tge/lib/dtsSDKPlus/translucentSort.cpp
2025-02-17 23:17:30 -06:00

1225 lines
40 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifdef _MSC_VER
#pragma warning(disable : 4786)
#endif
#include "translucentSort.h"
namespace DTS
{
F32 epsilon = 0.0001f;
// hold indices and sizes of biggest faces...these are marked as higher priority for splitting with
std::vector<S32> bigFaces;
std::vector<F32> bigFaceSizes;
// planes in this list are hidden because we are on the other side of them at the time...
std::vector<Point3D> noAddNormals;
TranslucentSort::TranslucentSort(std::vector<Primitive> & faces,
std::vector<U16> & indices,
std::vector<Point3D> & verts,
std::vector<Point3D> & norms,
std::vector<Point2D> & tverts,
S32 numBigFaces, S32 maxDepth, bool zLayerUp, bool zLayerDown) :
mFaces(faces), mIndices(indices), mVerts(verts), mNorms(norms), mTVerts(tverts)
{
mNumBigFaces = numBigFaces;
mMaxDepth = maxDepth;
mZLayerUp = zLayerUp;
mZLayerDown = zLayerDown;
bigFaces.clear();
bigFaceSizes.clear();
initFaces();
frontSort = backSort = NULL;
currentDepth = 0;
}
TranslucentSort::TranslucentSort(TranslucentSort * from) :
mFaces(from->mFaces), mIndices(from->mIndices), mVerts(from->mVerts), mNorms(from->mNorms), mTVerts(from->mTVerts)
{
faceInfoList.resize(mFaces.size());
for (S32 i=0; i<mFaces.size(); i++)
{
faceInfoList[i] = new FaceInfo;
*faceInfoList[i] = *from->faceInfoList[i];
}
currentDepth = from->currentDepth + 1;
mMaxDepth = from->mMaxDepth;
mZLayerUp = from->mZLayerUp;
mZLayerDown = from->mZLayerDown;
mNumBigFaces = 0; // never used...
frontSort = backSort = NULL;
}
TranslucentSort::~TranslucentSort()
{
delete frontSort;
delete backSort;
S32 i;
for (i=0; i<faceInfoList.size(); i++)
delete faceInfoList[i];
for (i=0; i<saveFaceInfoList.size(); i++)
delete saveFaceInfoList[i];
for (i=0; i<frontClusters.size(); i++)
delete frontClusters[i];
for (i=0; i<backClusters.size(); i++)
delete backClusters[i];
}
void TranslucentSort::initFaces()
{
faceInfoList.resize(mFaces.size());
S32 i;
for (i=0; i<mFaces.size(); i++)
{
faceInfoList[i] = new FaceInfo;
faceInfoList[i]->used = false;
}
for (i=0; i<mFaces.size(); i++)
{
initFaceInfo(mFaces[i],*faceInfoList[i]);
setFaceInfo(mFaces[i],*faceInfoList[i]);
}
}
void TranslucentSort::sort()
{
S32 i;
for (i=0; i<faceInfoList.size(); i++)
if (!faceInfoList[i]->used)
break;
if (i==faceInfoList.size())
return; // no unused faces...
while (1)
{
// 1. select faces with no one behind them -- these guys get drawn first
backClusters.push_back(new IntegerSet);
backClusters.back()->resize(mFaces.size());
for (i=0; i<faceInfoList.size(); i++)
if (!faceInfoList[i]->used && !allSet(faceInfoList[i]->isBehindMe) && !allSet(faceInfoList[i]->isCutByMe))
{
setMembershipArray(*backClusters.back(),true,i);
faceInfoList[i]->used = true; // select as used so we don't grab it below
}
// 2. select faces with no one in front of them -- these guys get drawn last
insElement(frontClusters,0,new IntegerSet);
frontClusters.front()->resize(mFaces.size());
for (i=0; i<faceInfoList.size(); i++)
if (!faceInfoList[i]->used && !allSet(faceInfoList[i]->isInFrontOfMe) && !allSet(faceInfoList[i]->isCutByMe))
{
setMembershipArray(*frontClusters.front(),true,i);
faceInfoList[i]->used = true; // this won't have any effect, but it's here to parallel above
}
// 3. clear above faces and repeat 1&2 until no more faces found in either step
IntegerSet removeThese = *backClusters.back();
overlapSet(removeThese,*frontClusters.front());
if (!allSet(removeThese))
// didn't remove anything...
