internal void BuildCell(
            MyPrecalcJobRender.Args args,
            MyIsoMesh highResMesh,
            MyIsoMesh lowResMesh,
            List<MyClipmapCellBatch> outBatches,
            out MyClipmapCellMeshMetadata meta)
        {
            ProfilerShort.Begin("MyRenderCellBuilder.BuildCell");
            Debug.Assert(highResMesh != null);

            meta.Cell = args.Cell;
            meta.PositionOffset = highResMesh.PositionOffset;
            meta.PositionScale = highResMesh.PositionScale;
            meta.LocalAabb = BoundingBox.CreateInvalid();

            m_lowVertices.SetSize(0);
            m_highVertices.SetSize(0);

            ProcessLowMesh(highResMesh, lowResMesh);

            //  Increase lookup count, so we will think that all vertices in helper arrays are new
            foreach (var lookup in SM_BatchLookups.Values)
            {
                lookup.ResetBatch();
            }

    
            for (int i = 0; i < highResMesh.VerticesCount; i++)
            {
                MyVoxelVertex vertex;
                ProcessHighVertex(highResMesh, i, out vertex);
            }

            if (lowResMesh != null)
            {
                m_highGrid.ClearFast();

                for (int i = 0; i < m_highVertices.Count; i++)
                {
                    Vector3 position = m_highVertices[i].Position;
                    m_highGrid.AddPoint(ref position, i);
                }

                //TODO: Fix ocassional bad triangles on asteroid
                /*
                //Closest vertex
                for (int l = 0; l < m_lowVertices.Count; l++)
                {
                    Vector3 targetPosition = m_lowVertices[l].Target.Position;

                    int bestV = -1;
                    float ldist = float.MaxValue;
                    float startMeters = 1;
                    float maxDistance = 10;

                    MyVector3Grid<int>.Enumerator points = default(MyVector3Grid<int>.Enumerator);
                    while (startMeters < maxDistance)
                    {
                        points = m_highGrid.GetPointsCloserThan(ref targetPosition, startMeters);

                        while (points.MoveNext())
                        {
                            var dist = Vector3.DistanceSquared(targetPosition, m_highVertices[points.Current].Position);
                            if (dist < ldist)
                            {
                                ldist = dist;
                                bestV = points.Current;
                            }
                        }

                        if (bestV != -1)
                            break;

                        startMeters += 1;
                    }

                    if (bestV != -1)
                    {
                        var vtx = m_highVertices[bestV];
                        vtx.PositionMorph = m_lowVertices[l].Target.Position;
                        vtx.NormalMorph = m_lowVertices[l].Target.Normal;
                        vtx.MaterialMorph = m_lowVertices[l].Target.Material;
                        vtx.AmbientMorph = m_lowVertices[l].Target.Ambient;
                        m_highVertices[bestV] = vtx;
                    }
                    else
                    {
                    }
                }

                */

                //Closest vertex
                float largestDistance = float.MinValue;
                for (int i = 0; i < m_highVertices.Count; i++)
                {
                    float ldist = float.MaxValue;
                    int bestV = -1;

                    for (int l = 0; l < m_lowVertices.Count; l++)
                    {
                        var dist = Vector3.DistanceSquared(m_lowVertices[l].Target.Position, m_highVertices[i].Position);
                        if (dist < ldist)
                        {
                            ldist = dist;
                            bestV = l;
                        }
                    }

                    var highVertex = m_highVertices[i];
                    highVertex.PositionMorph = m_lowVertices[bestV].Target.Position;
                    highVertex.NormalMorph = m_lowVertices[bestV].Target.Normal;
                    highVertex.MaterialMorph = m_lowVertices[bestV].Target.Material;
                    highVertex.AmbientMorph = m_lowVertices[bestV].Target.Ambient;

                    float p1 = highVertex.Position.AbsMax();
                    if (p1 > largestDistance)
                        largestDistance = p1;
                    float p2 = highVertex.PositionMorph.AbsMax();
                    if (p2 > largestDistance)
                        largestDistance = p2;

                    m_highVertices[i] = highVertex;
                }

                for (int i = 0; i < m_highVertices.Count; i++)
                {
                    MyVoxelVertex vertex = m_highVertices[i];

                    vertex.Position /= largestDistance;
                    vertex.PositionMorph /= largestDistance;

                    m_highVertices[i] = vertex;
                }

                meta.PositionScale *= largestDistance;
            }
            
            //Create batches
            for (int i = 0; i < m_highVertices.Count; i++)
            {
                MyVoxelVertex vertex = m_highVertices[i];

                meta.LocalAabb.Include(vertex.Position * meta.PositionScale + meta.PositionOffset);
                meta.LocalAabb.Include(vertex.PositionMorph * meta.PositionScale + meta.PositionOffset);

                Debug.Assert(vertex.Position.IsInsideInclusive(ref Vector3.MinusOne, ref Vector3.One));
                Debug.Assert(vertex.PositionMorph.IsInsideInclusive(ref Vector3.MinusOne, ref Vector3.One));
            }

            for (int i = 0; i < highResMesh.TrianglesCount; i++)
            {
                MyVoxelTriangle srcTriangle = highResMesh.Triangles[i];
                MyVoxelVertex vertex0 = m_highVertices[srcTriangle.VertexIndex0];
                MyVoxelVertex vertex1 = m_highVertices[srcTriangle.VertexIndex1];
                MyVoxelVertex vertex2 = m_highVertices[srcTriangle.VertexIndex2];
                
                if (vertex0.Material == vertex1.Material &&
                    vertex0.Material == vertex2.Material &&
                    vertex0.Material == vertex0.MaterialMorph &&
                    vertex0.Material == vertex1.MaterialMorph &&
                    vertex0.Material == vertex2.MaterialMorph)
                { // single material
                    var matIdx = vertex0.Material;

