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diff --git a/docs/doxygen/nel/a03456.html b/docs/doxygen/nel/a03456.html new file mode 100644 index 00000000..ffccf926 --- /dev/null +++ b/docs/doxygen/nel/a03456.html @@ -0,0 +1,311 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> +<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> +<title>NeL: NL3D::CStripifier class Reference</title> +<link href="doxygen.css" rel="stylesheet" type="text/css"> +</head><body> +<!-- Generated by Doxygen 1.3.6 --> +<div class="qindex"> <form class="search" action="search.php" method="get"> +<a class="qindex" href="main.html">Main Page</a> | <a class="qindex" href="namespaces.html">Namespace List</a> | <a class="qindex" href="hierarchy.html">Class Hierarchy</a> | <a class="qindex" href="classes.html">Alphabetical List</a> | <a class="qindex" href="annotated.html">Data Structures</a> | <a class="qindex" href="files.html">File List</a> | <a class="qindex" href="namespacemembers.html">Namespace Members</a> | <a class="qindex" href="functions.html">Data Fields</a> | <a class="qindex" href="globals.html">Globals</a> | <a class="qindex" href="pages.html">Related Pages</a> | <span class="search"><u>S</u>earch for <input class="search" type="text" name="query" value="" size="20" accesskey="s"/></span></form></div> +<h1>NL3D::CStripifier Class Reference</h1><code>#include <<a class="el" href="a06474.html">stripifier.h</a>></code> +<p> +<hr><a name="_details"></a><h2>Detailed Description</h2> +Wrapper to NVidia(tm) Stripifier <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p> +Nevrax France </dd></dl> +<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl> + +<p> + +<p> +Definition at line <a class="el" href="a06474.html#l00043">43</a> of file <a class="el" href="a06474.html">stripifier.h</a>.<table border=0 cellpadding=0 cellspacing=0> +<tr><td></td></tr> +<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a03456.html#NL3D_1_1CStripifiera0">CStripifier</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Constructor. <a href="#NL3D_1_1CStripifiera0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03456.html#NL3D_1_1CStripifiera1">optimizeTriangles</a> (const <a class="el" href="a03105.html">CPrimitiveBlock</a> &<a class="el" href="a04223.html#a647">in</a>, <a class="el" href="a03105.html">CPrimitiveBlock</a> &out, <a class="el" href="a04558.html#a15">uint</a> cacheSize=10)</td></tr> + +</table> +<hr><h2>Constructor & Destructor Documentation</h2> +<a class="anchor" name="NL3D_1_1CStripifiera0" doxytag="NL3D::CStripifier::CStripifier" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> NL3D::CStripifier::CStripifier </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Constructor. +<p> + +<p> +Definition at line <a class="el" href="a06473.html#l00042">42</a> of file <a class="el" href="a06473.html">stripifier.cpp</a>. +<p> +<div class="fragment"><pre>00043 { +00044 } +</pre></div> </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a class="anchor" name="NL3D_1_1CStripifiera1" doxytag="NL3D::CStripifier::optimizeTriangles" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CStripifier::optimizeTriangles </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03105.html">CPrimitiveBlock</a> & </td> + <td class="mdname" nowrap> <em>in</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a03105.html">CPrimitiveBlock</a> & </td> + <td class="mdname" nowrap> <em>out</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname" nowrap> <em>cacheSize</em> = 10</td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +reorganize triangles to get efficiency of GPU vertex-cache. Default vertex cache is 10. out get the same list of triangles, but in different order. any list of lines / quads in out are not modified. NB: &in == &out is possible. +<p> +Definition at line <a class="el" href="a06473.html#l00196">196</a> of file <a class="el" href="a06473.html">stripifier.cpp</a>. +<p> +References <a class="el" href="a06473.html#l00190">NL3D::CCornerNode::FaceId</a>, <a class="el" href="a06473.html#l00134">NL3D::CVertexCache::getVertexInCache()</a>, <a class="el" href="a05646.html#l01122">in</a>, <a class="el" href="a06473.html#l00188">NL3D::CCornerNode::Next</a>, <a class="el" href="a06197.html#l00109">NL3D::CPrimitiveBlock::reserveTri()</a>, <a class="el" href="a06197.html#l00114">NL3D::CPrimitiveBlock::setNumTri()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06473.html#l00139">NL3D::CVertexCache::tempTouchVertex()</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a06473.html#l00161">NL3D::COrderFace::v</a>, <a class="el" href="a05646.html#l00237">v</a>, and <a class="el" href="a06473.html#l00191">NL3D::CCornerNode::VertexId</a>. +<p> +Referenced by <a class="el" href="a06011.html#l00093">NL3D::CMeshMRMSkinnedGeom::CLod::optimizeTriangleOrder()</a>, <a class="el" href="a06005.html#l00164">NL3D::CMeshMRMGeom::CLod::optimizeTriangleOrder()</a>, and <a class="el" href="a05989.html#l00153">NL3D::CMeshGeom::optimizeTriangleOrder()</a>. +<p> +<div class="fragment"><pre>00197 { +00198 vector<COrderFace> inFaces; +00199 <a class="code" href="a04558.html#a14">sint</a> i; +00200 <a class="code" href="a04558.html#a14">sint</a> numTris= <a class="code" href="a04223.html#a647">in</a>.getNumTri(); +00201 +00202 <span class="comment">// TestYoyo: All the same tri => perfect vertex caching...