break;
clearFaces(removeThese);
}
// 4. pick face cutting fewest other faces and resulting in most balanced split, call this cutFace
S32 fewestCuts;
S32 balance;
S32 priority = 0;
S32 cutFace = -1;
for (i=0; i<mFaces.size(); i++)
{
if (faceInfoList[i]->used)
continue;
S32 cut = 0, front = 0, back = 0;
for (S32 j=0; j<mFaces.size(); j++)
{
if (faceInfoList[j]->used)
continue;
if (faceInfoList[i]->isCutByMe[j])
cut++;
if (faceInfoList[i]->isInFrontOfMe[j])
front++;
if (faceInfoList[i]->isBehindMe[j])
back++;
}
if (cutFace>=0)
{
if (faceInfoList[i]->priority < priority)
continue;
if (faceInfoList[i]->priority == priority)
{
if ( (cut>fewestCuts) || (cut==fewestCuts && abs(front-back)>=balance) )
continue;
}
}
// if we get this far, this is our new cutFace
cutFace = i;
fewestCuts = cut;
priority = faceInfoList[i]->priority;
balance = abs(front-back);
}
if (cutFace>=0 && currentDepth<mMaxDepth)
{
// 5. cut all faces cut by cutFace
if (allSet(faceInfoList[cutFace]->isCutByMe))
{
S32 startSize = mFaces.size(); // won't need to split beyond here, even though more faces added
for (i=0; i<startSize; i++)
if (!faceInfoList[i]->used && faceInfoList[cutFace]->isCutByMe[i])
splitFace(i,faceInfoList[cutFace]->normal,faceInfoList[cutFace]->k);
// may be new faces and some old faces may have been disabled, recompute face info
for (i=0; i<mFaces.size(); i++)
if (!faceInfoList[i]->used)
setFaceInfo(mFaces[i],*faceInfoList[i]);
}
S32 startNumFaces = mFaces.size();
IntegerSet disableSet;
// 6. branch into two orders depending on which side of cutFace camera is, perform translucent sort on each
// back
backSort = new TranslucentSort(this);
disableSet.resize(mFaces.size());
setMembershipArray(disableSet,false,0,disableSet.size());
for (i=0; i<mFaces.size(); i++)
{
if (backSort->faceInfoList[i]->used || backSort->faceInfoList[cutFace]->isBehindMe[i])
continue;
if (backSort->faceInfoList[cutFace]->isCutByMe[i])
assert(0); // doh, perform hard assert :(...
if (backSort->faceInfoList[cutFace]->isCoplanarWithMe[i] || cutFace==i)
{
if (dotProduct(backSort->faceInfoList[cutFace]->normal,backSort->faceInfoList[i]->normal)<0.0f)
continue;
}
else if (!backSort->faceInfoList[cutFace]->isInFrontOfMe[i] && cutFace!=i)
assert(0);
setMembershipArray(disableSet,true,i);
}
if (!allSet(disableSet))
assert(0);
backSort->clearFaces(disableSet);
backSort->sort();
if (backSort->backSort==NULL && backSort->frontSort==NULL && backSort->frontClusters.empty() && backSort->backClusters.empty())
{
// empty, no reason to keep backSort
delete backSort;
backSort = NULL;
}
// create faceInfo entry for any faces that got added (set used=true)
faceInfoList.resize(mFaces.size());
for (i=startNumFaces; i<faceInfoList.size(); i++)
{
faceInfoList[i] = new FaceInfo;
faceInfoList[i]->used = true;
}
// front
frontSort = new TranslucentSort(this);
disableSet.resize(mFaces.size());
setMembershipArray(disableSet,false,0,disableSet.size());
for (i=0; i<mFaces.size(); i++)
{
if (frontSort->faceInfoList[i]->used || frontSort->faceInfoList[cutFace]->isInFrontOfMe[i])
continue;
if (frontSort->faceInfoList[cutFace]->isCutByMe[i])
assert(0); // doh, perform hard assert...
if (frontSort->faceInfoList[cutFace]->isCoplanarWithMe[i] || cutFace==i)
{
if (dotProduct(frontSort->faceInfoList[cutFace]->normal,frontSort->faceInfoList[i]->normal)>0.0f)
continue;
}
else if (!frontSort->faceInfoList[cutFace]->isBehindMe[i] && i!=cutFace)
assert(0);
setMembershipArray(disableSet,true,i);
}
if (!allSet(disableSet))
assert(0);
frontSort->clearFaces(disableSet);
frontSort->sort();
if (frontSort->backSort==NULL && frontSort->frontSort==NULL && frontSort->frontClusters.empty() && frontSort->backClusters.empty())
{
// empty, no reason to keep backSort
delete backSort;
backSort = NULL;
}
// setup cut plane
splitNormal = faceInfoList[cutFace]->normal;
splitK = faceInfoList[cutFace]->k;
}
else if (cutFace>=0)
{
// we've gotten too deep, just dump the remaing faces -- but dump in best order we can
if (mZLayerUp)
layerSort(middleCluster,true);
else if (mZLayerDown)
layerSort(middleCluster,false);
else
copeSort(middleCluster);
}
}
// called copeSort because we can't really get a perfect order, we'll do the best we can
void TranslucentSort::copeSort(std::vector<S32> & cluster)
{
std::vector<S32> frontOrderedCluster, backOrderedCluster;
// restore after following loop
saveFaceInfo();
while (1)
{
S32 bestFace = -1;
S32 bestCount = 0x7FFFFFFF;
bool front;
// we need to find face with fewest polys behind or in front (cut implies both)
for (S32 i=0; i<faceInfoList.size(); i++)
{
if (faceInfoList[i]->used)
continue;
S32 frontCount = 0;
S32 backCount = 0;
for (S32 j=0; j<faceInfoList.size(); j++)
{
if (faceInfoList[j]->used)
continue;
if (faceInfoList[i]->isInFrontOfMe[j])
frontCount++;
else if (faceInfoList[i]->isBehindMe[j])
backCount++;
else if (faceInfoList[i]->isCutByMe[j])
{
frontCount++;
backCount++;
}
}
if (backCount < bestCount || bestFace<0)
{
bestCount = backCount;
bestFace = i;
front = false;
}
if (frontCount==0 && frontCount < bestCount)
{
bestCount = frontCount;
bestFace = i;
front = true;
}
}
if (bestFace>=0)
{
if (front)
insElement(frontOrderedCluster,0,bestFace);
else
backOrderedCluster.push_back(bestFace);
IntegerSet disableSet;
disableSet.resize(mFaces.size());
setMembershipArray(disableSet,true,bestFace);
clearFaces(disableSet);
}
else
break;
}
cluster = backOrderedCluster;
appendVector(cluster,frontOrderedCluster);
// we need face info back...
