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) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | // The underlying algorithms in this class are based heavily on: |
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30 | /* |
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31 | * Progressive Mesh type Polygon Reduction Algorithm |
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32 | * by Stan Melax (c) 1998 |
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33 | */ |
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34 | |
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35 | #ifndef __ProgressiveMesh_H_ |
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36 | #define __ProgressiveMesh_H_ |
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37 | |
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38 | #include "OgrePrerequisites.h" |
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39 | #include "OgreVector3.h" |
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40 | #include "OgreHardwareVertexBuffer.h" |
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41 | #include "OgreHardwareIndexBuffer.h" |
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42 | #include "OgreRenderOperation.h" |
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43 | |
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44 | namespace Ogre { |
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45 | |
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46 | /** This class reduces the complexity of the geometry it is given. |
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47 | This class is dedicated to reducing the number of triangles in a given mesh |
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48 | taking into account seams in both geometry and texture co-ordinates and meshes |
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49 | which have multiple frames. |
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50 | @par |
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51 | The primary use for this is generating LOD versions of Mesh objects, but it can be |
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52 | used by any geometry provider. The only limitation at the moment is that the |
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53 | provider uses a common vertex buffer for all LODs and one index buffer per LOD. |
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54 | Therefore at the moment this class can only handle indexed geometry. |
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55 | @par |
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56 | NB the interface of this class will certainly change when compiled vertex buffers are |
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57 | supported. |
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58 | */ |
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59 | class _OgreExport ProgressiveMesh |
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60 | { |
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61 | public: |
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62 | |
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63 | /** The way to derive the quota of vertices which are reduced at each LOD. */ |
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64 | enum VertexReductionQuota |
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65 | { |
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66 | /// A set number of vertices are removed at each reduction |
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67 | VRQ_CONSTANT, |
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68 | /// A proportion of the remaining number of vertices are removed at each reduction |
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69 | VRQ_PROPORTIONAL |
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70 | }; |
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71 | |
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72 | typedef std::vector<IndexData*> LODFaceList; |
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73 | |
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74 | /** Constructor, takes the geometry data and index buffer. |
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75 | @remarks |
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76 | DO NOT pass write-only, unshadowed buffers to this method! They will not |
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77 | work. Pass only shadowed buffers, or better yet perform mesh reduction as |
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78 | an offline process using DefaultHardwareBufferManager to manage vertex |
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79 | buffers in system memory. |
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80 | */ |
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81 | ProgressiveMesh(const VertexData* vertexData, const IndexData* indexData); |
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82 | virtual ~ProgressiveMesh(); |
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83 | |
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84 | /** Adds an extra vertex position buffer. |
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85 | @remarks |
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86 | As well as the main vertex buffer, the client of this class may add extra versions |
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87 | of the vertex buffer which will also be taken into account when the cost of |
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88 | simplifying the mesh is taken into account. This is because the cost of |
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89 | simplifying an animated mesh cannot be calculated from just the reference position, |
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90 | multiple positions needs to be assessed in order to find the best simplification option. |
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91 | @par |
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92 | DO NOT pass write-only, unshadowed buffers to this method! They will not |
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93 | work. Pass only shadowed buffers, or better yet perform mesh reduction as |
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94 | an offline process using DefaultHardwareBufferManager to manage vertex |
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95 | buffers in system memory. |
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96 | @param buffer Pointer to x/y/z buffer with vertex positions. The number of vertices |
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97 | must be the same as in the original GeometryData passed to the constructor. |
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98 | */ |
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99 | virtual void addExtraVertexPositionBuffer(const VertexData* vertexData); |
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100 | |
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101 | /** Builds the progressive mesh with the specified number of levels. |
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102 | @param numLevels The number of levels to include in the output excluding the full detail version. |
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103 | @param outList Pointer to a list of LOD geometry data which will be completed by the application. |
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104 | Each entry is a reduced form of the mesh, in decreasing order of detail. |
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105 | @param quota The way to derive the number of vertices removed at each LOD |
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106 | @param reductionValue Either the proportion of vertices to remove at each level, or a fixed |
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107 | number of vertices to remove at each level, depending on the value of quota |
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108 | */ |
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109 | virtual void build(ushort numLevels, LODFaceList* outList, |
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110 | VertexReductionQuota quota = VRQ_PROPORTIONAL, Real reductionValue = 0.5f ); |
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111 | |
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112 | protected: |
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113 | const VertexData *mpVertexData; |
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114 | const IndexData *mpIndexData; |
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115 | |
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116 | size_t mCurrNumIndexes; |
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117 | size_t mNumCommonVertices; |
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118 | |
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119 | // Internal classes |
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120 | class PMTriangle; |
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121 | class PMVertex; |
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122 | |
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123 | public: // VC6 hack |
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124 | |
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125 | /** A vertex as used by a face. This records the index of the actual vertex which is used |
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126 | by the face, and a pointer to the common vertex used for surface evaluation. */ |
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127 | class _OgrePrivate PMFaceVertex { |
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128 | public: |
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129 | size_t realIndex; |
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130 | PMVertex* commonVertex; |
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131 | }; |
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132 | |
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133 | protected: |
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134 | |
