godot/thirdparty/meshoptimizer/meshoptimizer.h

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/**
* meshoptimizer - version 0.17
*
2021-04-18 14:15:43 +00:00
* Copyright (C) 2016-2021, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com)
* Report bugs and download new versions at https://github.com/zeux/meshoptimizer
*
* This library is distributed under the MIT License. See notice at the end of this file.
*/
#pragma once
#include <assert.h>
#include <stddef.h>
/* Version macro; major * 1000 + minor * 10 + patch */
#define MESHOPTIMIZER_VERSION 170 /* 0.17 */
/* If no API is defined, assume default */
#ifndef MESHOPTIMIZER_API
#define MESHOPTIMIZER_API
#endif
/* Set the calling-convention for alloc/dealloc function pointers */
#ifndef MESHOPTIMIZER_ALLOC_CALLCONV
#ifdef _MSC_VER
#define MESHOPTIMIZER_ALLOC_CALLCONV __cdecl
#else
#define MESHOPTIMIZER_ALLOC_CALLCONV
#endif
#endif
/* Experimental APIs have unstable interface and might have implementation that's not fully tested or optimized */
#define MESHOPTIMIZER_EXPERIMENTAL MESHOPTIMIZER_API
/* C interface */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Vertex attribute stream, similar to glVertexPointer
* Each element takes size bytes, with stride controlling the spacing between successive elements.
*/
struct meshopt_Stream
{
const void* data;
size_t size;
size_t stride;
};
/**
* Generates a vertex remap table from the vertex buffer and an optional index buffer and returns number of unique vertices
* As a result, all vertices that are binary equivalent map to the same (new) location, with no gaps in the resulting sequence.
* Resulting remap table maps old vertices to new vertices and can be used in meshopt_remapVertexBuffer/meshopt_remapIndexBuffer.
* Note that binary equivalence considers all vertex_size bytes, including padding which should be zero-initialized.
*
* destination must contain enough space for the resulting remap table (vertex_count elements)
* indices can be NULL if the input is unindexed
*/
MESHOPTIMIZER_API size_t meshopt_generateVertexRemap(unsigned int* destination, const unsigned int* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size);
/**
* Generates a vertex remap table from multiple vertex streams and an optional index buffer and returns number of unique vertices
* As a result, all vertices that are binary equivalent map to the same (new) location, with no gaps in the resulting sequence.
* Resulting remap table maps old vertices to new vertices and can be used in meshopt_remapVertexBuffer/meshopt_remapIndexBuffer.
* To remap vertex buffers, you will need to call meshopt_remapVertexBuffer for each vertex stream.
* Note that binary equivalence considers all size bytes in each stream, including padding which should be zero-initialized.
*
* destination must contain enough space for the resulting remap table (vertex_count elements)
* indices can be NULL if the input is unindexed
*/
MESHOPTIMIZER_API size_t meshopt_generateVertexRemapMulti(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, const struct meshopt_Stream* streams, size_t stream_count);
/**
* Generates vertex buffer from the source vertex buffer and remap table generated by meshopt_generateVertexRemap
*
* destination must contain enough space for the resulting vertex buffer (unique_vertex_count elements, returned by meshopt_generateVertexRemap)
* vertex_count should be the initial vertex count and not the value returned by meshopt_generateVertexRemap
*/
MESHOPTIMIZER_API void meshopt_remapVertexBuffer(void* destination, const void* vertices, size_t vertex_count, size_t vertex_size, const unsigned int* remap);
/**
* Generate index buffer from the source index buffer and remap table generated by meshopt_generateVertexRemap
*
* destination must contain enough space for the resulting index buffer (index_count elements)
* indices can be NULL if the input is unindexed
*/
MESHOPTIMIZER_API void meshopt_remapIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const unsigned int* remap);
/**
* Generate index buffer that can be used for more efficient rendering when only a subset of the vertex attributes is necessary
* All vertices that are binary equivalent (wrt first vertex_size bytes) map to the first vertex in the original vertex buffer.
* This makes it possible to use the index buffer for Z pre-pass or shadowmap rendering, while using the original index buffer for regular rendering.
* Note that binary equivalence considers all vertex_size bytes, including padding which should be zero-initialized.
*
* destination must contain enough space for the resulting index buffer (index_count elements)
*/
MESHOPTIMIZER_API void meshopt_generateShadowIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size, size_t vertex_stride);
/**
* Generate index buffer that can be used for more efficient rendering when only a subset of the vertex attributes is necessary
* All vertices that are binary equivalent (wrt specified streams) map to the first vertex in the original vertex buffer.
* This makes it possible to use the index buffer for Z pre-pass or shadowmap rendering, while using the original index buffer for regular rendering.
* Note that binary equivalence considers all size bytes in each stream, including padding which should be zero-initialized.
*
* destination must contain enough space for the resulting index buffer (index_count elements)
*/
MESHOPTIMIZER_API void meshopt_generateShadowIndexBufferMulti(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, const struct meshopt_Stream* streams, size_t stream_count);
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/**
* Generate index buffer that can be used as a geometry shader input with triangle adjacency topology
* Each triangle is converted into a 6-vertex patch with the following layout:
* - 0, 2, 4: original triangle vertices
* - 1, 3, 5: vertices adjacent to edges 02, 24 and 40
* The resulting patch can be rendered with geometry shaders using e.g. VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY.
* This can be used to implement algorithms like silhouette detection/expansion and other forms of GS-driven rendering.
