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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<h1>NL3D::CStripifier Class Reference</h1><code>#include &lt;<a class="el" href="a06474.html">stripifier.h</a>&gt;</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>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03456.html#NL3D_1_1CStripifiera0">CStripifier</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</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> &amp;<a class="el" href="a04223.html#a647">in</a>, <a class="el" href="a03105.html">CPrimitiveBlock</a> &amp;out, <a class="el" href="a04558.html#a15">uint</a> cacheSize=10)</td></tr>

</table>
<hr><h2>Constructor &amp; 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">
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          <td class="md" nowrap valign="top"> NL3D::CStripifier::CStripifier </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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      &nbsp;
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<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>
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          <td class="md" nowrap valign="top"> void NL3D::CStripifier::optimizeTriangles </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03105.html">CPrimitiveBlock</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>in</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03105.html">CPrimitiveBlock</a> &amp;&nbsp;</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>&nbsp;</td>
          <td class="mdname" nowrap> <em>cacheSize</em> = 10</td>
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          <td></td>
          <td class="md">)&nbsp;</td>
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<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: &amp;in == &amp;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&lt;COrderFace&gt;      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 =&gt; perfect vertex caching...</span>
00203         <span class="comment">/*out.setNumTri(numTris);</span>
00204 <span class="comment">        for(i=0;i&lt; 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&lt; 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 &lt; 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&lt;CCornerNode*&gt;    vertexConnectivity;
00242         vector&lt;CCornerNode&gt;             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 &lt; numTris; i++)
00247         {
00248                 COrderFace      *ordFace= &amp;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&lt;3;j++)
00251                 {
00252                         <a class="code" href="a04558.html#a14">sint</a>    vertexId= ordFace-&gt;v[j];
00253 
00254                         <span class="comment">// allocate a corner</span>
00255                         CCornerNode             *corner= &amp;cornerAllocator[i*3 + j];
00256 
00257                         <span class="comment">// fill it.</span>
00258                         corner-&gt;FaceId= i;
00259                         corner-&gt;VertexId= vertexId;
00260                         <span class="comment">// Link it to the vertex list of faces.</span>
00261                         corner-&gt;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&lt;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&lt;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-&gt;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&lt;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&lt;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-&gt;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 &amp;&amp; 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-&gt;Next;
00347                                                                         }
00348                                                                 }
00349                                                                 <span class="comment">// reset touch</span>
00350                                                                 <span class="keywordflow">for</span>(k=cacheSize-numVOut; k&lt;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&lt;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-&gt;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>
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<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>
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