void CStarField::CreateVBResult( unsigned long in_VBHandle ) { if(!m_bPreloadError) { if(in_VBHandle>0) { m_VBHandle = in_VBHandle; // decode texture std::string TextureName("/data/"); TextureName += "star.jpg"; CLoadProxy::getInstance().DecodeImageFromFile( TextureName.c_str(), this ); } else { m_bPreloadError = true; PreloadComplete(false); } } }
static void TranslateVariableName(HLSLCrossCompilerContext* psContext, const Operand* psOperand, uint32_t ui32TOFlag, uint32_t* pui32IgnoreSwizzle) { int integerConstructor = 0; bstring glsl = *psContext->currentGLSLString; *pui32IgnoreSwizzle = 0; if(psOperand->eType != OPERAND_TYPE_IMMEDIATE32 && psOperand->eType != OPERAND_TYPE_IMMEDIATE64 && psOperand->eType != OPERAND_TYPE_CONSTANT_BUFFER) { const uint32_t swizCount = psOperand->iNumComponents; SHADER_VARIABLE_TYPE eType = GetOperandDataType(psContext, psOperand); if( (ui32TOFlag & (TO_FLAG_INTEGER|TO_FLAG_UNSIGNED_INTEGER)) == (TO_FLAG_INTEGER|TO_FLAG_UNSIGNED_INTEGER)) { //Can be either int or uint if(eType != SVT_INT && eType != SVT_UINT) { if(swizCount == 1) bformata(glsl, "int("); else bformata(glsl, "ivec%d(", swizCount); integerConstructor = 1; } } else { if((ui32TOFlag & (TO_FLAG_INTEGER|TO_FLAG_DESTINATION))==TO_FLAG_INTEGER && eType != SVT_INT) { //Convert to int if(swizCount == 1) bformata(glsl, "int("); else bformata(glsl, "ivec%d(", swizCount); integerConstructor = 1; } if((ui32TOFlag & (TO_FLAG_UNSIGNED_INTEGER|TO_FLAG_DESTINATION))==TO_FLAG_UNSIGNED_INTEGER && eType != SVT_UINT) { //Convert to uint if(swizCount == 1) bformata(glsl, "uint("); else bformata(glsl, "uvec%d(", swizCount); integerConstructor = 1; } } } switch(psOperand->eType) { case OPERAND_TYPE_IMMEDIATE32: { if(psOperand->iNumComponents == 1) { if(ui32TOFlag & TO_FLAG_UNSIGNED_INTEGER) { bformata(glsl, "%uu", *((unsigned int*)(&psOperand->afImmediates[0]))); } else if((ui32TOFlag & TO_FLAG_INTEGER) || psOperand->iIntegerImmediate || fpcheck(psOperand->afImmediates[0])) { bformata(glsl, "%d", *((int*)(&psOperand->afImmediates[0]))); } else { bformata(glsl, "%f", psOperand->afImmediates[0]); } } else { if(ui32TOFlag & TO_FLAG_UNSIGNED_INTEGER) { bformata(glsl, "uvec4(%uu, %uu, %uu, %uu)", *(unsigned int*)&psOperand->afImmediates[0], *(unsigned int*)&psOperand->afImmediates[1], *(unsigned int*)&psOperand->afImmediates[2], *(unsigned int*)&psOperand->afImmediates[3]); } else if((ui32TOFlag & TO_FLAG_INTEGER) || psOperand->iIntegerImmediate || fpcheck(psOperand->afImmediates[0]) || fpcheck(psOperand->afImmediates[1]) || fpcheck(psOperand->afImmediates[2]) || fpcheck(psOperand->afImmediates[3])) { bformata(glsl, "ivec4(%d, %d, %d, %d)", *(int*)&psOperand->afImmediates[0], *(int*)&psOperand->afImmediates[1], *(int*)&psOperand->afImmediates[2], *(int*)&psOperand->afImmediates[3]); } else { bformata(glsl, "vec4(%f, %f, %f, %f)", psOperand->afImmediates[0], psOperand->afImmediates[1], psOperand->afImmediates[2], psOperand->afImmediates[3]); } if(psOperand->iNumComponents != 4) { AddSwizzleUsingElementCount(psContext, psOperand->iNumComponents); } } break; } case OPERAND_TYPE_IMMEDIATE64: { if(psOperand->iNumComponents == 1) { bformata(glsl, "%f", psOperand->adImmediates[0]); } else { bformata(glsl, "dvec4(%f, %f, %f, %f)", psOperand->adImmediates[0], psOperand->adImmediates[1], psOperand->adImmediates[2], psOperand->adImmediates[3]); if(psOperand->iNumComponents != 4) { AddSwizzleUsingElementCount(psContext, psOperand->iNumComponents); } } break; } case OPERAND_TYPE_INPUT: { switch(psOperand->iIndexDims) { case INDEX_2D: { if(psOperand->aui32ArraySizes[1] == 0)//Input index zero - position. { bcatcstr(glsl, "gl_in"); TranslateOperandIndex(psContext, psOperand, TO_FLAG_NONE);//Vertex index bcatcstr(glsl, ".gl_Position"); } else { const char* name = "Input"; if(ui32TOFlag & TO_FLAG_DECLARATION_NAME) { name = GetDeclaredInputName(psContext, psContext->psShader->eShaderType, psOperand); } bformata(glsl, "%s%d", name, psOperand->aui32ArraySizes[1]); TranslateOperandIndex(psContext, psOperand, TO_FLAG_NONE);//Vertex index } break; } default: { if(psOperand->eIndexRep[0] == OPERAND_INDEX_IMMEDIATE32_PLUS_RELATIVE) { bformata(glsl, "Input%d[int(", psOperand->ui32RegisterNumber); TranslateOperand(psContext, psOperand->psSubOperand[0], TO_FLAG_NONE); bcatcstr(glsl, ")]"); } else { if(psContext->psShader->aIndexedInput[psOperand->ui32RegisterNumber] != 0) { const uint32_t parentIndex = psContext->psShader->aIndexedInputParents[psOperand->ui32RegisterNumber]; bformata(glsl, "Input%d[%d]", parentIndex, psOperand->ui32RegisterNumber - parentIndex); } else { if(ui32TOFlag & TO_FLAG_DECLARATION_NAME) { const char* name = GetDeclaredInputName(psContext, psContext->psShader->eShaderType, psOperand); bcatcstr(glsl, name); } else { bformata(glsl, "Input%d", psOperand->ui32RegisterNumber); } } } break; } } break; } case OPERAND_TYPE_OUTPUT: { bformata(glsl, "Output%d", psOperand->ui32RegisterNumber); if(psOperand->psSubOperand[0]) { bcatcstr(glsl, "[int("); //Indexes must be integral. TranslateOperand(psContext, psOperand->psSubOperand[0], TO_FLAG_NONE); bcatcstr(glsl, ")]"); } break; } case OPERAND_TYPE_OUTPUT_DEPTH: case OPERAND_TYPE_OUTPUT_DEPTH_GREATER_EQUAL: case OPERAND_TYPE_OUTPUT_DEPTH_LESS_EQUAL: { bcatcstr(glsl, "gl_FragDepth"); break; } case OPERAND_TYPE_TEMP: { SHADER_VARIABLE_TYPE eType = GetOperandDataType(psContext, psOperand); bcatcstr(glsl, "Temp"); if(eType == SVT_INT) { bcatcstr(glsl, "_int"); } else if(eType == SVT_UINT) { bcatcstr(glsl, "_uint"); } else if(eType == SVT_DOUBLE) { bcatcstr(glsl, "_double"); } else if(eType == SVT_VOID || (ui32TOFlag & TO_FLAG_DESTINATION)) { if(ui32TOFlag & TO_FLAG_INTEGER) { bcatcstr(glsl, "_int"); } else if(ui32TOFlag & TO_FLAG_UNSIGNED_INTEGER) { bcatcstr(glsl, "_uint"); } } bformata(glsl, "[%d]", psOperand->ui32RegisterNumber); break; } case OPERAND_TYPE_SPECIAL_IMMCONSTINT: { bformata(glsl, "IntImmConst%d", psOperand->ui32RegisterNumber); break; } case OPERAND_TYPE_SPECIAL_IMMCONST: { bformata(glsl, "ImmConst%d", psOperand->ui32RegisterNumber); break; } case OPERAND_TYPE_SPECIAL_OUTBASECOLOUR: { bcatcstr(glsl, "BaseColour"); break; } case OPERAND_TYPE_SPECIAL_OUTOFFSETCOLOUR: { bcatcstr(glsl, "OffsetColour"); break; } case OPERAND_TYPE_SPECIAL_POSITION: { bcatcstr(glsl, "gl_Position"); break; } case OPERAND_TYPE_SPECIAL_FOG: { bcatcstr(glsl, "Fog"); break; } case OPERAND_TYPE_SPECIAL_POINTSIZE: { bcatcstr(glsl, "gl_PointSize"); break; } case OPERAND_TYPE_SPECIAL_ADDRESS: { bcatcstr(glsl, "Address"); break; } case OPERAND_TYPE_SPECIAL_TEXCOORD: { bformata(glsl, "TexCoord%d", psOperand->ui32RegisterNumber); break; } case OPERAND_TYPE_CONSTANT_BUFFER: { const char* StageName = "VS"; ConstantBuffer* psCBuf = NULL; ShaderVarType* psVarType = NULL; int32_t index = -1; GetConstantBufferFromBindingPoint(RGROUP_CBUFFER, psOperand->aui32ArraySizes[0], &psContext->psShader->sInfo, &psCBuf); switch(psContext->psShader->eShaderType) { case PIXEL_SHADER: { StageName = "PS"; break; } case HULL_SHADER: { StageName = "HS"; break; } case DOMAIN_SHADER: { StageName = "DS"; break; } case GEOMETRY_SHADER: { StageName = "GS"; break; } case COMPUTE_SHADER: { StageName = "CS"; break; } default: { break; } } if(ui32TOFlag & TO_FLAG_DECLARATION_NAME) { pui32IgnoreSwizzle[0] = 1; } if((psContext->flags & HLSLCC_FLAG_UNIFORM_BUFFER_OBJECT)!