NazaraEngine/src/Nazara/Utility/AlgorithmUtility.cpp

1164 lines
36 KiB
C++

// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
/*
* vcacheopt.h - Vertex Cache Optimizer
* Copyright 2009 Michael Georgoulpoulos <mgeorgoulopoulos at gmail>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <Nazara/Utility/Algorithm.hpp>
#include <Nazara/Utility/IndexIterator.hpp>
#include <Nazara/Utility/Joint.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <algorithm>
#include <unordered_map>
#include <Nazara/Utility/Debug.hpp>
namespace Nz
{
namespace
{
class IcoSphereBuilder
{
public:
explicit IcoSphereBuilder(const Matrix4f& matrix) :
m_matrix(matrix)
{
}
void Generate(float size, unsigned int recursionLevel, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, unsigned int indexOffset)
{
// Grandement inspiré de http://blog.andreaskahler.com/2009/06/creating-icosphere-mesh-in-code.html
const float t = (1.f + 2.236067f)/2.f;
m_cache.clear();
m_size = size;
m_vertices = vertexPointers;
m_vertexIndex = 0;
// Sommets de base
AddVertex({-1.f, t, 0.f});
AddVertex({ 1.f, t, 0.f});
AddVertex({-1.f, -t, 0.f});
AddVertex({ 1.f, -t, 0.f});
AddVertex({0.f, -1.f, t});
AddVertex({0.f, 1.f, t});
AddVertex({0.f, -1.f, -t});
AddVertex({0.f, 1.f, -t});
AddVertex({ t, 0.f, -1.f});
AddVertex({ t, 0.f, 1.f});
AddVertex({-t, 0.f, -1.f});
AddVertex({-t, 0.f, 1.f});
std::vector<Vector3ui> triangles;
triangles.reserve(20 * IntegralPow(4, recursionLevel));
// Cinq triangles autour du premier point
triangles.emplace_back(0, 11, 5);
triangles.emplace_back(0, 5, 1);
triangles.emplace_back(0, 1, 7);
triangles.emplace_back(0, 7, 10);
triangles.emplace_back(0, 10, 11);
// Cinq faces adjaçentes
triangles.emplace_back(1, 5, 9);
triangles.emplace_back(5, 11, 4);
triangles.emplace_back(11, 10, 2);
triangles.emplace_back(10, 7, 6);
triangles.emplace_back(7, 1, 8);
// Cinq triangles autour du troisième point
triangles.emplace_back(3, 9, 4);
triangles.emplace_back(3, 4, 2);
triangles.emplace_back(3, 2, 6);
triangles.emplace_back(3, 6, 8);
triangles.emplace_back(3, 8, 9);
// Cinq faces adjaçentes
triangles.emplace_back(4, 9, 5);
triangles.emplace_back(2, 4, 11);
triangles.emplace_back(6, 2, 10);
triangles.emplace_back(8, 6, 7);
triangles.emplace_back(9, 8, 1);
// Et maintenant on affine la sphère
for (unsigned int i = 0; i < recursionLevel; ++i)
{
std::size_t triangleCount = triangles.size();
for (std::size_t j = 0; j < triangleCount; ++j)
{
Vector3ui& triangle = triangles[j];
unsigned int a = GetMiddleVertex(triangle.x, triangle.y);
unsigned int b = GetMiddleVertex(triangle.y, triangle.z);
unsigned int c = GetMiddleVertex(triangle.z, triangle.x);
triangles.emplace_back(triangle.x, a, c);
triangles.emplace_back(triangle.y, b, a);
triangles.emplace_back(triangle.z, c, b);
triangle.Set(a, b, c); // Reuse triangle
}
}
for (const Vector3ui& triangle : triangles)
{
*indices++ = triangle.x + indexOffset;
*indices++ = triangle.y + indexOffset;
*indices++ = triangle.z + indexOffset;
}
if (aabb)
{
Vector3f totalSize = size * m_matrix.GetScale();
aabb->Set(-totalSize, totalSize);
}
}
unsigned int AddVertex(const Vector3f& position)
{
m_vertices.normalPtr[m_vertexIndex] = Vector3f::Normalize(m_matrix.Transform(position, 0.f));
m_vertices.positionPtr[m_vertexIndex] = m_matrix.Transform(m_size * position.GetNormal());
return m_vertexIndex++;
}
unsigned int GetMiddleVertex(unsigned int index1, unsigned int index2)
{
UInt64 key = (static_cast<UInt64>(std::min(index1, index2)) << 32) + static_cast<UInt32>(std::max(index1, index2));
auto it = m_cache.find(key);
if (it != m_cache.end())
return it->second;
Vector3f middle = Vector3f::Lerp(m_vertices.positionPtr[index1], m_vertices.positionPtr[index2], 0.5f);
unsigned int index = AddVertex(middle);
m_cache[key] = index;
return index;
}
private:
std::unordered_map<UInt64, unsigned int> m_cache;
const Matrix4f& m_matrix;
VertexPointers m_vertices;
float m_size;
unsigned int m_vertexIndex;
};
// Source: https://code.google.com/p/vcacne/
// Auteur: Michael Georgoulpoulos
// Selon ce papier: http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
// Modifié pour les besoins du moteur
///TODO: Déplacer dans un fichier à part ?