                    //  This is single-texture triangleVertexes, so we can choose material from any edge
                    SingleMaterialHelper materialHelper;
                    if (!SM_Helpers.TryGetValue(matIdx, out materialHelper))
                    {
                        if (!SM_HelperPool.TryDequeue(out materialHelper))
                            materialHelper = new SingleMaterialHelper();
                        materialHelper.Material = matIdx;
                        SM_Helpers.Add(matIdx, materialHelper);
                    }

                    VertexInBatchLookup batchLookup;
                    if (!SM_BatchLookups.TryGetValue(matIdx, out batchLookup))
                    {
                        if (!SM_BatchLookupPool.TryDequeue(out batchLookup))
                            batchLookup = new VertexInBatchLookup();
                        SM_BatchLookups.Add(matIdx, batchLookup);
                    }

                    AddVertexToBuffer(materialHelper, ref vertex0, batchLookup, srcTriangle.VertexIndex0);
                    AddVertexToBuffer(materialHelper, ref vertex1, batchLookup, srcTriangle.VertexIndex1);
                    AddVertexToBuffer(materialHelper, ref vertex2, batchLookup, srcTriangle.VertexIndex2);

                    //  Add indices
                    int nextTriangleIndex = materialHelper.IndexCount;
                    materialHelper.Indices[nextTriangleIndex + 0] = batchLookup.GetIndexInBatch(srcTriangle.VertexIndex0);
                    materialHelper.Indices[nextTriangleIndex + 1] = batchLookup.GetIndexInBatch(srcTriangle.VertexIndex1);
                    materialHelper.Indices[nextTriangleIndex + 2] = batchLookup.GetIndexInBatch(srcTriangle.VertexIndex2);
                    materialHelper.IndexCount += 3;

                    if ((materialHelper.VertexCount >= MAX_VERTICES_COUNT_STOP) ||
                        (materialHelper.IndexCount >= MAX_INDICES_COUNT_STOP))
                    {
                        //  If this batch is almost full (or is full), we end it and start with new one
                        EndSingleMaterial(materialHelper, outBatches);
                    }
                }
                else
                {
                    Vector3I materials = GetMaterials(ref vertex0, ref vertex1, ref vertex2);
                    Debug.Assert(materials.X < 1 << 10, "Too many materials");
                    Debug.Assert(materials.Y < 1 << 10, "Too many materials");
                    Debug.Assert(materials.Z < 1 << 10, "Too many materials");
                    int id = materials.X + (materials.Y + (materials.Z << 10) << 10);

                    // Assign current material
                    MultiMaterialHelper helper = null;
                    if (!MM_Helpers.TryGetValue(id, out helper))
                    {
                        if (!MM_HelperPool.TryDequeue(out helper))
                            helper = new MultiMaterialHelper();
                        helper.Material0 = materials.X;
                        helper.Material1 = materials.Y;
                        helper.Material2 = materials.Z;
                        MM_Helpers.Add(id, helper);
                    }

                    helper.AddVertex(ref vertex0);
                    helper.AddVertex(ref vertex1);
                    helper.AddVertex(ref vertex2);

                    if (helper.Vertices.Count >= MAX_VERTICES_COUNT_STOP)
                    {
                        EndMultiMaterial(helper, outBatches);
                    }
                }
            }

            { //renderCell.End();
                foreach (var helper in SM_Helpers.Values)
                {
                    Debug.Assert(helper != null);
                    if (helper.IndexCount > 0)
                    {
                        EndSingleMaterial(helper, outBatches);
                    }
                    helper.IndexCount = 0;
                    helper.VertexCount = 0;
                    SM_HelperPool.Enqueue(helper);
                }
                SM_Helpers.Clear();

                foreach (var helper in MM_Helpers.Values)
                {
                    if (helper.Vertices.Count > 0)
                    {
                        EndMultiMaterial(helper, outBatches);
                    }
                    helper.Vertices.Clear();
                    MM_HelperPool.Enqueue(helper);
                }
                MM_Helpers.Clear();

                foreach (var lookup in SM_BatchLookups.Values)
                {
                    SM_BatchLookupPool.Enqueue(lookup);
                }
                SM_BatchLookups.Clear();
            }

            m_morphMap.Clear();
            meta.BatchCount = outBatches.Count;
            ProfilerShort.End();
        }
예제 #2
0
        internal void BuildCell(
            MyPrecalcJobRender.Args args,
            MyIsoMesh highResMesh,
            MyIsoMesh lowResMesh,
            List<MyClipmapCellBatch> outBatches,
            out MyClipmapCellMeshMetadata meta)
        {
            Debug.Assert(highResMesh != null);

            meta.Cell = args.Cell;
            meta.PositionOffset = highResMesh.PositionOffset;
            meta.PositionScale = highResMesh.PositionScale;
            meta.LocalAabb = BoundingBox.CreateInvalid();

            m_lowVertices.Clear();
            m_highVertices.Clear();
            m_lowToHighMapping.Clear();
            m_highToLowMapping.Clear();
            m_highTriangles.Clear();


            ProcessLowMesh(highResMesh, lowResMesh);

            //  Increase lookup count, so we will think that all vertices in helper arrays are new
            foreach (var lookup in SM_BatchLookups.Values)
            {
                lookup.ResetBatch();
            }

            //for (int i = 0; i < highResMesh.TrianglesCount; i++)
            //{
            //    var v0 = highResMesh.Triangles[i].VertexIndex0;
            //    var v1 = highResMesh.Triangles[i].VertexIndex1;
            //    var v2 = highResMesh.Triangles[i].VertexIndex2;

