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103 lines
3.4 KiB
C
103 lines
3.4 KiB
C
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_LOD_TEXTURE_BUILDER_H
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#define NL_LOD_TEXTURE_BUILDER_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/lod_character_texture.h"
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#include "nel/3d/lod_character_shape.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/mesh_mrm.h"
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#include "nel/3d/mesh_mrm_skinned.h"
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#include <set>
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// ***************************************************************************
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/**
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* Build a ClodCharacterTexture with a Clod and a Shape.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CLodTextureBuilder
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{
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public:
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/// Constructor
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CLodTextureBuilder();
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/// Set the overSample threshold. Default to 0.05f.
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void setOverSampleDistance(float sam) {_OverSampleDistance= sam;}
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/// Set the Clod shape build reference
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void setLod(const NL3D::CLodCharacterShapeBuild &lod);
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/// compute the LodCharacterTexture For a CMesh
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bool computeTexture(const NL3D::CMesh &mesh, NL3D::CLodCharacterTexture &text);
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/// compute the LodCharacterTexture For a CMeshMRM
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bool computeTexture(const NL3D::CMeshMRM &meshMRM, NL3D::CLodCharacterTexture &text);
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/// compute the LodCharacterTexture For a CMeshMRMSkinned
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bool computeTexture(const NL3D::CMeshMRMSkinned &meshMRM, NL3D::CLodCharacterTexture &text);
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// ****************
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private:
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typedef NL3D::CLodCharacterShapeBuild::CPixelInfo CPixelInfo;
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NL3D::CLodCharacterShapeBuild _CLod;
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float _MaxDistanceQuality;
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float _OverSampleDistance;
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// compute a distance, according to Position and normals.
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float computeQualityPixel(const CPixelInfo &p0, const CPixelInfo &p1) const;
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// Samples of the current mesh.
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struct CSample
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{
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// Pos/Normal
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CPixelInfo P;
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// From wich texture (materialId) does this sample come from?
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uint MaterialId;
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// The UV of this sample
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NLMISC::CUV UV;
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};
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std::vector<CSample> _Samples;
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typedef std::pair<uint,uint> TEdge;
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typedef std::set<TEdge> TEdgeSet;
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typedef TEdgeSet::iterator ItEdgeSet;
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// samples the triangles into _Samples (16 & 32 bits versions)
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void addSampleTris(const uint8 *srcPos, const uint8 *srcNormal, const uint8 *srcUV, uint vertexSize,
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const uint32 *triPointer, uint numTris, uint materialId, TEdgeSet &edgeSet);
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void addSampleTris(const uint8 *srcPos, const uint8 *srcNormal, const uint8 *srcUV, uint vertexSize,
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const uint16 *triPointer, uint numTris, uint materialId, TEdgeSet &edgeSet);
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/// build text with _Samples.
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bool computeTextureFromSamples(NL3D::CLodCharacterTexture &text);
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};
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#endif // NL_LOD_TEXTURE_BUILDER_H
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/* End of lod_texture_builder.h */
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