Added IndexBuffer optimization to Mesh parameters

Former-commit-id: 073b37fa9ede92f88861110fb4fb0b84d54e26ae
This commit is contained in:
Lynix 2013-06-05 19:40:54 +02:00
parent ccb6f5b729
commit 928c0aaaf7
5 changed files with 27 additions and 14 deletions

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@ -23,12 +23,15 @@ struct NAZARA_API NzMeshParams
{
NzMeshParams(); // Vérifie que le storage par défaut est supporté (software autrement)
// Si ceci sera le stockage choisi par le loader
// Si ceci sera le stockage utilisé par les buffers
nzBufferStorage storage = nzBufferStorage_Hardware;
// Le loader doit-il charger une version animée du mesh si possible ?
// Charger une version animée du mesh si possible ?
bool animated = true;
// Faut-il optimiser les index buffers ? (Rendu plus rapide, mais le chargement dure plus longtemps)
bool optimizeIndexBuffers = true;
bool IsValid() const;
};

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@ -155,6 +155,9 @@ namespace
}
vertexBuffer.release();
if (parameters.mesh.optimizeIndexBuffers)
indexBuffer->Optimize();
subMesh->SetIndexBuffer(indexBuffer.get());
indexBuffer.release();

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@ -103,6 +103,7 @@ namespace
/// Chargement des submesh
// Actuellement le loader ne charge qu'un submesh
std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(header.num_tris * 3, false, parameters.storage, nzBufferUsage_Static));
indexBuffer->SetPersistent(false);
/// Lecture des triangles
std::vector<md2_triangle> triangles(header.num_tris);
@ -148,8 +149,6 @@ namespace
}
#endif
const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Static));
std::unique_ptr<NzStaticMesh> subMesh(new NzStaticMesh(mesh));
if (!subMesh->Create(vertexBuffer.get()))
@ -158,9 +157,10 @@ namespace
return false;
}
subMesh->SetIndexBuffer(indexBuffer.get());
if (parameters.optimizeIndexBuffers)
indexBuffer->Optimize();
indexBuffer->SetPersistent(false);
subMesh->SetIndexBuffer(indexBuffer.get());
indexBuffer.release();
/// Chargement des vertices
@ -187,6 +187,7 @@ namespace
NzMeshVertex* vertex = reinterpret_cast<NzMeshVertex*>(vertexMapper.GetPointer());
/// Chargement des coordonnées de texture
const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
for (unsigned int i = 0; i < header.num_tris; ++i)
{
for (unsigned int j = 0; j < 3; ++j)

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@ -7,6 +7,7 @@
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/IndexIterator.hpp>
#include <Nazara/Utility/IndexMapper.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
@ -290,17 +291,18 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
bool largeIndices = (vertexCount > std::numeric_limits<nzUInt16>::max());
std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(indexCount, largeIndices, m_parameters.storage));
NzIndexMapper indexMapper(indexBuffer.get(), nzBufferAccess_DiscardAndWrite);
indexBuffer->SetPersistent(false);
NzIndexMapper indexMapper(indexBuffer.get(), nzBufferAccess_DiscardAndWrite);
NzIndexIterator index = indexMapper.begin();
unsigned int index = 0;
for (const Mesh::Triangle& triangle : md5Mesh.triangles)
{
// On les respécifie dans le bon ordre
indexMapper.Set(index++, triangle.x);
indexMapper.Set(index++, triangle.z);
indexMapper.Set(index++, triangle.y);
*index++ = triangle.x;
*index++ = triangle.z;
*index++ = triangle.y;
}
indexMapper.Unmap();
// Vertex buffer
@ -339,9 +341,10 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
vertexBuffer->SetPersistent(false);
vertexBuffer.release();
subMesh->SetIndexBuffer(indexBuffer.get());
if (m_parameters.optimizeIndexBuffers)
indexBuffer->Optimize();
indexBuffer->SetPersistent(false);
subMesh->SetIndexBuffer(indexBuffer.get());
indexBuffer.release();
// Material

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@ -287,6 +287,9 @@ void NzMesh::Build(const NzPrimitiveList& list, const NzMeshParams& params)
}
vertexBuffer.release();
if (params.optimizeIndexBuffers)
indexBuffer->Optimize();
subMesh->SetIndexBuffer(indexBuffer.get());
indexBuffer.release();