            //    MyVoxelVertex vertex;
            //    ProcessHighVertex(highResMesh, v0, ref meta, out vertex);
            //    ProcessHighVertex(highResMesh, v1, ref meta, out vertex);
            //    ProcessHighVertex(highResMesh, v2, ref meta, out vertex);

            //    m_highTriangles.Add(new MyVoxelTriangle()
            //    {
            //        VertexIndex0 = (ushort)(i * 3),
            //        VertexIndex1 = (ushort)(i * 3 + 1),
            //        VertexIndex2 = (ushort)(i * 3 + 2),
            //    });
            //}

            for (int i = 0; i < highResMesh.TrianglesCount; i++)
            {
                m_highTriangles.Add(highResMesh.Triangles[i]);
            }
            for (int i = 0; i < highResMesh.VerticesCount; i++)
            {
                MyVoxelVertex vertex;
                ProcessHighVertex(highResMesh, i, ref meta, out vertex);
            }

            if (lowResMesh != null)
            {
                //Closest vertex

                for (int i = 0; i < m_highVertices.Count; i++)
                {
                    float ldist = float.MaxValue;
                    int bestV = -1;

                    for (int l = 0; l < m_lowVertices.Count; l++)
                    {
                        var dist = Vector3.DistanceSquared(m_lowVertices[l].Target.Position, m_highVertices[i].Position);
                        if (dist < ldist)
                        {
                            ldist = dist;
                            bestV = l;
                        }
                    }

                    var vtx = m_highVertices[i];
                    vtx.PositionMorph = m_lowVertices[bestV].Target.Position;
                    vtx.Normal= m_lowVertices[bestV].Target.Normal;
                    vtx.Material = m_lowVertices[bestV].Target.Material;
                    vtx.Ambient = m_lowVertices[bestV].Target.Ambient;
                    m_highVertices[i] = vtx;
                }



                ////







                //HashSet<int> alreadySetHighTris = new HashSet<int>();

                ////all low tris must have at least one tri from high set, otherwise holes appear. 
                //for (int l = 0; l < lowResMesh.TrianglesCount; l++)
                //{
                //    float triDist = float.MaxValue;
                //    int bestT = -1;

                //    for (int i = 0; i < m_highTriangles.Count; i++)
                //    {
                //        if (alreadySetHighTris.Contains(i))
                //            continue;

                //        float dist = 0;
                //        dist += Vector3.DistanceSquared(m_highVertices[m_highTriangles[i].VertexIndex0].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex0].Target.Position);
                //        dist += Vector3.DistanceSquared(m_highVertices[m_highTriangles[i].VertexIndex1].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex1].Target.Position);
                //        dist += Vector3.DistanceSquared(m_highVertices[m_highTriangles[i].VertexIndex2].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex2].Target.Position);

                //        if (dist < triDist)
                //        {
                //            triDist = dist;
                //            bestT = i;
                //        }
                //    }

                //    if (bestT == -1)
                //    {
                //        //Happens when LOD0 has less tris than LOD1
                //        bestT = 0;
                //    }

                //    alreadySetHighTris.Add(bestT);

                //    var v0 = m_highVertices[m_highTriangles[bestT].VertexIndex0];
                //    v0.PositionMorph = m_lowVertices[lowResMesh.Triangles[l].VertexIndex0].Target.Position;
                //    v0.NormalMorph = m_lowVertices[lowResMesh.Triangles[l].VertexIndex0].Target.Normal;
                //    v0.AmbientMorph = m_lowVertices[lowResMesh.Triangles[l].VertexIndex0].Target.Ambient;
                //    m_highVertices[m_highTriangles[bestT].VertexIndex0] = v0;

                //    var v1 = m_highVertices[m_highTriangles[bestT].VertexIndex1];
                //    v1.PositionMorph = m_lowVertices[lowResMesh.Triangles[l].VertexIndex1].Target.Position;
                //    v1.NormalMorph = m_lowVertices[lowResMesh.Triangles[l].VertexIndex1].Target.Normal;
                //    v1.AmbientMorph = m_lowVertices[lowResMesh.Triangles[l].VertexIndex1].Target.Ambient;
                //    m_highVertices[m_highTriangles[bestT].VertexIndex1] = v1;

                //    var v2 = m_highVertices[m_highTriangles[bestT].VertexIndex2];
                //    v2.PositionMorph = m_lowVertices[lowResMesh.Triangles[l].VertexIndex2].Target.Position;
                //    v2.NormalMorph = m_lowVertices[lowResMesh.Triangles[l].VertexIndex2].Target.Normal;
                //    v2.AmbientMorph = m_lowVertices[lowResMesh.Triangles[l].VertexIndex2].Target.Ambient;
                //    m_highVertices[m_highTriangles[bestT].VertexIndex2] = v2;
                //}


                //List<MyVoxelTriangle> restHighTriangles = new List<MyVoxelTriangle>(m_highTriangles);
                //List<int> toRemove = new List<int>();
                //foreach (var i in alreadySetHighTris)
                //{
                //    toRemove.Add(i);
                //}
                //toRemove.Sort();

                //for (int i = toRemove.Count - 1; i >= 0; i--)
                //{
                //    restHighTriangles.RemoveAt(toRemove[i]);
                //}



                //for (int i = 0; i < restHighTriangles.Count; i++)
                //{
                //    float triDist = float.MaxValue;
                //    int bestT = -1;

                //    int swtch = 0;