*
* destination must contain enough space for the resulting index buffer (index_count*2 elements)
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
*/
MESHOPTIMIZER_API void meshopt_generateAdjacencyIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
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/**
* Generate index buffer that can be used for PN-AEN tessellation with crack-free displacement
* Each triangle is converted into a 12-vertex patch with the following layout:
* - 0, 1, 2: original triangle vertices
* - 3, 4: opposing edge for edge 0, 1
* - 5, 6: opposing edge for edge 1, 2
* - 7, 8: opposing edge for edge 2, 0
* - 9, 10, 11: dominant vertices for corners 0, 1, 2
* The resulting patch can be rendered with hardware tessellation using PN-AEN and displacement mapping.
* See "Tessellation on Any Budget" (John McDonald, GDC 2011) for implementation details.
*
* destination must contain enough space for the resulting index buffer (index_count*4 elements)
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
*/
MESHOPTIMIZER_API void meshopt_generateTessellationIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
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/**
* Vertex transform cache optimizer
* Reorders indices to reduce the number of GPU vertex shader invocations
* If index buffer contains multiple ranges for multiple draw calls, this functions needs to be called on each range individually.
*
* destination must contain enough space for the resulting index buffer (index_count elements)
*/
MESHOPTIMIZER_API void meshopt_optimizeVertexCache(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count);
/**
* Vertex transform cache optimizer for strip-like caches
* Produces inferior results to meshopt_optimizeVertexCache from the GPU vertex cache perspective
* However, the resulting index order is more optimal if the goal is to reduce the triangle strip length or improve compression efficiency
*
* destination must contain enough space for the resulting index buffer (index_count elements)
*/
MESHOPTIMIZER_API void meshopt_optimizeVertexCacheStrip(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count);
/**
* Vertex transform cache optimizer for FIFO caches
* Reorders indices to reduce the number of GPU vertex shader invocations
* Generally takes ~3x less time to optimize meshes but produces inferior results compared to meshopt_optimizeVertexCache
* If index buffer contains multiple ranges for multiple draw calls, this functions needs to be called on each range individually.
*
* destination must contain enough space for the resulting index buffer (index_count elements)
* cache_size should be less than the actual GPU cache size to avoid cache thrashing
*/
MESHOPTIMIZER_API void meshopt_optimizeVertexCacheFifo(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, unsigned int cache_size);
/**
* Overdraw optimizer
* Reorders indices to reduce the number of GPU vertex shader invocations and the pixel overdraw
* If index buffer contains multiple ranges for multiple draw calls, this functions needs to be called on each range individually.
*
* destination must contain enough space for the resulting index buffer (index_count elements)
* indices must contain index data that is the result of meshopt_optimizeVertexCache (*not* the original mesh indices!)
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
* threshold indicates how much the overdraw optimizer can degrade vertex cache efficiency (1.05 = up to 5%) to reduce overdraw more efficiently
*/
MESHOPTIMIZER_API void meshopt_optimizeOverdraw(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, float threshold);
/**
* Vertex fetch cache optimizer
* Reorders vertices and changes indices to reduce the amount of GPU memory fetches during vertex processing
* Returns the number of unique vertices, which is the same as input vertex count unless some vertices are unused
* This functions works for a single vertex stream; for multiple vertex streams, use meshopt_optimizeVertexFetchRemap + meshopt_remapVertexBuffer for each stream.
*
* destination must contain enough space for the resulting vertex buffer (vertex_count elements)
* indices is used both as an input and as an output index buffer
*/
MESHOPTIMIZER_API size_t meshopt_optimizeVertexFetch(void* destination, unsigned int* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size);
/**
* Vertex fetch cache optimizer
* Generates vertex remap to reduce the amount of GPU memory fetches during vertex processing
* Returns the number of unique vertices, which is the same as input vertex count unless some vertices are unused
* The resulting remap table should be used to reorder vertex/index buffers using meshopt_remapVertexBuffer/meshopt_remapIndexBuffer
*
* destination must contain enough space for the resulting remap table (vertex_count elements)
*/
MESHOPTIMIZER_API size_t meshopt_optimizeVertexFetchRemap(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count);
/**
* Index buffer encoder
* Encodes index data into an array of bytes that is generally much smaller (<1.5 bytes/triangle) and compresses better (<1 bytes/triangle) compared to original.
* Input index buffer must represent a triangle list.
* Returns encoded data size on success, 0 on error; the only error condition is if buffer doesn't have enough space
* For maximum efficiency the index buffer being encoded has to be optimized for vertex cache and vertex fetch first.
*
* buffer must contain enough space for the encoded index buffer (use meshopt_encodeIndexBufferBound to compute worst case size)
*/
MESHOPTIMIZER_API size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, const unsigned int* indices, size_t index_count);
MESHOPTIMIZER_API size_t meshopt_encodeIndexBufferBound(size_t index_count, size_t vertex_count);
/**
* Set index encoder format version
* version must specify the data format version to encode; valid values are 0 (decodable by all library versions) and 1 (decodable by 0.14+)
*/
MESHOPTIMIZER_API void meshopt_encodeIndexVersion(int version);
/**
* Index buffer decoder
* Decodes index data from an array of bytes generated by meshopt_encodeIndexBuffer
* Returns 0 if decoding was successful, and an error code otherwise
* The decoder is safe to use for untrusted input, but it may produce garbage data (e.g. out of range indices).
*
* destination must contain enough space for the resulting index buffer (index_count elements)
*/
MESHOPTIMIZER_API int meshopt_decodeIndexBuffer(void* destination, size_t index_count, size_t index_size, const unsigned char* buffer, size_t buffer_size);
/**
* Index sequence encoder
* Encodes index sequence into an array of bytes that is generally smaller and compresses better compared to original.
