X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmesh.cpp;h=e021e4c923718d8e16ef4a075e408663e8bdf11b;hb=6c06330daf04ed1c390131755b64338ca7d79a7e;hp=c2e6bcaa4dd6256194f2f193274b80fe92e6afd1;hpb=6d0ea26c2d62c3774ff384cf1bfc2a3372b49a3b;p=dragonfireclient.git diff --git a/src/mesh.cpp b/src/mesh.cpp index c2e6bcaa4..e021e4c92 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -18,12 +18,12 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "mesh.h" +#include "debug.h" #include "log.h" -#include +#include "irrMap.h" #include #include #include -#include // In Irrlicht 1.8 the signature of ITexture::lock was changed from // (bool, u32) to (E_TEXTURE_LOCK_MODE, u32). @@ -92,215 +92,6 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale) return anim_mesh; } -static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data) -{ - const s32 argb_wstep = 4 * twidth; - const s32 alpha_threshold = 1; - - scene::IMeshBuffer *buf = new scene::SMeshBuffer(); - video::SColor c(255,255,255,255); - - // Front and back - { - video::S3DVertex vertices[8] = - { - video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1), - video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0), - video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0), - video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1), - video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1), - video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0), - video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0), - video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1), - }; - u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4}; - buf->append(vertices, 8, indices, 12); - } - - // "Interior" - // (add faces where a solid pixel is next to a transparent one) - u8 *solidity = new u8[(twidth+2) * (theight+2)]; - u32 wstep = twidth + 2; - for (u32 y = 0; y < theight + 2; ++y) - { - u8 *scanline = solidity + y * wstep; - if (y == 0 || y == theight + 1) - { - for (u32 x = 0; x < twidth + 2; ++x) - scanline[x] = 0; - } - else - { - scanline[0] = 0; - u8 *argb_scanline = data + (y - 1) * argb_wstep; - for (u32 x = 0; x < twidth; ++x) - scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold); - scanline[twidth + 1] = 0; - } - } - - // without this, there would be occasional "holes" in the mesh - f32 eps = 0.01; - - for (u32 y = 0; y <= theight; ++y) - { - u8 *scanline = solidity + y * wstep + 1; - for (u32 x = 0; x <= twidth; ++x) - { - if (scanline[x] && !scanline[x + wstep]) - { - u32 xx = x + 1; - while (scanline[xx] && !scanline[xx + wstep]) - ++xx; - f32 vx1 = (x - eps) / (f32) twidth - 0.5; - f32 vx2 = (xx + eps) / (f32) twidth - 0.5; - f32 vy = 0.5 - (y - eps) / (f32) theight; - f32 tx1 = x / (f32) twidth; - f32 tx2 = xx / (f32) twidth; - f32 ty = (y - 0.5) / (f32) theight; - video::S3DVertex vertices[8] = - { - video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty), - video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty), - video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty), - video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty), - }; - u16 indices[6] = {0,1,2,2,3,0}; - buf->append(vertices, 4, indices, 6); - x = xx - 1; - } - if (!scanline[x] && scanline[x + wstep]) - { - u32 xx = x + 1; - while (!scanline[xx] && scanline[xx + wstep]) - ++xx; - f32 vx1 = (x - eps) / (f32) twidth - 0.5; - f32 vx2 = (xx + eps) / (f32) twidth - 0.5; - f32 vy = 0.5 - (y + eps) / (f32) theight; - f32 tx1 = x / (f32) twidth; - f32 tx2 = xx / (f32) twidth; - f32 ty = (y + 0.5) / (f32) theight; - video::S3DVertex