GeometryBatchFactory now retain original Lod informations thanks to Rickard
see post : http://jmonkeyengine.org/groups/contribution-depot-jme3/forum/topic/lods-for-geometrybatchfactory/ git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7579 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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engine/src/test/jme3test/stress/TestBatchLod.java
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engine/src/test/jme3test/stress/TestBatchLod.java
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/*
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* Copyright (c) 2009-2010 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package jme3test.stress;
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import com.jme3.app.SimpleApplication;
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import com.jme3.input.KeyInput;
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import com.jme3.light.DirectionalLight;
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import com.jme3.material.Material;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.control.LodControl;
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import jme3tools.optimize.GeometryBatchFactory;
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public class TestBatchLod extends SimpleApplication {
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private boolean lod = false;
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public static void main(String[] args) {
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TestBatchLod app = new TestBatchLod();
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app.start();
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}
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public void simpleInitApp() {
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// inputManager.registerKeyBinding("USELOD", KeyInput.KEY_L);
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DirectionalLight dl = new DirectionalLight();
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dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
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rootNode.addLight(dl);
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Node teapotNode = (Node) assetManager.loadModel("Models/Teapot/Teapot.mesh.xml");
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Geometry teapot = (Geometry) teapotNode.getChild(0);
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Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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mat.setFloat("Shininess", 16f);
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mat.setBoolean("VertexLighting", true);
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teapot.setMaterial(mat);
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// show normals as material
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//Material mat = new Material(assetManager, "Common/MatDefs/Misc/ShowNormals.j3md");
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flyCam.setMoveSpeed(5);
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for (int y = -5; y < 5; y++) {
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for (int x = -5; x < 5; x++) {
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Geometry clonePot = teapot.clone();
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//clonePot.setMaterial(mat);
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clonePot.setLocalTranslation(x * .5f, 0, y * .5f);
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clonePot.setLocalScale(.15f);
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clonePot.setMaterial(mat);
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rootNode.attachChild(clonePot);
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}
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}
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GeometryBatchFactory.optimize(rootNode, true);
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LodControl control = new LodControl();
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rootNode.getChild(0).addControl(control);
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cam.setLocation(new Vector3f(-1.0748308f, 1.35778f, -1.5380064f));
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cam.setRotation(new Quaternion(0.18343268f, 0.34531063f, -0.069015436f, 0.9177962f));
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}
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}
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@ -1,8 +1,6 @@
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package jme3tools.optimize;
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import com.jme3.font.BitmapText;
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import com.jme3.material.Material;
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import com.jme3.math.FastMath;
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import com.jme3.math.Matrix4f;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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@ -17,10 +15,11 @@ import com.jme3.scene.VertexBuffer.Usage;
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import com.jme3.scene.mesh.IndexBuffer;
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import com.jme3.scene.mesh.VirtualIndexBuffer;
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import com.jme3.scene.mesh.WrappedIndexBuffer;
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import com.jme3.scene.shape.Quad;
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import com.jme3.util.BufferUtils;
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import com.jme3.util.IntMap.Entry;
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import java.nio.Buffer;
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import java.nio.FloatBuffer;
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import java.nio.ShortBuffer;
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import java.util.ArrayList;
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import java.util.Collection;
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import java.util.HashMap;
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@ -138,8 +137,9 @@ public class GeometryBatchFactory {
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// generate output buffers based on retrieved info
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for (int i = 0; i < compsForBuf.length; i++) {
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if (compsForBuf[i] == 0)
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if (compsForBuf[i] == 0) {
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continue;
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}
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Buffer data;
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if (i == Type.Index.ordinal()) {
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@ -168,8 +168,9 @@ public class GeometryBatchFactory {
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VertexBuffer inBuf = inMesh.getBuffer(Type.values()[bufType]);
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VertexBuffer outBuf = outMesh.getBuffer(Type.values()[bufType]);
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if (outBuf == null)
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if (outBuf == null) {
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continue;
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}
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if (Type.Index.ordinal() == bufType) {
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int components = compsForBuf[bufType];
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@ -209,13 +210,66 @@ public class GeometryBatchFactory {
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}
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}
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public static void makeLods(Collection<Geometry> geometries, Mesh outMesh) {
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int lodLevels = 0;
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int[] lodSize = null;
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int index = 0;
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for (Geometry g : geometries) {
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if (lodLevels == 0) {
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lodLevels = g.getMesh().getNumLodLevels();
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}
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if (lodSize == null) {
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lodSize = new int[lodLevels];
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}
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for (int i = 0; i < lodLevels; i++) {
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lodSize[i] += g.getMesh().getLodLevel(i).getData().capacity();