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135 | /** A triangle in the progressive mesh, holds extra info like face normal. */ |
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136 | class _OgrePrivate PMTriangle { |
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137 | public: |
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138 | PMTriangle(); |
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139 | void setDetails(size_t index, PMFaceVertex *v0, PMFaceVertex *v1, PMFaceVertex *v2); |
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140 | void computeNormal(void); |
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141 | void replaceVertex(PMFaceVertex *vold, PMFaceVertex *vnew); |
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142 | bool hasCommonVertex(PMVertex *v) const; |
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143 | bool hasFaceVertex(PMFaceVertex *v) const; |
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144 | PMFaceVertex* getFaceVertexFromCommon(PMVertex* commonVert); |
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145 | void notifyRemoved(void); |
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146 | |
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147 | PMFaceVertex* vertex[3]; // the 3 points that make this tri |
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148 | Vector3 normal; // unit vector othogonal to this face |
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149 | bool removed; // true if this tri is now removed |
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150 | size_t index; |
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151 | }; |
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152 | |
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153 | /** A vertex in the progressive mesh, holds info like collapse cost etc. |
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154 | This vertex can actually represent several vertices in the final model, because |
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155 | vertices along texture seams etc will have been duplicated. In order to properly |
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156 | evaluate the surface properties, a single common vertex is used for these duplicates, |
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157 | and the faces hold the detail of the duplicated vertices. |
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158 | */ |
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159 | class _OgrePrivate PMVertex { |
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160 | public: |
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161 | PMVertex(); |
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162 | void setDetails(const Vector3& v, size_t index); |
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163 | void removeIfNonNeighbor(PMVertex *n); |
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164 | bool isBorder(void);/// true if this vertex is on the edge of an open geometry patch |
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165 | bool isManifoldEdgeWith(PMVertex* v); // is edge this->src a manifold edge? |
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166 | void notifyRemoved(void); |
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167 | |
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168 | Vector3 position; // location of point in euclidean space |
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169 | size_t index; // place of vertex in original list |
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170 | typedef std::set<PMVertex *> NeighborList; |
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171 | typedef std::set<PMVertex *> DuplicateList; |
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172 | NeighborList neighbor; // adjacent vertices |
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173 | typedef std::set<PMTriangle *> FaceList; |
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174 | FaceList face; // adjacent triangles |
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175 | |
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176 | Real collapseCost; // cached cost of collapsing edge |
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177 | PMVertex * collapseTo; // candidate vertex for collapse |
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178 | bool removed; // true if this vert is now removed |
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179 | bool toBeRemoved; // denug |
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180 | |
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181 | bool seam; /// true if this vertex is on a model seam where vertices are duplicated |
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182 | |
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183 | }; |
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184 | |
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185 | typedef std::vector<PMTriangle> TriangleList; |
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186 | typedef std::vector<PMFaceVertex> FaceVertexList; |
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187 | typedef std::vector<PMVertex> CommonVertexList; |
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188 | typedef std::vector<Real> WorstCostList; |
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189 | |
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190 | /// Data used to calculate the collapse costs |
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191 | struct PMWorkingData |
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192 | { |
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193 | TriangleList mTriList; /// List of faces |
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194 | FaceVertexList mFaceVertList; // The vertex details referenced by the triangles |
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195 | CommonVertexList mVertList; // The master list of common vertices |
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196 | }; |
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197 | |
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198 | typedef std::vector<PMWorkingData> WorkingDataList; |
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199 | /// Multiple copies, 1 per vertex buffer |
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200 | WorkingDataList mWorkingData; |
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201 | |
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202 | /// The worst collapse cost from all vertex buffers for each vertex |
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203 | WorstCostList mWorstCosts; |
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204 | |
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205 | /// Internal method for building PMWorkingData from geometry data |
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206 | void addWorkingData(const VertexData* vertexData, const IndexData* indexData); |
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207 | |
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208 | /// Internal method for initialising the edge collapse costs |
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209 | void initialiseEdgeCollapseCosts(void); |
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210 | /// Internal calculation method for deriving a collapse cost from u to v |
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211 | Real computeEdgeCollapseCost(PMVertex *src, PMVertex *dest); |
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212 | /// Internal method evaluates all collapse costs from this vertex and picks the lowest for a single buffer |
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213 | Real computeEdgeCostAtVertexForBuffer(WorkingDataList::iterator idata, size_t vertIndex); |
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214 | /// Internal method evaluates all collapse costs from this vertex for every buffer and returns the worst |
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215 | void computeEdgeCostAtVertex(size_t vertIndex); |
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216 | /// Internal method to compute edge collapse costs for all buffers / |
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217 | void computeAllCosts(void); |
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218 | /// Internal method for getting the index of next best vertex to collapse |
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219 | size_t getNextCollapser(void); |
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220 | /// Internal method builds an new LOD based on the current state |
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221 | void bakeNewLOD(IndexData* pData); |
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222 | |
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223 | /** Internal method, collapses vertex onto it's saved collapse target. |
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224 | @remarks |
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225 | This updates the working triangle list to drop a triangle and recalculates |
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226 | the edge collapse costs around the collapse target. |
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227 | This also updates all the working vertex lists for the relevant buffer. |
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228 | */ |
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229 | void collapse(PMVertex *collapser); |
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230 | |
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231 | /** Internal debugging method */ |
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232 | void dumpContents(const String& log); |
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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 | |
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245 | |
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246 | } |
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247 | |
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248 | #endif |
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