* Input index sequence can represent arbitrary topology; for triangle lists meshopt_encodeIndexBuffer is likely to be better.
* Returns encoded data size on success, 0 on error; the only error condition is if buffer doesn't have enough space
*
* buffer must contain enough space for the encoded index sequence (use meshopt_encodeIndexSequenceBound to compute worst case size)
*/
MESHOPTIMIZER_API size_t meshopt_encodeIndexSequence(unsigned char* buffer, size_t buffer_size, const unsigned int* indices, size_t index_count);
MESHOPTIMIZER_API size_t meshopt_encodeIndexSequenceBound(size_t index_count, size_t vertex_count);
/**
* Index sequence decoder
* Decodes index data from an array of bytes generated by meshopt_encodeIndexSequence
* Returns 0 if decoding was successful, and an error code otherwise
* The decoder is safe to use for untrusted input, but it may produce garbage data (e.g. out of range indices).
*
* destination must contain enough space for the resulting index sequence (index_count elements)
*/
MESHOPTIMIZER_API int meshopt_decodeIndexSequence(void* destination, size_t index_count, size_t index_size, const unsigned char* buffer, size_t buffer_size);
/**
* Vertex buffer encoder
* Encodes vertex data into an array of bytes that is generally smaller and compresses better compared to original.
* Returns encoded data size on success, 0 on error; the only error condition is if buffer doesn't have enough space
* This function works for a single vertex stream; for multiple vertex streams, call meshopt_encodeVertexBuffer for each stream.
* Note that all vertex_size bytes of each vertex are encoded verbatim, including padding which should be zero-initialized.
*
* buffer must contain enough space for the encoded vertex buffer (use meshopt_encodeVertexBufferBound to compute worst case size)
*/
MESHOPTIMIZER_API size_t meshopt_encodeVertexBuffer(unsigned char* buffer, size_t buffer_size, const void* vertices, size_t vertex_count, size_t vertex_size);
MESHOPTIMIZER_API size_t meshopt_encodeVertexBufferBound(size_t vertex_count, size_t vertex_size);
/**
* Set vertex encoder format version
* version must specify the data format version to encode; valid values are 0 (decodable by all library versions)
*/
MESHOPTIMIZER_API void meshopt_encodeVertexVersion(int version);
/**
* Vertex buffer decoder
* Decodes vertex data from an array of bytes generated by meshopt_encodeVertexBuffer
* Returns 0 if decoding was successful, and an error code otherwise
* The decoder is safe to use for untrusted input, but it may produce garbage data.
*
* destination must contain enough space for the resulting vertex buffer (vertex_count * vertex_size bytes)
*/
MESHOPTIMIZER_API int meshopt_decodeVertexBuffer(void* destination, size_t vertex_count, size_t vertex_size, const unsigned char* buffer, size_t buffer_size);
/**
* Vertex buffer filters
* These functions can be used to filter output of meshopt_decodeVertexBuffer in-place.
*
* meshopt_decodeFilterOct decodes octahedral encoding of a unit vector with K-bit (K <= 16) signed X/Y as an input; Z must store 1.0f.
* Each component is stored as an 8-bit or 16-bit normalized integer; stride must be equal to 4 or 8. W is preserved as is.
*
* meshopt_decodeFilterQuat decodes 3-component quaternion encoding with K-bit (4 <= K <= 16) component encoding and a 2-bit component index indicating which component to reconstruct.
* Each component is stored as an 16-bit integer; stride must be equal to 8.
*
* meshopt_decodeFilterExp decodes exponential encoding of floating-point data with 8-bit exponent and 24-bit integer mantissa as 2^E*M.
* Each 32-bit component is decoded in isolation; stride must be divisible by 4.
*/
MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterOct(void* buffer, size_t count, size_t stride);
MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterQuat(void* buffer, size_t count, size_t stride);
MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterExp(void* buffer, size_t count, size_t stride);
/**
* Vertex buffer filter encoders
* These functions can be used to encode data in a format that meshopt_decodeFilter can decode
*
* meshopt_encodeFilterOct encodes unit vectors with K-bit (K <= 16) signed X/Y as an output.
* Each component is stored as an 8-bit or 16-bit normalized integer; stride must be equal to 4 or 8. W is preserved as is.
* Input data must contain 4 floats for every vector (count*4 total).
*
* meshopt_encodeFilterQuat encodes unit quaternions with K-bit (4 <= K <= 16) component encoding.
* Each component is stored as an 16-bit integer; stride must be equal to 8.
* Input data must contain 4 floats for every quaternion (count*4 total).
*
* meshopt_encodeFilterExp encodes arbitrary (finite) floating-point data with 8-bit exponent and K-bit integer mantissa (1 <= K <= 24).
* Mantissa is shared between all components of a given vector as defined by stride; stride must be divisible by 4.
* Input data must contain stride/4 floats for every vector (count*stride/4 total).
* When individual (scalar) encoding is desired, simply pass stride=4 and adjust count accordingly.
*/
MESHOPTIMIZER_EXPERIMENTAL void meshopt_encodeFilterOct(void* destination, size_t count, size_t stride, int bits, const float* data);
MESHOPTIMIZER_EXPERIMENTAL void meshopt_encodeFilterQuat(void* destination, size_t count, size_t stride, int bits, const float* data);
MESHOPTIMIZER_EXPERIMENTAL void meshopt_encodeFilterExp(void* destination, size_t count, size_t stride, int bits, const float* data);
/**
* Experimental: Mesh simplifier
* Reduces the number of triangles in the mesh, attempting to preserve mesh appearance as much as possible
* The algorithm tries to preserve mesh topology and can stop short of the target goal based on topology constraints or target error.