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//if( i == 0) System.out.println(index + " " +lodSize[i]);
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}
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index++;
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}
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int[][] lodData = new int[lodLevels][];
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for (int i = 0; i < lodLevels; i++) {
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lodData[i] = new int[lodSize[i]];
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}
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VertexBuffer[] lods = new VertexBuffer[lodLevels];
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int bufferPos[] = new int[lodLevels];
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//int index = 0;
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int numOfVertices = 0;
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int curGeom = 0;
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for (Geometry g : geometries) {
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if (numOfVertices == 0) {
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numOfVertices = g.getVertexCount();
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}
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for (int i = 0; i < lodLevels; i++) {
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ShortBuffer buffer = (ShortBuffer) g.getMesh().getLodLevel(i).getData();
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buffer.rewind();
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//System.out.println("buffer: " + buffer.capacity() + " limit: " + lodSize[i] + " " + index);
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for (int j = 0; j < buffer.capacity(); j++) {
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lodData[i][bufferPos[i] + j] = buffer.get() + numOfVertices * curGeom;
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//bufferPos[i]++;
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}
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bufferPos[i] += buffer.capacity();
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}
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curGeom++;
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}
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for (int i = 0; i < lodLevels; i++) {
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lods[i] = new VertexBuffer(Type.Index);
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lods[i].setupData(Usage.Dynamic, 1, Format.UnsignedInt, BufferUtils.createIntBuffer(lodData[i]));
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}
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System.out.println(lods.length);
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outMesh.setLodLevels(lods);
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}
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public static List<Geometry> makeBatches(Collection<Geometry> geometries) {
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return makeBatches(geometries, false);
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}
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/**
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* Batches a collection of Geometries so that all with the same material get combined.
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* @param geometries The Geometries to combine
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* @return A List of newly created Geometries, each with a distinct material
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*/
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public static List<Geometry> makeBatches(Collection<Geometry> geometries){
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public static List<Geometry> makeBatches(Collection<Geometry> geometries, boolean useLods) {
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ArrayList<Geometry> retVal = new ArrayList<Geometry>();
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HashMap<Material, List<Geometry>> matToGeom = new HashMap<Material, List<Geometry>>();
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@ -234,6 +288,10 @@ public class GeometryBatchFactory {
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List<Geometry> geomsForMat = entry.getValue();
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Mesh mesh = new Mesh();
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mergeGeometries(geomsForMat, mesh);
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// lods
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if (useLods) {
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makeLods(geomsForMat, mesh);
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}
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mesh.updateCounts();
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mesh.updateBound();
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@ -263,11 +321,24 @@ public class GeometryBatchFactory {
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* @param scene The scene to optimize
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* @return The newly created optimized geometries attached to a node
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*/
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public static Node optimize(Node scene){
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public static Spatial optimize(Node scene) {
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return optimize(scene, false);
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}
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/**
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* Optimizes a scene by combining Geometry with the same material.
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* All Geometries found in the scene are detached from their parent and
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* a new Node containing the optimized Geometries is attached.
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* @param scene The scene to optimize
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* @param useLods true if you want the resulting geometry to keep lod information
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* @return The newly created optimized geometries attached to a node
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*/
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public static Node optimize(Node scene, boolean useLods) {
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ArrayList<Geometry> geoms = new ArrayList<Geometry>();
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gatherGeoms(scene, geoms);
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List<Geometry> batchedGeoms = makeBatches(geoms);
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List<Geometry> batchedGeoms = makeBatches(geoms, useLods);
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for (Geometry geom : batchedGeoms) {
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scene.attachChild(geom);
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}
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@ -283,8 +354,9 @@ public class GeometryBatchFactory {
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public static void printMesh(Mesh mesh) {
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for (int bufType = 0; bufType < Type.values().length; bufType++) {
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VertexBuffer outBuf = mesh.getBuffer(Type.values()[bufType]);
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if (outBuf == null)
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if (outBuf == null) {
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continue;
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}
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System.out.println(outBuf.getBufferType() + ": ");
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for (int vert = 0; vert < outBuf.getNumElements(); vert++) {
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outBuf.setElementComponent(vert, comp, val);
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val = outBuf.getElementComponent(vert, comp);
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str += val;
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if (comp != outBuf.getNumComponents()-1)
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if (comp != outBuf.getNumComponents() - 1) {
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str += ", ";
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}
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}
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str += "]";
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System.out.println(str);
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}
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