                //    for (int l = 0; l < lowResMesh.TrianglesCount; l++)
                //    {
                //        float dist = 0;
                //        dist += Vector3.DistanceSquared(m_highVertices[restHighTriangles[i].VertexIndex0].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex0].Target.Position);
                //        dist += Vector3.DistanceSquared(m_highVertices[restHighTriangles[i].VertexIndex1].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex1].Target.Position);
                //        dist += Vector3.DistanceSquared(m_highVertices[restHighTriangles[i].VertexIndex2].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex2].Target.Position);

                //        float dist1 = 0;
                //        dist1 += Vector3.DistanceSquared(m_highVertices[restHighTriangles[i].VertexIndex0].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex1].Target.Position);
                //        dist1 += Vector3.DistanceSquared(m_highVertices[restHighTriangles[i].VertexIndex1].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex2].Target.Position);
                //        dist1 += Vector3.DistanceSquared(m_highVertices[restHighTriangles[i].VertexIndex2].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex0].Target.Position);

                //        float dist2 = 0;
                //        dist2 += Vector3.DistanceSquared(m_highVertices[restHighTriangles[i].VertexIndex0].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex2].Target.Position);
                //        dist2 += Vector3.DistanceSquared(m_highVertices[restHighTriangles[i].VertexIndex1].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex0].Target.Position);
                //        dist2 += Vector3.DistanceSquared(m_highVertices[restHighTriangles[i].VertexIndex2].Position, m_lowVertices[lowResMesh.Triangles[l].VertexIndex1].Target.Position);

                //        int sw = 0;

                //        if (dist1 < dist && dist1 < dist2)
                //        {
                //            dist = dist1;
                //            sw = 1;
                //        }

                //        if (dist2 < dist && dist2 < dist1)
                //        {
                //            dist = dist2;
                //            sw = 2;
                //        }

                //        if (dist < triDist)
                //        {
                //            triDist = dist;
                //            bestT = l;
                //            swtch = sw;
                //        }
                //    }


                //    //bestT = i % lowResMesh.TrianglesCount;
                //    //bestT = MyUtils.GetRandomInt(lowResMesh.TrianglesCount);

                //    int vi0 = lowResMesh.Triangles[bestT].VertexIndex0;
                //    int vi1 = lowResMesh.Triangles[bestT].VertexIndex1;
                //    int vi2 = lowResMesh.Triangles[bestT].VertexIndex2;

                //    if (swtch == 1)
                //    {
                //        vi0 = lowResMesh.Triangles[bestT].VertexIndex1;
                //        vi1 = lowResMesh.Triangles[bestT].VertexIndex2;
                //        vi2 = lowResMesh.Triangles[bestT].VertexIndex0;
                //    }

                //    if (swtch == 2)
                //    {
                //        vi0 = lowResMesh.Triangles[bestT].VertexIndex2;
                //        vi1 = lowResMesh.Triangles[bestT].VertexIndex0;
                //        vi2 = lowResMesh.Triangles[bestT].VertexIndex1;
                //    }

                //    var v0 = m_highVertices[restHighTriangles[i].VertexIndex0];
                //    v0.PositionMorph = m_lowVertices[vi0].Target.Position;
                //    v0.NormalMorph = m_lowVertices[vi0].Target.Normal;
                //    v0.AmbientMorph = m_lowVertices[vi0].Target.Ambient;
                //    m_highVertices[restHighTriangles[i].VertexIndex0] = v0;

                //    var v1 = m_highVertices[restHighTriangles[i].VertexIndex1];
                //    v1.PositionMorph = m_lowVertices[vi1].Target.Position;
                //    v1.NormalMorph = m_lowVertices[vi1].Target.Normal;
                //    v1.AmbientMorph = m_lowVertices[vi1].Target.Ambient;
                //    m_highVertices[restHighTriangles[i].VertexIndex1] = v1;

                //    var v2 = m_highVertices[restHighTriangles[i].VertexIndex2];
                //    v2.PositionMorph = m_lowVertices[vi2].Target.Position;
                //    v2.NormalMorph = m_lowVertices[vi2].Target.Normal;
                //    v2.AmbientMorph = m_lowVertices[vi2].Target.Ambient;
                //    m_highVertices[restHighTriangles[i].VertexIndex2] = v2;

                //}

                ////add low lod
                //for (int i = 0; i < lowResMesh.TrianglesCount; i++)
                //{
                //    var lt = lowResMesh.Triangles[i];

                //    m_highTriangles.Add(new MyVoxelTriangle()
                //    {
                //        VertexIndex0 = (ushort)(lt.VertexIndex0 + m_highVertices.Count),
                //        VertexIndex1 = (ushort)(lt.VertexIndex1 + m_highVertices.Count),
                //        VertexIndex2 = (ushort)(lt.VertexIndex2 + m_highVertices.Count),
                //    }
                //    );
                //}

                //for (int i = 0; i < m_lowVertices.Count; i++)
                //{
                //    var vertex = new MyVoxelVertex();
                //    vertex.Position = m_lowVertices[i].Target.Position;
                //    vertex.Normal = m_lowVertices[i].Target.Normal;
                //    vertex.Material = m_lowVertices[i].Target.Material;
                //    vertex.Ambient = 0;
                //    vertex.PositionMorph = vertex.Position;
                //    vertex.NormalMorph = vertex.Normal;
                //    vertex.MaterialMorph = vertex.Material;
                //    vertex.AmbientMorph = vertex.Ambient;
                //    m_highVertices.Add(vertex);
                //}
                

            //    List<MyVoxelTriangle> newTriangles = new List<MyVoxelTriangle>();

            //    for (int i = 0; i < m_highTriangles.Count; i++)
            //    {
            //        MyVoxelVertex v0 = m_highVertices[m_highTriangles[i].VertexIndex0];
            //        MyVoxelVertex v1 = m_highVertices[m_highTriangles[i].VertexIndex1];
            //        MyVoxelVertex v2 = m_highVertices[m_highTriangles[i].VertexIndex2];