struct VertexCacheData
{
int positionInCache = -1;
float score = 0.f;
int totalValence = 0; // total number of triangles using this vertex
int remainingValence = 0; // number of triangles using it but not yet rendered
std::vector<int> triIndices; // indices to the indices that use this vertex
bool calculated; // was the score calculated during this iteration?
int FindTriangle(int tri)
{
for (unsigned int i = 0; i < triIndices.size(); ++i)
if (triIndices[i] == tri) return i;
return -1;
}
void MoveTriangleToEnd(int tri)
{
auto it = std::find(triIndices.begin(), triIndices.end(), tri);
NazaraAssert(it != triIndices.end(), "Triangle not found");
triIndices.erase(it);
triIndices.push_back(tri);
}
};
struct TriangleCacheData
{
bool rendered = false; // has the triangle been added to the draw list yet?
float current_score = 0.f; // sum of the score of its vertices
int verts[3] = {-1, -1, -1}; // indices to the triangle's vertices
bool calculated = false; // was the score calculated during this iteration?
};
class VertexCache
{
public:
VertexCache()
{
Clear();
}
VertexCache(IndexIterator indices, UInt32 indexCount)
{
Clear();
for (UInt32 i = 0; i < indexCount; ++i)
AddVertex(*indices++);
}
// the vertex will be placed on top
// if the vertex didn't exist previously in
// the cache, then miss count is incremented
void AddVertex(UInt32 v)
{
int w = FindVertex(v);
if (w >= 0)
// remove the vertex from the cache (to reinsert it later on the top)
RemoveVertex(w);
else
// the vertex was not found in the cache - increment misses
m_misses++;
// shift all vertices down (to make room for the new top vertex)
for (int i = 39; i > 0; i--)
m_cache[i] = m_cache[i-1];
// add the new vertex on top
m_cache[0] = v;
}
void Clear()
{
m_cache.fill(-1);
m_misses = 0;
}
UInt64 GetMissCount() const
{
return m_misses;
}
int GetVertex(int which) const
{
return m_cache[which];
}
private:
int FindVertex(int v) const
{
for (int i = 0; i < 32; ++i)
{
if (m_cache[i] == v)
return i;
}
return -1;
}
void RemoveVertex(int stackIndex)
{
for (int i = stackIndex; i < 38; i++)
m_cache[i] = m_cache[i+1];
}
std::array<int, 40> m_cache;
UInt64 m_misses; // cache miss count
};
class VertexCacheOptimizer
{
public:
enum Result
{
Success,
Fail_BadIndex,
Fail_NoVerts
};
VertexCacheOptimizer()
{
// initialize constants
m_cacheDecayPower = 1.5f;
m_lastTriScore = 0.75f;
m_valenceBoostScale = 2.0f;
m_valenceBoostPower = 0.5f;
m_bestTri = 0;
}
// stores new indices in place
Result Optimize(IndexIterator indices, unsigned int indexCount)
{
if (indexCount == 0)
return Fail_NoVerts;
// find vertex count
int max_vert = *std::max_element(indices, indices + indexCount);
Result res = Init(indices, indexCount, max_vert + 1);
if (res != Success)
return res;
// iterate until Iterate returns false
while (Iterate());
// rewrite optimized index list
for (int index : m_drawList)
{
*indices++ = m_triangles[index].verts[0];
*indices++ = m_triangles[index].verts[1];
*indices++ = m_triangles[index].verts[2];
}
return Success;
}
private:
float CalculateVertexScore(VertexCacheData& vertex) const
{
if (vertex.remainingValence <= 0)
// No tri needs this vertex!
return -1.0f;
float ret;
if (vertex.positionInCache < 0)
{
// Vertex is not in FIFO cache - no score.
ret = 0.0f;
}
else
{
if (vertex.positionInCache < 3)
{
// This vertex was used in the last triangle,
// so it has a fixed score, whichever of the three
// it's in. Otherwise, you can get very different
// answers depending on whether you add
// the triangle 1,2,3 or 3,1,2 - which is silly.
