0ad/source/collada/GeomReindex.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

271 lines
8.2 KiB
C++
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/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "GeomReindex.h"
#include "FCollada.h"
#include "FCDocument/FCDEntity.h"
#include "FCDocument/FCDGeometryMesh.h"
#include "FCDocument/FCDGeometryPolygons.h"
#include "FCDocument/FCDGeometryPolygonsInput.h"
#include "FCDocument/FCDGeometrySource.h"
#include "FCDocument/FCDSkinController.h"
#include <cassert>
#include <vector>
#include <map>
#include <algorithm>
typedef std::pair<float, float> uv_pair_type;
struct VertexData
{
VertexData(const float* pos, const float* norm, const std::vector<uv_pair_type> &uvs,
const std::vector<FCDJointWeightPair>& weights)
: x(pos[0]), y(pos[1]), z(pos[2]),
nx(norm[0]), ny(norm[1]), nz(norm[2]),
uvs(uvs),
weights(weights)
{
}
float x, y, z;
float nx, ny, nz;
std::vector<uv_pair_type> uvs;
std::vector<FCDJointWeightPair> weights;
};
bool similar(float a, float b)
{
return (fabsf(a - b) < 0.000001f);
}
bool operator==(const FCDJointWeightPair& a, const FCDJointWeightPair& b)
{
return (a.jointIndex == b.jointIndex && similar(a.weight, b.weight));
}
bool operator<(const FCDJointWeightPair& a, const FCDJointWeightPair& b)
{
// Sort by decreasing weight, then by increasing joint ID
if (a.weight > b.weight)
return true;
else if (a.weight < b.weight)
return false;
else if (a.jointIndex < b.jointIndex)
return true;
else
return false;
}
bool operator==(const uv_pair_type& a, const uv_pair_type& b)
{
return similar(a.first, b.first) && similar(a.second, b.second);
}
bool operator==(const VertexData& a, const VertexData& b)
{
return (similar(a.x, b.x) && similar(a.y, b.y) && similar(a.z, b.z)
&& similar(a.nx, b.nx) && similar(a.ny, b.ny) && similar(a.nz, b.nz)
&& (a.uvs == b.uvs)
&& (a.weights == b.weights));
}
bool operator<(const VertexData& a, const VertexData& b)
{
#define CMP(f) if (a.f < b.f) return true; if (a.f > b.f) return false
CMP(x); CMP(y); CMP(z);
CMP(nx); CMP(ny); CMP(nz);
CMP(uvs);
CMP(weights);
#undef CMP
return false;
}
template <typename T>
struct InserterWithoutDuplicates
{
InserterWithoutDuplicates(std::vector<T>& vec) : vec(vec)
{
}
size_t add(const T& val)
{
typename std::map<T, size_t>::iterator it = btree.find(val);
if (it != btree.end())
return it->second;
size_t idx = vec.size();
vec.push_back(val);
btree.insert(std::make_pair(val, idx));
return idx;
}
std::vector<T>& vec;
std::map<T, size_t> btree; // for faster lookups (so we can build a duplicate-free list in O(n log n) instead of O(n^2))
private:
InserterWithoutDuplicates& operator=(const InserterWithoutDuplicates&);
};
void CanonicaliseWeights(std::vector<FCDJointWeightPair>& weights)
{
// Convert weight-lists into a standard format, so simple vector equality
// can be used to determine equivalence
std::sort(weights.begin(), weights.end());
}
void ReindexGeometry(FCDGeometryPolygons* polys, FCDSkinController* skin)
{
// Given geometry with:
// positions, normals, texcoords, bone blends
// each with their own data array and index array, change it to
// have a single optimised index array shared by all vertexes.
FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
FCDGeometryPolygonsInput* inputNormal = polys->FindInput(FUDaeGeometryInput::NORMAL);
FCDGeometryPolygonsInput* inputTexcoord = polys->FindInput(FUDaeGeometryInput::TEXCOORD);
size_t numVertices = polys->GetFaceVertexCount();
assert(inputPosition->GetIndexCount() == numVertices);
assert(inputNormal ->GetIndexCount() == numVertices);
assert(inputTexcoord->GetIndexCount() == numVertices);
const uint32* indicesPosition = inputPosition->GetIndices();
const uint32* indicesNormal = inputNormal->GetIndices();
const uint32* indicesTexcoord = inputTexcoord->GetIndices();
assert(indicesPosition);
assert(indicesNormal);
assert(indicesTexcoord); // TODO - should be optional, because textureless meshes aren't unreasonable
FCDGeometrySourceList texcoordSources;
polys->GetParent()->FindSourcesByType(FUDaeGeometryInput::TEXCOORD, texcoordSources);
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
const float* dataPosition = sourcePosition->GetData();
const float* dataNormal = sourceNormal ->GetData();
if (skin)
{
#ifndef NDEBUG
size_t numVertexPositions = sourcePosition->GetDataCount() / sourcePosition->GetStride();
assert(skin->GetInfluenceCount() == numVertexPositions);
#endif
}
uint32 stridePosition = sourcePosition->GetStride();
uint32 strideNormal = sourceNormal ->GetStride();
std::vector<uint32> indicesCombined;
std::vector<VertexData> vertexes;
InserterWithoutDuplicates<VertexData> inserter(vertexes);
for (size_t i = 0; i < numVertices; ++i)
{
std::vector<FCDJointWeightPair> weights;
if (skin)
{
FCDSkinControllerVertex* influences = skin->GetVertexInfluence(indicesPosition[i]);
assert(influences != NULL);
for (size_t j = 0; j < influences->GetPairCount(); ++j)
{
FCDJointWeightPair* pair = influences->GetPair(j);
assert(pair != NULL);
weights.push_back(*pair);
}
CanonicaliseWeights(weights);
}
std::vector<uv_pair_type> uvs;
for (size_t set = 0; set < texcoordSources.size(); ++set)
{
const float* dataTexcoord = texcoordSources[set]->GetData();
uint32 strideTexcoord = texcoordSources[set]->GetStride();
uv_pair_type p;
p.first = dataTexcoord[indicesTexcoord[i]*strideTexcoord];
p.second = dataTexcoord[indicesTexcoord[i]*strideTexcoord + 1];
uvs.push_back(p);
}
VertexData vtx (
&dataPosition[indicesPosition[i]*stridePosition],
&dataNormal [indicesNormal [i]*strideNormal],
uvs,
weights
);
size_t idx = inserter.add(vtx);
indicesCombined.push_back((uint32)idx);
}
// TODO: rearrange indicesCombined (and rearrange vertexes to match) to use
// the vertex cache efficiently
// (<http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html> etc)
FloatList newDataPosition;
FloatList newDataNormal;
FloatList newDataTexcoord;
std::vector<std::vector<FCDJointWeightPair> > newWeightedMatches;
for (size_t i = 0; i < vertexes.size(); ++i)
{
newDataPosition.push_back(vertexes[i].x);
newDataPosition.push_back(vertexes[i].y);
newDataPosition.push_back(vertexes[i].z);
newDataNormal .push_back(vertexes[i].nx);
newDataNormal .push_back(vertexes[i].ny);
newDataNormal .push_back(vertexes[i].nz);
newWeightedMatches.push_back(vertexes[i].weights);
}
// (Slightly wasteful to duplicate this array so many times, but FCollada
// doesn't seem to support multiple inputs with the same source data)
inputPosition->SetIndices(&indicesCombined.front(), indicesCombined.size());
inputNormal ->SetIndices(&indicesCombined.front(), indicesCombined.size());
inputTexcoord->SetIndices(&indicesCombined.front(), indicesCombined.size());
for (size_t set = 0; set < texcoordSources.size(); ++set)
{
newDataTexcoord.clear();
for (size_t i = 0; i < vertexes.size(); ++i)
{
newDataTexcoord.push_back(vertexes[i].uvs[set].first);
newDataTexcoord.push_back(vertexes[i].uvs[set].second);
}
texcoordSources[set]->SetData(newDataTexcoord, 2);
}
sourcePosition->SetData(newDataPosition, 3);
sourceNormal ->SetData(newDataNormal, 3);
if (skin)
{
skin->SetInfluenceCount(newWeightedMatches.size());
for (size_t i = 0; i < newWeightedMatches.size(); ++i)
{
skin->GetVertexInfluence(i)->SetPairCount(0);
for (size_t j = 0; j < newWeightedMatches[i].size(); ++j)
skin->GetVertexInfluence(i)->AddPair(newWeightedMatches[i][j].jointIndex, newWeightedMatches[i][j].weight);
}
}
}