restoreFaceInfo();
// we have a good ordering...but see if we can make some local optimizations
for (S32 i=0; i<cluster.size(); i++)
{
S32 face1 = cluster[i];
FaceInfo & faceInfo1 = *faceInfoList[face1];
for (S32 j=i+1; j<cluster.size(); j++)
{
S32 face2 = cluster[j];
FaceInfo & faceInfo2 = *faceInfoList[face2];
if ((faceInfo1.isBehindMe[face2] && faceInfo2.isInFrontOfMe[face1]) ||
(faceInfo1.isCutByMe[face2] && faceInfo2.isInFrontOfMe[face1]) ||
(faceInfo1.isBehindMe[face2] && faceInfo2.isCutByMe[face1]))
{
// these two guys should be switched...now check to see if we can do it
S32 k;
for (k=i+1; k<j; k++)
{
S32 face12 = cluster[k];
FaceInfo & faceInfo12 = *faceInfoList[face12];
// Currently, face1 precedes face12 in the list...under what conditions is it ok
// to have face1 follow face12? Answer: face12 behind face1, or face1 in front of face12.
// Similarly, face12 precedes face2...
if ((faceInfo1.isBehindMe[face12] || faceInfo12.isInFrontOfMe[face1]) &&
(faceInfo12.isBehindMe[face2] || faceInfo2.isInFrontOfMe[face12]))
continue;
break;
}
if (k==j)
{
// switch has been approved...
cluster[i] = face2;
cluster[j] = face1;
i--;
break; // TODO: do we need to make sure no infinite loop occurs?
}
}
}
}
}
void TranslucentSort::layerSort(std::vector<S32> & cluster, bool pointUp)
{
// sort up-pointing faces from bottom to top and down-pointing faces from top to bottom
std::vector<S32> upCluster, downCluster;
std::vector<F32> upZ, downZ;
// go through each face, decide which list to add it to and where
for (S32 i=0; i<faceInfoList.size(); i++)
{
if (faceInfoList[i]->used)
continue;
Primitive & face = mFaces[i];
S32 idx0 = mIndices[face.firstElement + 0];
S32 idx1 = mIndices[face.firstElement + 1];
S32 idx2 = mIndices[face.firstElement + 2];
Point3D & v0 = mVerts[idx0];
Point3D & v1 = mVerts[idx1];
Point3D & v2 = mVerts[idx2];
// find smallest z
F32 smallZ = v0.z() < v1.z() ? v0.z() : v1.z();
smallZ = smallZ < v2.z() ? smallZ : v2.z();
// find largets Z
F32 bigZ = v0.z() > v1.z() ? v0.z() : v1.z();
bigZ = bigZ > v2.z() ? bigZ : v2.z();
F32 sortBy = pointUp ? smallZ : bigZ;
S32 j;
if (faceInfoList[i]->normal.z()>0.0f)
{
// we face up
if (upCluster.empty())
{
upCluster.push_back(i);
upZ.push_back(sortBy);
}
else
{
// keep sorted in order of increasing z (so bottom faces are first)
for (j=0; j<upZ.size(); j++)
if (sortBy<upZ[j])
break;
insElement(upZ,j,sortBy);
insElement(upCluster,j,i);
}
}
else
{
// we face down
if (downCluster.empty())
{
downCluster.push_back(i);
downZ.push_back(sortBy);
}
else
{
// keep sorted in order of decreasing z (so top faces are first)
for (j=0; j<downZ.size(); j++)
if (sortBy>downZ[j])
break;
insElement(downZ,j,sortBy);
insElement(downCluster,j,i);
}
}
}
if (pointUp)
{
cluster = upCluster;
appendVector(cluster,downCluster);
}
else
{
cluster = downCluster;
appendVector(cluster,upCluster);
}
}
void TranslucentSort::saveFaceInfo()
{
if (saveFaceInfoList.size())
{
for (S32 i=0; i<saveFaceInfoList.size(); i++)
delete saveFaceInfoList[i];
}
saveFaceInfoList.resize(faceInfoList.size());
for (S32 i=0; i<faceInfoList.size(); i++)
{
saveFaceInfoList[i] = new FaceInfo;
*saveFaceInfoList[i] = *faceInfoList[i];
}
}
void TranslucentSort::restoreFaceInfo()
{
for (S32 i=0; i<saveFaceInfoList.size(); i++)
*faceInfoList[i] = *saveFaceInfoList[i];
}
void TranslucentSort::clearFaces(IntegerSet & removeThese)
{
for (S32 i=0; i<faceInfoList.size(); i++)
{
FaceInfo & faceInfo = *faceInfoList[i];
subtractSet(faceInfo.isInFrontOfMe,removeThese);
subtractSet(faceInfo.isBehindMe,removeThese);
subtractSet(faceInfo.isCutByMe,removeThese);
subtractSet(faceInfo.isCoplanarWithMe,removeThese);
if (removeThese[i])
faceInfo.used = true;
}
}
void TranslucentSort::initFaceInfo(Primitive & face, FaceInfo & faceInfo, bool setPriority)
{
faceInfo.used = false;
faceInfo.parentFace = -1;
faceInfo.childFace1 = -1;
faceInfo.childFace2 = -1;
faceInfo.childFace3 = -1;
// get normal and plane constant
S32 idx0 = mIndices[face.firstElement + 0];
S32 idx1 = mIndices[face.firstElement + 1];
S32 idx2 = mIndices[face.firstElement + 2];
Point3D & vert0 = mVerts[idx0];
Point3D & vert1 = mVerts[idx1];
Point3D & vert2 = mVerts[idx2];
Point3D & normal = faceInfo.normal;
// compute normal using largest gap...