ret = m_lastTriScore;
}
else
{
// Points for being high in the cache.
const float Scaler = 1.0f / (32 - 3);
ret = 1.0f - (vertex.positionInCache - 3) * Scaler;
ret = std::pow(ret, m_cacheDecayPower);
}
}
// Bonus points for having a low number of tris still to
// use the vert, so we get rid of lone verts quickly.
float valence_boost = std::pow(static_cast<float>(vertex.remainingValence), -m_valenceBoostPower);
ret += m_valenceBoostScale * valence_boost;
return ret;
}
// returns the index of the triangle with the highest score
// (or -1, if there aren't any active triangles)
int FullScoreRecalculation()
{
// calculate score for all vertices
for (VertexCacheData& vertex : m_vertices)
vertex.score = CalculateVertexScore(vertex);
// calculate scores for all active triangles
float maxScore = std::numeric_limits<float>::lowest();
int maxScoreTri = -1;
for (unsigned int i = 0; i < m_triangles.size(); ++i)
{
if (m_triangles[i].rendered)
continue;
// sum the score of all the triangle's vertices
float sc = m_vertices[m_triangles[i].verts[0]].score +
m_vertices[m_triangles[i].verts[1]].score +
m_vertices[m_triangles[i].verts[2]].score;
m_triangles[i].current_score = sc;
if (sc > maxScore)
{
maxScore = sc;
maxScoreTri = i;
}
}
return maxScoreTri;
}
Result InitialPass()
{
for (unsigned int i = 0; i < m_indices.size(); ++i)
{
int index = m_indices[i];
if (index < 0 || index >= static_cast<int>(m_vertices.size()))
return Fail_BadIndex;
m_vertices[index].totalValence++;
m_vertices[index].remainingValence++;
m_vertices[index].triIndices.push_back(i/3);
}
m_bestTri = FullScoreRecalculation();
return Success;
}
Result Init(IndexIterator indices, unsigned int indexCount, int vertexCount)
{
// clear the draw list
m_drawList.clear();
// allocate and initialize vertices and triangles
m_vertices.clear(); // Pour reconstruire tous les éléments
m_vertices.resize(vertexCount);
m_triangles.clear();
for (unsigned int i = 0; i < indexCount; i += 3)
{
TriangleCacheData dat;
for (unsigned int j = 0; j < 3; ++j)
dat.verts[j] = indices[i + j];
m_triangles.push_back(dat);
}
// copy the indices
m_indices.resize(indexCount);
for (unsigned int i = 0; i < indexCount; ++i)
m_indices[i] = indices[i];
m_vertexCache.Clear();
m_bestTri = -1;
return InitialPass();
}
void AddTriangleToDrawList(int tri)
{
// reset all cache positions
for (unsigned int i = 0; i < 32; ++i)
{
int ind = m_vertexCache.GetVertex(i);
if (ind < 0)
continue;
m_vertices[ind].positionInCache = -1;
}
TriangleCacheData* t = &m_triangles[tri];
if (t->rendered)
return; // triangle is already in the draw list
for (int vert : t->verts)
{
// add all triangle vertices to the cache
m_vertexCache.AddVertex(vert);
VertexCacheData *v = &m_vertices[vert];
// decrease remaining valence
v->remainingValence--;
// move the added triangle to the end of the vertex's
// triangle index list, so that the first 'remaining_valence'
// triangles in the list are the active ones
v->MoveTriangleToEnd(tri);
}
m_drawList.push_back(tri);
t->rendered = true;
// update all vertex cache positions
for (unsigned int i = 0; i < 32; ++i)
{
int ind = m_vertexCache.GetVertex(i);
if (ind < 0)
continue;
m_vertices[ind].positionInCache = i;
}
}
// Optimization: to avoid duplicate calculations during the same iteration,
// both vertices and triangles have a 'calculated' flag. This flag
// must be cleared at the beginning of the iteration to all *active* triangles
// that have one or more of their vertices currently cached, and all their
// other vertices.
