celestia/src/celmodel/model.cpp

362 lines
8.3 KiB
C++

// model.cpp
//
// Copyright (C) 2004-2010, Celestia Development Team
// Original version by Chris Laurel <claurel@gmail.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include <algorithm>
#include <functional>
#include <numeric>
#include <utility>
#include <Eigen/Geometry>
#include <celutil/logger.h>
#include "model.h"
using celestia::util::GetLogger;
namespace cmod
{
namespace
{
// Look at the material used by last primitive group in the mesh for the
// opacity of the whole model. This is a very crude way to check the opacity
// of a mesh and misses many cases.
unsigned int
getMeshMaterialIndex(const Mesh& mesh)
{
if (mesh.getGroupCount() == 0)
return 0;
return mesh.getGroup(mesh.getGroupCount() - 1)->materialIndex;
}
} // end unnamed namespace
Model::Model()
{
textureUsage.fill(false);
}
/*! Return the material with the specified index, or nullptr if
* the index is out of range. The returned material pointer
* is const.
*/
const Material*
Model::getMaterial(unsigned int index) const
{
if (index < materials.size())
return &materials[index];
else
return nullptr;
}
/*! Add a new material to the model's material library; the
* return value is the number of materials in the model.
*/
unsigned int
Model::addMaterial(Material&& m)
{
// Update the texture map usage information for the model. Since
// the material being added isn't necessarily used by a mesh within
// the model, we could potentially end up with false positives--this
// won't cause any rendering troubles, but could hurt performance
// if it forces multipass rendering when it's not required.
for (int i = 0; i < static_cast<int>(TextureSemantic::TextureSemanticMax); ++i)
{
if (m.maps[i] != InvalidResource)
{
textureUsage[i] = true;
}
}
materials.push_back(std::move(m));
return materials.size();
}
bool
Model::setMaterial(unsigned int index, Material&& m)
{
if (index >= materials.size()) { return false; }
materials[index] = std::move(m);
// Regenerate the texture map usage for the model by rescanning all the meshes.
for (int i = 0; i < static_cast<int>(TextureSemantic::TextureSemanticMax); ++i)
{
textureUsage[i] = std::any_of(materials.cbegin(), materials.cend(),
[&](const Material& mat) { return mat.maps[i] != InvalidResource; });
}
return true;
}
unsigned int
Model::getMaterialCount() const
{
return materials.size();
}
unsigned int
Model::getVertexCount() const
{
unsigned int count = 0;
for (const auto& mesh : meshes)
count += mesh.getVertexCount();
return count;
}
unsigned int
Model::getPrimitiveCount() const
{
unsigned int count = 0;
for (const auto& mesh : meshes)
count += mesh.getPrimitiveCount();
return count;
}
unsigned int
Model::getMeshCount() const
{
return meshes.size();
}
Mesh*
Model::getMesh(unsigned int index)
{
if (index < meshes.size())
return &meshes[index];
else
return nullptr;
}
const Mesh*
Model::getMesh(unsigned int index) const
{
if (index < meshes.size())
return &meshes[index];
else
return nullptr;
}
unsigned int
Model::addMesh(Mesh&& m)
{
meshes.push_back(std::move(m));
return meshes.size();
}
bool
Model::pick(const Eigen::Vector3d& rayOrigin,
const Eigen::Vector3d& rayDirection,
Mesh::PickResult* result) const
{
double maxDistance = 1.0e30;
double closest = maxDistance;
Mesh::PickResult closestResult;
for (const auto& mesh : meshes)
{
Mesh::PickResult result;
if (mesh.pick(rayOrigin, rayDirection, &result))
{
if (result.distance < closest)
{
closestResult = result;
closestResult.mesh = &mesh;
closest = result.distance;
}
}
}
if (closest != maxDistance)
{
if (result != nullptr)
{
*result = closestResult;
}
return true;
}
return false;
}