Point3D edge01 = vert1-vert0;
Point3D edge12 = vert2-vert1;
Point3D edge20 = vert0-vert2;
if (dotProduct(edge01,edge01)>=dotProduct(edge12,edge12) && dotProduct(edge01,edge01)>=dotProduct(edge20,edge20))
{
// edge01 biggest gap
crossProduct(edge12,edge20,&normal);
normal *= -1.0f;
}
else if (dotProduct(edge12,edge12)>=dotProduct(edge20,edge20) && dotProduct(edge12,edge12)>=dotProduct(edge01,edge01))
{
// edge12 biggest gap
crossProduct(edge20,edge01,&normal);
normal *= -1.0f;
}
else
{
// edge20 biggest gap
crossProduct(edge01,edge12,&normal);
normal *= -1.0f;
}
normal.normalize();
faceInfo.k = dotProduct(normal,vert0);
if (setPriority)
{
faceInfo.priority = 0;
F32 maxExtent = dotProduct(edge01,edge01);
if (maxExtent<dotProduct(edge12,edge12))
maxExtent = dotProduct(edge12,edge12);
if (maxExtent<dotProduct(edge20,edge20))
maxExtent = dotProduct(edge20,edge20);
for (S32 i=0; i<mNumBigFaces; i++)
{
if (i==bigFaceSizes.size() || maxExtent>bigFaceSizes[i])
{
insElement(bigFaceSizes,i,maxExtent);
insElement(bigFaces,i,(S32)(&face-&mFaces[0]));
for (; i<bigFaceSizes.size(); i++)
faceInfoList[bigFaces[i]]->priority = i<mNumBigFaces ? mNumBigFaces-i : 0;
while (bigFaceSizes.size()>mNumBigFaces)
{
bigFaceSizes.pop_back();
bigFaces.pop_back();
}
break;
}
}
}
}
void TranslucentSort::setFaceInfo(Primitive & face, FaceInfo & faceInfo)
{
faceInfo.isInFrontOfMe.resize(mFaces.size());
faceInfo.isBehindMe.resize(mFaces.size());
faceInfo.isCutByMe.resize(mFaces.size());
faceInfo.isCoplanarWithMe.resize(mFaces.size());
setMembershipArray(faceInfo.isInFrontOfMe,false,0,faceInfo.isInFrontOfMe.size());
setMembershipArray(faceInfo.isBehindMe,false,0,faceInfo.isBehindMe.size());
setMembershipArray(faceInfo.isCutByMe,false,0,faceInfo.isCutByMe.size());
setMembershipArray(faceInfo.isCoplanarWithMe,false,0,faceInfo.isCoplanarWithMe.size());
Point3D & normal = faceInfo.normal;
F32 & k = faceInfo.k;
S32 myIndex = (S32)(&face-&mFaces[0]);
for (S32 i=0; i<mFaces.size(); i++)
{
if (i==myIndex || faceInfoList[i]->used)
continue;
Primitive & otherFace = mFaces[i];
S32 idx0 = mIndices[otherFace.firstElement + 0];
S32 idx1 = mIndices[otherFace.firstElement + 1];
S32 idx2 = mIndices[otherFace.firstElement + 2];
Point3D & v0 = mVerts[idx0];
Point3D & v1 = mVerts[idx1];
Point3D & v2 = mVerts[idx2];
bool hasFrontVert = false, hasBackVert = false;
if (dotProduct(normal,v0) > k + epsilon)
hasFrontVert = true;
else if (dotProduct(normal,v0) < k - epsilon)
hasBackVert = true;
if (dotProduct(normal,v1) > k + epsilon)
hasFrontVert = true;
else if (dotProduct(normal,v1) < k - epsilon)
hasBackVert = true;
if (dotProduct(normal,v2) > k + epsilon)
hasFrontVert = true;
else if (dotProduct(normal,v2) < k - epsilon)
hasBackVert = true;
if (hasFrontVert && !hasBackVert)
setMembershipArray(faceInfo.isInFrontOfMe,true,i);
else if (!hasFrontVert && hasBackVert)
setMembershipArray(faceInfo.isBehindMe,true,i);
else if (hasFrontVert && hasBackVert)
setMembershipArray(faceInfo.isCutByMe,true,i);
else if (!hasFrontVert && !hasBackVert)
setMembershipArray(faceInfo.isCoplanarWithMe,true,i);
}
}
bool TranslucentSort::anyInFrontOfPlane(Point3D normal, F32 k)
{
// make sure no face in use is in front of plane
for (S32 i=0; i<mFaces.size(); i++)
{
if (faceInfoList[i]->used)
continue;
S32 idx0 = mIndices[mFaces[i].firstElement + 0];
S32 idx1 = mIndices[mFaces[i].firstElement + 1];
S32 idx2 = mIndices[mFaces[i].firstElement + 2];
if (dotProduct(normal,mVerts[idx0]) > k + epsilon)
return true;
if (dotProduct(normal,mVerts[idx1]) > k + epsilon)
return true;
if (dotProduct(normal,mVerts[idx2]) > k + epsilon)
return true;
}
return false;
}
bool TranslucentSort::anyBehindPlane(Point3D normal, F32 k)