// If there aren't any active triangles in the cache, the function returns
// false and full recalculation is performed.
bool CleanCalculationFlags()
{
bool ret = false;
for (unsigned int i = 0; i < 32; ++i)
{
int vert = m_vertexCache.GetVertex(i);
if (vert < 0)
continue;
VertexCacheData *v = &m_vertices[vert];
for (int j = 0; j < v->remainingValence; j++)
{
TriangleCacheData *t = &m_triangles[v->triIndices[j]];
// we actually found a triangle to process
ret = true;
// clear triangle flag
t->calculated = false;
// clear vertex flags
for (int i : t->verts)
m_vertices[i].calculated = false;
}
}
return ret;
}
void TriangleScoreRecalculation(int tri)
{
TriangleCacheData* t = &m_triangles[tri];
// calculate vertex scores
float sum = 0.f;
for (int vert : t->verts)
{
VertexCacheData& v = m_vertices[vert];
float sc = v.score;
if (!v.calculated)
sc = CalculateVertexScore(v);
v.score = sc;
v.calculated = true;
sum += sc;
}
t->current_score = sum;
t->calculated = true;
}
int PartialScoreRecalculation()
{
// iterate through all the vertices of the cache
float maxScore = std::numeric_limits<float>::lowest();
int maxScoreTri = -1;
for (unsigned int i = 0; i < 32; ++i)
{
int vert = m_vertexCache.GetVertex(i);
if (vert < 0)
continue;
const VertexCacheData* v = &m_vertices[vert];
// iterate through all *active* triangles of this vertex
for (int j = 0; j < v->remainingValence; j++)
{
int tri = v->triIndices[j];
TriangleCacheData* t = &m_triangles[tri];
if (!t->calculated)
// calculate triangle score
TriangleScoreRecalculation(tri);
float sc = t->current_score;
// we actually found a triangle to process
if (sc > maxScore)
{
maxScore = sc;
maxScoreTri = tri;
}
}
}
return maxScoreTri;
}
// returns true while there are more steps to take
// false when optimization is complete
bool Iterate()
{
if (m_drawList.size() == m_triangles.size())
return false;
// add the selected triangle to the draw list
AddTriangleToDrawList(m_bestTri);
// recalculate vertex and triangle scores and
// select the best triangle for the next iteration
m_bestTri = (CleanCalculationFlags()) ? PartialScoreRecalculation() : FullScoreRecalculation();
return true;
}
std::vector<VertexCacheData> m_vertices;
std::vector<TriangleCacheData> m_triangles;
std::vector<int> m_indices;
int m_bestTri; // the next triangle to add to the render list
VertexCache m_vertexCache;
std::vector<int> m_drawList;
// CalculateVertexScore constants
float m_cacheDecayPower;
float m_lastTriScore;
float m_valenceBoostScale;
float m_valenceBoostPower;
};
}
/**********************************Compute**********************************/
Boxf ComputeAABB(SparsePtr<const Vector3f> positionPtr, std::size_t vertexCount)
{
Boxf aabb;
if (vertexCount > 0)
{
aabb.Set(positionPtr->x, positionPtr->y, positionPtr->z, 0.f, 0.f, 0.f);
++positionPtr;
for (unsigned int i = 1; i < vertexCount; ++i)
aabb.ExtendTo(*positionPtr++);
}
else
aabb.MakeZero();
return aabb;
}
void ComputeBoxIndexVertexCount(const Vector3ui& subdivision, std::size_t* indexCount, std::size_t* vertexCount)
{
std::size_t xIndexCount, yIndexCount, zIndexCount;
std::size_t xVertexCount, yVertexCount, zVertexCount;
ComputePlaneIndexVertexCount(Vector2ui(subdivision.y, subdivision.z), &xIndexCount, &xVertexCount);
ComputePlaneIndexVertexCount(Vector2ui(subdivision.x, subdivision.z), &yIndexCount, &yVertexCount);
ComputePlaneIndexVertexCount(Vector2ui(subdivision.x, subdivision.y), &zIndexCount, &zVertexCount);
if (indexCount)
*indexCount = xIndexCount*2 + yIndexCount*2 + zIndexCount*2;
if (vertexCount)
*vertexCount = xVertexCount*2 + yVertexCount*2 + zVertexCount*2;
}
UInt64 ComputeCacheMissCount(IndexIterator indices, UInt32 indexCount)
{
VertexCache cache(indices, indexCount);
return cache.GetMissCount();
}
void ComputeConeIndexVertexCount(unsigned int subdivision, std::size_t* indexCount, std::size_t* vertexCount)
{
if (indexCount)
*indexCount = (subdivision-1)*6;
if (vertexCount)
*vertexCount = subdivision + 2;
}
void ComputeCubicSphereIndexVertexCount(unsigned int subdivision, std::size_t* indexCount, std::size_t* vertexCount)
{
// Comme tous nos plans sont identiques, on peut optimiser un peu
ComputePlaneIndexVertexCount(Vector2ui(subdivision), indexCount, vertexCount);
if (indexCount)
*indexCount *= 6;
if (vertexCount)
*vertexCount *= 6;
}
void ComputeIcoSphereIndexVertexCount(unsigned int recursionLevel, std::size_t* indexCount, std::size_t* vertexCount)
{
if (indexCount)
*indexCount = 3 * 20 * IntegralPow(4, recursionLevel);
if (vertexCount)
*vertexCount = IntegralPow(4, recursionLevel)*10 + 2;
}
void ComputePlaneIndexVertexCount(const Vector2ui& subdivision, std::size_t* indexCount, std::size_t* vertexCount)
{
// Le nombre de faces appartenant à un axe est équivalent à 2 exposant la subdivision (1,2,4,8,16,32,...)
