Added IndexBuffer optimization to Mesh parameters
Former-commit-id: 073b37fa9ede92f88861110fb4fb0b84d54e26ae
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@ -23,12 +23,15 @@ struct NAZARA_API NzMeshParams
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{
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NzMeshParams(); // Vérifie que le storage par défaut est supporté (software autrement)
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// Si ceci sera le stockage choisi par le loader
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// Si ceci sera le stockage utilisé par les buffers
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nzBufferStorage storage = nzBufferStorage_Hardware;
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// Le loader doit-il charger une version animée du mesh si possible ?
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// Charger une version animée du mesh si possible ?
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bool animated = true;
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// Faut-il optimiser les index buffers ? (Rendu plus rapide, mais le chargement dure plus longtemps)
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bool optimizeIndexBuffers = true;
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bool IsValid() const;
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};
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@ -155,6 +155,9 @@ namespace
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}
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vertexBuffer.release();
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if (parameters.mesh.optimizeIndexBuffers)
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indexBuffer->Optimize();
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subMesh->SetIndexBuffer(indexBuffer.get());
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indexBuffer.release();
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@ -103,6 +103,7 @@ namespace
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/// Chargement des submesh
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// Actuellement le loader ne charge qu'un submesh
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std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(header.num_tris * 3, false, parameters.storage, nzBufferUsage_Static));
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indexBuffer->SetPersistent(false);
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/// Lecture des triangles
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std::vector<md2_triangle> triangles(header.num_tris);
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@ -148,8 +149,6 @@ namespace
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}
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#endif
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const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
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std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Static));
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std::unique_ptr<NzStaticMesh> subMesh(new NzStaticMesh(mesh));
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if (!subMesh->Create(vertexBuffer.get()))
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@ -158,9 +157,10 @@ namespace
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return false;
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}
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subMesh->SetIndexBuffer(indexBuffer.get());
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if (parameters.optimizeIndexBuffers)
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indexBuffer->Optimize();
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indexBuffer->SetPersistent(false);
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subMesh->SetIndexBuffer(indexBuffer.get());
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indexBuffer.release();
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/// Chargement des vertices
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@ -187,6 +187,7 @@ namespace
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NzMeshVertex* vertex = reinterpret_cast<NzMeshVertex*>(vertexMapper.GetPointer());
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/// Chargement des coordonnées de texture
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const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
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for (unsigned int i = 0; i < header.num_tris; ++i)
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{
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for (unsigned int j = 0; j < 3; ++j)
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@ -7,6 +7,7 @@
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#include <Nazara/Math/Basic.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/Config.hpp>
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#include <Nazara/Utility/IndexIterator.hpp>
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#include <Nazara/Utility/IndexMapper.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/SkeletalMesh.hpp>
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@ -290,17 +291,18 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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bool largeIndices = (vertexCount > std::numeric_limits<nzUInt16>::max());
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std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(indexCount, largeIndices, m_parameters.storage));
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NzIndexMapper indexMapper(indexBuffer.get(), nzBufferAccess_DiscardAndWrite);
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indexBuffer->SetPersistent(false);
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NzIndexMapper indexMapper(indexBuffer.get(), nzBufferAccess_DiscardAndWrite);
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NzIndexIterator index = indexMapper.begin();
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unsigned int index = 0;
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for (const Mesh::Triangle& triangle : md5Mesh.triangles)
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{
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// On les respécifie dans le bon ordre
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indexMapper.Set(index++, triangle.x);
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indexMapper.Set(index++, triangle.z);
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indexMapper.Set(index++, triangle.y);
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*index++ = triangle.x;
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*index++ = triangle.z;
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*index++ = triangle.y;
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}
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indexMapper.Unmap();
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// Vertex buffer
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@ -339,9 +341,10 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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vertexBuffer->SetPersistent(false);
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vertexBuffer.release();
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subMesh->SetIndexBuffer(indexBuffer.get());
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if (m_parameters.optimizeIndexBuffers)
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indexBuffer->Optimize();
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indexBuffer->SetPersistent(false);
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subMesh->SetIndexBuffer(indexBuffer.get());
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indexBuffer.release();
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// Material
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@ -287,6 +287,9 @@ void NzMesh::Build(const NzPrimitiveList& list, const NzMeshParams& params)
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}
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vertexBuffer.release();
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if (params.optimizeIndexBuffers)
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indexBuffer->Optimize();
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subMesh->SetIndexBuffer(indexBuffer.get());
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indexBuffer.release();
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