=HLSLCC_FLAG_UNIFORM_BUFFER_OBJECT) { if(psCBuf) { //$Globals. if(psCBuf->Name[0] == '$') { bformata(glsl, "Globals%s", StageName); } else { bformata(glsl, "%s%s", psCBuf->Name, StageName); } if((ui32TOFlag & TO_FLAG_DECLARATION_NAME) != TO_FLAG_DECLARATION_NAME) { bcatcstr(glsl, "."); } } else { //bformata(glsl, "cb%d", psOperand->aui32ArraySizes[0]); } } if((ui32TOFlag & TO_FLAG_DECLARATION_NAME) != TO_FLAG_DECLARATION_NAME) { //Work out the variable name. Don't apply swizzle to that variable yet. int32_t rebase = 0; if(psCBuf) { GetShaderVarFromOffset(psOperand->aui32ArraySizes[1], psOperand->aui32Swizzle, psCBuf, &psVarType, &index, &rebase); bformata(glsl, "%s", psVarType->FullName); } else // We don't have a semantic for this variable, so try the raw dump appoach. { bformata(glsl, "cb%d.data", psOperand->aui32ArraySizes[0]);// index = psOperand->aui32ArraySizes[1]; } //Dx9 only? if(psOperand->psSubOperand[0] != NULL) { SHADER_VARIABLE_TYPE eType = GetOperandDataType(psContext, psOperand->psSubOperand[0]); if(eType != SVT_INT && eType != SVT_UINT) { bcatcstr(glsl, "[int("); //Indexes must be integral. TranslateOperand(psContext, psOperand->psSubOperand[0], TO_FLAG_NONE); bcatcstr(glsl, ")]"); } else { bcatcstr(glsl, "["); //Indexes must be integral. TranslateOperand(psContext, psOperand->psSubOperand[0], TO_FLAG_NONE); bcatcstr(glsl, "]"); } ASSERT(index == 0 || index == -1); } else if(index != -1 && psOperand->psSubOperand[1] != NULL) { //Array of matrices is treated as array of vec4s if(index != -1) { SHADER_VARIABLE_TYPE eType = GetOperandDataType(psContext, psOperand->psSubOperand[1]); if(eType != SVT_INT && eType != SVT_UINT) { bcatcstr(glsl, "[int("); TranslateOperand(psContext, psOperand->psSubOperand[1], TO_FLAG_NONE); bformata(glsl, ") + %d]", index); } else { bcatcstr(glsl, "["); TranslateOperand(psContext, psOperand->psSubOperand[1], TO_FLAG_NONE); bformata(glsl, " + %d]", index); } } } else if(index != -1) { bformata(glsl, "[%d]", index); } else if(psOperand->psSubOperand[1] != NULL) { SHADER_VARIABLE_TYPE eType = GetOperandDataType(psContext, psOperand->psSubOperand[1]); if(eType != SVT_INT && eType != SVT_UINT) { bcatcstr(glsl, "["); TranslateOperand(psContext, psOperand->psSubOperand[1], TO_FLAG_NONE); bcatcstr(glsl, "]"); } else { bcatcstr(glsl, "[int("); TranslateOperand(psContext, psOperand->psSubOperand[1], TO_FLAG_NONE); bcatcstr(glsl, ")]"); } } if(psVarType && psVarType->Class == SVC_VECTOR) { switch(rebase) { case 4: { if(psVarType->Columns == 2) { //.x(GLSL) is .y(HLSL). .y(GLSL) is .z(HLSL) bcatcstr(glsl, ".xxyx"); } else if(psVarType->Columns == 3) { //.x(GLSL) is .y(HLSL). .y(GLSL) is .z(HLSL) .z(GLSL) is .w(HLSL) bcatcstr(glsl, ".xxyz"); } break; } case 8: { if(psVarType->Columns == 2) { //.x(GLSL) is .z(HLSL). .y(GLSL) is .w(HLSL) bcatcstr(glsl, ".xxxy"); } break; } case 0: default: { //No rebase, but extend to vec4. if(psVarType->Columns == 2) { bcatcstr(glsl, ".xyxx"); } else if(psVarType->Columns == 3) { bcatcstr(glsl, ".xyzx"); } break; } } } if(psVarType && psVarType->Class == SVC_SCALAR) { *pui32IgnoreSwizzle = 1; } } break; } case OPERAND_TYPE_RESOURCE: { TextureName(psContext, psOperand->ui32RegisterNumber, 0); *pui32IgnoreSwizzle = 1; break; } case OPERAND_TYPE_SAMPLER: { bformata(glsl, "Sampler%d", psOperand->ui32RegisterNumber); *pui32IgnoreSwizzle = 1; break; } case OPERAND_TYPE_FUNCTION_BODY: { const uint32_t ui32FuncBody = psOperand->ui32RegisterNumber; const uint32_t ui32FuncTable = psContext->psShader->aui32FuncBodyToFuncTable[ui32FuncBody]; //const uint32_t ui32FuncPointer = psContext->psShader->aui32FuncTableToFuncPointer[ui32FuncTable]; const uint32_t ui32ClassType = psContext->psShader->sInfo.aui32TableIDToTypeID[ui32FuncTable]; const char* ClassTypeName = &psContext->psShader->sInfo.psClassTypes[ui32ClassType].Name[0]; const uint32_t ui32UniqueClassFuncIndex = psContext->psShader->ui32NextClassFuncName[ui32ClassType]++; bformata(glsl, "%s_Func%d", ClassTypeName, ui32UniqueClassFuncIndex); break; } case OPERAND_TYPE_INPUT_FORK_INSTANCE_ID: { bcatcstr(glsl, "forkInstanceID"); *pui32IgnoreSwizzle = 1; return; } case OPERAND_TYPE_IMMEDIATE_CONSTANT_BUFFER: { bcatcstr(glsl, "immediateConstBufferF"); if(psOperand->psSubOperand[0]) { bcatcstr(glsl, "(int("); //Indexes must be integral. TranslateOperand(psContext, psOperand->psSubOperand[0], TO_FLAG_NONE); bcatcstr(glsl, "))"); } break; } case OPERAND_TYPE_INPUT_DOMAIN_POINT: { bcatcstr(glsl, "gl_TessCoord"); break; } case OPERAND_TYPE_INPUT_CONTROL_POINT: { if(psOperand->aui32ArraySizes[1] == 0)//Input index zero - position. { bformata(glsl, "gl_in[%d].gl_Position", psOperand->aui32ArraySizes[0]); } else { bformata(glsl, "Input%d[%d]", psOperand->aui32ArraySizes[1], psOperand->aui32ArraySizes[0]); } break; } case OPERAND_TYPE_NULL: { // Null register, used to discard results of operations bcatcstr(glsl, "//null"); break; } case OPERAND_TYPE_OUTPUT_CONTROL_POINT_ID: { bcatcstr(glsl, "gl_InvocationID"); *pui32IgnoreSwizzle = 1; break; } case OPERAND_TYPE_OUTPUT_COVERAGE_MASK: { bcatcstr(glsl, "gl_SampleMask[0]"); *pui32IgnoreSwizzle = 1; break; } case OPERAND_TYPE_INPUT_COVERAGE_MASK: { bcatcstr(glsl, "gl_SampleMaskIn[0]"); //Skip swizzle on scalar types. *pui32IgnoreSwizzle = 1; break; } case OPERAND_TYPE_INPUT_THREAD_ID://SV_DispatchThreadID { bcatcstr(glsl, "gl_GlobalInvocationID"); break; } case OPERAND_TYPE_INPUT_THREAD_GROUP_ID://SV_GroupThreadID { bcatcstr(glsl, "gl_LocalInvocationID"); break; } case OPERAND_TYPE_INPUT_THREAD_ID_IN_GROUP://SV_GroupID { bcatcstr(glsl, "gl_WorkGroupID"); break; } case OPERAND_TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED://SV_GroupIndex { bcatcstr(glsl, "gl_LocalInvocationIndex"); break; } case OPERAND_TYPE_UNORDERED_ACCESS_VIEW: { bformata(glsl, "UAV%d", psOperand->ui32RegisterNumber); break; } case OPERAND_TYPE_THREAD_GROUP_SHARED_MEMORY: { bformata(glsl, "TGSM%d", psOperand->ui32RegisterNumber); break; } case OPERAND_TYPE_INPUT_PRIMITIVEID: { bcatcstr(glsl, "gl_PrimitiveID"); break; } case OPERAND_TYPE_INDEXABLE_TEMP: { bformata(glsl, "TempArray%d", psOperand->aui32ArraySizes[0]); bformata(glsl, "[%d", psOperand->aui32ArraySizes[1]); if(psOperand->psSubOperand[1]) { bcatcstr(glsl, "+"); TranslateOperand(psContext, psOperand->psSubOperand[1], TO_FLAG_NONE); } bcatcstr(glsl, "]"); break; } case OPERAND_TYPE_STREAM: { bformata(glsl, "%d", psOperand->ui32RegisterNumber); break; } case OPERAND_TYPE_INPUT_GS_INSTANCE_ID: { bcatcstr(glsl, "gl_InvocationID"); break; } case OPERAND_TYPE_THIS_POINTER: { /* The "this" register is a register that provides up to 4 pieces of information: X: Which CB holds the instance data Y: Base element offset of the instance data within the instance CB Z: Base sampler index W: Base Texture index Can be different for each function call */ break; } default: { ASSERT(0); break; } } if(integerConstructor) { bcatcstr(glsl, ")"); } }
