58c47e9842
* it sorts primitives to keep "more complex" primitives first; maybe you'll prefer to have this as an option (but usually it should make more sense to pre-transform triangles before e.g. lines) * currently, the visitor rely on TriangleIndexFunctor and does not take care of points and lines (see https://github.com/openscenegraph/osg/blob/master/include/osg/TriangleIndexFunctor#L124-130). This can lead to issues e.g. if you store the wireframe lines along with some triangles: the triangles will be reindexed but not the line. I've therefore added osg/include/TriangleLinePointIndexFunctor to index triangles, lines and points and derived VertexReorder from this class. * to avoid issues, shared arrays are duplicated. However, in some cases (e.g. an UV channel shared in the geometry only) this is not required. I'm adding a SharedArrayOptimizer to optimize this: it looks for duplicated UVs before the array duplication and deduplicate arrays after. " git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14603 16af8721-9629-0410-8352-f15c8da7e697
116 lines
3.5 KiB
C++
116 lines
3.5 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGUTIL_MESHOPTIMIZERS
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#define OSGUTIL_MESHOPTIMIZERS 1
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#include <set>
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#include <vector>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/NodeVisitor>
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#include <osgUtil/Optimizer>
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namespace osgUtil
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{
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// Helper that collects all the unique Geometry objects in a subgraph.
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class OSGUTIL_EXPORT GeometryCollector : public BaseOptimizerVisitor
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{
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public:
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GeometryCollector(Optimizer* optimizer,
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Optimizer::OptimizationOptions options)
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: BaseOptimizerVisitor(optimizer, options) {}
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void reset();
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void apply(osg::Geode& geode);
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typedef std::set<osg::Geometry*> GeometryList;
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GeometryList& getGeometryList() { return _geometryList; };
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protected:
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GeometryList _geometryList;
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};
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// Convert geometry that uses DrawArrays to DrawElements i.e.,
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// construct a real mesh. This removes duplicate vertices.
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class OSGUTIL_EXPORT IndexMeshVisitor : public GeometryCollector
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{
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public:
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IndexMeshVisitor(Optimizer* optimizer = 0)
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: GeometryCollector(optimizer, Optimizer::INDEX_MESH)
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{
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}
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void makeMesh(osg::Geometry& geom);
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void makeMesh();
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};
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// Optimize the triangle order in a mesh for best use of the GPU's
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// post-transform cache. This uses Tom Forsyth's algorithm described
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// at http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
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class OSGUTIL_EXPORT VertexCacheVisitor : public GeometryCollector
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{
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public:
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VertexCacheVisitor(Optimizer* optimizer = 0)
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: GeometryCollector(optimizer, Optimizer::VERTEX_POSTTRANSFORM)
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{
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}
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void optimizeVertices(osg::Geometry& geom);
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void optimizeVertices();
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private:
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void doVertexOptimization(osg::Geometry& geom,
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std::vector<unsigned>& vertDrawList);
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};
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// Gather statistics on post-transform cache misses for geometry
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class OSGUTIL_EXPORT VertexCacheMissVisitor : public osg::NodeVisitor
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{
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public:
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VertexCacheMissVisitor(unsigned cacheSize = 16);
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void reset();
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virtual void apply(osg::Geode& geode);
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void doGeometry(osg::Geometry& geom);
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unsigned misses;
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unsigned triangles;
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protected:
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const unsigned _cacheSize;
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};
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// Optimize the use of the GPU pre-transform cache by arranging vertex
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// attributes in the order they are used.
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class OSGUTIL_EXPORT VertexAccessOrderVisitor : public GeometryCollector
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{
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struct OrderByPrimitiveMode
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{
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inline bool operator() (const osg::ref_ptr<osg::PrimitiveSet>& prim1, const osg::ref_ptr<osg::PrimitiveSet>& prim2)
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{
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if(prim1 && prim2) {
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return prim1->getMode() >= prim2->getMode();
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}
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else if(prim1) {
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return true;
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}
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return false;
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}
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} order_by_primitive_mode;
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public:
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VertexAccessOrderVisitor(Optimizer* optimizer = 0)
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: GeometryCollector(optimizer, Optimizer::VERTEX_PRETRANSFORM)
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{
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}
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void optimizeOrder();
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void optimizeOrder(osg::Geometry& geom);
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};
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}
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#endif
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