/usr/src/castle-game-engine-4.1.1/x3d/arraysgenerator_x3d_geometry3d.inc is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ TVRMLArraysGenerator descendants implementing nodes in X3D "Geometry3D"
component. }
type
{ Handling IndexedFaceSet for VRML <= 1.0 and >= 2.0.
Note that this cannot deal with NorImplementation = niNone,
you're expected to set NorImplementation to non-none in constructor.
A simplest way to do this is to use AutoGenerateNormals. }
TAbstractIndexedFaceSetGenerator = class(TAbstractCompleteGenerator)
private
IFSIndexesCount: Cardinal;
IFSNextIndex: Cardinal;
procedure PrepareIndexesTriangle1(const TriIndices: TVector3Longint);
procedure PrepareIndexesTriangle2(const TriIndices: TVector3Longint);
procedure PrepareIndexesCoordsRange1(
const RangeNumber: Cardinal; BeginIndex, EndIndex: Integer);
procedure PrepareIndexesCoordsRange2(
const RangeNumber: Cardinal; BeginIndex, EndIndex: Integer);
procedure GenerateTriangle(const TriIndices: TVector3Longint);
protected
{ Set these in descendant's constructor. }
FaceConvex: boolean;
procedure GenerateCoordinate; override;
procedure GenerateCoordinateEnd; override;
procedure GenerateCoordsRange(const RangeNumber: Cardinal;
BeginIndex, EndIndex: Integer); override;
{ Auto-generate normals and set Normals, NormalsCcw, NorImplementation
properties to use them. }
procedure AutoGenerateNormals(const CreaseAngle: Single);
procedure PrepareIndexesPrimitives; override;
public
class function BumpMappingAllowed: boolean; override;
end;
TIndexedFaceSet_1Generator = class(TAbstractIndexedFaceSetGenerator)
private
VRML1FrontFaceCcw, VRML1CullBackFaces: boolean;
protected
procedure GenerateCoordinateBegin; override;
public
constructor Create(AShape: TShape; AOverTriangulate: boolean); override;
end;
TIndexedFaceSetGenerator = class(TAbstractIndexedFaceSetGenerator)
public
constructor Create(AShape: TShape; AOverTriangulate: boolean); override;
end;
{ TAbstractIndexedFaceSetGenerator ------------------------------------------- }
class function TAbstractIndexedFaceSetGenerator.BumpMappingAllowed: boolean;
begin
Result := true;
end;
{ TIndexedFaceSetGenerator makes triangles, GL_TRIANGLES in OpenGL.
Making one TRIANGLES primitive is fast, and allows us to do everything
we want.
Old notes: I was experimenting also with making TRIANGLE_FAN (or POLYGON)
per face.
Advantages of TRIANGLE_FAN:
- TRIANGLE_FAN *may* increase speed, because vertices
are more shared and specified less times. For TRIANGLES, we waste 2 vertex
calls for every vertex (above 3) for each face.
- TRIANGLE_FAN workarounds NVidia GeForce 5200 bug for material
binding PER_FACE_INDEXED, see
demo_models/vrml_1/material_per_face_problematic_on_nvidia_gf_5200.wrl
Although the problem disappeared by itself after using GL_COLOR_MATERIAL
for VRML 1.0 per-face/vertex materials.
Avantages of TRIANGLES:
- TRIANGLE_FAN is highly unoptimal on newer GPUs (Radeon on chantal).
The problem is you have to call glEnd / glBegin again
a lot, and this hurts pipeline performance very badly. And the "sharing"
argument for TRIANGLE_FAN is weak, as newer GPUs cache vertex data
by index anyway.
Tests on Radeon X1600 (chantal, fglrx) show
TRIANGLES FPS: 165/155
TRIANGLE_FAN FPS: 60/55
Clearly, TRIANGLES win.
Although tests on NVidia (kocury, GeForce FX 5200) don't show such
drastic difference.
- TRIANGLES workaround Radeon X1600 Darwin (Mac OS X 10.4.9)
OpenGL bugs. (With Linux fglrx on the same hardware there is no bug.)
It seems not able to handle GL_TRIANGLE_FAN properly,
which is visible on "The Gate" and
"Cages" levels of "The Castle": some triangles on these
levels (on "The Gate", it concerns that back wall and gate
geometry) seem to randomly disappear.
This is a shortcut of even longer old comments... For the full story,
see revision 6432 in SVN repo,
and search for TryRenderingFaceAsFan comments.