//-- // // Analysis // //-- bool MultiresolutionMesh::Analysis(int) { // // HSI // #ifdef _HSI_COLOR_ std::vector<Vector3d> color_backup; if( ColorNumber() == VertexNumber() ) { color_backup = colors; Vector3d tmp_hsi; for( int i=0; i<ColorNumber(); i++ ) { Rgb2Hsi( Color(i), tmp_hsi ); Color(i) = tmp_hsi; } } #endif // // RGB 2 Grayscale // #ifdef _RGB_2_GRAYSCALE_ std::vector<Vector3d> color_backup; if( ColorNumber() == VertexNumber() ) { color_backup = colors; double tmp; for( int i=0; i<ColorNumber(); i++ ) { tmp = (Color(i)[0]+Color(i)[1]+Color(i)[2])/3.0; Color(i) = tmp; } } #endif // Initialize member variables current_level_number = -1; levels.clear(); mean_curvature.clear(); gaussian_curvature.clear(); texture.Reset(); vertex_map.clear(); edge_list.clear(); // Initialize normals ComputeFaceNormals(); ComputeVertexNormals(); // Initialize progressive decomposition BeginProgressiveDecomposition(); // Initialize curvatures // mean_curvature.resize( VertexNumber() ); // gaussian_curvature.resize( VertexNumber() ); // ComputeMeanCurvature(); // ComputeGaussianCurvature(); // Initialize texture if( (TextureNumber()!=0) && (TextureName().empty()==false) ) { use_texture = texture.ReadFile( TextureName() ); } else { use_texture = false; } if( ColorNumber() == VertexNumber() ) { use_color = true; } else { use_color = false; } use_normal = true; // permutation.assign(VertexNumber(), -1); // map.assign( VertexNumber(), -1); // Initialize vertex map // This table indicates on which vertex each vertex has collapsed to vertex_map.resize( VertexNumber() ); for( int i=0; i<VertexNumber(); i++ ) { vertex_map[i] = i; } // std::cout<<bounding_box.Center()<<std::endl; // for( int i=0; i<VertexNumber(); i++ ) { // if( // Vertex(i)[0]>-0.01 && // Vertex(i)[2]>-0.01 && // Vertex(i)[0]<0.01 && // Vertex(i)[2]<0.01 // ) // std::cout<<i<<" "<<Vertex(i)<<std::endl; // } ConstPairContractionIterator itp; ConstNeighborIterator itn; std::vector<bool> locked_vertices(VertexNumber(), false); // levels.resize( base_level ); current_level_number = 0; //-- Test -- //int vnum = VertexNumber(); //timer.Reset(); //timer.Start(); //test<<current_level_number<<'\t'<<vnum<<endl; //-- #ifdef _OUTPUT_LEVELS_ // Write the finest level statistics std::ofstream level_stats_file("levels.log"); level_stats_file<<current_level_number<<'\t'<<ValidVertexNumber()<<'\t'<<ValidFaceNumber()<<std::endl; // Write the finest level mesh (the initial mesh) char filename[255]; sprintf(filename,"level%02d.wrl",current_level_number); WriteFile(filename); #endif // // Create the levels of details // while( 1 ) { // Add a new level levels.push_back( ResolutionLevel() ); // // Select the odd vertices // Remove the odd vertices // Lock the neighbors // Odd vertices are a set of independent vertices selected to be removed // The remaining (even) vertices compose the next coarse level // while( !pair_contractions.empty() ) { #ifdef _TEST_PLAN_ // Lock one predefined vertex locked_vertices[1844] = true; // plan-20000 // locked_vertices[30670] = true; // plan-irregulier #endif // Get pair contraction with minimum cost PairContraction pair = MinimumPairContraction(); // Remove pair from contraction candidate list RemovePairContraction( pair.Candidate() ); // Do not perform bad contraction until the level of detail is very low if( pair.Cost()>=invalid_contraction_penalty && current_level_number<15 ) { locked_vertices[pair.Candidate()] = true; continue; } // Test to see if after the pair contraction, // one vertex has a valence of 3 // This case screws up the predict operator itn = NeighborVertices(pair.Candidate()).begin(); while( itn != NeighborVertices(pair.Candidate()).end() ) { if(current_level_number<15 && NeighborVertexNumber(*itn)==4 && FindNeighborVertex(pair.Target(), *itn) && !IsBorderVertex(*itn)) { locked_vertices[pair.Candidate()] = true; } ++itn; } if( locked_vertices[pair.Candidate()] ) continue; // Map the candidate to the