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