</span> +00203 <span class="comment">/*out.setNumTri(numTris);</span> +00204 <span class="comment"> for(i=0;i< numTris; i++)</span> +00205 <span class="comment"> {</span> +00206 <span class="comment"> uint32 v0= *(in.getTriPointer()+0);</span> +00207 <span class="comment"> uint32 v1= *(in.getTriPointer()+1);</span> +00208 <span class="comment"> uint32 v2= *(in.getTriPointer()+2);</span> +00209 <span class="comment"> out.setTri(i, v0, v1, v2);</span> +00210 <span class="comment"> }</span> +00211 <span class="comment"> return;*/</span> +00212 +00213 +00214 <span class="comment">// prepare inIndices.</span> +00215 <span class="comment">//--------------------</span> +00216 inFaces.resize(numTris); +00217 <span class="keywordflow">for</span>(i=0;i< numTris; i++) +00218 { +00219 inFaces[i].v[0]= <a class="code" href="a04223.html#a647">in</a>.getTriPointer()[i*3 + 0]; +00220 inFaces[i].v[1]= <a class="code" href="a04223.html#a647">in</a>.getTriPointer()[i*3 + 1]; +00221 inFaces[i].v[2]= <a class="code" href="a04223.html#a647">in</a>.getTriPointer()[i*3 + 2]; +00222 inFaces[i].Inserted= <span class="keyword">false</span>; +00223 } +00224 +00225 +00226 <span class="comment">// build our cache, and compute max number of vertices.</span> +00227 <span class="comment">//--------------------</span> +00228 <span class="keywordtype">int</span> numVerts=0; +00229 <span class="keywordflow">for</span> (i = 0; i < numTris; i++) +00230 { +00231 numVerts= max(numVerts, (<span class="keywordtype">int</span>)inFaces[i].<a class="code" href="a04223.html#a576">v</a>[0]); +00232 numVerts= max(numVerts, (<span class="keywordtype">int</span>)inFaces[i].<a class="code" href="a04223.html#a576">v</a>[1]); +00233 numVerts= max(numVerts, (<span class="keywordtype">int</span>)inFaces[i].<a class="code" href="a04223.html#a576">v</a>[2]); +00234 } +00235 numVerts++; +00236 CVertexCache vertexCache(cacheSize, numVerts); +00237 +00238 +00239 <span class="comment">// Compute vertex connectivity.</span> +00240 <span class="comment">//--------------------</span> +00241 vector<CCornerNode*> vertexConnectivity; +00242 vector<CCornerNode> cornerAllocator; +00243 cornerAllocator.resize(numTris * 3); +00244 vertexConnectivity.resize(numVerts, NULL); +00245 <span class="comment">// For all triangles.</span> +00246 <span class="keywordflow">for</span> (i = 0; i < numTris; i++) +00247 { +00248 COrderFace *ordFace= &inFaces[i]; +00249 <span class="comment">// For each corner, allocate and fill</span> +00250 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> j=0; j<3;j++) +00251 { +00252 <a class="code" href="a04558.html#a14">sint</a> vertexId= ordFace->v[j]; +00253 +00254 <span class="comment">// allocate a corner</span> +00255 CCornerNode *corner= &cornerAllocator[i*3 + j]; +00256 +00257 <span class="comment">// fill it.</span> +00258 corner->FaceId= i; +00259 corner->VertexId= vertexId; +00260 <span class="comment">// Link it to the vertex list of faces.</span> +00261 corner->Next= vertexConnectivity[vertexId]; +00262 vertexConnectivity[vertexId]= corner; +00263 } +00264 } +00265 +00266 +00267 <span class="comment">// build output optimized triangles</span> +00268 <span class="comment">//--------------------</span> +00269 out.setNumTri(0); +00270 out.reserveTri(numTris); +00271 +00272 <span class="keywordflow">for</span>(i=0; i<numTris; i++) +00273 { +00274 <span class="comment">// force insertion of the ith face.</span> +00275 <a class="code" href="a04558.html#a14">sint</a> nextToInsert= i; +00276 <span class="keywordtype">bool</span> nextToInsertFound= <span class="keyword">true</span>; +00277 <span class="keywordflow">while</span>( nextToInsertFound ) +00278 { +00279 nextToInsertFound= <span class="keyword">false</span>; +00280 +00281 <span class="comment">// if the face is not yet inserted.</span> +00282 <span class="keywordflow">if</span>(!inFaces[nextToInsert].Inserted) +00283 { +00284 <span class="comment">// must insert this face.</span> +00285 inFaces[nextToInsert].insertInPB(out, vertexCache); +00286 +00287 <a class="code" href="a04558.html#a14">sint</a> minC= 3; +00288 +00289 <span class="comment">// look only for faces which use vertices in VertexCache, to get a face with at least one vertex.