target vertex_map[pair.Candidate()] = pair.Target(); // Lock the selected vertex and its neighbors // valid_vertices[pair.Candidate()] = false; // Collapse candidate Collapse( pair ); // Update normals UpdateNormals( pair ); // Update quadrics UpdateQuadrics(pair); // Update pair cost of surronding vertices if( pair.Target() >= 0 ) { // Compute neighbor vertex cost itn = NeighborVertices(pair.Target()).begin(); while( itn != NeighborVertices(pair.Target()).end() ) { if( locked_vertices[*itn] == false ) { RemovePairContraction(*itn); ComputeEdgeCostAtVertex(*itn); } ++itn; } } // Lock the neighborhood of the selected vertex itn = NeighborVertices(pair.Candidate()).begin(); while( itn != NeighborVertices(pair.Candidate()).end() ) { // If the vertex is not already locked if( locked_vertices[*itn] == false ) { // Remove its pair contraction estimation RemovePairContraction(*itn); // Lock it locked_vertices[*itn] = true; } // Next neighbor ++itn; } // Record pair contraction levels[current_level_number].pair_contractions.push_front( pair ); } // bool left = false; int left_vertex_number = 0; // Compute new edge collapse pairs for(int i=0; i<VertexNumber(); i++ ) { if( valid_vertices[i] == false ) continue; left_vertex_number++; locked_vertices[i] = false; ComputeEdgeCostAtVertex(i); } // Update the normals ComputeProgressiveFaceNormals(); ComputeProgressiveVertexNormals(); // Next level current_level_number++; #ifdef _OUTPUT_LEVELS_ // Write the current level statistics level_stats_file<<current_level_number<<'\t'<<ValidVertexNumber()<<'\t'<<ValidFaceNumber()<<std::endl; // Write the current level mesh sprintf(filename,"level%02d.wrl",current_level_number); WriteFile(filename); #endif // Is there any vertex left ? // if( left_vertex_number == 0 ) break; // if( left_vertex_number < 100 ) break; if( left_vertex_number < 10 ) break; } // End the progressive decomposition EndProgressiveDecomposition(); // Reset locked_vertices.clear(); // // Go back the initial fine level // Reconstruct all levels // while( current_level_number > 0 ) { // Next level current_level_number--; // Insert odd vertices itp = levels[current_level_number].pair_contractions.begin(); while( itp != levels[current_level_number].pair_contractions.end() ) { // Expand candidate of current pair contraction Expand( *itp ); // Next pair contraction ++itp; } } // Update the normals ComputeProgressiveFaceNormals(); ComputeProgressiveVertexNormals(); for( int i=0; i<(int)levels.size(); i++ ) { levels[i].Resize( VertexNumber() ); } // // Compute the details // while( current_level_number < LevelNumber() ) { // // Predict odd vertices // itp = levels[current_level_number].pair_contractions.begin(); while( itp != levels[current_level_number].pair_contractions.end() ) { // Compute wavelet coefficient PredictVertex( itp->Candidate(), ODD_VERTEX ); // Invalidate the odd vertex valid_vertices[itp->Candidate()] = false; #ifdef _TEST_PLAN_ // Null the details levels[current_level_number].geometric_details[itp->Candidate()] = 0; #endif // Next pair contraction ++itp; } // // Predict even vertices // for(int i=0; i<VertexNumber(); i++ ) { // Valid vertex ? if( valid_vertices[i] == false ) continue; // Predict even vertex PredictVertex( i, EVEN_VERTEX ); #ifdef _TEST_PLAN_ // Null the details levels[current_level_number].geometric_details[i] = 0; #endif } // // Simplify // Removed odd vertices to go to next coarse level // itp = levels[current_level_number].pair_contractions.begin(); while( itp != levels[current_level_number].pair_contractions.end() ) { // Collapse candidate Collapse( *itp ); // Next Pair contrction ++itp; } // Update the