vertices[8] = - { - video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty), - video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty), - video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty), - video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty), - }; - u16 indices[6] = {0,1,2,2,3,0}; - buf->append(vertices, 4, indices, 6); - x = xx - 1; - } - } - } - - for (u32 x = 0; x <= twidth; ++x) - { - u8 *scancol = solidity + x + wstep; - for (u32 y = 0; y <= theight; ++y) - { - if (scancol[y * wstep] && !scancol[y * wstep + 1]) - { - u32 yy = y + 1; - while (scancol[yy * wstep] && !scancol[yy * wstep + 1]) - ++yy; - f32 vx = (x - eps) / (f32) twidth - 0.5; - f32 vy1 = 0.5 - (y - eps) / (f32) theight; - f32 vy2 = 0.5 - (yy + eps) / (f32) theight; - f32 tx = (x - 0.5) / (f32) twidth; - f32 ty1 = y / (f32) theight; - f32 ty2 = yy / (f32) theight; - video::S3DVertex vertices[8] = - { - video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1), - video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1), - video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2), - video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2), - }; - u16 indices[6] = {0,1,2,2,3,0}; - buf->append(vertices, 4, indices, 6); - y = yy - 1; - } - if (!scancol[y * wstep] && scancol[y * wstep + 1]) - { - u32 yy = y + 1; - while (!scancol[yy * wstep] && scancol[yy * wstep + 1]) - ++yy; - f32 vx = (x + eps) / (f32) twidth - 0.5; - f32 vy1 = 0.5 - (y - eps) / (f32) theight; - f32 vy2 = 0.5 - (yy + eps) / (f32) theight; - f32 tx = (x + 0.5) / (f32) twidth; - f32 ty1 = y / (f32) theight; - f32 ty2 = yy / (f32) theight; - video::S3DVertex vertices[8] = - { - video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1), - video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2), - video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2), - video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1), - }; - u16 indices[6] = {0,1,2,2,3,0}; - buf->append(vertices, 4, indices, 6); - y = yy - 1; - } - } - } - - // Add to mesh - scene::SMesh *mesh = new scene::SMesh(); - mesh->addMeshBuffer(buf); - buf->drop(); - scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh); - mesh->drop(); - return anim_mesh; -} - -scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture, - video::IVideoDriver *driver, v3f scale) -{ - scene::IAnimatedMesh *mesh = NULL; - core::dimension2d size = texture->getSize(); - video::ECOLOR_FORMAT format = texture->getColorFormat(); - if (format == video::ECF_A8R8G8B8) - { - // Texture is in the correct color format, we can pass it - // to extrudeARGB right away. - void *data = texture->lock(MY_ETLM_READ_ONLY); - if (data == NULL) - return NULL; - mesh = extrudeARGB(size.Width, size.Height, (u8*) data); - texture->unlock(); - } - else - { - video::IImage *img1 = driver->createImageFromData(format, size, texture->lock(MY_ETLM_READ_ONLY)); - if (img1 == NULL) - return NULL; - - // img1 is in the texture's color format, convert to 8-bit ARGB - video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, size); - if (img2 != NULL) - { - img1->copyTo(img2); - img1->drop(); - - mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock()); - img2->unlock(); - img2->drop(); - } - img1->drop(); - } - - // Set default material - mesh->getMeshBuffer(0)->getMaterial().setTexture(0, texture); - mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_LIGHTING, false); - mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); - mesh->getMeshBuffer(0)->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - - scaleMesh(mesh, scale); // also recalculates bounding box - return mesh; -} - void scaleMesh(scene::IMesh *mesh, v3f scale) { if(mesh == NULL) @@ -407,78 +198,859 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh, } } -video::ITexture *generateTextureFromMesh(scene::IMesh *mesh, - IrrlichtDevice *device, - core::dimension2d dim, - std::string texture_name, - v3f camera_position, - v3f camera_lookat, - core::CMatrix4 camera_projection_matrix, - video::SColorf ambient_light, - v3f light_position, - video::SColorf light_color, - f32 light_radius) +void rotateMeshXYby (scene::IMesh *mesh, f64 degrees) +{ + u16 mc = mesh->getMeshBufferCount(); + for(u16 j = 0; j < mc; j++) + { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i = 0; i < vc; i++) + { + vertices[i].Pos.rotateXYBy(degrees); + } + } +} + +void rotateMeshXZby (scene::IMesh *mesh, f64 degrees) +{ + u16 mc = mesh->getMeshBufferCount(); + for(u16 j = 0; j < mc; j++) + { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i = 0; i < vc; i++) + { + vertices[i].Pos.rotateXZBy(degrees); + } + } +} + +void rotateMeshYZby (scene::IMesh *mesh, f64 degrees) +{ + u16 mc = mesh->getMeshBufferCount(); + for(u16 j = 0; j < mc; j++) + { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i = 0; i < vc; i++) + { + vertices[i].Pos.rotateYZBy(degrees); + } + } +} + +void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir) +{ + int axisdir = facedir>>2; + facedir &= 0x03; + + u16 mc = mesh->getMeshBufferCount(); + for(u16 j = 0; j < mc; j++) + { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i=0; igetVideoDriver(); - if(driver->queryFeature(video::EVDF_RENDER_TO_TARGET) == false) + core::aabbox3d bbox; + bbox.reset(0,0,0); + for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) { - static bool warned = false; - if(!warned) + scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j); + buf->recalculateBoundingBox(); + if(j == 0) + bbox = buf->getBoundingBox(); + else + bbox.addInternalBox(buf->getBoundingBox()); + } + src_mesh->setBoundingBox(bbox); +} + +scene::IMesh* cloneMesh(scene::IMesh *src_mesh) +{ + scene::SMesh* dst_mesh = new scene::SMesh(); + for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) + { + scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 *indices = (u16*)buf->getIndices(); + scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer(); + temp_buf->append(vertices, buf->getVertexCount(), + indices, buf->getIndexCount()); + dst_mesh->addMeshBuffer(temp_buf); + temp_buf->drop(); + } + return dst_mesh; +} + +scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f) +{ + scene::SMesh* dst_mesh = new scene::SMesh(); + for (u16 j = 0; j < 6; j++) + { + scene::IMeshBuffer *buf = new scene::SMeshBuffer(); + buf->getMaterial().setFlag(video::EMF_LIGHTING, false); + buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); + dst_mesh->addMeshBuffer(buf); + buf->drop(); + } + + video::SColor c(255,255,255,255); + + std::vector boxes = f->node_box.fixed; + + for(std::vector::iterator + i = boxes.begin(); + i != boxes.end(); i++) + { + aabb3f box = *i; + + f32 temp; + if (box.MinEdge.X > box.MaxEdge.X) + { + temp=box.MinEdge.X; + box.MinEdge.X=box.MaxEdge.X; + box.MaxEdge.X=temp; + } + if (box.MinEdge.Y > box.MaxEdge.Y) + { + temp=box.MinEdge.Y; + box.MinEdge.Y=box.MaxEdge.Y; + box.MaxEdge.Y=temp; + } + if (box.MinEdge.Z > box.MaxEdge.Z) + { + temp=box.MinEdge.Z; + box.MinEdge.Z=box.MaxEdge.Z; + box.MaxEdge.Z=temp; + } + // Compute texture coords + f32 tx1 = (box.MinEdge.X/BS)+0.5; + f32 ty1 = (box.MinEdge.Y/BS)+0.5; + f32 tz1 = (box.MinEdge.Z/BS)+0.5; + f32 tx2 = (box.MaxEdge.X/BS)+0.5; + f32 ty2 = (box.MaxEdge.Y/BS)+0.5; + f32 tz2 = (box.MaxEdge.Z/BS)+0.5; + f32 txc[24] = { + // up + tx1, 1-tz2, tx2, 1-tz1, + // down + tx1, tz1, tx2, tz2, + // right + tz1, 1-ty2, tz2, 1-ty1, + // left + 1-tz2, 1-ty2, 1-tz1, 1-ty1, + // back + 1-tx2, 1-ty2, 1-tx1, 1-ty1, + // front + tx1, 1-ty2, tx2, 1-ty1, + }; + v3f