* If not all attributes from the input mesh are required, it's recommended to reindex the mesh using meshopt_generateShadowIndexBuffer prior to simplification.
* Returns the number of indices after simplification, with destination containing new index data
* The resulting index buffer references vertices from the original vertex buffer.
* If the original vertex data isn't required, creating a compact vertex buffer using meshopt_optimizeVertexFetch is recommended.
*
* destination must contain enough space for the target index buffer, worst case is index_count elements (*not* target_index_count)!
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
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* target_error represents the error relative to mesh extents that can be tolerated, e.g. 0.01 = 1% deformation
* result_error can be NULL; when it's not NULL, it will contain the resulting (relative) error after simplification
*/
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MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error);
/**
* Experimental: Mesh simplifier with attribute metric; attributes follow xyz position data atm (vertex data must contain 3 + attribute_count floats per vertex)
*/
MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_data, size_t vertex_count, size_t vertex_stride, size_t target_index_count, float target_error, float* result_error, const float* attributes, const float* attribute_weights, size_t attribute_count);
/**
* Experimental: Mesh simplifier (sloppy)
* Reduces the number of triangles in the mesh, sacrificing mesh appearance for simplification performance
* The algorithm doesn't preserve mesh topology but can stop short of the target goal based on target error.
* Returns the number of indices after simplification, with destination containing new index data
* The resulting index buffer references vertices from the original vertex buffer.
* If the original vertex data isn't required, creating a compact vertex buffer using meshopt_optimizeVertexFetch is recommended.
*
* destination must contain enough space for the target index buffer, worst case is index_count elements (*not* target_index_count)!
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
* target_error represents the error relative to mesh extents that can be tolerated, e.g. 0.01 = 1% deformation
* result_error can be NULL; when it's not NULL, it will contain the resulting (relative) error after simplification
*/
MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error);
/**
* Experimental: Point cloud simplifier
* Reduces the number of points in the cloud to reach the given target
* Returns the number of points after simplification, with destination containing new index data
* The resulting index buffer references vertices from the original vertex buffer.
* If the original vertex data isn't required, creating a compact vertex buffer using meshopt_optimizeVertexFetch is recommended.
*
* destination must contain enough space for the target index buffer (target_vertex_count elements)
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
*/
MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifyPoints(unsigned int* destination, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_vertex_count);
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/**
* Experimental: Returns the error scaling factor used by the simplifier to convert between absolute and relative extents
*
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* Absolute error must be *divided* by the scaling factor before passing it to meshopt_simplify as target_error
* Relative error returned by meshopt_simplify via result_error must be *multiplied* by the scaling factor to get absolute error.
*/
MESHOPTIMIZER_EXPERIMENTAL float meshopt_simplifyScale(const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
/**
* Mesh stripifier
* Converts a previously vertex cache optimized triangle list to triangle strip, stitching strips using restart index or degenerate triangles
* Returns the number of indices in the resulting strip, with destination containing new index data
* For maximum efficiency the index buffer being converted has to be optimized for vertex cache first.
* Using restart indices can result in ~10% smaller index buffers, but on some GPUs restart indices may result in decreased performance.
*
* destination must contain enough space for the target index buffer, worst case can be computed with meshopt_stripifyBound
* restart_index should be 0xffff or 0xffffffff depending on index size, or 0 to use degenerate triangles
*/
MESHOPTIMIZER_API size_t meshopt_stripify(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, unsigned int restart_index);
MESHOPTIMIZER_API size_t meshopt_stripifyBound(size_t index_count);
/**
* Mesh unstripifier
* Converts a triangle strip to a triangle list
* Returns the number of indices in the resulting list, with destination containing new index data
*
* destination must contain enough space for the target index buffer, worst case can be computed with meshopt_unstripifyBound
*/
MESHOPTIMIZER_API size_t meshopt_unstripify(unsigned int* destination, const unsigned int* indices, size_t index_count, unsigned int restart_index);
MESHOPTIMIZER_API size_t meshopt_unstripifyBound(size_t index_count);
struct meshopt_VertexCacheStatistics
{
unsigned int vertices_transformed;
unsigned int warps_executed;
float acmr; /* transformed vertices / triangle count; best case 0.5, worst case 3.0, optimum depends on topology */
float atvr; /* transformed vertices / vertex count; best case 1.0, worst case 6.0, optimum is 1.0 (each vertex is transformed once) */
};
/**
* Vertex transform cache analyzer
* Returns cache hit statistics using a simplified FIFO model
* Results may not match actual GPU performance
*/
MESHOPTIMIZER_API struct meshopt_VertexCacheStatistics meshopt_analyzeVertexCache(const unsigned int* indices, size_t index_count, size_t vertex_count, unsigned int cache_size, unsigned int warp_size, unsigned int primgroup_size);
struct meshopt_OverdrawStatistics
{
unsigned int pixels_covered;
unsigned int pixels_shaded;
float overdraw; /* shaded pixels / covered pixels; best case 1.0 */
};
/**
* Overdraw analyzer
* Returns overdraw statistics using a software rasterizer
* Results may not match actual GPU performance
*
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
*/
MESHOPTIMIZER_API struct meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
struct meshopt_VertexFetchStatistics
{
unsigned int bytes_fetched;
float overfetch; /* fetched bytes / vertex buffer size; best case 1.0 (each byte is fetched once) */
};
/**
* Vertex fetch cache analyzer
* Returns cache hit statistics using a simplified direct mapped model
* Results may not match actual GPU performance
*/
MESHOPTIMIZER_API struct meshopt_VertexFetchStatistics meshopt_analyzeVertexFetch(const unsigned int* indices, size_t index_count, size_t vertex_count, size_t vertex_size);
struct meshopt_Meshlet
{
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/* offsets within meshlet_vertices and meshlet_triangles arrays with meshlet data */
unsigned int vertex_offset;
unsigned int triangle_offset;
/* number of vertices and triangles used in the meshlet; data is stored in consecutive range defined by offset and count */
unsigned int vertex_count;
unsigned int triangle_count;
};
/**
* Meshlet builder
* Splits the mesh into a set of meshlets where each meshlet has a micro index buffer indexing into meshlet vertices that refer to the original vertex buffer
* The resulting data can be used to render meshes using NVidia programmable mesh shading pipeline, or in other cluster-based renderers.