bool
Model::pick(const Eigen::Vector3d& rayOrigin, const Eigen::Vector3d& rayDirection, double& distance) const
{
Mesh::PickResult result;
bool hit = pick(rayOrigin, rayDirection, &result);
if (hit)
{
distance = result.distance;
}
return hit;
}
/*! Translate and scale a model. The transformation applied to
* each vertex in the model is:
* v' = (v + translation) * scale
*/
void
Model::transform(const Eigen::Vector3f& translation, float scale)
{
for (auto& mesh : meshes)
mesh.transform(translation, scale);
}
void
Model::normalize(const Eigen::Vector3f& centerOffset)
{
Eigen::AlignedBox<float, 3> bbox;
for (const auto& mesh : meshes)
bbox.extend(mesh.getBoundingBox());
Eigen::Vector3f center = (bbox.min() + bbox.max()) * 0.5f + centerOffset;
Eigen::Vector3f extents = bbox.max() - bbox.min();
float maxExtent = extents.maxCoeff();
transform(-center, 2.0f / maxExtent);
normalized = true;
}
void
Model::uniquifyMaterials()
{
// No work to do if there's just a single material
if (materials.size() <= 1)
return;
// Create an array of material indices
std::vector<unsigned int> indices(materials.size());
std::iota(indices.begin(), indices.end(), 0U);
// Sort the material indices so that we can uniquify the materials
std::sort(indices.begin(), indices.end(),
[&](unsigned int a, unsigned int b) { return materials[a] < materials[b]; });
// From the sorted index list construct the list of unique materials
// and a map to convert old material indices into indices that can be
// used with the uniquified material list.
std::vector<unsigned int> materialMap(materials.size());
std::vector<Material> uniqueMaterials;
uniqueMaterials.reserve(materials.size());
for (std::size_t i = 0; i < indices.size(); ++i)
{
unsigned int index = indices[i];
if (i == 0 || materials[index] != uniqueMaterials.back())
{
uniqueMaterials.push_back(std::move(materials[index]));
}
materialMap[index] = uniqueMaterials.size() - 1;
}
// Remap all the material indices in the model. Even if no materials have
// been eliminated we've still sorted them by opacity, which is useful
// when reordering meshes so that translucent ones are rendered last.
for (auto& mesh : meshes)
{
mesh.remapMaterials(materialMap);
}
materials = std::move(uniqueMaterials);
}
void
Model::determineOpacity()
{
for (unsigned int i = 0; i < materials.size(); i++)
{
if ((materials[i].opacity > 0.01f && materials[i].opacity < 1.0f) ||
materials[i].blend == BlendMode::AdditiveBlend)
{
opaque = false;
return;
}
}
opaque = true;
}
bool
Model::usesTextureType(TextureSemantic t) const
{
return textureUsage[static_cast<std::size_t>(t)];
}
bool
Model::OpacityComparator::operator()(const Mesh& a, const Mesh& b) const
{
// Because materials are sorted by opacity, we can just compare
// the material index.
return getMeshMaterialIndex(a) > getMeshMaterialIndex(b);
}
void
Model::sortMeshes(const MeshComparator& comparator)
{
// Sort submeshes by material; if materials have been uniquified,
// then the submeshes will be ordered so that opaque ones are first.
for (auto& mesh : meshes)
mesh.aggregateByMaterial();
// Sort the meshes so that completely opaque ones are first
std::sort(meshes.begin(), meshes.end(), std::ref(comparator));
std::vector<Mesh> newMeshes;
newMeshes.push_back(meshes[0].clone());
for (size_t i = 1; i < meshes.size(); i++)
{
auto &p = newMeshes.back();
if (!p.canMerge(meshes[i], materials))
{
newMeshes.push_back(meshes[i].clone());
continue;
}
p.merge(meshes[i]);
}
GetLogger()->info("Merged similar meshes: {} -> {}.\n", meshes.size(), newMeshes.size());
for (auto &mesh : newMeshes)
mesh.optimize();
meshes = std::move(newMeshes);
}
} // end namespace cmod