{
// make sure no face in use is behind plane
for (S32 i=0; i<mFaces.size(); i++)
{
if (faceInfoList[i]->used)
continue;
S32 idx0 = mIndices[mFaces[i].firstElement + 0];
S32 idx1 = mIndices[mFaces[i].firstElement + 1];
S32 idx2 = mIndices[mFaces[i].firstElement + 2];
if (dotProduct(normal,mVerts[idx0]) < k - epsilon)
return true;
if (dotProduct(normal,mVerts[idx1]) < k - epsilon)
return true;
if (dotProduct(normal,mVerts[idx2]) < k - epsilon)
return true;
}
return false;
}
void getMinMaxExtents(Point3D & x, Point3D & v0, Point3D & v1, Point3D & v2, F32 & xmin, F32 & xmax)
{
xmin = xmax = dotProduct(x,v0);
F32 dot = dotProduct(x,v1);
if (xmin>dot)
xmin=dot;
else if (xmax<dot)
xmax=dot;
dot = dotProduct(x,v2);
if (xmin>dot)
xmin=dot;
else if (xmax<dot)
xmax=dot;
}
void TranslucentSort::splitFace(S32 faceIndex, Point3D normal, F32 k)
{
S32 idx0 = mIndices[mFaces[faceIndex].firstElement + 0];
S32 idx1 = mIndices[mFaces[faceIndex].firstElement + 1];
S32 idx2 = mIndices[mFaces[faceIndex].firstElement + 2];
Point3D v0 = mVerts[idx0];
Point3D v1 = mVerts[idx1];
Point3D v2 = mVerts[idx2];
F32 k0 = dotProduct(normal,v0);
F32 k1 = dotProduct(normal,v1);
F32 k2 = dotProduct(normal,v2);
// if v0, v1, or v2 is on the plane defined by normal and k, call special case routine
if (fabs(k0-k) < epsilon || fabs(k1-k) < epsilon || fabs(k2-k) < epsilon)
{
splitFace2(faceIndex,normal,k);
return;
}
// find the odd man out (the vertex alone on his side of the plane)
S32 code = 0, rogue;
if (k0 < k)
code |= 1;
if (k1 < k)
code |= 2;
if (k2 < k)
code |= 4;
switch (code)
{
case 1:
case 6: rogue = 0; break;
case 2:
case 5: rogue = 1; break;
case 4:
case 3: rogue = 2; break;
case 0:
case 7:
return; // shouldn't happen...
}
// re-order verts so that rogue vert is first vert
idx0 = mIndices[mFaces[faceIndex].firstElement + ((rogue+0)%3)];
idx1 = mIndices[mFaces[faceIndex].firstElement + ((rogue+1)%3)];
idx2 = mIndices[mFaces[faceIndex].firstElement + ((rogue+2)%3)];
v0 = mVerts[idx0];
v1 = mVerts[idx1];
v2 = mVerts[idx2];
k0 = dotProduct(normal,v0);
k1 = dotProduct(normal,v1);
k2 = dotProduct(normal,v2);
Point2D tv0 = mTVerts[idx0];
Point2D tv1 = mTVerts[idx1];
Point2D tv2 = mTVerts[idx2];
Point3D n0 = mNorms[idx0];
Point3D n1 = mNorms[idx1];
Point3D n2 = mNorms[idx2];
// find intersection of edges and plane
F32 a01 = (k-k0)/(k1-k0);
F32 a02 = (k-k0)/(k2-k0);
Point3D v01 = v1-v0;
v01 *= a01;
v01 += v0;
Point2D tv01 = tv1-tv0;
tv01 *= a01;
tv01 += tv0;
Point3D v02 = v2-v0;
v02 *= a02;
v02 += v0;
Point2D tv02 = tv2-tv0;
tv02 *= a02;
tv02 += tv0;
// interpolate the normals too (we'll just linearly interpolate...perhaps slerp if later)
Point3D n01 = n1-n0;
n01 *= a01;
n01 += n0;
n01.normalize();
Point3D n02 = n2-n0;
n02 *= a02;
n02 += n0;
n02.normalize();
// add two new verst
S32 idx01 = mVerts.size();
mVerts.push_back(v01);
mNorms.push_back(n01);
mTVerts.push_back(tv01);
S32 idx02 = mVerts.size();
mVerts.push_back(v02);
mNorms.push_back(n02);
mTVerts.push_back(tv02);
// add three faces
mFaces.push_back(Primitive());
mFaces.push_back(Primitive());
mFaces.push_back(Primitive());
Primitive & face0 = mFaces[mFaces.size()-3];
Primitive & face1 = mFaces[mFaces.size()-2];
Primitive & face2 = mFaces[mFaces.size()-1];
// add "rogue" face
face0.firstElement = mIndices.size();
face0.numElements = 3;
face0.type = mFaces[faceIndex].type;
mIndices.push_back(idx0);
mIndices.push_back(idx01);
mIndices.push_back(idx02);
// add idx01, idx1, idx02
face1.firstElement = mIndices.size();
face1.numElements = 3;
face1.type = mFaces[faceIndex].type;
mIndices.push_back(idx01);
mIndices.push_back(idx1);
mIndices.push_back(idx02);
// add idx2, idx02, idx01