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* When using buildMeshlets, vertex positions need to be provided to minimize the size of the resulting clusters.
* When using buildMeshletsScan, for maximum efficiency the index buffer being converted has to be optimized for vertex cache first.
*
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* meshlets must contain enough space for all meshlets, worst case size can be computed with meshopt_buildMeshletsBound
* meshlet_vertices must contain enough space for all meshlets, worst case size is equal to max_meshlets * max_vertices
* meshlet_triangles must contain enough space for all meshlets, worst case size is equal to max_meshlets * max_triangles * 3
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
* max_vertices and max_triangles must not exceed implementation limits (max_vertices <= 255 - not 256!, max_triangles <= 512)
* cone_weight should be set to 0 when cone culling is not used, and a value between 0 and 1 otherwise to balance between cluster size and cone culling efficiency
*/
MESHOPTIMIZER_API size_t meshopt_buildMeshlets(struct meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t max_vertices, size_t max_triangles, float cone_weight);
MESHOPTIMIZER_API size_t meshopt_buildMeshletsScan(struct meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const unsigned int* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles);
MESHOPTIMIZER_API size_t meshopt_buildMeshletsBound(size_t index_count, size_t max_vertices, size_t max_triangles);
struct meshopt_Bounds
{
/* bounding sphere, useful for frustum and occlusion culling */
float center[3];
float radius;
/* normal cone, useful for backface culling */
float cone_apex[3];
float cone_axis[3];
float cone_cutoff; /* = cos(angle/2) */
/* normal cone axis and cutoff, stored in 8-bit SNORM format; decode using x/127.0 */
signed char cone_axis_s8[3];
signed char cone_cutoff_s8;
};
/**
* Cluster bounds generator
* Creates bounding volumes that can be used for frustum, backface and occlusion culling.
*
* For backface culling with orthographic projection, use the following formula to reject backfacing clusters:
* dot(view, cone_axis) >= cone_cutoff
*
* For perspective projection, you can the formula that needs cone apex in addition to axis & cutoff:
* dot(normalize(cone_apex - camera_position), cone_axis) >= cone_cutoff
*
* Alternatively, you can use the formula that doesn't need cone apex and uses bounding sphere instead:
* dot(normalize(center - camera_position), cone_axis) >= cone_cutoff + radius / length(center - camera_position)
* or an equivalent formula that doesn't have a singularity at center = camera_position:
* dot(center - camera_position, cone_axis) >= cone_cutoff * length(center - camera_position) + radius
*
* The formula that uses the apex is slightly more accurate but needs the apex; if you are already using bounding sphere
* to do frustum/occlusion culling, the formula that doesn't use the apex may be preferable.
*
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
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* index_count/3 should be less than or equal to 512 (the function assumes clusters of limited size)
*/
MESHOPTIMIZER_API struct meshopt_Bounds meshopt_computeClusterBounds(const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
MESHOPTIMIZER_API struct meshopt_Bounds meshopt_computeMeshletBounds(const unsigned int* meshlet_vertices, const unsigned char* meshlet_triangles, size_t triangle_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
/**
* Experimental: Spatial sorter
* Generates a remap table that can be used to reorder points for spatial locality.
* Resulting remap table maps old vertices to new vertices and can be used in meshopt_remapVertexBuffer.
*
* destination must contain enough space for the resulting remap table (vertex_count elements)
*/
MESHOPTIMIZER_EXPERIMENTAL void meshopt_spatialSortRemap(unsigned int* destination, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
/**
* Experimental: Spatial sorter
* Reorders triangles for spatial locality, and generates a new index buffer. The resulting index buffer can be used with other functions like optimizeVertexCache.
*
* destination must contain enough space for the resulting index buffer (index_count elements)
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
*/
MESHOPTIMIZER_EXPERIMENTAL void meshopt_spatialSortTriangles(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
/**
* Set allocation callbacks
* These callbacks will be used instead of the default operator new/operator delete for all temporary allocations in the library.
* Note that all algorithms only allocate memory for temporary use.
* allocate/deallocate are always called in a stack-like order - last pointer to be allocated is deallocated first.
