310 lines
9.3 KiB
C++
Executable File
310 lines
9.3 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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// Copied from NVidia Triangle Strip SDK, available from NVidia website
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//-----------------------------------------------------------------------------
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#ifdef _MSC_VER
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#pragma warning(disable : 4786)
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#endif
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#include "NvTriStripObjects.h"
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#include "NvTriStrip.h"
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////////////////////////////////////////////////////////////////////////////////////////
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//private data
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static U32 cacheSize = CACHESIZE_GEFORCE1_2;
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static bool bStitchStrips = true;
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static U32 minStripSize = 0;
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static bool bListsOnly = false;
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////////////////////////////////////////////////////////////////////////////////////////
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// SetListsOnly()
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//
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// If set to true, will return an optimized list, with no strips at all.
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//
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// Default value: false
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//
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void SetListsOnly(const bool _bListsOnly)
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{
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bListsOnly = _bListsOnly;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// SetCacheSize()
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//
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// Sets the cache size which the stripfier uses to optimize the data.
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// Controls the length of the generated individual strips.
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// This is the "actual" cache size, so 24 for GeForce3 and 16 for GeForce1/2
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// You may want to play around with this number to tweak performance.
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//
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// Default value: 16
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//
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void SetCacheSize(const U32 _cacheSize)
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{
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cacheSize = _cacheSize;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// SetStitchStrips()
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//
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// bool to indicate whether to stitch together strips into one huge strip or not.
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// If set to true, you'll get back one huge strip stitched together using degenerate
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// triangles.
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// If set to false, you'll get back a large number of separate strips.
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//
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// Default value: true
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//
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void SetStitchStrips(const bool _bStitchStrips)
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{
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bStitchStrips = _bStitchStrips;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// SetMinStripSize()
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//
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// Sets the minimum acceptable size for a strip, in triangles.
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// All strips generated which are shorter than this will be thrown into one big, separate list.
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//
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// Default value: 0
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//
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void SetMinStripSize(const U32 _minStripSize)
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{
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minStripSize = _minStripSize;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// GenerateStrips()
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//
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// in_indices: input index list, the indices you would use to render
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// in_numIndices: number of entries in in_indices
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// primGroups: array of optimized/stripified PrimitiveGroups
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// numGroups: number of groups returned
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//
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// Be sure to call delete[] on the returned primGroups to avoid leaking mem
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//
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void GenerateStrips(const U16* in_indices, const U32 in_numIndices,
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PrimitiveGroup** primGroups, U16* numGroups)
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{
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//put data in format that the stripifier likes
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WordVec tempIndices;
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tempIndices.resize(in_numIndices);
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U16 maxIndex = 0;
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U32 i;
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for(i = 0; i < in_numIndices; i++)
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{
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tempIndices[i] = in_indices[i];
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if(in_indices[i] > maxIndex)
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maxIndex = in_indices[i];
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}
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NvStripInfoVec tempStrips;
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NvFaceInfoVec tempFaces;
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NvStripifier stripifier;
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//do actual stripification
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stripifier.Stripify(tempIndices, cacheSize, minStripSize, maxIndex, tempStrips, tempFaces);
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//stitch strips together
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IntVec stripIndices;
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U32 numSeparateStrips = 0;
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if(bListsOnly)
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{
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//if we're outputting only lists, we're done
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*numGroups = 1;
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(*primGroups) = new PrimitiveGroup[*numGroups];
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PrimitiveGroup* primGroupArray = *primGroups;
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//count the total number of indices
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U32 numIndices = 0;
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U32 i;
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for(i = 0; i < tempStrips.size(); i++)
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{
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numIndices += tempStrips[i]->m_faces.size() * 3;
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}
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//add in the list
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numIndices += tempFaces.size() * 3;
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primGroupArray[0].type = PT_LIST;
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primGroupArray[0].numIndices = numIndices;
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primGroupArray[0].indices = new U16[numIndices];
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//do strips
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U32 indexCtr = 0;
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for(U32 k = 0; k < tempStrips.size(); k++)
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{
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for(U32 j = 0; j < tempStrips[i]->m_faces.size(); j++)
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{
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//degenerates are of no use with lists
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if(!NvStripifier::IsDegenerate(tempStrips[i]->m_faces[j]))
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{
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primGroupArray[0].indices[indexCtr++] = tempStrips[k]->m_faces[j]->m_v0;
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primGroupArray[0].indices[indexCtr++] = tempStrips[k]->m_faces[j]->m_v1;
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primGroupArray[0].indices[indexCtr++] = tempStrips[k]->m_faces[j]->m_v2;
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}
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else
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{
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//we've removed a tri, reduce the number of indices
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primGroupArray[0].numIndices -= 3;
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}
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}
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}
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//do lists
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for(i = 0; i < tempFaces.size(); i++)