            //        for (int v = 0; v < m_highVertices.Count; v++)
            //        {
            //            if (v0.Position == m_highVertices[v].Position)
            //            {
            //                if (v0.PositionMorph == m_highVertices[v].PositionMorph)
            //                {
            //                    var t = m_highTriangles[i];
            //                    t.VertexIndex0 = (ushort)v;
            //                    m_highTriangles[i] = t;
            //                    break;
            //                }
            //                else
            //                {
            //                    var vert1 = m_highVertices[m_highTriangles[i].VertexIndex1];
            //                    var vert2 = m_highVertices[m_highTriangles[i].VertexIndex2];

            //                    vert1.Position = m_highVertices[v].Position;
            //                    vert2.Position = m_highVertices[v].Position;

            //                    m_highVertices.Add(vert1);
            //                    m_highVertices.Add(vert2);

            //                    newTriangles.Add(new MyVoxelTriangle()
            //                    {
            //                        VertexIndex0 = (ushort)v,
            //                        VertexIndex1 = (ushort)(m_highVertices.Count - 2),
            //                        VertexIndex2 = (ushort)(m_highVertices.Count - 1)
            //                    });
            //                }
            //            }
            //        }

            //        for (int v = 0; v < m_highVertices.Count; v++)
            //        {
            //            if (v1.Position == m_highVertices[v].Position)
            //            {
            //                if (v1.PositionMorph == m_highVertices[v].PositionMorph)
            //                {
            //                    var t = m_highTriangles[i];
            //                    t.VertexIndex1 = (ushort)v;
            //                    m_highTriangles[i] = t;
            //                    break;
            //                }
            //                else
            //                {
            //                    var vert0 = m_highVertices[m_highTriangles[i].VertexIndex0];
            //                    var vert2 = m_highVertices[m_highTriangles[i].VertexIndex2];

            //                    vert0.Position = m_highVertices[v].Position;
            //                    vert2.Position = m_highVertices[v].Position;

            //                    m_highVertices.Add(vert0);
            //                    m_highVertices.Add(vert2);

            //                    newTriangles.Add(new MyVoxelTriangle()
            //                    {
            //                        VertexIndex0 = (ushort)(m_highVertices.Count - 2),
            //                        VertexIndex1 = (ushort)v,
            //                        VertexIndex2 = (ushort)(m_highVertices.Count - 1)
            //                    });
            //                }
                      
            //            }
            //        }

            //        for (int v = 0; v < m_highVertices.Count; v++)
            //        {
            //            if (v2.Position == m_highVertices[v].Position)
            //            {
            //                if (v2.PositionMorph == m_highVertices[v].PositionMorph)
            //                {
            //                    var t = m_highTriangles[i];
            //                    t.VertexIndex2 = (ushort)v;
            //                    m_highTriangles[i] = t;
            //                    break;
            //                }
            //                else
            //                {
            //                    var vert0 = m_highVertices[m_highTriangles[i].VertexIndex0];
            //                    var vert1 = m_highVertices[m_highTriangles[i].VertexIndex1];

            //                    vert0.Position = m_highVertices[v].Position;
            //                    vert1.Position = m_highVertices[v].Position;

            //                    m_highVertices.Add(vert0);
            //                    m_highVertices.Add(vert1);

            //                    newTriangles.Add(new MyVoxelTriangle()
            //                    {
            //                        VertexIndex0 = (ushort)(m_highVertices.Count - 2),
            //                        VertexIndex1 = (ushort)(m_highVertices.Count - 1),
            //                        VertexIndex2 = (ushort)v
            //                    });
            //                }
                         
            //            }
            //        }
            //    }


            //    foreach (var t in newTriangles)
            //    {
            //        m_highTriangles.Add(t);
            //    }


                float largestDistance = float.MinValue;
                for (int i = 0; i < m_highVertices.Count; i++)
                {
                    MyVoxelVertex vertex = m_highVertices[i];
                    float p1 = vertex.Position.AbsMax();
                    if (p1 > largestDistance)
                        largestDistance = p1;
                    float p2 = vertex.PositionMorph.AbsMax();
                    if (p2 > largestDistance)
                        largestDistance = p2;
                }


                for (int i = 0; i < m_highVertices.Count; i++)
                {
                    MyVoxelVertex vertex = m_highVertices[i];

                    vertex.Position /= largestDistance;
                    vertex.PositionMorph /= largestDistance;

                    m_highVertices[i] = vertex;

                }

                meta.PositionScale *= largestDistance;
            }
            else
            {
            }

         

            for (int i = 0; i < m_highVertices.Count; i++)
            {
                MyVoxelVertex vertex = m_highVertices[i];

                meta.LocalAabb.Include(vertex.Position * meta.PositionScale + meta.PositionOffset);
                meta.LocalAabb.Include(vertex.PositionMorph * meta.PositionScale + meta.PositionOffset);

                Debug.Assert(vertex.Position.IsInsideInclusive(ref Vector3.MinusOne, ref Vector3.One));
                Debug.Assert(vertex.PositionMorph.IsInsideInclusive(ref Vector3.MinusOne, ref Vector3.One));
            }
            

            for (int i = 0; i < m_highTriangles.Count; i++)
            {
                MyVoxelTriangle srcTriangle = m_highTriangles[i];
                MyVoxelVertex vertex0, vertex1, vertex2;
                vertex0 = m_highVertices[srcTriangle.VertexIndex0];
                vertex1 = m_highVertices[srcTriangle.VertexIndex1];
                vertex2 = m_highVertices[srcTriangle.VertexIndex2];
                
                if (vertex0.Material == vertex1.Material &&
                    vertex0.Material == vertex2.Material &&
                    vertex0.Material == vertex0.MaterialMorph &&
                    vertex0.Material == vertex1.MaterialMorph &&
                    vertex0.Material == vertex2.MaterialMorph)
                { // single material
                    var matIdx = vertex0.Material;