*/
MESHOPTIMIZER_API void meshopt_setAllocator(void* (MESHOPTIMIZER_ALLOC_CALLCONV *allocate)(size_t), void (MESHOPTIMIZER_ALLOC_CALLCONV *deallocate)(void*));
#ifdef __cplusplus
} /* extern "C" */
#endif
/* Quantization into commonly supported data formats */
#ifdef __cplusplus
/**
* Quantize a float in [0..1] range into an N-bit fixed point unorm value
* Assumes reconstruction function (q / (2^N-1)), which is the case for fixed-function normalized fixed point conversion
* Maximum reconstruction error: 1/2^(N+1)
*/
inline int meshopt_quantizeUnorm(float v, int N);
/**
* Quantize a float in [-1..1] range into an N-bit fixed point snorm value
* Assumes reconstruction function (q / (2^(N-1)-1)), which is the case for fixed-function normalized fixed point conversion (except early OpenGL versions)
* Maximum reconstruction error: 1/2^N
*/
inline int meshopt_quantizeSnorm(float v, int N);
/**
* Quantize a float into half-precision floating point value
* Generates +-inf for overflow, preserves NaN, flushes denormals to zero, rounds to nearest
* Representable magnitude range: [6e-5; 65504]
* Maximum relative reconstruction error: 5e-4
*/
inline unsigned short meshopt_quantizeHalf(float v);
/**
* Quantize a float into a floating point value with a limited number of significant mantissa bits
* Generates +-inf for overflow, preserves NaN, flushes denormals to zero, rounds to nearest
* Assumes N is in a valid mantissa precision range, which is 1..23
*/
inline float meshopt_quantizeFloat(float v, int N);
#endif
/**
* C++ template interface
*
* These functions mirror the C interface the library provides, providing template-based overloads so that
* the caller can use an arbitrary type for the index data, both for input and output.
* When the supplied type is the same size as that of unsigned int, the wrappers are zero-cost; when it's not,
* the wrappers end up allocating memory and copying index data to convert from one type to another.
*/
#if defined(__cplusplus) && !defined(MESHOPTIMIZER_NO_WRAPPERS)
template <typename T>
inline size_t meshopt_generateVertexRemap(unsigned int* destination, const T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size);
template <typename T>
inline size_t meshopt_generateVertexRemapMulti(unsigned int* destination, const T* indices, size_t index_count, size_t vertex_count, const meshopt_Stream* streams, size_t stream_count);
template <typename T>
inline void meshopt_remapIndexBuffer(T* destination, const T* indices, size_t index_count, const unsigned int* remap);
template <typename T>
inline void meshopt_generateShadowIndexBuffer(T* destination, const T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size, size_t vertex_stride);
template <typename T>
inline void meshopt_generateShadowIndexBufferMulti(T* destination, const T* indices, size_t index_count, size_t vertex_count, const meshopt_Stream* streams, size_t stream_count);
template <typename T>
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inline void meshopt_generateAdjacencyIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
template <typename T>
inline void meshopt_generateTessellationIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
template <typename T>
inline void meshopt_optimizeVertexCache(T* destination, const T* indices, size_t index_count, size_t vertex_count);
template <typename T>
inline void meshopt_optimizeVertexCacheStrip(T* destination, const T* indices, size_t index_count, size_t vertex_count);
template <typename T>
inline void meshopt_optimizeVertexCacheFifo(T* destination, const T* indices, size_t index_count, size_t vertex_count, unsigned int cache_size);
template <typename T>
inline void meshopt_optimizeOverdraw(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, float threshold);
template <typename T>
inline size_t meshopt_optimizeVertexFetchRemap(unsigned int* destination, const T* indices, size_t index_count, size_t vertex_count);
template <typename T>
inline size_t meshopt_optimizeVertexFetch(void* destination, T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size);
template <typename T>
inline size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, const T* indices, size_t index_count);
template <typename T>
inline int meshopt_decodeIndexBuffer(T* destination, size_t index_count, const unsigned char* buffer, size_t buffer_size);
template <typename T>
inline size_t meshopt_encodeIndexSequence(unsigned char* buffer, size_t buffer_size, const T* indices, size_t index_count);
template <typename T>
inline int meshopt_decodeIndexSequence(T* destination, size_t index_count, const unsigned char* buffer, size_t buffer_size);
template <typename T>
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inline size_t meshopt_simplify(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error = 0);
template <typename T>
inline size_t meshopt_simplifySloppy(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error = 0);
template <typename T>
inline size_t meshopt_stripify(T* destination, const T* indices, size_t index_count, size_t vertex_count, T restart_index);
template <typename T>
inline size_t meshopt_unstripify(T* destination, const T* indices, size_t index_count, T restart_index);
template <typename T>
inline meshopt_VertexCacheStatistics meshopt_analyzeVertexCache(const T* indices, size_t index_count, size_t vertex_count, unsigned int cache_size, unsigned int warp_size, unsigned int buffer_size);
template <typename T>
inline meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
template <typename T>
inline meshopt_VertexFetchStatistics meshopt_analyzeVertexFetch(const T* indices, size_t index_count, size_t vertex_count, size_t vertex_size);
template <typename T>
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inline size_t meshopt_buildMeshlets(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t max_vertices, size_t max_triangles, float cone_weight);
template <typename T>
inline size_t meshopt_buildMeshletsScan(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles);
template <typename T>
inline meshopt_Bounds meshopt_computeClusterBounds(const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
template <typename T>
inline void meshopt_spatialSortTriangles(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