unsigned int horizontalFaceCount = (1 << subdivision.x);
unsigned int verticalFaceCount = (1 << subdivision.y);
// Et le nombre de sommets est ce nombre ajouté de 1 (2,3,5,9,17,33,...)
unsigned int horizontalVertexCount = horizontalFaceCount + 1;
unsigned int verticalVertexCount = verticalFaceCount + 1;
if (indexCount)
*indexCount = horizontalFaceCount*verticalFaceCount*6; // Six indices sont nécessaires pour décrire une face (deux triangles)
if (vertexCount)
*vertexCount = horizontalVertexCount*verticalVertexCount;
}
void ComputeUvSphereIndexVertexCount(unsigned int sliceCount, unsigned int stackCount, std::size_t* indexCount, std::size_t* vertexCount)
{
if (indexCount)
*indexCount = (sliceCount-1) * (stackCount-1) * 6;
if (vertexCount)
*vertexCount = sliceCount * stackCount;
}
/**********************************Generate*********************************/
void GenerateBox(const Vector3f& lengths, const Vector3ui& subdivision, const Matrix4f& matrix, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, unsigned int indexOffset)
{
std::size_t xIndexCount, yIndexCount, zIndexCount;
std::size_t xVertexCount, yVertexCount, zVertexCount;
ComputePlaneIndexVertexCount(Vector2ui(subdivision.y, subdivision.z), &xIndexCount, &xVertexCount);
ComputePlaneIndexVertexCount(Vector2ui(subdivision.x, subdivision.z), &yIndexCount, &yVertexCount);
ComputePlaneIndexVertexCount(Vector2ui(subdivision.x, subdivision.y), &zIndexCount, &zVertexCount);
Matrix4f transform;
Vector3f halfLengths = lengths/2.f;
// Face +X
transform.MakeTransform(Vector3f::UnitX() * halfLengths.x, EulerAnglesf(-90.f, -90.f, 180.f));
GeneratePlane(Vector2ui(subdivision.z, subdivision.y), Vector2f(lengths.z, lengths.y), Matrix4f::ConcatenateAffine(matrix, transform), textureCoords, vertexPointers, indices, nullptr, indexOffset);
indexOffset += xVertexCount;
indices += xIndexCount;
vertexPointers.positionPtr += xVertexCount;
if (vertexPointers.normalPtr)
vertexPointers.normalPtr += xVertexCount;
if (vertexPointers.tangentPtr)
vertexPointers.tangentPtr += xVertexCount;
if (vertexPointers.uvPtr)
vertexPointers.uvPtr += xVertexCount;
// Face +Y
transform.MakeTransform(Vector3f::UnitY() * halfLengths.y, EulerAnglesf(0.f, 0.f, 0.f));
GeneratePlane(Vector2ui(subdivision.x, subdivision.z), Vector2f(lengths.x, lengths.z), Matrix4f::ConcatenateAffine(matrix, transform), textureCoords, vertexPointers, indices, nullptr, indexOffset);
indexOffset += yVertexCount;
indices += yIndexCount;
vertexPointers.positionPtr += yVertexCount;
if (vertexPointers.normalPtr)
vertexPointers.normalPtr += yVertexCount;
if (vertexPointers.tangentPtr)
vertexPointers.tangentPtr += yVertexCount;
if (vertexPointers.uvPtr)
vertexPointers.uvPtr += yVertexCount;
// Face +Z
transform.MakeTransform(Vector3f::UnitZ() * halfLengths.z, EulerAnglesf(90.f, 0.f, 0.f));
GeneratePlane(Vector2ui(subdivision.x, subdivision.y), Vector2f(lengths.x, lengths.y), Matrix4f::ConcatenateAffine(matrix, transform), textureCoords, vertexPointers, indices, nullptr, indexOffset);
indexOffset += zVertexCount;
indices += zIndexCount;
vertexPointers.positionPtr += zVertexCount;
if (vertexPointers.normalPtr)
vertexPointers.normalPtr += zVertexCount;
if (vertexPointers.tangentPtr)
vertexPointers.tangentPtr += zVertexCount;
if (vertexPointers.uvPtr)
vertexPointers.uvPtr += zVertexCount;
// Face -X
transform.MakeTransform(-Vector3f::UnitX() * halfLengths.x, EulerAnglesf(-90.f, 90.f, 180.f));
GeneratePlane(Vector2ui(subdivision.z, subdivision.y), Vector2f(lengths.z, lengths.y), Matrix4f::ConcatenateAffine(matrix, transform), textureCoords, vertexPointers, indices, nullptr, indexOffset);
indexOffset += xVertexCount;
indices += xIndexCount;
vertexPointers.positionPtr += xVertexCount;
if (vertexPointers.normalPtr)
vertexPointers.normalPtr += xVertexCount;