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{
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primGroupArray[0].indices[indexCtr++] = tempFaces[i]->m_v0;
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primGroupArray[0].indices[indexCtr++] = tempFaces[i]->m_v1;
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primGroupArray[0].indices[indexCtr++] = tempFaces[i]->m_v2;
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}
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}
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else
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{
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stripifier.CreateStrips(tempStrips, stripIndices, bStitchStrips, numSeparateStrips);
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//if we're stitching strips together, we better get back only one strip from CreateStrips()
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assert( (bStitchStrips && (numSeparateStrips == 1)) || !bStitchStrips);
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//convert to output format
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*numGroups = numSeparateStrips; //for the strips
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if(tempFaces.size() != 0)
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(*numGroups)++; //we've got a list as well, increment
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(*primGroups) = new PrimitiveGroup[*numGroups];
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PrimitiveGroup* primGroupArray = *primGroups;
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//first, the strips
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S32 startingLoc = 0;
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for(U32 stripCtr = 0; stripCtr < numSeparateStrips; stripCtr++)
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{
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S32 stripLength = 0;
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if(!bStitchStrips)
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{
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//if we've got multiple strips, we need to figure out the correct length
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U32 i;
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for(i = startingLoc; i < stripIndices.size(); i++)
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{
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if(stripIndices[i] == -1)
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break;
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}
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stripLength = i - startingLoc;
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}
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else
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stripLength = stripIndices.size();
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primGroupArray[stripCtr].type = PT_STRIP;
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primGroupArray[stripCtr].indices = new U16[stripLength];
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primGroupArray[stripCtr].numIndices = stripLength;
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S32 indexCtr = 0;
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for(S32 i = startingLoc; i < stripLength + startingLoc; i++)
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primGroupArray[stripCtr].indices[indexCtr++] = stripIndices[i];
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//we add 1 to account for the -1 separating strips
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//this doesn't break the stitched case since we'll exit the loop
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startingLoc += stripLength + 1;
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}
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//next, the list
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if(tempFaces.size() != 0)
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{
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S32 faceGroupLoc = (*numGroups) - 1; //the face group is the last one
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primGroupArray[faceGroupLoc].type = PT_LIST;
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primGroupArray[faceGroupLoc].indices = new U16[tempFaces.size() * 3];
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primGroupArray[faceGroupLoc].numIndices = tempFaces.size() * 3;
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S32 indexCtr = 0;
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for(U32 i = 0; i < tempFaces.size(); i++)
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{
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primGroupArray[faceGroupLoc].indices[indexCtr++] = tempFaces[i]->m_v0;
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primGroupArray[faceGroupLoc].indices[indexCtr++] = tempFaces[i]->m_v1;
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primGroupArray[faceGroupLoc].indices[indexCtr++] = tempFaces[i]->m_v2;
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}
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}
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}
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//clean up everything
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//delete strips
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for(i = 0; i < tempStrips.size(); i++)
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{
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for(U32 j = 0; j < tempStrips[i]->m_faces.size(); j++)
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{
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delete tempStrips[i]->m_faces[j];
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tempStrips[i]->m_faces[j] = NULL;
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}
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delete tempStrips[i];
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tempStrips[i] = NULL;
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}
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//delete faces
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for(i = 0; i < tempFaces.size(); i++)
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{
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delete tempFaces[i];
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tempFaces[i] = NULL;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// RemapIndices()
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//
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// Function to remap your indices to improve spatial locality in your vertex buffer.
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//
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// in_primGroups: array of PrimitiveGroups you want remapped
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// numGroups: number of entries in in_primGroups
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// numVerts: number of vertices in your vertex buffer, also can be thought of as the range
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// of acceptable values for indices in your primitive groups.
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// remappedGroups: array of remapped PrimitiveGroups
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//
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// Note that, according to the remapping handed back to you, you must reorder your
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// vertex buffer.
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//
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void RemapIndices(const PrimitiveGroup* in_primGroups, const U16 numGroups,
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const U16 numVerts, PrimitiveGroup** remappedGroups)
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{
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(*remappedGroups) = new PrimitiveGroup[numGroups];
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//caches oldIndex --> newIndex conversion
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S32 *indexCache;
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indexCache = new S32[numVerts];
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memset(indexCache, -1, sizeof(S32)*numVerts);
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//loop over primitive groups
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U32 indexCtr = 0;
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for(S32 i = 0; i < numGroups; i++)
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{
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U32 numIndices = in_primGroups[i].numIndices;
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//init remapped group
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(*remappedGroups)[i].type = in_primGroups[i].type;
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(*remappedGroups)[i].numIndices = numIndices;
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(*remappedGroups)[i].indices = new U16[numIndices];
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for(U32 j = 0; j < numIndices; j++)
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{
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S32 cachedIndex = indexCache[in_primGroups[i].indices[j]];
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if(cachedIndex == -1) //we haven't seen this index before
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{
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//point to "last" vertex in VB
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(*remappedGroups)[i].indices[j] = indexCtr;
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//add to index cache, increment
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indexCache[in_primGroups[i].indices[j]] = indexCtr++;
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}
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else
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{
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//we've seen this index before
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(*remappedGroups)[i].indices[j] = cachedIndex;
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}
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}
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}
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delete[] indexCache;
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} |