#endif
/* Inline implementation */
#ifdef __cplusplus
inline int meshopt_quantizeUnorm(float v, int N)
{
const float scale = float((1 << N) - 1);
v = (v >= 0) ? v : 0;
v = (v <= 1) ? v : 1;
return int(v * scale + 0.5f);
}
inline int meshopt_quantizeSnorm(float v, int N)
{
const float scale = float((1 << (N - 1)) - 1);
float round = (v >= 0 ? 0.5f : -0.5f);
v = (v >= -1) ? v : -1;
v = (v <= +1) ? v : +1;
return int(v * scale + round);
}
inline unsigned short meshopt_quantizeHalf(float v)
{
union { float f; unsigned int ui; } u = {v};
unsigned int ui = u.ui;
int s = (ui >> 16) & 0x8000;
int em = ui & 0x7fffffff;
/* bias exponent and round to nearest; 112 is relative exponent bias (127-15) */
int h = (em - (112 << 23) + (1 << 12)) >> 13;
/* underflow: flush to zero; 113 encodes exponent -14 */
h = (em < (113 << 23)) ? 0 : h;
/* overflow: infinity; 143 encodes exponent 16 */
h = (em >= (143 << 23)) ? 0x7c00 : h;
/* NaN; note that we convert all types of NaN to qNaN */
h = (em > (255 << 23)) ? 0x7e00 : h;
return (unsigned short)(s | h);
}
inline float meshopt_quantizeFloat(float v, int N)
{
union { float f; unsigned int ui; } u = {v};
unsigned int ui = u.ui;
const int mask = (1 << (23 - N)) - 1;
const int round = (1 << (23 - N)) >> 1;
int e = ui & 0x7f800000;
unsigned int rui = (ui + round) & ~mask;
/* round all numbers except inf/nan; this is important to make sure nan doesn't overflow into -0 */
ui = e == 0x7f800000 ? ui : rui;
/* flush denormals to zero */
ui = e == 0 ? 0 : ui;
u.ui = ui;
return u.f;
}
#endif
/* Internal implementation helpers */
#ifdef __cplusplus
class meshopt_Allocator
{
public:
template <typename T>
struct StorageT
{
static void* (MESHOPTIMIZER_ALLOC_CALLCONV *allocate)(size_t);
static void (MESHOPTIMIZER_ALLOC_CALLCONV *deallocate)(void*);
};
typedef StorageT<void> Storage;
meshopt_Allocator()
: blocks()
, count(0)
{
}
~meshopt_Allocator()
{
for (size_t i = count; i > 0; --i)
Storage::deallocate(blocks[i - 1]);
}
template <typename T> T* allocate(size_t size)
{
assert(count < sizeof(blocks) / sizeof(blocks[0]));
T* result = static_cast<T*>(Storage::allocate(size > size_t(-1) / sizeof(T) ? size_t(-1) : size * sizeof(T)));
blocks[count++] = result;
return result;
}
private:
void* blocks[24];
size_t count;
};
// This makes sure that allocate/deallocate are lazily generated in translation units that need them and are deduplicated by the linker
template <typename T> void* (MESHOPTIMIZER_ALLOC_CALLCONV *meshopt_Allocator::StorageT<T>::allocate)(size_t) = operator new;
template <typename T> void (MESHOPTIMIZER_ALLOC_CALLCONV *meshopt_Allocator::StorageT<T>::deallocate)(void*) = operator delete;
#endif
/* Inline implementation for C++ templated wrappers */
#if defined(__cplusplus) && !defined(MESHOPTIMIZER_NO_WRAPPERS)
template <typename T, bool ZeroCopy = sizeof(T) == sizeof(unsigned int)>
struct meshopt_IndexAdapter;
template <typename T>
struct meshopt_IndexAdapter<T, false>
{
T* result;
unsigned int* data;
size_t count;
meshopt_IndexAdapter(T* result_, const T* input, size_t count_)
: result(result_)
, data(0)
, count(count_)
{
size_t size = count > size_t(-1) / sizeof(unsigned int) ? size_t(-1) : count * sizeof(unsigned int);
data = static_cast<unsigned int*>(meshopt_Allocator::Storage::allocate(size));
if (input)
{
for (size_t i = 0; i < count; ++i)
data[i] = input[i];
}
}
~meshopt_IndexAdapter()
{
if (result)
{
for (size_t i = 0; i < count; ++i)
result[i] = T(data[i]);
}
meshopt_Allocator::Storage::deallocate(data);
}
};
template <typename T>
struct meshopt_IndexAdapter<T, true>
{
unsigned int* data;
meshopt_IndexAdapter(T* result, const T* input, size_t)
: data(reinterpret_cast<unsigned int*>(result ? result : const_cast<T*>(input)))
{
}
};
template <typename T>
inline size_t meshopt_generateVertexRemap(unsigned int* destination, const T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size)
{
meshopt_IndexAdapter<T> in(0, indices, indices ? index_count : 0);
return meshopt_generateVertexRemap(destination, indices ? in.data : 0, index_count, vertices, vertex_count, vertex_size);
}
template <typename T>
inline size_t meshopt_generateVertexRemapMulti(unsigned int* destination, const T* indices, size_t index_count, size_t vertex_count, const meshopt_Stream* streams, size_t stream_count)
{
meshopt_IndexAdapter<T> in(0, indices, indices ? index_count : 0);
return meshopt_generateVertexRemapMulti(destination, indices ? in.data : 0, index_count, vertex_count, streams, stream_count);
}
template <typename T>
inline void meshopt_remapIndexBuffer(T* destination, const T* indices, size_t index_count, const unsigned int* remap)
{
meshopt_IndexAdapter<T> in(0, indices, indices ? index_count : 0);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
meshopt_remapIndexBuffer(out.data, indices ? in.data : 0, index_count, remap);
}
template <typename T>
inline void meshopt_generateShadowIndexBuffer(T* destination, const T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size, size_t vertex_stride)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
meshopt_generateShadowIndexBuffer(out.data, in.data, index_count, vertices, vertex_count, vertex_size, vertex_stride);
}
template <typename T>
inline void meshopt_generateShadowIndexBufferMulti(T* destination, const T* indices, size_t index_count, size_t vertex_count, const meshopt_Stream* streams, size_t stream_count)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
meshopt_generateShadowIndexBufferMulti(out.data, in.data, index_count, vertex_count, streams, stream_count);
}
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template <typename T>
inline void meshopt_generateAdjacencyIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count * 2);
meshopt_generateAdjacencyIndexBuffer(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride);
}
template <typename T>
inline void meshopt_generateTessellationIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count * 4);
meshopt_generateTessellationIndexBuffer(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride);
}
template <typename T>
inline void meshopt_optimizeVertexCache(T* destination, const T* indices, size_t index_count, size_t vertex_count)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
