 | PMTriangle();
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| 135 | void setDetails(size_t index, PMFaceVertex *v0, PMFaceVertex *v1, PMFaceVertex *v2);
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| 136 | void computeNormal(void);
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| 137 | void replaceVertex(PMFaceVertex *vold, PMFaceVertex *vnew);
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| 138 | bool hasCommonVertex(PMVertex *v) const;
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| 139 | bool hasFaceVertex(PMFaceVertex *v) const;
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| 140 | PMFaceVertex* getFaceVertexFromCommon(PMVertex* commonVert);
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| 141 | void notifyRemoved(void);
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| 142 |
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| 143 | PMFaceVertex* vertex[3]; // the 3 points that make this tri
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| 144 | Vector3 normal; // unit vector othogonal to this face
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| 145 | bool removed; // true if this tri is now removed
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| 146 | size_t index;
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| 147 | };
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| 148 |
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| 149 | /** A vertex in the progressive mesh, holds info like collapse cost etc.
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| 150 | This vertex can actually represent several vertices in the final model, because
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| 151 | vertices along texture seams etc will have been duplicated. In order to properly
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| 152 | evaluate the surface properties, a single common vertex is used for these duplicates,
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| 153 | and the faces hold the detail of the duplicated vertices.
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| 154 | */
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| 155 | class _OgrePrivate PMVertex {
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| 156 | public:
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| 157 | PMVertex();
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| 158 | void setDetails(const Vector3& v, size_t index);
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| 159 | void removeIfNonNeighbor(PMVertex *n);
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| 160 | bool isBorder(void);/// true if this vertex is on the edge of an open geometry patch
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| 161 | bool isManifoldEdgeWith(PMVertex* v); // is edge this->src a manifold edge?
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| 162 | void notifyRemoved(void);
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| 163 |
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| 164 | Vector3 position; // location of point in euclidean space
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| 165 | size_t index; // place of vertex in original list
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| 166 | typedef std::set<PMVertex *> NeighborList;
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| 167 | typedef std::set<PMVertex *> DuplicateList;
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| 168 | NeighborList neighbor; // adjacent vertices
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| 169 | typedef std::set<PMTriangle *> FaceList;
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| 170 | FaceList face; // adjacent triangles
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| 171 |
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| 172 | Real collapseCost; // cached cost of collapsing edge
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| 173 | PMVertex * collapseTo; // candidate vertex for collapse
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| 174 | bool removed; // true if this vert is now removed
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| 175 | bool toBeRemoved; // denug
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| 176 |
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| 177 | bool seam; /// true if this vertex is on a model seam where vertices are duplicated
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| 178 |
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| 179 | };
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| 180 |
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| 181 | typedef std::vector<PMTriangle> TriangleList;
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| 182 | typedef std::vector<PMFaceVertex> FaceVertexList;
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| 183 | typedef std::vector<PMVertex> CommonVertexList;
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| 184 | typedef std::vector<Real> WorstCostList;
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| 185 |
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| 186 | /// Data used to calculate the collapse costs
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| 187 | struct PMWorkingData
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| 188 | {
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| 189 | TriangleList mTriList; /// List of faces
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| 190 | FaceVertexList mFaceVertList; // The vertex details referenced by the triangles
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| 191 | CommonVertexList mVertList; // The master list of common vertices
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| 192 | };
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| 193 |
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| 194 | typedef std::vector<PMWorkingData> WorkingDataList;
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| 195 | /// Multiple copies, 1 per vertex buffer
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| 196 | WorkingDataList mWorkingData;
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| 197 |
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| 198 | /// The worst collapse cost from all vertex buffers for each vertex
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| 199 | WorstCostList mWorstCosts;
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| 200 |
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| 201 | /// Internal method for building PMWorkingData from geometry data
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| 202 | void addWorkingData(const VertexData* vertexData, const IndexData* indexData);
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| 203 |
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| 204 | /// Internal method for initialising the edge collapse costs
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| 205 | void initialiseEdgeCollapseCosts(void);
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| 206 | /// Internal calculation method for deriving a collapse cost from u to v
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| 207 | Real computeEdgeCollapseCost(PMVertex *src, PMVertex *dest);
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| 208 | /// Internal method evaluates all collapse costs from this vertex and picks the lowest for a single buffer
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| 209 | Real computeEdgeCostAtVertexForBuffer(WorkingDataList::iterator idata, size_t vertIndex);
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| 210 | /// Internal method evaluates all collapse costs from this vertex for every buffer and returns the worst
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| 211 | void computeEdgeCostAtVertex(size_t vertIndex);
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| 212 | /// Internal method to compute edge collapse costs for all buffers /
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| 213 | void computeAllCosts(void);
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| 214 | /// Internal method for getting the index of next best vertex to collapse
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| 215 | size_t getNextCollapser(void);
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| 216 | /// Internal method builds an new LOD based on the current state
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| 217 | void bakeNewLOD(IndexData* pData);
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| 218 |
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| 219 | /** Internal method, collapses vertex onto it's saved collapse target.
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| 220 | @remarks
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| 221 | This updates the working triangle list to drop a triangle and recalculates
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| 222 | the edge collapse costs around the collapse target.
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| 223 | This also updates all the working vertex lists for the relevant buffer.
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| 224 | */
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| 225 | void collapse(PMVertex *collapser);
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| 226 |
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| 227 | /** Internal debugging method */
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| 228 | void dumpContents(const String& log);
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| 229 |
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| 230 |
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| 231 |
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| 232 |
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| 233 |
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| 234 |
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| 235 |
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| 236 |
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| 237 |
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| 238 | };
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| 239 |
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| 240 |
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| 241 |
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| 242 | }
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| 243 |
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| 244 | #endif
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