Exemple #1
0
void CAOGenerator::GenerateNodeByTexel(CConversionSceneNode* pNode, raytrace::CRaytracer* pTracer, size_t& iRendered)
{
    for (size_t c = 0; c < pNode->GetNumChildren(); c++)
        GenerateNodeByTexel(pNode->GetChild(c), pTracer, iRendered);

    for (size_t m = 0; m < pNode->GetNumMeshInstances(); m++)
    {
        CConversionMeshInstance* pMeshInstance = pNode->GetMeshInstance(m);
        CConversionMesh* pMesh = pMeshInstance->GetMesh();

        if (!pMesh->GetNumUVs())
            continue;

        for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
        {
            CConversionFace* pFace = pMesh->GetFace(f);

            if (pFace->m != ~0)
            {
                if (!pMeshInstance->GetMappedMaterial(pFace->m)->IsVisible())
                    continue;

                CConversionMaterial* pMaterial = m_pScene->GetMaterial(pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial);
                if (pMaterial && !pMaterial->IsVisible())
                    continue;
            }

            tvector<Vector> avecPoints;
            tvector<size_t> aiPoints;
            for (size_t t = 0; t < pFace->GetNumVertices(); t++)
            {
                avecPoints.push_back(pMeshInstance->GetVertex(pFace->GetVertex(t)->v));
                aiPoints.push_back(t);
            }

            while (avecPoints.size() > 3)
            {
                size_t iEar = FindEar(avecPoints);
                size_t iLast = iEar==0?avecPoints.size()-1:iEar-1;
                size_t iNext = iEar==avecPoints.size()-1?0:iEar+1;
                GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[iLast], aiPoints[iEar], aiPoints[iNext], pTracer, iRendered);
                avecPoints.erase(avecPoints.begin()+iEar);
                aiPoints.erase(aiPoints.begin()+iEar);
                if (m_bStopGenerating)
                    break;
            }
            GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[0], aiPoints[1], aiPoints[2], pTracer, iRendered);
            if (m_bStopGenerating)
                break;
        }
        if (m_bStopGenerating)
            break;
    }
}
Exemple #2
0
void CAOGenerator::ShadowMapSetupSceneNode(CConversionSceneNode* pNode, tvector<float>& aflVerts, bool bDepth)
{
    if (!pNode)
        return;

    for (size_t c = 0; c < pNode->GetNumChildren(); c++)
        ShadowMapSetupSceneNode(pNode->GetChild(c), aflVerts, bDepth);

    for (size_t m = 0; m < pNode->GetNumMeshInstances(); m++)
    {
        CConversionMeshInstance* pMeshInstance = pNode->GetMeshInstance(m);
        CConversionMesh* pMesh = pMeshInstance->GetMesh();
        for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
        {
            CConversionFace* pFace = pMesh->GetFace(f);

            if (!bDepth)
            {
                // Allow this in the depth model so that it still projects a shadow, but we don't produce a map for it.
                if (pFace->m != ~0 && pMeshInstance->GetMappedMaterial(pFace->m))
                {
                    if (!pMeshInstance->GetMappedMaterial(pFace->m)->IsVisible())
                        continue;

                    CConversionMaterial* pMaterial = m_pScene->GetMaterial(pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial);
                    if (pMaterial && !pMaterial->IsVisible())
                        continue;
                }
            }

            CConversionVertex* pVertex0 = pFace->GetVertex(0);

            for (size_t k = 2; k < pFace->GetNumVertices(); k++)
            {
                CConversionVertex* pVertex1 = pFace->GetVertex(k-1);
                CConversionVertex* pVertex2 = pFace->GetVertex(k);

