implement on-the-fly conversion of FBXMeshParts that are quads, into their triangle equivalents

This commit is contained in:
ZappoMan 2015-08-01 13:07:56 -07:00
parent 452225ddaf
commit 05a4a6aa9b
3 changed files with 62 additions and 5 deletions

View file

@ -830,6 +830,56 @@ public:
std::vector<AttributeData> attributes;
};
gpu::BufferPointer FBXMeshPart::getTrianglesForQuads() const {
// if we've been asked for our triangulation of the original quads, but we don't yet have them
// then create them now.
if (!trianglesForQuadsAvailable) {
trianglesForQuadsAvailable = true;
quadsAsTrianglesIndicesBuffer = std::make_shared<gpu::Buffer>();
// QVector<int> quadIndices; // original indices from the FBX mesh
QVector<quint32> quadsAsTrianglesIndices; // triangle versions of quads converted when first needed
const int INDICES_PER_ORIGINAL_QUAD = 4;
const int INDICES_PER_TRIANGULATED_QUAD = 6;
int numberOfQuads = quadIndices.size() / INDICES_PER_ORIGINAL_QUAD;
quadsAsTrianglesIndices.resize(numberOfQuads * INDICES_PER_TRIANGULATED_QUAD);
int originalIndex = 0;
int triangulatedIndex = 0;
for (int fromQuad = 0; fromQuad < numberOfQuads; fromQuad++) {
int i0 = quadIndices[originalIndex + 0];
int i1 = quadIndices[originalIndex + 1];
int i2 = quadIndices[originalIndex + 2];
int i3 = quadIndices[originalIndex + 3];
// Sam's recommended triangle slices
// Triangle tri1 = { v0, v1, v3 };
// Triangle tri2 = { v1, v2, v3 };
// NOTE: Random guy on the internet's recommended triangle slices
// Triangle tri1 = { v0, v1, v2 };
// Triangle tri2 = { v2, v3, v0 };
quadsAsTrianglesIndices[triangulatedIndex + 0] = i0;
quadsAsTrianglesIndices[triangulatedIndex + 1] = i1;
quadsAsTrianglesIndices[triangulatedIndex + 2] = i3;
quadsAsTrianglesIndices[triangulatedIndex + 3] = i1;
quadsAsTrianglesIndices[triangulatedIndex + 4] = i2;
quadsAsTrianglesIndices[triangulatedIndex + 5] = i3;
originalIndex += INDICES_PER_ORIGINAL_QUAD;
triangulatedIndex += INDICES_PER_TRIANGULATED_QUAD;
}
trianglesForQuadsIndicesCount = INDICES_PER_TRIANGULATED_QUAD * numberOfQuads;
quadsAsTrianglesIndicesBuffer->append(quadsAsTrianglesIndices.size() * sizeof(quint32), (gpu::Byte*)quadsAsTrianglesIndices.data());
}
return quadsAsTrianglesIndicesBuffer;
}
void appendIndex(MeshData& data, QVector<int>& indices, int index) {
if (index >= data.polygonIndices.size()) {
return;
@ -1089,7 +1139,6 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) {
appendIndex(data, part.quadIndices, beginIndex++);
appendIndex(data, part.quadIndices, beginIndex++);
appendIndex(data, part.quadIndices, beginIndex++);
} else {
for (int nextIndex = beginIndex + 1;; ) {
appendIndex(data, part.triangleIndices, beginIndex);

View file

@ -109,9 +109,10 @@ public:
class FBXMeshPart {
public:
QVector<int> quadIndices;
QVector<int> triangleIndices;
QVector<int> quadIndices; // original indices from the FBX mesh
QVector<int> triangleIndices; // original indices from the FBX mesh
mutable gpu::BufferPointer quadsAsTrianglesIndicesBuffer;
glm::vec3 diffuseColor;
glm::vec3 specularColor;
glm::vec3 emissiveColor;
@ -126,6 +127,10 @@ public:
QString materialID;
model::MaterialPointer _material;
mutable bool trianglesForQuadsAvailable = false;
mutable int trianglesForQuadsIndicesCount = 0;
gpu::BufferPointer getTrianglesForQuads() const;
};
/// A single mesh (with optional blendshapes) extracted from an FBX document.

View file

@ -2096,8 +2096,11 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
}
if (part.quadIndices.size() > 0) {
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
batch.setIndexBuffer(gpu::UINT32, part.getTrianglesForQuads(), 0);
batch.drawIndexed(gpu::TRIANGLES, part.trianglesForQuadsIndicesCount, 0);
offset += part.quadIndices.size() * sizeof(int);
batch.setIndexBuffer(gpu::UINT32, (networkMesh._indexBuffer), 0); // restore this in case there are triangles too
}
if (part.triangleIndices.size() > 0) {