if (vertexPointers.tangentPtr)
vertexPointers.tangentPtr += xVertexCount;
if (vertexPointers.uvPtr)
vertexPointers.uvPtr += xVertexCount;
// Face -Y
transform.MakeTransform(-Vector3f::UnitY() * halfLengths.y, EulerAnglesf(0.f, 180.f, 180.f));
GeneratePlane(Vector2ui(subdivision.x, subdivision.z), Vector2f(lengths.x, lengths.z), Matrix4f::ConcatenateAffine(matrix, transform), textureCoords, vertexPointers, indices, nullptr, indexOffset);
indexOffset += yVertexCount;
indices += yIndexCount;
vertexPointers.positionPtr += yVertexCount;
if (vertexPointers.normalPtr)
vertexPointers.normalPtr += yVertexCount;
if (vertexPointers.tangentPtr)
vertexPointers.tangentPtr += yVertexCount;
if (vertexPointers.uvPtr)
vertexPointers.uvPtr += yVertexCount;
// Face -Z
transform.MakeTransform(-Vector3f::UnitZ() * halfLengths.z, EulerAnglesf(90.f, 180.f, 0.f));
GeneratePlane(Vector2ui(subdivision.x, subdivision.y), Vector2f(lengths.x, lengths.y), Matrix4f::ConcatenateAffine(matrix, transform), textureCoords, vertexPointers, indices, nullptr, indexOffset);
indexOffset += zVertexCount;
indices += zIndexCount;
vertexPointers.positionPtr += zVertexCount;
if (vertexPointers.normalPtr)
vertexPointers.normalPtr += zVertexCount;
if (vertexPointers.tangentPtr)
vertexPointers.tangentPtr += zVertexCount;
if (vertexPointers.uvPtr)
vertexPointers.uvPtr += zVertexCount;
if (aabb)
{
aabb->Set(-halfLengths, halfLengths);
aabb->Transform(matrix, false);
}
}
void GenerateCone(float length, float radius, unsigned int subdivision, const Matrix4f& matrix, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, unsigned int indexOffset)
{
constexpr float round = 2.f * Pi<float>;
float delta = round/subdivision;
*vertexPointers.positionPtr++ = matrix.GetTranslation(); // matrix.Transform(Vector3f(0.f));
if (vertexPointers.normalPtr)
*vertexPointers.normalPtr++ = matrix.Transform(Vector3f::Up(), 0.f);
for (unsigned int i = 0; i < subdivision; ++i)
{
float angle = delta*i;
*vertexPointers.positionPtr++ = matrix.Transform(Vector3f(radius*std::sin(angle), -length, radius*std::cos(angle)));
*indices++ = indexOffset + 0;
*indices++ = indexOffset + i+1;
*indices++ = indexOffset + ((i != subdivision-1) ? i+2 : 1);
if (i != 0 && i != subdivision-1)
{
*indices++ = indexOffset + ((i != subdivision-1) ? i+2 : 1);
*indices++ = indexOffset + i+1;
*indices++ = indexOffset + 1;
}
}
if (aabb)
{
aabb->MakeZero();
// On calcule le reste des points
Vector3f base(Vector3f::Down()*length);
Vector3f lExtend = Vector3f::Left()*radius;
Vector3f fExtend = Vector3f::Forward()*radius;
// Et on ajoute ensuite les quatres extrémités de la pyramide
aabb->ExtendTo(base + lExtend + fExtend);
aabb->ExtendTo(base + lExtend - fExtend);
aabb->ExtendTo(base - lExtend + fExtend);
aabb->ExtendTo(base - lExtend - fExtend);
aabb->Transform(matrix, false);
}
}
void GenerateCubicSphere(float size, unsigned int subdivision, const Matrix4f& matrix, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, unsigned int indexOffset)
{
///DOC: Cette fonction va accéder aux pointeurs en écriture ET en lecture
std::size_t vertexCount;
ComputeBoxIndexVertexCount(Vector3ui(subdivision), nullptr, &vertexCount);
// On envoie une matrice identité de sorte à ce que la boîte ne subisse aucune transformation (rendant plus facile l'étape suivante)
GenerateBox(Vector3f(size, size, size), Vector3ui(subdivision), Matrix4f::Identity(), textureCoords, vertexPointers, indices, nullptr, indexOffset);
if (aabb)
{
Vector3f totalSize = size * matrix.GetScale();
aabb->Set(-totalSize, totalSize);
}
for (unsigned int i = 0; i < vertexCount; ++i)
{
Vector3f normal = vertexPointers.positionPtr->GetNormal();
*vertexPointers.positionPtr++ = matrix.Transform(size * normal);
if (vertexPointers.normalPtr)
*vertexPointers.normalPtr++ = normal;
///FIXME: *vertexPointers.tangentPtr++ = ???