                AddShadowMapVertex(aflVerts, pMeshInstance->GetVertex(pVertex0->v), pMeshInstance->GetNormal(pVertex0->vn), pMesh->GetUV(pVertex0->vu));
                AddShadowMapVertex(aflVerts, pMeshInstance->GetVertex(pVertex1->v), pMeshInstance->GetNormal(pVertex1->vn), pMesh->GetUV(pVertex1->vu));
                AddShadowMapVertex(aflVerts, pMeshInstance->GetVertex(pVertex2->v), pMeshInstance->GetNormal(pVertex2->vn), pMesh->GetUV(pVertex2->vu));
            }
        }
    }
}
Exemple #3
0
void CTexelGenerator::Generate()
{
	for (size_t i = 0; i < m_apMethods.size(); i++)
		m_apMethods[i]->PreGenerate();

	if (m_pWorkListener)
	{
		m_pWorkListener->BeginProgress();
		m_pWorkListener->SetAction("Building tree", 0);
	}

	if (SMAKWindow())
		SMAKWindow()->ClearDebugLines();

	memset(&m_abTexelMask[0], 0, m_iWidth*m_iHeight*sizeof(bool));

	m_bIsGenerating = true;
	m_bStopGenerating = false;
	m_bDoneGenerating = false;

	raytrace::CRaytracer* pTracer = NULL;

	pTracer = new raytrace::CRaytracer(m_pScene);

	for (size_t	m = 0; m < m_apHiRes.size(); m++)
		pTracer->AddMeshInstance(m_apHiRes[m]);

	pTracer->BuildTree();

	m_pWorkParallelizer = new CParallelizer((JobCallback)::ComputeAtTexel);
	m_pWorkParallelizer->Start();

	float flTotalArea = 0;

	for (size_t m = 0; m < m_pScene->GetNumMeshes(); m++)
	{
		CConversionMesh* pMesh = m_pScene->GetMesh(m);
		for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
		{
			CConversionFace* pFace = pMesh->GetFace(f);
			flTotalArea += pFace->GetUVArea();
		}
	}

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Dispatching jobs", (size_t)(flTotalArea*m_iWidth*m_iHeight));

	size_t iRendered = 0;

	tvector<Vector> avecPoints;
	tvector<size_t> aiPoints;

	for (size_t i = 0; i < m_apLoRes.size(); i++)
	{
		CConversionMeshInstance* pMeshInstance = m_apLoRes[i];

		if (!pMeshInstance->GetMesh()->GetNumUVs())
			continue;

		for (size_t f = 0; f < pMeshInstance->GetMesh()->GetNumFaces(); f++)
		{
			CConversionFace* pFace = pMeshInstance->GetMesh()->GetFace(f);

			if (pFace->m != ~0)
			{
				if (!pMeshInstance->GetMappedMaterial(pFace->m)->IsVisible())
					continue;

				CConversionMaterial* pMaterial = m_pScene->GetMaterial(pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial);
				if (pMaterial && !pMaterial->IsVisible())
					continue;
			}

			avecPoints.clear();
			aiPoints.clear();
			for (size_t t = 0; t < pFace->GetNumVertices(); t++)
			{
				avecPoints.push_back(pMeshInstance->GetVertex(pFace->GetVertex(t)->v));
				aiPoints.push_back(t);
			}

			while (avecPoints.size() > 3)
			{
				size_t iEar = FindEar(avecPoints);
				size_t iLast = iEar==0?avecPoints.size()-1:iEar-1;
				size_t iNext = iEar==avecPoints.size()-1?0:iEar+1;
				GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[iLast], aiPoints[iEar], aiPoints[iNext], pTracer, iRendered);
				avecPoints.erase(avecPoints.begin()+iEar);
				aiPoints.erase(aiPoints.begin()+iEar);
				if (m_bStopGenerating)
					break;
			}
			GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[0], aiPoints[1], aiPoints[2], pTracer, iRendered);
			if (m_bStopGenerating)
				break;
		}
		if (m_bStopGenerating)
			break;
	}

	m_pWorkParallelizer->FinishJobs();

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Rendering", m_pWorkParallelizer->GetJobsTotal());

	while (true)
	{
		if (m_pWorkParallelizer->AreAllJobsDone())
			break;

		if (m_pWorkListener)
			m_pWorkListener->WorkProgress(m_pWorkParallelizer->GetJobsDone());

		if (m_bStopGenerating)
			break;
	}

	delete m_pWorkParallelizer;

	delete pTracer;

	for (size_t i = 0; i < m_apMethods.size(); i++)
		m_apMethods[i]->PostGenerate();

	if (!m_bStopGenerating)
		m_bDoneGenerating = true;
	m_bIsGenerating = false;

	// One last call to let them know we're done.
	if (m_pWorkListener)
		m_pWorkListener->EndProgress();
}