                    //  This is single-texture triangleVertexes, so we can choose material from any edge
                    SingleMaterialHelper materialHelper;
                    if (!SM_Helpers.TryGetValue(matIdx, out materialHelper))
                    {
                        if (!SM_HelperPool.TryDequeue(out materialHelper))
                            materialHelper = new SingleMaterialHelper();
                        materialHelper.Material = matIdx;
                        SM_Helpers.Add(matIdx, materialHelper);
                    }

                    VertexInBatchLookup batchLookup;
                    if (!SM_BatchLookups.TryGetValue(matIdx, out batchLookup))
                    {
                        if (!SM_BatchLookupPool.TryDequeue(out batchLookup))
                            batchLookup = new VertexInBatchLookup();
                        SM_BatchLookups.Add(matIdx, batchLookup);
                    }

                    AddVertexToBuffer(materialHelper, ref vertex0, batchLookup, srcTriangle.VertexIndex0);
                    AddVertexToBuffer(materialHelper, ref vertex1, batchLookup, srcTriangle.VertexIndex1);
                    AddVertexToBuffer(materialHelper, ref vertex2, batchLookup, srcTriangle.VertexIndex2);

                    //  Add indices
                    int nextTriangleIndex = materialHelper.IndexCount;
                    materialHelper.Indices[nextTriangleIndex + 0] = batchLookup.GetIndexInBatch(srcTriangle.VertexIndex0);
                    materialHelper.Indices[nextTriangleIndex + 1] = batchLookup.GetIndexInBatch(srcTriangle.VertexIndex1);
                    materialHelper.Indices[nextTriangleIndex + 2] = batchLookup.GetIndexInBatch(srcTriangle.VertexIndex2);
                    materialHelper.IndexCount += 3;

                    if ((materialHelper.VertexCount >= MAX_VERTICES_COUNT_STOP) ||
                        (materialHelper.IndexCount >= MAX_INDICES_COUNT_STOP))
                    {
                        //  If this batch is almost full (or is full), we end it and start with new one
                        EndSingleMaterial(materialHelper, outBatches);
                    }
                }
                else
                {
                    Vector3I materials = GetMaterials(ref vertex0, ref vertex1, ref vertex2);
                    var voxelMaterialCount = MyDefinitionManager.Static.VoxelMaterialCount;
                    int id = materials.X + voxelMaterialCount * (materials.Y + materials.Z * voxelMaterialCount);

                    // Assign current material
                    MultiMaterialHelper helper = null;
                    if (!MM_Helpers.TryGetValue(id, out helper))
                    {
                        if (!MM_HelperPool.TryDequeue(out helper))
                            helper = new MultiMaterialHelper();
                        helper.Material0 = materials.X;
                        helper.Material1 = materials.Y;
                        helper.Material2 = materials.Z;
                        MM_Helpers.Add(id, helper);
                    }

                    helper.AddVertex(ref vertex0);
                    helper.AddVertex(ref vertex1);
                    helper.AddVertex(ref vertex2);

                    if (helper.Vertices.Count >= MAX_VERTICES_COUNT_STOP)
                    {
                        EndMultiMaterial(helper, outBatches);
                    }
                }
            }

            { //renderCell.End();
                foreach (var helper in SM_Helpers.Values)
                {
                    Debug.Assert(helper != null);
                    if (helper.IndexCount > 0)
                    {
                        EndSingleMaterial(helper, outBatches);
                    }
                    helper.IndexCount = 0;
                    helper.VertexCount = 0;
                    SM_HelperPool.Enqueue(helper);
                }
                SM_Helpers.Clear();

                foreach (var helper in MM_Helpers.Values)
                {
                    if (helper.Vertices.Count > 0)
                    {
                        EndMultiMaterial(helper, outBatches);
                    }
                    helper.Vertices.Clear();
                    MM_HelperPool.Enqueue(helper);
                }
                MM_Helpers.Clear();

                foreach (var lookup in SM_BatchLookups.Values)
                {
                    SM_BatchLookupPool.Enqueue(lookup);
                }
                SM_BatchLookups.Clear();
            }

            m_morphMap.Clear();
        }
예제 #3
0
        private void EnsureMorphTargetExists(MyPrecalcJobRender.Args args, MyIsoMesh highResMesh)
        {
            // Ensure as many (ideally all) vertices have some mapping prepared.
            // This is here to resolve any missing parent only once for each vertex (main loop can visit vertices for each triangle they appear in).
            //var geometryData = highResMesh;
            for (int i = 0; i < highResMesh.VerticesCount; ++i)
            {
                Vector3 highResPosition = highResMesh.Positions[i];
                Vertex lowResVertex;