}
}
void GenerateIcoSphere(float size, unsigned int recursionLevel, const Matrix4f& matrix, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, unsigned int indexOffset)
{
IcoSphereBuilder builder(matrix);
builder.Generate(size, recursionLevel, textureCoords, vertexPointers, indices, aabb, indexOffset);
}
void GeneratePlane(const Vector2ui& subdivision, const Vector2f& size, const Matrix4f& matrix, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, unsigned int indexOffset)
{
// Pour plus de facilité, on va construire notre plan en considérant que la normale est de 0,1,0
// Et appliquer ensuite une matrice "finissant le travail"
// Le nombre de faces appartenant à un axe est équivalent à 2 exposant la subdivision (1,2,4,8,16,32,...)
unsigned int horizontalFaceCount = (1 << subdivision.x);
unsigned int verticalFaceCount = (1 << subdivision.y);
// Et le nombre de sommets est ce nombre ajouté de 1 (2,3,5,9,17,33,...)
unsigned int horizontalVertexCount = horizontalFaceCount + 1;
unsigned int verticalVertexCount = verticalFaceCount + 1;
Vector3f normal(Vector3f::UnitY());
normal = matrix.Transform(normal, 0.f);
normal.Normalize();
Vector3f tangent(1.f, 1.f, 0.f);
tangent = matrix.Transform(tangent, 0.f);
tangent.Normalize();
float halfSizeX = size.x / 2.f;
float halfSizeY = size.y / 2.f;
float invHorizontalVertexCount = 1.f/(horizontalVertexCount-1);
float invVerticalVertexCount = 1.f/(verticalVertexCount-1);
for (unsigned int x = 0; x < horizontalVertexCount; ++x)
{
for (unsigned int y = 0; y < verticalVertexCount; ++y)
{
Vector3f localPos((2.f*x*invHorizontalVertexCount - 1.f) * halfSizeX, 0.f, (2.f*y*invVerticalVertexCount - 1.f) * halfSizeY);
*vertexPointers.positionPtr++ = matrix * localPos;
if (vertexPointers.normalPtr)
*vertexPointers.normalPtr++ = normal;
if (vertexPointers.tangentPtr)
*vertexPointers.tangentPtr++ = tangent;
if (vertexPointers.uvPtr)
*vertexPointers.uvPtr++ = Vector2f(textureCoords.x + x*invHorizontalVertexCount*textureCoords.width, textureCoords.y + y*invVerticalVertexCount*textureCoords.height);
if (x != horizontalVertexCount-1 && y != verticalVertexCount-1)
{
*indices++ = (x+0)*verticalVertexCount + y + 0 + indexOffset;
*indices++ = (x+0)*verticalVertexCount + y + 1 + indexOffset;
*indices++ = (x+1)*verticalVertexCount + y + 0 + indexOffset;
*indices++ = (x+1)*verticalVertexCount + y + 0 + indexOffset;
*indices++ = (x+0)*verticalVertexCount + y + 1 + indexOffset;
*indices++ = (x+1)*verticalVertexCount + y + 1 + indexOffset;
}
}
}
if (aabb)
aabb->Set(matrix.Transform(Vector3f(-halfSizeX, 0.f, -halfSizeY), 0.f), matrix.Transform(Vector3f(halfSizeX, 0.f, halfSizeY), 0.f));
}
void GenerateUvSphere(float size, unsigned int sliceCount, unsigned int stackCount, const Matrix4f& matrix, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, unsigned int indexOffset)
{
// http://stackoverflow.com/questions/14080932/implementing-opengl-sphere-example-code
float invSliceCount = 1.f / (sliceCount-1);
float invStackCount = 1.f / (stackCount-1);
for (unsigned int stack = 0; stack < stackCount; ++stack)
{
float stackVal = stack * invStackCount;
float stackValPi = stackVal * Pi<float>;
float sinStackValPi = std::sin(stackValPi);
for (unsigned int slice = 0; slice < sliceCount; ++slice)
{
float sliceVal = slice * invSliceCount;
float sliceValPi2 = sliceVal * 2.f * Pi<float>;
Vector3f normal;
normal.y = std::sin(-HalfPi<float> + stackValPi);
normal.x = std::cos(sliceValPi2) * sinStackValPi;
normal.z = std::sin(sliceValPi2) * sinStackValPi;
*vertexPointers.positionPtr++ = matrix.Transform(size * normal);
if (vertexPointers.normalPtr)
*vertexPointers.normalPtr++ = matrix.Transform(normal, 0.f);
if (vertexPointers.uvPtr)