</span> +00290 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> j=0; j<cacheSize; j++) +00291 { +00292 <span class="comment">// get a vertex from the vertex cache.</span> +00293 <a class="code" href="a04558.html#a15">uint</a> vertexId= vertexCache.getVertexInCache(j); +00294 <span class="comment">// if empty entry</span> +00295 <span class="keywordflow">if</span>(vertexId==0xFFFFFFFF) +00296 <span class="keywordflow">continue</span>; +00297 +00298 <span class="comment">// parse list of faces which use this vertex.</span> +00299 CCornerNode *corner= vertexConnectivity[vertexId]; +00300 <span class="keywordflow">while</span>(corner) +00301 { +00302 <a class="code" href="a04558.html#a15">uint</a> faceId= corner->FaceId; +00303 +00304 <span class="comment">// if the face is not yet inserted.</span> +00305 <span class="keywordflow">if</span>(!inFaces[faceId].Inserted) +00306 { +00307 <a class="code" href="a04558.html#a14">sint</a> c= inFaces[faceId].countCacheMiss(vertexCache); +00308 <span class="comment">// insert first any face which don't add any vertex in the cache.</span> +00309 <span class="keywordflow">if</span>(c==0) +00310 { +00311 inFaces[faceId].insertInPB(out, vertexCache); +00312 } +00313 <span class="comment">// else the one which add the minimum of vertex possible: nextToInsert</span> +00314 <span class="keywordflow">else</span> +00315 { +00316 <span class="comment">// Add cost of faces that use vertices pushed out (better results...)</span> +00317 <a class="code" href="a04558.html#a15">uint</a> numVOut= c; +00318 <a class="code" href="a04558.html#a15">uint</a> k; +00319 <span class="keywordflow">for</span>(k=cacheSize-numVOut; k<cacheSize; k++) +00320 { +00321 <a class="code" href="a04558.html#a15">uint</a> vertexOutId= vertexCache.getVertexInCache(k); +00322 <span class="keywordflow">if</span>(vertexOutId==0xFFFFFFFF) +00323 <span class="keywordflow">continue</span>; +00324 <span class="comment">// TempRemove the vertex from the cache</span> +00325 vertexCache.tempTouchVertex(vertexOutId, <span class="keyword">false</span>); +00326 } +00327 <span class="comment">// parse all faces that still use those out vertices.</span> +00328 <span class="keywordflow">for</span>(k=cacheSize-numVOut; k<cacheSize; k++) +00329 { +00330 <a class="code" href="a04558.html#a15">uint</a> vertexOutId= vertexCache.getVertexInCache(k); +00331 <span class="keywordflow">if</span>(vertexOutId==0xFFFFFFFF) +00332 <span class="keywordflow">continue</span>; +00333 CCornerNode *cornerOut= vertexConnectivity[vertexOutId]; +00334 <span class="keywordflow">while</span>(cornerOut) +00335 { +00336 <a class="code" href="a04558.html#a15">uint</a> faceOutId= cornerOut->FaceId; +00337 +00338 <span class="comment">// if the face is not yet inserted AND not the one treated</span> +00339 <span class="keywordflow">if</span>(!inFaces[faceOutId].Inserted && faceOutId!=faceId) +00340 { +00341 <span class="comment">// Add cache miss of this face</span> +00342 c+= inFaces[faceOutId].countCacheMiss(vertexCache); +00343 } +00344 +00345 <span class="comment">// next corner</span> +00346 cornerOut= cornerOut->Next; +00347 } +00348 } +00349 <span class="comment">// reset touch</span> +00350 <span class="keywordflow">for</span>(k=cacheSize-numVOut; k<cacheSize; k++) +00351 { +00352 <a class="code" href="a04558.html#a15">uint</a> vertexOutId= vertexCache.getVertexInCache(k); +00353 <span class="keywordflow">if</span>(vertexOutId==0xFFFFFFFF) +00354 <span class="keywordflow">continue</span>; +00355 <span class="comment">// restore TempTouch the vertex from the cache</span> +00356 vertexCache.tempTouchVertex(vertexOutId, <span class="keyword">true</span>); +00357 } +00358 +00359 +00360 <span class="comment">// take the minimum cost</span> +00361 <span class="keywordflow">if</span>(c<minC) +00362 { +00363 nextToInsert= faceId; +00364 nextToInsertFound= <span class="keyword">true</span>; +00365 minC= c; +00366 } +00367 } +00368 } +00369 +00370 <span class="comment">// next corner</span> +00371 corner= corner->Next; +00372 } +00373 +00374 } +00375 +00376 <span class="comment">// if nextToInsertFound, then nextToInsert has the face which add the minimum of vertex possible in the cache</span> +00377 } +00378 } +00379 +00380 } +00381 +00382 } +</pre></div> </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following files:<ul> +<li><a class="el" href="a06474.html">stripifier.h</a><li><a class="el" href="a06473.html">stripifier.cpp</a></ul> +<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 07:47:29 2004 for NeL by +<a href="http://www.doxygen.org/index.html"> +<img src="doxygen.png" alt="doxygen" align="middle" border=0 > +</a>1.3.6 </small></address> +</body> +</html> |