normals ComputeProgressiveFaceNormals(); ComputeProgressiveVertexNormals(); // Go to the next coarse level current_level_number++; } // Test plan #ifdef _TEST_PLAN_ Vertex(1844)[1] = -1.0; // plan-2000 // Vertex(30670)[1] = -1.0; // plan-irregulier char filename[255]; sprintf(filename,"plan-base.wrl"); WriteFile(filename); #endif //-- Test -- //timer.Stop(); //test<<VertexNumber()<<'\t'<<vnum<<'\t'<<((double)VertexNumber()/vnum - 1.0)*100.0<<'\t'<<timer.Total()<<'\t'<<memory<<endl; //-- // // HSI // /* #ifdef _HSI_COLOR_ if( ColorNumber() == VertexNumber() ) { colors = color_backup; } #endif */ return true; }
static void TranslateVariableName(HLSLCrossCompilerContext* psContext, const Operand* psOperand, uint32_t ui32TOFlag, uint32_t* pui32IgnoreSwizzle) { bstring glsl = *psContext->currentGLSLString; *pui32IgnoreSwizzle = 0; switch(psOperand->eType) { case OPERAND_TYPE_IMMEDIATE32: { if(psOperand->iNumComponents == 1) { if((ui32TOFlag & TO_FLAG_INTEGER) || psOperand->iIntegerImmediate || fpcheck(psOperand->afImmediates[0])) { bformata(glsl, "%d", *((int*)(&psOperand->afImmediates[0]))); } else { bformata(glsl, "%f", psOperand->afImmediates[0]); } } else if(psOperand->iNumComponents == 4) { if((ui32TOFlag & TO_FLAG_INTEGER) || psOperand->iIntegerImmediate || fpcheck(psOperand->afImmediates[0]) || fpcheck(psOperand->afImmediates[1]) || fpcheck(psOperand->afImmediates[2]) || fpcheck(psOperand->afImmediates[3])) { bformata(glsl, "vec4(%d, %d, %d, %d)", *(int*)&psOperand->afImmediates[0], *(int*)&psOperand->afImmediates[1], *(int*)&psOperand->afImmediates[2], *(int*)&psOperand->afImmediates[3]); } else { bformata(glsl, "vec4(%f, %f, %f, %f)", psOperand->afImmediates[0], psOperand->afImmediates[1], psOperand->afImmediates[2], psOperand->afImmediates[3]); } } break; } case OPERAND_TYPE_INPUT: { switch(psOperand->iIndexDims) { case INDEX_2D: { if(psOperand->aui32ArraySizes[1] == 0)//Input index zero - position. { bcatcstr(glsl, "gl_in"); TranslateOperandIndex(psContext, psOperand, TO_FLAG_NONE);//Vertex index bcatcstr(glsl, ".gl_Position"); } else { const char* name = "Input"; if(ui32TOFlag & TO_FLAG_DECLARATION_NAME) { name = GetDeclaredName(psContext->psShader->eShaderType, psContext->flags); } bformata(glsl, "%s%d", name, psOperand->aui32ArraySizes[1]); TranslateOperandIndex(psContext, psOperand, TO_FLAG_NONE);//Vertex index } break; } default: { if(psOperand->eIndexRep[0] == OPERAND_INDEX_IMMEDIATE32_PLUS_RELATIVE) { bformata(glsl, "Input%d[int(", psOperand->ui32RegisterNumber); TranslateOperand(psContext, psOperand->psSubOperand[0], TO_FLAG_NONE); bcatcstr(glsl, ")]"); } else { if(psContext->psShader->aIndexedInput[psOperand->ui32RegisterNumber] != 0) { const uint32_t parentIndex = psContext->psShader->aIndexedInputParents[psOperand->ui32RegisterNumber]; bformata(glsl, "Input%d[%d]", parentIndex, psOperand->ui32RegisterNumber - parentIndex); } else { const char* name = "Input"; if(ui32TOFlag & TO_FLAG_DECLARATION_NAME) { name = GetDeclaredName(psContext->psShader->eShaderType, psContext->flags); } bformata(glsl, "%s%d", name, psOperand->ui32RegisterNumber); } } break; } } break; } case OPERAND_TYPE_OUTPUT: { bformata(glsl, "Output%d", psOperand->ui32RegisterNumber); if(psOperand->psSubOperand[0]) { bcatcstr(glsl, "[int("); //Indexes must be integral. TranslateOperand(psContext, psOperand->psSubOperand[0], TO_FLAG_NONE); bcatcstr(glsl, ")]"); } break; } case OPERAND_TYPE_OUTPUT_DEPTH: case OPERAND_TYPE_OUTPUT_DEPTH_GREATER_EQUAL: case OPERAND_TYPE_OUTPUT_DEPTH_LESS_EQUAL: { bcatcstr(glsl, "gl_FragDepth"); break; } case OPERAND_TYPE_TEMP: { bformata(glsl, "Temp%d", psOperand->ui32RegisterNumber); break; } case