                Vector3I vertexCell = highResMesh.Cells[i] >> 1;
                if (!m_morphMap.TryGetValue(vertexCell, out lowResVertex))
                {
                    float scale = MyVoxelConstants.VOXEL_SIZE_IN_METRES * (1 << args.Cell.Lod);
                    Vector3 cell = highResPosition / scale;
                    cell *= 0.5f;
                    scale = MyVoxelConstants.VOXEL_SIZE_IN_METRES * (1 << (args.Cell.Lod + 1));
                    Vector3 lowResPosition = cell * scale;
                    var cellMin = vertexCell;
                    var cellMax = vertexCell + 1; // usually I need to find parent in this direction
                    float nearestDist = float.PositiveInfinity;
                    int nearestDistManhat = int.MaxValue;
                    Vector3I? nearestCell = null;
                    for (var it = new Vector3I.RangeIterator(ref cellMin, ref cellMax); it.IsValid(); it.MoveNext())
                    {
                        Vertex morph;
                        if (m_morphMap.TryGetValue(it.Current, out morph))
                        {
                            var tmp = it.Current - cellMin;
                            int distManhat = tmp.X + tmp.Y + tmp.Z;
                            float dist = (morph.Target.Position - lowResPosition).LengthSquared();
                            if (distManhat < nearestDistManhat ||
                                (distManhat == nearestDistManhat && dist < nearestDist))
                            {
                                nearestDist = dist;
                                nearestDistManhat = distManhat;
                                nearestCell = it.Current;
                            }
                        }
                    }

                    if (nearestCell.HasValue)
                    {
                        m_morphMap.Add(vertexCell, m_morphMap[nearestCell.Value]);
                    }
                    else
                    {
                        //Debug.Fail("I'm screwed");
                    }
                }
            }
        }
예제 #4
0
        private void ProcessMorphTargetCollisions(MyPrecalcJobRender.Args args, float vertexCellSizeInParentLod)
        {
            // Process collisions.
            // Remove collided vertices from map and add them to the list of collisions.
            for (int i = 0; i < m_collisionList.Count; ++i)
            {
                var vertexA = m_collisionList[i];
                Vertex vertexB;
                if (m_morphMap.TryGetValue(vertexA.Cell, out vertexB))
                {
                    m_morphMap.Remove(vertexA.Cell);
                    m_collisionList.Add(vertexB);
                }
            }

            // Try find better position for each vertex involved in collision.
            // mk:TODO This would ideally be done wthout MyVoxelCoordSystems
            float vertexHalfExpand = 0.25f * vertexCellSizeInParentLod;
            for (int i = 0; i < m_collisionList.Count; ++i)
            {
                var vertex = m_collisionList[i];
                var center = vertex.Target.Position;
                var min = center - vertexHalfExpand;
                var max = center + vertexHalfExpand;
                Vector3I minVertexCell, maxVertexCell;
                MyVoxelCoordSystems.LocalPositionToVertexCell(args.Cell.Lod + 1, ref min, out minVertexCell);
                MyVoxelCoordSystems.LocalPositionToVertexCell(args.Cell.Lod + 1, ref max, out maxVertexCell);
                if (minVertexCell == maxVertexCell)
                {
                    m_morphMap[minVertexCell] = vertex;
                }
                else
                {
                    for (var it = new Vector3I.RangeIterator(ref minVertexCell, ref maxVertexCell); it.IsValid(); it.MoveNext())
                    {
                        if (!m_morphMap.ContainsKey(it.Current))
                            m_morphMap[it.Current] = vertex;
                    }
                }
            }
            m_collisionList.Clear();
        }
예제 #5
0
        internal void BuildCell(
            MyPrecalcJobRender.Args args,
            MyIsoMesh highResMesh,
            MyIsoMesh lowResMesh,
            List<MyClipmapCellBatch> outBatches,
            out Vector3D positionOffset,
            out Vector3 positionScale,
            out BoundingBox localBoundingBox)
        {
            Debug.Assert(highResMesh != null);

            {
                positionOffset = highResMesh.PositionOffset;
                positionScale = highResMesh.PositionScale;
            }

            {
                // Find low resolution LoD vertices to map to
                float vertexCellSizeInParentLod = MyVoxelConstants.VOXEL_SIZE_IN_METRES * (1 << (args.Cell.Lod + 1));
                float collisionThreshold = 0.0001f * vertexCellSizeInParentLod * vertexCellSizeInParentLod;
                if (lowResMesh != null)
                {
                    /*
                     * Derived transformation of normalized coordinates from low res mesh to high res mesh.
                     * _l is for low res, _h for high res, x is vertex position
                     x = x_l * scale_l + offset_l
                     x_h = (x - offset_h) / scale_h
                     x_h = ((x_l * scale_l + offset_l) - offset_h) / scale_h
                     x_h = (x_l * scale_l + offset_l - offset_h) / scale_h
                     x_h = x_l * (scale_l / scale_h) + ((offset_l - offset_h) / scale_h)
                     */
                    Vector3 morphOffset, morphScale;
                    morphScale = lowResMesh.PositionScale / highResMesh.PositionScale;
                    morphOffset = (Vector3)(lowResMesh.PositionOffset - highResMesh.PositionOffset) / highResMesh.PositionScale;
                    for (int i = 0; i < lowResMesh.VerticesCount; ++i)
                    {
                        var vertex = new Vertex
                        {
                            Target = new MorphData {
                                Position = lowResMesh.Positions[i] * morphScale + morphOffset,
                                Normal = lowResMesh.Normals[i],
                                Material = lowResMesh.Materials[i],
                            },
                            Cell = lowResMesh.Cells[i],
                        };

                        if (m_morphMap.ContainsKey(vertex.Cell))
                        {
                            var collidedVertex = m_morphMap[vertex.Cell];
                            Debug.Assert(collidedVertex.Cell == vertex.Cell);

                            var collisionDist2 = (collidedVertex.Target.Position - vertex.Target.Position).LengthSquared();
                            if (collisionDist2 > collisionThreshold)
                            {
                                //Debug.Fail(string.Format("Collision between vertices! {0} > {1}", collisionDist2, collisionThreshold));
                                m_collisionList.Add(collidedVertex);
                            }
                        }
                        m_morphMap[vertex.Cell] = vertex;
                    }
                }

#if false
                ProcessMorphTargetCollisions(args, vertexCellSizeInParentLod);
#endif