min = box.MinEdge; + v3f max = box.MaxEdge; + + video::S3DVertex vertices[24] = + { + // up + video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]), + video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]), + video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]), + video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]), + // down + video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]), + video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]), + video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]), + video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]), + // right + video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]), + video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]), + video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]), + video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]), + // left + video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]), + video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]), + video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]), + video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]), + // back + video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]), + video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]), + video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]), + video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]), + // front + video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]), + video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]), + video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]), + video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]), + }; + + u16 indices[] = {0,1,2,2,3,0}; + + for(u16 j = 0; j < 24; j += 4) { - errorstream<<"generateTextureFromMesh(): EVDF_RENDER_TO_TARGET" - " not supported."<getMeshBuffer(j / 4); + buf->append(vertices + j, 4, indices, 6); } - return NULL; } + return dst_mesh; +} + +struct vcache +{ + core::array tris; + float score; + s16 cachepos; + u16 NumActiveTris; +}; + +struct tcache +{ + u16 ind[3]; + float score; + bool drawn; +}; + +const u16 cachesize = 32; + +float FindVertexScore(vcache *v) +{ + const float CacheDecayPower = 1.5f; + const float LastTriScore = 0.75f; + const float ValenceBoostScale = 2.0f; + const float ValenceBoostPower = 0.5f; + const float MaxSizeVertexCache = 32.0f; - // Create render target texture - video::ITexture *rtt = driver->addRenderTargetTexture( - dim, texture_name.c_str(), video::ECF_A8R8G8B8); - if(rtt == NULL) + if (v->NumActiveTris == 0) { - errorstream<<"generateTextureFromMesh(): addRenderTargetTexture" - " returned NULL."<setRenderTarget(rtt, false, true, video::SColor(0,0,0,0)); - - // Get a scene manager - scene::ISceneManager *smgr_main = device->getSceneManager(); - assert(smgr_main); - scene::ISceneManager *smgr = smgr_main->createNewSceneManager(); - assert(smgr); - - scene::IMeshSceneNode* meshnode = smgr->addMeshSceneNode(mesh, NULL, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true); - meshnode->setMaterialFlag(video::EMF_LIGHTING, true); - meshnode->setMaterialFlag(video::EMF_ANTI_ALIASING, true); - meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, true); - - scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(0, - camera_position, camera_lookat); - // second parameter of setProjectionMatrix (isOrthogonal) is ignored - camera->setProjectionMatrix(camera_projection_matrix, false); - - smgr->setAmbientLight(ambient_light); - smgr->addLightSceneNode(0, light_position, light_color, light_radius); - - // Render scene - driver->beginScene(true, true, video::SColor(0,0,0,0)); - smgr->drawAll(); - driver->endScene(); - - // NOTE: The scene nodes should not be dropped, otherwise - // smgr->drop() segfaults - /*cube->drop(); - camera->drop(); - light->drop();*/ - // Drop scene manager - smgr->drop(); - - // Unset render target - driver->setRenderTarget(0, false, true, 0); - - return rtt; + float Score = 0.0f; + int CachePosition = v->cachepos; + if (CachePosition < 0) + { + // Vertex is not in FIFO cache - no score. + } + else + { + if (CachePosition < 3) + { + // This vertex was used in the last triangle, + // so it has a fixed score. + Score = LastTriScore; + } + else + { + // Points for being high in the cache. + const float Scaler = 1.0f / (MaxSizeVertexCache - 3); + Score = 1.0f - (CachePosition - 3) * Scaler; + Score = powf(Score, CacheDecayPower); + } + } + + // Bonus points for having a low number of tris still to + // use the vert, so we get rid of lone verts quickly. + float ValenceBoost = powf(v->NumActiveTris, + -ValenceBoostPower); + Score += ValenceBoostScale * ValenceBoost; + + return Score; +} + +/* + A specialized LRU cache for the Forsyth algorithm. +*/ + +class f_lru +{ + +public: + f_lru(vcache *v, tcache *t): vc(v), tc(t) + { + for (u16 i = 0; i < cachesize; i++) + { + cache[i] = -1; + } + } + + // Adds this vertex index and returns the highest-scoring triangle index + u32 add(u16 vert, bool updatetris = false) + { + bool found = false; + + // Mark existing pos as empty + for (u16 i = 0; i < cachesize; i++) + { + if (cache[i] == vert) + { + // Move everything down + for (u16 j = i; j; j--) + { + cache[j] = cache[j - 1]; + } + + found = true; + break; + } + } + + if (!found) + { + if (cache[cachesize-1] != -1) + vc[cache[cachesize-1]].cachepos = -1; + + // Move everything down + for (u16 i = cachesize - 1; i; i--) + { + cache[i] = cache[i - 1]; + } + } + + cache[0] = vert; + + u32 highest = 0; + float hiscore = 0; + + if (updatetris) + { + // Update cache positions + for (u16 i = 0; i < cachesize; i++) + { + if (cache[i] == -1) + break; + + vc[cache[i]].cachepos = i; + vc[cache[i]].score = FindVertexScore(&vc[cache[i]]); + } + + // Update triangle scores + for (u16 i = 0; i < cachesize; i++) + { + if (cache[i] == -1) + break; + + const u16 trisize = vc[cache[i]].tris.size(); + for (u16 t = 0; t < trisize; t++) + { + tcache *tri = &tc[vc[cache[i]].tris[t]]; + + tri->score = + vc[tri->ind[0]].score + + vc[tri->ind[1]].score + + vc[tri->ind[2]].score; + + if (tri->score > hiscore) + { + hiscore = tri->score; + highest = vc[cache[i]].tris[t]; + } + } + } + } + + return highest; + } + +private: + s32 cache[cachesize]; + vcache *vc; + tcache *tc; +}; + +/** +Vertex cache optimization according to the Forsyth paper: +http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html + +The function is thread-safe (read: you can optimize several meshes in different threads) + +\param mesh Source mesh for the operation. */ +scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh) +{ + if (!mesh) + return 0; + + scene::SMesh *newmesh = new scene::SMesh(); + newmesh->BoundingBox = mesh->getBoundingBox(); + + const u32 mbcount = mesh->getMeshBufferCount(); + + for (u32 b = 0; b < mbcount; ++b) + { + const scene::IMeshBuffer *mb = mesh->getMeshBuffer(b); + + if (mb->getIndexType() != video::EIT_16BIT) + { + //os::Printer::log("Cannot optimize a mesh with 32bit indices", ELL_ERROR); + newmesh->drop(); + return 0; + } + + const u32 icount = mb->getIndexCount(); + const u32 tcount = icount / 3; + const u32 vcount = mb->getVertexCount(); + const u16 *ind = mb->getIndices(); + + vcache *vc = new vcache[vcount]; + tcache *tc = new tcache[tcount]; + + f_lru lru(vc, tc); + + // init + for (u16 i = 0; i < vcount; i++) + { + vc[i].score = 0; + vc[i].cachepos = -1; + vc[i].NumActiveTris = 0; + } + + // First pass: count how many times a vert is used + for (u32 i = 0; i < icount; i += 3) + { + vc[ind[i]].NumActiveTris++; + vc[ind[i + 1]].NumActiveTris++; + vc[ind[i + 2]].NumActiveTris++; + + const u32 tri_ind = i/3; + tc[tri_ind].ind[0] = ind[i]; + tc[tri_ind].ind[1] = ind[i + 1]; + tc[tri_ind].ind[2] = ind[i + 2]; + } + + // Second pass: list of each triangle + for (u32 i = 0; i < tcount; i++) + { + vc[tc[i].ind[0]].tris.push_back(i); + vc[tc[i].ind[1]].tris.push_back(i); + vc[tc[i].ind[2]].tris.push_back(i); + + tc[i].drawn = false; + } + + // Give initial scores + for (u16 i = 0; i < vcount; i++) + { + vc[i].score = FindVertexScore(&vc[i]); + } + for (u32 i = 0; i < tcount; i++) + { + tc[i].score = + vc[tc[i].ind[0]].score + + vc[tc[i].ind[1]].score + + vc[tc[i].ind[2]].score; + } + + switch(mb->getVertexType()) + { + case video::EVT_STANDARD: + { + video::S3DVertex *v = (video::S3DVertex *) mb->getVertices(); + + scene::SMeshBuffer *buf = new scene::SMeshBuffer(); + buf->Material = mb->getMaterial(); + + buf->Vertices.reallocate(vcount); + buf->Indices.reallocate(icount); + + core::map sind; // search index for fast operation + typedef core::map::Node snode; + + // Main algorithm + u32 highest = 0; + u32 drawcalls = 0; + for (;;) + { + if (tc[highest].drawn) + { + bool found = false; + float hiscore = 0; + for (u32 t = 0; t < tcount; t++) + { + if (!tc[t].drawn) + { + if (tc[t].score > hiscore) + { + highest = t; + hiscore = tc[t].score; + found = true; + } + } + } + if (!found) + break; + } + + // Output the best triangle + u16 newind = buf->Vertices.size(); + + snode *s = sind.find(v[tc[highest].ind[0]]); + + if (!s) + { + buf->Vertices.push_back(v[tc[highest].ind[0]]); + buf->Indices.push_back(newind); + sind.insert(v[tc[highest].ind[0]], newind); + newind++; + } + else + { + buf->Indices.push_back(s->getValue()); + } + + s = sind.find(v[tc[highest].ind[1]]); + + if (!s) + { + buf->Vertices.push_back(v[tc[highest].ind[1]]); + buf->Indices.push_back(newind); + sind.insert(v[tc[highest].ind[1]], newind); + newind++; + } + else + { + buf->Indices.push_back(s->getValue()); + } + + s = sind.find(v[tc[highest].ind[2]]); + + if (!s) + { + buf->Vertices.push_back(v[tc[highest].ind[2]]); + buf->Indices.push_back(newind); + sind.insert(v[tc[highest].ind[2]], newind); + } + else + { + buf->Indices.push_back(s->getValue()); + } + + vc[tc[highest].ind[0]].NumActiveTris--; + vc[tc[highest].ind[1]].NumActiveTris--; + vc[tc[highest].ind[2]].NumActiveTris--; + + tc[highest].drawn = true; + + for (u16 j = 0; j < 3; j++) + { + vcache *vert = &vc[tc[highest].ind[j]]; + for (u16 t = 0; t < vert->tris.size(); t++) + { + if (highest == vert->tris[t]) + { + vert->tris.erase(t); + break; + } + } + } + + lru.add(tc[highest].ind[0]); + lru.add(tc[highest].ind[1]); + highest = lru.add(tc[highest].ind[2], true); + drawcalls++; + } + + buf->setBoundingBox(mb->getBoundingBox()); + newmesh->addMeshBuffer(buf); + buf->drop(); + } + break; + case video::EVT_2TCOORDS: + { + video::S3DVertex2TCoords *v = (video::S3DVertex2TCoords *) mb->getVertices(); + + scene::SMeshBufferLightMap *buf = new scene::SMeshBufferLightMap(); + buf->Material = mb->getMaterial(); + + buf->Vertices.reallocate(vcount); + buf->Indices.reallocate(icount); + + core::map sind; // search index for fast operation + typedef core::map::Node snode; + + // Main algorithm + u32 highest = 0; + u32 drawcalls = 0; + for (;;) + { + if (tc[highest].drawn) + { + bool found = false; + float hiscore = 0; + for (u32 t = 0; t < tcount; t++) + { + if (!tc[t].drawn) + { + if (tc[t].score > hiscore) + { + highest = t; + hiscore = tc[t].score; + found = true; + } + } + } + if (!found) + break; + } + + // Output the best triangle + u16 newind = buf->Vertices.size(); + + snode *s = sind.find(v[tc[highest].ind[0]]); + + if (!s) + { + buf->Vertices.push_back(v[tc[highest].ind[0]]); + buf->Indices.push_back(newind); + sind.insert(v[tc[highest].ind[0]], newind); + newind++; + } + else + { + buf->Indices.push_back(s->getValue()); + } + + s = sind.find(v[tc[highest].ind[1]]); + + if (!s) + { + buf->Vertices.push_back(v[tc[highest].ind[1]]); + buf->Indices.push_back(newind); + sind.insert(v[tc[highest].ind[1]], newind); + newind++; + } + else + { + buf->Indices.push_back(s->getValue()); + } + + s = sind.find(v[tc[highest].ind[2]]); + + if (!s) + { + buf->Vertices.push_back(v[tc[highest].ind[2]]); + buf->Indices.push_back(newind); + sind.insert(v[tc[highest].ind[2]], newind); + } + else + { + buf->Indices.push_back(s->getValue()); + } + + vc[tc[highest].ind[0]].NumActiveTris--; + vc[tc[highest].ind[1]].NumActiveTris--; + vc[tc[highest].ind[2]].NumActiveTris--; + + tc[highest].drawn = true; + + for (u16 j = 0; j < 3; j++) + { + vcache *vert = &vc[tc[highest].ind[j]]; + for (u16 t = 0; t < vert->tris.size(); t++) + { + if (highest == vert->tris[t]) + { + vert->tris.erase(t); + break; + } + } + } + + lru.add(tc[highest].ind[0]); + lru.add(tc[highest].ind[1]); + highest = lru.add(tc[highest].ind[2]); + drawcalls++; + } + + buf->setBoundingBox(mb->getBoundingBox()); + newmesh->addMeshBuffer(buf); + buf->drop(); + + } + break; + case video::EVT_TANGENTS: + { + video::S3DVertexTangents *v = (video::S3DVertexTangents *) mb->getVertices(); + + scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); + buf->Material = mb->getMaterial(); + + buf->Vertices.reallocate(vcount); + buf->Indices.reallocate(icount); + + core::map sind; // search index for fast operation + typedef core::map::Node snode; + + // Main algorithm + u32 highest = 0; + u32 drawcalls = 0; + for (;;) + { + if (tc[highest].drawn) + { + bool found = false; + float hiscore = 0; + for (u32 t = 0; t < tcount; t++) + { + if (!tc[t].drawn) + { + if (tc[t].score > hiscore) + { + highest = t; + hiscore = tc[t].score; + found = true; + } + } + } + if (!found) + break; + } + + // Output the best triangle + u16 newind = buf->Vertices.size(); + + snode *s = sind.find(v[tc[highest].ind[0]]); + + if (!s) + { + buf->Vertices.push_back(v[tc[highest].ind[0]]); + buf->Indices.push_back(newind); + sind.insert(v[tc[highest].ind[0]], newind); + newind++; + } + else + { + buf->Indices.push_back(s->getValue()); + } + + s = sind.find(v[tc[highest].ind[1]]); + + if (!s) + { + buf->Vertices.push_back(v[tc[highest].ind[1]]); + buf->Indices.push_back(newind); + sind.insert(v[tc[highest].ind[1]], newind); + newind++; + } + else + { + buf->Indices.push_back(s->getValue()); + } + + s = sind.find(v[tc[highest].ind[2]]); + + if (!s) + { + buf->Vertices.push_back(v[tc[highest].ind[2]]); + buf->Indices.push_back(newind); + sind.insert(v[tc[highest].ind[2]], newind); + } + else + { + buf->Indices.push_back(s->getValue()); + } + + vc[tc[highest].ind[0]].NumActiveTris--; + vc[tc[highest].ind[1]].NumActiveTris--; + vc[tc[highest].ind[2]].NumActiveTris--; + + tc[highest].drawn = true; + + for (u16 j = 0; j < 3; j++) + { + vcache *vert = &vc[tc[highest].ind[j]]; + for (u16 t = 0; t < vert->tris.size(); t++) + { + if (highest == vert->tris[t]) + { + vert->tris.erase(t); + break; + } + } + } + + lru.add(tc[highest].ind[0]); + lru.add(tc[highest].ind[1]); + highest = lru.add(tc[highest].ind[2]); + drawcalls++; + } + + buf->setBoundingBox(mb->getBoundingBox()); + newmesh->addMeshBuffer(buf); + buf->drop(); + } + break; + } + + delete [] vc; + delete [] tc; + + } // for each meshbuffer + + return newmesh; }