face2.firstElement = mIndices.size();
face2.numElements = 3;
face2.type = mFaces[faceIndex].type;
mIndices.push_back(idx2);
mIndices.push_back(idx02);
mIndices.push_back(idx1);
// finally, set faceInfo
S32 numFaces = mFaces.size();
faceInfoList.push_back(new FaceInfo);
faceInfoList.push_back(new FaceInfo);
faceInfoList.push_back(new FaceInfo);
faceInfoList[faceIndex]->used = true;
faceInfoList[faceIndex]->childFace1 = numFaces-3;
faceInfoList[faceIndex]->childFace2 = numFaces-2;
faceInfoList[faceIndex]->childFace3 = numFaces-1;
initFaceInfo(mFaces[numFaces-3],*faceInfoList[numFaces-3],false);
initFaceInfo(mFaces[numFaces-2],*faceInfoList[numFaces-2],false);
initFaceInfo(mFaces[numFaces-1],*faceInfoList[numFaces-1],false);
faceInfoList[numFaces-3]->priority = faceInfoList[faceIndex]->priority;
faceInfoList[numFaces-2]->priority = faceInfoList[faceIndex]->priority;
faceInfoList[numFaces-1]->priority = faceInfoList[faceIndex]->priority;
faceInfoList[numFaces-3]->parentFace = faceIndex;
faceInfoList[numFaces-2]->parentFace = faceIndex;
faceInfoList[numFaces-1]->parentFace = faceIndex;
}
void TranslucentSort::splitFace2(S32 faceIndex, Point3D normal, F32 k)
{
S32 idx0 = mIndices[mFaces[faceIndex].firstElement + 0];
S32 idx1 = mIndices[mFaces[faceIndex].firstElement + 1];
S32 idx2 = mIndices[mFaces[faceIndex].firstElement + 2];
Point3D v0 = mVerts[idx0];
Point3D v1 = mVerts[idx1];
Point3D v2 = mVerts[idx2];
F32 k0 = dotProduct(normal,v0);
F32 k1 = dotProduct(normal,v1);
F32 k2 = dotProduct(normal,v2);
// make sure we got here legitimately
if (fabs(k0-k) >= epsilon && fabs(k1-k) >= epsilon && fabs(k2-k) >= epsilon)
assert(0);
// find the odd man out (the vertex that is on the plane)
S32 rogue;
if (fabs(k0-k) < epsilon)
rogue = 0;
else if (fabs(k1-k) < epsilon)
rogue = 1;
else if (fabs(k2-k) < epsilon)
rogue = 2;
else
assert(0);
// re-order verts so that rogue vert is first vert
idx0 = mIndices[mFaces[faceIndex].firstElement + ((rogue+0)%3)];
idx1 = mIndices[mFaces[faceIndex].firstElement + ((rogue+1)%3)];
idx2 = mIndices[mFaces[faceIndex].firstElement + ((rogue+2)%3)];
v0 = mVerts[idx0];
v1 = mVerts[idx1];
v2 = mVerts[idx2];
k0 = dotProduct(normal,v0);
k1 = dotProduct(normal,v1);
k2 = dotProduct(normal,v2);
Point2D tv0 = mTVerts[idx0];
Point2D tv1 = mTVerts[idx1];
Point2D tv2 = mTVerts[idx2];
Point3D n0 = mNorms[idx0];
Point3D n1 = mNorms[idx1];
Point3D n2 = mNorms[idx2];
// find intersection of edges and plane
F32 a12 = (k-k1)/(k2-k1);
Point3D v12 = v2-v1;
v12 *= a12;
v12 += v1;
Point2D tv12 = tv2-tv1;
tv12 *= a12;
tv12 += tv1;
// interpolate the normals too (we'll just linearly interpolate...perhaps slerp if later)
Point3D n12 = n2-n1;
n12 *= a12;
n12 += n1;
n12.normalize();
// add new vert
S32 idx12 = mVerts.size();
mVerts.push_back(v12);
mNorms.push_back(n12);
mTVerts.push_back(tv12);
// add two faces
mFaces.push_back(Primitive());
mFaces.push_back(Primitive());
Primitive & face0 = mFaces[mFaces.size()-2];
Primitive & face1 = mFaces[mFaces.size()-1];
// add idx0, idx2, idx12
face0.firstElement = mIndices.size();
face0.numElements = 3;
face0.type = mFaces[faceIndex].type;
mIndices.push_back(idx0);
mIndices.push_back(idx2);
mIndices.push_back(idx12);
// add idx0, idx12, idx1
face1.firstElement = mIndices.size();
face1.numElements = 3;
face1.type = mFaces[faceIndex].type;
mIndices.push_back(idx0);
mIndices.push_back(idx12);
mIndices.push_back(idx1);
// finally, set faceInfo
S32 numFaces = mFaces.size();
faceInfoList.push_back(new FaceInfo);
faceInfoList.push_back(new FaceInfo);
faceInfoList[faceIndex]->used = true;
faceInfoList[faceIndex]->childFace1 = numFaces-2;
faceInfoList[faceIndex]->childFace2 = numFaces-1;