*vertexPointers.uvPtr++ = Vector2f(textureCoords.x + textureCoords.width*(1.f - sliceVal), textureCoords.y + textureCoords.height*stackVal);
if (stack != stackCount-1 && slice != sliceCount-1)
{
*indices++ = (stack+0)*sliceCount + (slice+0) + indexOffset;
*indices++ = (stack+1)*sliceCount + (slice+0) + indexOffset;
*indices++ = (stack+0)*sliceCount + (slice+1) + indexOffset;
*indices++ = (stack+0)*sliceCount + (slice+1) + indexOffset;
*indices++ = (stack+1)*sliceCount + (slice+0) + indexOffset;
*indices++ = (stack+1)*sliceCount + (slice+1) + indexOffset;
}
}
}
if (aabb)
{
Vector3f totalSize = size * matrix.GetScale();
aabb->Set(-totalSize, totalSize);
}
}
/**********************************Optimize*********************************/
void OptimizeIndices(IndexIterator indices, unsigned int indexCount)
{
VertexCacheOptimizer optimizer;
if (optimizer.Optimize(indices, indexCount) != VertexCacheOptimizer::Success)
NazaraWarning("Indices optimizer failed");
}
/************************************Skin***********************************/
void SkinPosition(const SkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
MeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
std::size_t endVertex = startVertex + vertexCount - 1;
for (std::size_t i = startVertex; i <= endVertex; ++i)
{
Vector3f finalPosition(Vector3f::Zero());
for (Int32 j = 0; j < inputVertex->weightCount; ++j)
{
Matrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
mat *= inputVertex->weights[j];
finalPosition += mat.Transform(inputVertex->position);
}
outputVertex->position = finalPosition;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
void SkinPositionNormal(const SkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
MeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
std::size_t endVertex = startVertex + vertexCount - 1;
for (std::size_t i = startVertex; i <= endVertex; ++i)
{
Vector3f finalPosition(Vector3f::Zero());
Vector3f finalNormal(Vector3f::Zero());
for (Int32 j = 0; j < inputVertex->weightCount; ++j)
{
Matrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
mat *= inputVertex->weights[j];
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);
}
finalNormal.Normalize();
outputVertex->normal = finalNormal;
outputVertex->position = finalPosition;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
void SkinPositionNormalTangent(const SkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
MeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
Vector3f finalPosition(Vector3f::Zero());
Vector3f finalNormal(Vector3f::Zero());
Vector3f finalTangent(Vector3f::Zero());
for (int j = 0; j < inputVertex->weightCount; ++j)
{
Matrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
mat *= inputVertex->weights[j];
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);
finalTangent += mat.Transform(inputVertex->tangent, 0.f);
}
finalNormal.Normalize();
finalTangent.Normalize();
outputVertex->normal = finalNormal;
outputVertex->position = finalPosition;
outputVertex->tangent = finalTangent;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
/*********************************Transform*********************************/
void TransformVertices(VertexPointers vertexPointers, unsigned int vertexCount, const Matrix4f& matrix)
{
///DOC: Pointeur read/write
Vector3f scale = matrix.GetScale();
for (unsigned int i = 0; i < vertexCount; ++i)
{
*vertexPointers.positionPtr++ = matrix.Transform(*vertexPointers.positionPtr);
if (vertexPointers.normalPtr)
*vertexPointers.normalPtr++ = matrix.Transform(*vertexPointers.normalPtr, 0.f) / scale;
if (vertexPointers.tangentPtr)
*vertexPointers.tangentPtr++ = matrix.Transform(*vertexPointers.tangentPtr, 0.f) / scale;
}
}
}