}
procedure TAbstractIndexedFaceSetGenerator.GenerateCoordinate;
begin
Geometry.MakeCoordRanges(State, @GenerateCoordsRange);
end;
procedure TAbstractIndexedFaceSetGenerator.AutoGenerateNormals(const CreaseAngle: Single);
begin
{ We could use the same NormalsCreaseAngle for all CreaseAngle values,
so the tests for CreaseAngle are not really required below.
But this way we're more optimal, as smooth normals allow normals
per-vertex (so the shape can be rendered with indexes), flat normals
may allow flat shading (may be faster) and such. }
if Coord = nil then Exit;
if CreaseAngle >= Pi then
begin
Normals := Shape.NormalsSmooth(OverTriangulate);
NorImplementation := niPerVertexCoordIndexed;
end else
if CreaseAngle <> 0 then
begin
Normals := Shape.NormalsCreaseAngle(OverTriangulate, CreaseAngle);
NorImplementation := niPerVertexNonIndexed;
end else
begin
Normals := Shape.NormalsFlat(OverTriangulate);
NorImplementation := niPerFace;
end;
NormalsCcw := true; { always generated from CCW }
end;
procedure TAbstractIndexedFaceSetGenerator.GenerateCoordinateEnd;
begin
inherited;
end;
procedure TAbstractIndexedFaceSetGenerator.GenerateTriangle(
const TriIndices: TVector3Longint);
begin
GenerateVertex(TriIndices[0]);
GenerateVertex(TriIndices[1]);
GenerateVertex(TriIndices[2]);
end;
procedure TAbstractIndexedFaceSetGenerator.GenerateCoordsRange(
const RangeNumber: Cardinal; BeginIndex, EndIndex: Integer);
var
I: Integer;
begin
inherited;
if BeginIndex + 2 < EndIndex then
CalculateTangentVectors(BeginIndex, BeginIndex + 1, BeginIndex + 2);
if not FaceConvex then
begin
TriangulateFace(Addr(CoordIndex.Items.L[BeginIndex]),
EndIndex - BeginIndex, PVector3Single(Coord.Items.List), Coord.Count,
@GenerateTriangle, BeginIndex);
end else
begin
(* Alternative version:
TriangulateConvexFace(EndIndex - BeginIndex, @GenerateVertex, BeginIndex); *)
for I := BeginIndex to EndIndex - 3 do
begin
GenerateVertex(BeginIndex);
GenerateVertex(I + 1);
GenerateVertex(I + 2);
end;
end;
end;
procedure TAbstractIndexedFaceSetGenerator.PrepareIndexesTriangle1(
const TriIndices: TVector3Longint);
begin
IFSIndexesCount += 3;
end;
procedure TAbstractIndexedFaceSetGenerator.PrepareIndexesCoordsRange1(
const RangeNumber: Cardinal; BeginIndex, EndIndex: Integer);
begin
if not FaceConvex then
begin
TriangulateFace(Addr(CoordIndex.Items.L[BeginIndex]),
EndIndex - BeginIndex, PVector3Single(Coord.Items.List), Coord.Count,
@PrepareIndexesTriangle1, BeginIndex);
end else
begin
IFSIndexesCount += Max(EndIndex - BeginIndex - 2, 0) * 3;
end;
end;
procedure TAbstractIndexedFaceSetGenerator.PrepareIndexesTriangle2(
const TriIndices: TVector3Longint);
begin
IndexesFromCoordIndex.L[IFSNextIndex] := CoordIndex.Items.L[TriIndices[0]]; Inc(IFSNextIndex);
IndexesFromCoordIndex.L[IFSNextIndex] := CoordIndex.Items.L[TriIndices[1]]; Inc(IFSNextIndex);
IndexesFromCoordIndex.L[IFSNextIndex] := CoordIndex.Items.L[TriIndices[2]]; Inc(IFSNextIndex);
end;
procedure TAbstractIndexedFaceSetGenerator.PrepareIndexesCoordsRange2(
const RangeNumber: Cardinal; BeginIndex, EndIndex: Integer);
var
I, IFSNextIndexBegin: Integer;
begin
IFSNextIndexBegin := IFSNextIndex;
if not FaceConvex then
begin
TriangulateFace(Addr(CoordIndex.Items.L[BeginIndex]),
EndIndex - BeginIndex, PVector3Single(Coord.Items.List), Coord.Count,
@PrepareIndexesTriangle2, BeginIndex);
end else
begin
for I := BeginIndex to EndIndex - 3 do
begin
IndexesFromCoordIndex.L[IFSNextIndex] := CoordIndex.Items.L[BeginIndex]; Inc(IFSNextIndex);