faceInfoList[faceIndex]->childFace3 = -1;
initFaceInfo(mFaces[numFaces-2],*faceInfoList[numFaces-2],false);
initFaceInfo(mFaces[numFaces-1],*faceInfoList[numFaces-1],false);
faceInfoList[numFaces-2]->priority = faceInfoList[faceIndex]->priority;
faceInfoList[numFaces-1]->priority = faceInfoList[faceIndex]->priority;
faceInfoList[numFaces-2]->parentFace = faceIndex;
faceInfoList[numFaces-1]->parentFace = faceIndex;
}
void TranslucentSort::addFaces(std::vector<IntegerSet *> & addClusters, std::vector<Primitive> & faces, std::vector<U16> & indices, bool continueLast)
{
S32 startFaces = faces.size();
for (S32 i=0; i<addClusters.size(); i++)
addFaces(addClusters[i],faces,indices, (faces.size()==startFaces) ? continueLast : true);
}
void TranslucentSort::addFaces(IntegerSet * addCluster, std::vector<Primitive> & faces, std::vector<U16> & indices, bool continueLast)
{
IntegerSet toAdd = *addCluster;
bool startNewFace = !continueLast || faces.empty();
while (allSet(toAdd))
{
// for (S32 i=0; i<toAdd.getSize(); i++)
for (S32 i=0; i<mFaces.size(); i++)
{
if (!startNewFace && faces.back().type!=mFaces[i].type)
continue;
if (!toAdd[i])
continue;
for (S32 k=0; k<noAddNormals.size(); k++)
{
if (dotProduct(noAddNormals[k],faceInfoList[i]->normal) > 0.99f)
setMembershipArray(toAdd,false,i);
}
if (!toAdd[i])
continue;
// add this face...
if (startNewFace)
{
faces.push_back(Primitive());
faces.back().firstElement = indices.size();
faces.back().numElements = 0;
faces.back().type = mFaces[i].type;
startNewFace = false;
}
faces.back().numElements += 3;
indices.push_back(mIndices[mFaces[i].firstElement+0]);
indices.push_back(mIndices[mFaces[i].firstElement+1]);
indices.push_back(mIndices[mFaces[i].firstElement+2]);
setMembershipArray(toAdd,false,i);
}
startNewFace = true;
}
}
void TranslucentSort::addOrderedFaces(std::vector<S32> & orderedCluster, std::vector<Primitive> & faces, std::vector<U16> & indices, bool continueLast)
{
std::vector<S32> toAdd = orderedCluster;
bool startNewFace = !continueLast || faces.empty();
while (!toAdd.empty())
{
for (S32 i=0; i<toAdd.size(); i++)
{
S32 k;
for (k=0; k<noAddNormals.size(); k++)
{
if (dotProduct(noAddNormals[k],faceInfoList[toAdd[i]]->normal) > 0.99f)
{
delElement(toAdd,i);
i--;
break;
}
}
if (k!=noAddNormals.size())
continue;
if (!startNewFace && mFaces[toAdd[i]].type != faces.back().type)
continue;
if (startNewFace)
{
faces.push_back(Primitive());
faces.back().firstElement = indices.size();
faces.back().numElements = 0;
faces.back().type = mFaces[toAdd[i]].type;
startNewFace = false;
}
faces.back().numElements += 3;
indices.push_back(mIndices[mFaces[toAdd[i]].firstElement+0]);
indices.push_back(mIndices[mFaces[toAdd[i]].firstElement+1]);
indices.push_back(mIndices[mFaces[toAdd[i]].firstElement+2]);
delElement(toAdd,i);
i--;
}
startNewFace = true;
}
}
void TranslucentSort::generateClusters(std::vector<Cluster> & clusters, std::vector<Primitive> & faces, std::vector<U16> & indices, S32 retIndex)
{
S32 idx = clusters.size();
clusters.push_back(Cluster());
clusters.push_back(Cluster());
// add back faces
clusters[idx].startPrimitive = faces.size();
addFaces(backClusters,faces,indices);
clusters[idx].endPrimitive = faces.size();
clusters[idx].normal = splitNormal;
clusters[idx].k = splitK;
if (frontSort && backSort)
{
// Note: below there are some lines dealing with the variable "noAddNormal" scattered in. Kind of a hack.
// Here is what it does: it is an optimization. Any face with a normal matching an entry in that list will
// not be added to the mesh. This is desired if we know we are on one side of a plane (then we don't want
// to bother adding faces that face the opposite direction).