#if false
                EnsureMorphTargetExists(args, highResMesh);
#endif
            }

            localBoundingBox = BoundingBox.CreateInvalid();

            //  Increase lookup count, so we will think that all vertices in helper arrays are new
            foreach (var lookup in SM_BatchLookups.Values)
            {
                lookup.ResetBatch();
            }

            for (int i = 0; i < highResMesh.Triangles.Count; i++)
            {
                MyVoxelTriangle srcTriangle = highResMesh.Triangles[i];
                MyVoxelVertex vertex0, vertex1, vertex2;
                ProcessVertex(highResMesh, srcTriangle.VertexIndex0, ref localBoundingBox, ref positionScale, ref positionOffset, out vertex0);
                ProcessVertex(highResMesh, srcTriangle.VertexIndex1, ref localBoundingBox, ref positionScale, ref positionOffset, out vertex1);
                ProcessVertex(highResMesh, srcTriangle.VertexIndex2, ref localBoundingBox, ref positionScale, ref positionOffset, out vertex2);

                if (MyPerGameSettings.ConstantVoxelAmbient.HasValue)
                {
                    vertex0.Ambient = vertex1.Ambient = vertex2.Ambient = MyPerGameSettings.ConstantVoxelAmbient.Value;
                }

                if (vertex0.Material == vertex1.Material &&
                    vertex0.Material == vertex2.Material &&
                    vertex0.Material == vertex0.MaterialMorph &&
                    vertex0.Material == vertex1.MaterialMorph &&
                    vertex0.Material == vertex2.MaterialMorph)
                { // single material
                    var matIdx = vertex0.Material;

                    //  This is single-texture triangleVertexes, so we can choose material from any edge
                    SingleMaterialHelper materialHelper;
                    if (!SM_Helpers.TryGetValue(matIdx, out materialHelper))
                    {
                        if (!SM_HelperPool.TryDequeue(out materialHelper))
                            materialHelper = new SingleMaterialHelper();
                        materialHelper.Material = matIdx;
                        SM_Helpers.Add(matIdx, materialHelper);
                    }

                    VertexInBatchLookup batchLookup;
                    if (!SM_BatchLookups.TryGetValue(matIdx, out batchLookup))
                    {
                        if (!SM_BatchLookupPool.TryDequeue(out batchLookup))
                            batchLookup = new VertexInBatchLookup();
                        SM_BatchLookups.Add(matIdx, batchLookup);
                    }

                    AddVertexToBuffer(materialHelper, ref vertex0, batchLookup, srcTriangle.VertexIndex0);
                    AddVertexToBuffer(materialHelper, ref vertex1, batchLookup, srcTriangle.VertexIndex1);
                    AddVertexToBuffer(materialHelper, ref vertex2, batchLookup, srcTriangle.VertexIndex2);

                    //  Add indices
                    int nextTriangleIndex = materialHelper.IndexCount;
                    materialHelper.Indices[nextTriangleIndex + 0] = batchLookup.GetIndexInBatch(srcTriangle.VertexIndex0);
                    materialHelper.Indices[nextTriangleIndex + 1] = batchLookup.GetIndexInBatch(srcTriangle.VertexIndex1);
                    materialHelper.Indices[nextTriangleIndex + 2] = batchLookup.GetIndexInBatch(srcTriangle.VertexIndex2);
                    materialHelper.IndexCount += 3;

                    if ((materialHelper.VertexCount >= MAX_VERTICES_COUNT_STOP) ||
                        (materialHelper.IndexCount >= MAX_INDICES_COUNT_STOP))
                    {
                        //  If this batch is almost full (or is full), we end it and start with new one
                        EndSingleMaterial(materialHelper, outBatches);
                    }
                }
                else
                {
                    Vector3I materials = GetMaterials(ref vertex0, ref vertex1, ref vertex2);
                    var voxelMaterialCount = MyDefinitionManager.Static.VoxelMaterialCount;
                    int id = materials.X + voxelMaterialCount * (materials.Y + materials.Z * voxelMaterialCount);

                    // Assign current material
                    MultiMaterialHelper helper = null;
                    if (!MM_Helpers.TryGetValue(id, out helper))
                    {
                        if (!MM_HelperPool.TryDequeue(out helper))
                            helper = new MultiMaterialHelper();
                        helper.Material0 = materials.X;
                        helper.Material1 = materials.Y;
                        helper.Material2 = materials.Z;
                        MM_Helpers.Add(id, helper);
                    }

                    helper.AddVertex(ref vertex0);
                    helper.AddVertex(ref vertex1);
                    helper.AddVertex(ref vertex2);

                    if (helper.Vertices.Count >= MAX_VERTICES_COUNT_STOP)
                    {
                        EndMultiMaterial(helper, outBatches);
                    }
                }
            }

            { //renderCell.End();
                foreach (var helper in SM_Helpers.Values)
                {
                    Debug.Assert(helper != null);
                    if (helper.IndexCount > 0)
                    {
                        EndSingleMaterial(helper, outBatches);
                    }
                    helper.IndexCount = 0;
                    helper.VertexCount = 0;
                    SM_HelperPool.Enqueue(helper);
                }
                SM_Helpers.Clear();

                foreach (var helper in MM_Helpers.Values)
                {
                    if (helper.Vertices.Count > 0)
                    {
                        EndMultiMaterial(helper, outBatches);
                    }
                    helper.Vertices.Clear();
                    MM_HelperPool.Enqueue(helper);
                }
                MM_Helpers.Clear();

                foreach (var lookup in SM_BatchLookups.Values)
                {
                    SM_BatchLookupPool.Enqueue(lookup);
                }
                SM_BatchLookups.Clear();
            }

            m_morphMap.Clear();
        }