IndexesFromCoordIndex.L[IFSNextIndex] := CoordIndex.Items.L[I + 1]; Inc(IFSNextIndex);
IndexesFromCoordIndex.L[IFSNextIndex] := CoordIndex.Items.L[I + 2]; Inc(IFSNextIndex);
end;
end;
if FacesNeeded then
for I := IFSNextIndexBegin to IFSNextIndex - 1 do
begin
Arrays.Faces.L[I].IndexBegin := BeginIndex;
Arrays.Faces.L[I].IndexEnd := EndIndex;
end;
end;
procedure TAbstractIndexedFaceSetGenerator.PrepareIndexesPrimitives;
begin
{ calculate IFSIndexesCount by one iteration over coordIndex }
IFSIndexesCount := 0;
Geometry.MakeCoordRanges(State, @PrepareIndexesCoordsRange1);
if FacesNeeded then
begin
Arrays.Faces := TFaceIndexesList.Create;
Arrays.Faces.Count := IFSIndexesCount;
end;
{ calculate IndexesFromCoordIndex contents: triangulate }
IndexesFromCoordIndex := TLongIntList.Create;
IndexesFromCoordIndex.Count := IFSIndexesCount;
IFSNextIndex := 0;
Geometry.MakeCoordRanges(State, @PrepareIndexesCoordsRange2);
Assert(IFSNextIndex = IFSIndexesCount);
end;
{ TIndexedFaceSet_1Generator -------------------------------------------------- }
constructor TIndexedFaceSet_1Generator.Create(AShape: TShape; AOverTriangulate: boolean);
var
SH: TShapeHintsNode_1;
ANode: TIndexedFaceSetNode_1;
begin
inherited;
ANode := Geometry as TIndexedFaceSetNode_1;
TexCoordIndex := ANode.FdTextureCoordIndex;
MaterialIndex := ANode.FdMaterialIndex;
MaterialBinding := State.LastNodes.MaterialBinding.FdValue.Value;
UpdateMat1Implementation;
SH := State.LastNodes.ShapeHints;
{ W tym miejscu uznajemy VERTORDER_UNKNOWN_ORDERING za COUNTERCLOCKWISE
(a autorzy VRMLi w ogole nie powinni podawac normali jesli
nie podadza vertexOrdering innego niz UNKNOWN) }
VRML1FrontFaceCcw := SH.FdVertexOrdering.Value <> VERTORDER_CLOCKWISE;
VRML1CullBackFaces :=
(SH.FdVertexOrdering.Value <> VERTORDER_UNKNOWN) and
(SH.FdShapeType.Value = SHTYPE_SOLID);
FaceConvex := SH.FdFaceType.Value = FACETYPE_CONVEX;
NormalIndex := ANode.FdNormalIndex;
Normals := State.LastNodes.Normal.FdVector.Items;
NormalsCcw := VRML1FrontFaceCcw;
NorImplementation := NorImplementationFromVRML1Binding(
State.LastNodes.NormalBinding.FdValue.Value);
if NorImplementation = niNone then
AutoGenerateNormals(SH.FdCreaseAngle.Value);
RadianceTransfer := ANode.FdRadianceTransfer.Items;
end;
procedure TIndexedFaceSet_1Generator.GenerateCoordinateBegin;
begin
inherited;
{ Already calculated in constructor, pass to Arrays now }
Arrays.FrontFaceCcw := VRML1FrontFaceCcw;
Arrays.CullBackFaces := VRML1CullBackFaces;
end;
{ TIndexedFaceSetGenerator -------------------------------------------------- }
constructor TIndexedFaceSetGenerator.Create(AShape: TShape; AOverTriangulate: boolean);
var
ANode: TIndexedFaceSetNode;
begin
inherited;
ANode := Geometry as TIndexedFaceSetNode;
TexCoordIndex := ANode.FdTexCoordIndex;
Normals := ANode.NormalItems;
if Normals <> nil then
begin
NormalsCcw := ANode.FdCcw.Value;
NormalIndex := ANode.FdNormalIndex;
if ANode.FdNormalPerVertex.Value then
begin
if NormalIndex.Count > 0 then
NorImplementation := niPerVertexNormalIndexed else
NorImplementation := niPerVertexCoordIndexed;
end else
begin
if NormalIndex.Count > 0 then
NorImplementation := niPerFaceNormalIndexed else
NorImplementation := niPerFace;
end;
end else
AutoGenerateNormals(ANode.FdCreaseAngle.Value);
FaceConvex := ANode.FdConvex.Value;
{ calculate Color, ColorPerVertex, ColorIndex fields }
Color := ANode.Color;
ColorRGBA := ANode.ColorRGBA;
ColorPerVertex := ANode.FdColorPerVertex.Value;
ColorIndex := ANode.FdColorIndex;
end;
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