OPERAND_TYPE_CONSTANT_BUFFER: { const char* StageName = "VS"; ConstantBuffer* psCBuf = NULL; GetConstantBufferFromBindingPoint(psOperand->aui32ArraySizes[0], &psContext->psShader->sInfo, &psCBuf); switch(psContext->psShader->eShaderType) { case PIXEL_SHADER: { StageName = "PS"; break; } case HULL_SHADER: { StageName = "HS"; break; } case DOMAIN_SHADER: { StageName = "DS"; break; } case GEOMETRY_SHADER: { StageName = "GS"; break; } default: { break; } } #if CBUFFER_USE_STRUCT_AND_NAMES { char* pszContBuffName; pszContBuffName = psCBuf->Name; if(psCBuf->Name[0] == '$')//$Global or $Param pszContBuffName++; ASSERT(psOperand->aui32ArraySizes[1] < psCBuf->ui32NumVars); bformata(glsl, "%s%s.%s", pszContBuffName, StageName, psCBuf->asVars[psOperand->aui32ArraySizes[1]].Name); } #else if(psContext->flags & HLSLCC_FLAG_UNIFORM_BUFFER_OBJECT) { if((psCBuf->Name[0] == '$') && (psContext->flags & HLSLCC_FLAG_GLOBAL_CONSTS_NEVER_IN_UBO)) { bformata(glsl, "Globals%s[%d]", StageName, psOperand->aui32ArraySizes[1]); } else { //Each uniform block is given the HLSL consant buffer name. //Within each uniform block is a constant array named ConstN bformata(glsl, "Const%d[%d]", psOperand->aui32ArraySizes[0], psOperand->aui32ArraySizes[1]); } } else { //$Globals. if(psCBuf->Name[0] == '$') { bformata(glsl, "Globals%s[%d]", StageName, psOperand->aui32ArraySizes[1]); } else { bformata(glsl, "%s%s[%d]", psCBuf->Name, StageName, psOperand->aui32ArraySizes[1]); } } #endif break; } case OPERAND_TYPE_RESOURCE: { TextureName(psContext, psOperand->ui32RegisterNumber, 0); break; } case OPERAND_TYPE_SAMPLER: { bformata(glsl, "Sampler%d", psOperand->ui32RegisterNumber); break; } case OPERAND_TYPE_FUNCTION_BODY: { const uint32_t ui32FuncBody = psOperand->ui32RegisterNumber; const uint32_t ui32FuncTable = psContext->psShader->aui32FuncBodyToFuncTable[ui32FuncBody]; //const uint32_t ui32FuncPointer = psContext->psShader->aui32FuncTableToFuncPointer[ui32FuncTable]; const uint32_t ui32ClassType = psContext->psShader->sInfo.aui32TableIDToTypeID[ui32FuncTable]; const char* ClassTypeName = &psContext->psShader->sInfo.psClassTypes[ui32ClassType].Name[0]; const uint32_t ui32UniqueClassFuncIndex = psContext->psShader->ui32NextClassFuncName[ui32ClassType]++; bformata(glsl, "%s_Func%d", ClassTypeName, ui32UniqueClassFuncIndex); break; } case OPERAND_TYPE_INPUT_FORK_INSTANCE_ID: { bcatcstr(glsl, "forkInstanceID"); *pui32IgnoreSwizzle = 1; return; } case OPERAND_TYPE_IMMEDIATE_CONSTANT_BUFFER: { bcatcstr(glsl, "immediateConstBufferF"); if(psOperand->psSubOperand[0]) { bcatcstr(glsl, "(int("); //Indexes must be integral. TranslateOperand(psContext, psOperand->psSubOperand[0], TO_FLAG_NONE); bcatcstr(glsl, "))"); } break; } case OPERAND_TYPE_INPUT_DOMAIN_POINT: { bcatcstr(glsl, "gl_TessCoord"); break; } case OPERAND_TYPE_INPUT_CONTROL_POINT: { if(psOperand->aui32ArraySizes[1] == 0)//Input index zero - position. { bformata(glsl, "gl_in[%d].gl_Position", psOperand->aui32ArraySizes[0]); } else { bformata(glsl, "Input%d[%d]", psOperand->aui32ArraySizes[1], psOperand->aui32ArraySizes[0]); } break; } case OPERAND_TYPE_NULL: { // Null register, used to discard results of operations bcatcstr(glsl, "//null"); break; } case OPERAND_TYPE_OUTPUT_CONTROL_POINT_ID: { bcatcstr(glsl, "gl_InvocationID"); *pui32IgnoreSwizzle = 1; break; } case OPERAND_TYPE_OUTPUT_COVERAGE_MASK: { bcatcstr(glsl, "gl_SampleMask[0]"); *pui32IgnoreSwizzle = 1; break; } case OPERAND_TYPE_INPUT_COVERAGE_MASK: { bcatcstr(glsl, "gl_SampleMaskIn[0]"); //Skip swizzle on scalar types. *pui32IgnoreSwizzle = 1; break; } default: { ASSERT(0); break; } } }