meshopt_optimizeVertexCache(out.data, in.data, index_count, vertex_count);
}
template <typename T>
inline void meshopt_optimizeVertexCacheStrip(T* destination, const T* indices, size_t index_count, size_t vertex_count)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
meshopt_optimizeVertexCacheStrip(out.data, in.data, index_count, vertex_count);
}
template <typename T>
inline void meshopt_optimizeVertexCacheFifo(T* destination, const T* indices, size_t index_count, size_t vertex_count, unsigned int cache_size)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
meshopt_optimizeVertexCacheFifo(out.data, in.data, index_count, vertex_count, cache_size);
}
template <typename T>
inline void meshopt_optimizeOverdraw(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, float threshold)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
meshopt_optimizeOverdraw(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride, threshold);
}
template <typename T>
inline size_t meshopt_optimizeVertexFetchRemap(unsigned int* destination, const T* indices, size_t index_count, size_t vertex_count)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
return meshopt_optimizeVertexFetchRemap(destination, in.data, index_count, vertex_count);
}
template <typename T>
inline size_t meshopt_optimizeVertexFetch(void* destination, T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size)
{
meshopt_IndexAdapter<T> inout(indices, indices, index_count);
return meshopt_optimizeVertexFetch(destination, inout.data, index_count, vertices, vertex_count, vertex_size);
}
template <typename T>
inline size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, const T* indices, size_t index_count)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
return meshopt_encodeIndexBuffer(buffer, buffer_size, in.data, index_count);
}
template <typename T>
inline int meshopt_decodeIndexBuffer(T* destination, size_t index_count, const unsigned char* buffer, size_t buffer_size)
{
char index_size_valid[sizeof(T) == 2 || sizeof(T) == 4 ? 1 : -1];
(void)index_size_valid;
return meshopt_decodeIndexBuffer(destination, index_count, sizeof(T), buffer, buffer_size);
}
template <typename T>
inline size_t meshopt_encodeIndexSequence(unsigned char* buffer, size_t buffer_size, const T* indices, size_t index_count)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
return meshopt_encodeIndexSequence(buffer, buffer_size, in.data, index_count);
}
template <typename T>
inline int meshopt_decodeIndexSequence(T* destination, size_t index_count, const unsigned char* buffer, size_t buffer_size)
{
char index_size_valid[sizeof(T) == 2 || sizeof(T) == 4 ? 1 : -1];
(void)index_size_valid;
return meshopt_decodeIndexSequence(destination, index_count, sizeof(T), buffer, buffer_size);
}
template <typename T>
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inline size_t meshopt_simplify(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
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return meshopt_simplify(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride, target_index_count, target_error, result_error);
}
template <typename T>
inline size_t meshopt_simplifySloppy(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
return meshopt_simplifySloppy(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride, target_index_count, target_error, result_error);
}
template <typename T>
inline size_t meshopt_stripify(T* destination, const T* indices, size_t index_count, size_t vertex_count, T restart_index)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, (index_count / 3) * 5);
return meshopt_stripify(out.data, in.data, index_count, vertex_count, unsigned(restart_index));
}
template <typename T>
inline size_t meshopt_unstripify(T* destination, const T* indices, size_t index_count, T restart_index)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, (index_count - 2) * 3);
return meshopt_unstripify(out.data, in.data, index_count, unsigned(restart_index));
}
template <typename T>
inline meshopt_VertexCacheStatistics meshopt_analyzeVertexCache(const T* indices, size_t index_count, size_t vertex_count, unsigned int cache_size, unsigned int warp_size, unsigned int buffer_size)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
return meshopt_analyzeVertexCache(in.data, index_count, vertex_count, cache_size, warp_size, buffer_size);
}
template <typename T>
inline meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
return meshopt_analyzeOverdraw(in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride);
}
template <typename T>
inline meshopt_VertexFetchStatistics meshopt_analyzeVertexFetch(const T* indices, size_t index_count, size_t vertex_count, size_t vertex_size)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
return meshopt_analyzeVertexFetch(in.data, index_count, vertex_count, vertex_size);
}
template <typename T>
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inline size_t meshopt_buildMeshlets(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t max_vertices, size_t max_triangles, float cone_weight)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
return meshopt_buildMeshlets(meshlets, meshlet_vertices, meshlet_triangles, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride, max_vertices, max_triangles, cone_weight);
}
template <typename T>
inline size_t meshopt_buildMeshletsScan(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
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return meshopt_buildMeshletsScan(meshlets, meshlet_vertices, meshlet_triangles, in.data, index_count, vertex_count, max_vertices, max_triangles);
}
template <typename T>
inline meshopt_Bounds meshopt_computeClusterBounds(const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
return meshopt_computeClusterBounds(in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride);
}
template <typename T>
inline void meshopt_spatialSortTriangles(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
meshopt_spatialSortTriangles(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride);
}
#endif
/**
2021-04-18 14:15:43 +00:00
* Copyright (c) 2016-2021 Arseny Kapoulkine
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/