// back then front -- but add in opp. order because we know where to return from frontSort but not backSort
S32 frontSide = clusters.size();
frontSort->generateClusters(clusters,faces,indices,idx+1);
clusters[idx].frontCluster = clusters.size();
noAddNormals.push_back(-splitNormal);
backSort->generateClusters(clusters,faces,indices,frontSide);
noAddNormals.pop_back();
clusters[idx].backCluster = clusters[idx].frontCluster;
// front then back -- but add in opp. order because we know where to return from backSort but not frontSort
S32 backSide = clusters.size();
backSort->generateClusters(clusters,faces,indices,idx+1);
clusters[idx].backCluster = clusters.size();
noAddNormals.push_back(splitNormal);
frontSort->generateClusters(clusters,faces,indices,backSide);
noAddNormals.pop_back();
}
else if (frontSort)
{
clusters[idx].frontCluster = clusters[idx].backCluster = clusters.size();
frontSort->generateClusters(clusters,faces,indices,idx+1);
}
else if (backSort)
{
clusters[idx].frontCluster = clusters[idx].backCluster = clusters.size();
backSort->generateClusters(clusters,faces,indices,idx+1);
}
else
{
addOrderedFaces(middleCluster,faces,indices,clusters[idx].startPrimitive!=faces.size());
addFaces(frontClusters,faces,indices,clusters[idx].startPrimitive!=faces.size());
clusters[idx].endPrimitive = faces.size();
clusters[idx].frontCluster = clusters[idx].backCluster = retIndex;
}
if (frontSort || backSort)
{
clusters[idx+1].normal = Point3D(0.0f,0.0f,0.0f);
clusters[idx+1].k = 0.0f;
clusters[idx+1].startPrimitive = faces.size();
addFaces(frontClusters,faces,indices);
clusters[idx+1].endPrimitive = faces.size();
clusters[idx+1].frontCluster = clusters[idx+1].backCluster = retIndex;
}
else
clusters.pop_back();
}
void TranslucentSort::generateSortedMesh(Mesh * mesh, S32 numBigFaces, S32 maxDepth, bool zLayerUp, bool zLayerDown)
{
// on entry, mesh is organized like a standard mesh...
// numFrames, numMatFrames, & vertsPerFrame describe what
// is held in verts, norms, and tverts arrays
// primitives and indices vectors describe the faces (same
// faces on each frame/matFrame)
// we want to convert this over to the structure that will be
// used by TSSortedMesh...we also want to sort the faces, of course...
std::vector<Primitive> meshFaces;
std::vector<U16> meshIndices;
std::vector<Point3D> meshVerts;
std::vector<Point3D> meshNorms;
std::vector<Point2D> meshTVerts;
std::vector<Cluster> meshClusters;
S32 i,j;
for (i=0; i<mesh->numFrames; i++)
{
for (j=0; j<mesh->matFrames; j++)
{
std::vector<Primitive> faces = mesh->primitives;
std::vector<U16> indices = mesh->indices;
std::vector<Point3D> verts;
std::vector<Point3D> norms;
std::vector<Point2D> tverts;
std::vector<Cluster> clusters;
verts.resize(mesh->vertsPerFrame);
memcpy(&verts[0],&mesh->verts[i*mesh->vertsPerFrame],sizeof(Point3D)*mesh->vertsPerFrame);
norms.resize(mesh->vertsPerFrame);
memcpy(&norms[0],&mesh->normals[i*mesh->vertsPerFrame],sizeof(Point3D)*mesh->vertsPerFrame);
tverts.resize(mesh->vertsPerFrame);
memcpy(&tverts[0],&mesh->tverts[i*mesh->vertsPerFrame],sizeof(Point2D)*mesh->vertsPerFrame);
TranslucentSort sort(faces,indices,verts,norms,tverts,numBigFaces,maxDepth,zLayerUp,zLayerDown);
sort.sort();
std::vector<Primitive> newFaces;
std::vector<U16> newIndices;
sort.generateClusters(clusters,newFaces,newIndices);
S32 k;
for (k=0; k<clusters.size(); k++)
{
if (clusters[k].startPrimitive==clusters[k].endPrimitive && clusters[k].frontCluster==clusters[k].backCluster)
{
// this cluster servers no purpose...get rid of it
for (S32 l=0; l<clusters.size(); l++)
{
if (l==k)
continue;
if (clusters[l].frontCluster==k)
clusters[l].frontCluster = clusters[k].frontCluster;
if (clusters[l].frontCluster>k)
clusters[l].frontCluster--;
if (clusters[l].backCluster==k)
clusters[l].backCluster = clusters[k].backCluster;
if (clusters[l].backCluster>k)
clusters[l].backCluster--;
}
delElement(clusters,k);
k = -1; // start over, our parent may now be useless...
}
}
if (j==0)
{
mesh->startCluster.push_back(meshClusters.size());
mesh->firstVerts.push_back(meshVerts.size());
mesh->numVerts.push_back(verts.size());
}
// TODO: if tverts same as some previous frame, use that frame number
// o.w.
mesh->firstTVerts.push_back(meshTVerts.size());
// adjust startPrimitive, endPrimitive, frontCluster, & backCluster on list of clusters just generated
for (k=0; k<clusters.size(); k++)
{
Cluster & cluster = clusters[k];
cluster.startPrimitive += meshFaces.size();
cluster.endPrimitive += meshFaces.size();
cluster.frontCluster += meshClusters.size();
cluster.backCluster += meshClusters.size();
}
// now merge in just computed verts, tverts, indices, primitives, and clusters...
appendVector(meshVerts,verts);
if (mesh->firstTVerts.back()==meshTVerts.size())
appendVector(meshTVerts,tverts);
appendVector(meshNorms,norms);
appendVector(meshIndices,newIndices);
appendVector(meshFaces,newFaces);
appendVector(meshClusters,clusters);
}
}
mesh->clusters = meshClusters;
mesh->primitives = meshFaces;
mesh->indices = meshIndices;
mesh->verts = meshVerts;
mesh->normals = meshNorms;
mesh->tverts = meshTVerts;
}
}; // namespace DTS