update meshoptimizer to 0.16
This commit is contained in:
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@ -261,7 +261,7 @@ License: Apache-2.0
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Files: ./thirdparty/meshoptimizer/
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Comment: meshoptimizer
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Copyright: 2016-2020, Arseny Kapoulkine
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Copyright: 2016-2021, Arseny Kapoulkine
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License: Expat
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Files: ./thirdparty/minimp3/
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2
thirdparty/README.md
vendored
2
thirdparty/README.md
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@ -343,7 +343,7 @@ File extracted from upstream release tarball:
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## meshoptimizer
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- Upstream: https://github.com/zeux/meshoptimizer
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- Version: git (e3f53f66e7a35b9b8764bee478589d79e34fa698, 2021)
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- Version: 0.16 (95893c0566646434dd675b708d293fcb2d526d08, 2021)
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- License: MIT
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Files extracted from upstream repository:
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2
thirdparty/meshoptimizer/LICENSE.md
vendored
2
thirdparty/meshoptimizer/LICENSE.md
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@ -1,6 +1,6 @@
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MIT License
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Copyright (c) 2016-2020 Arseny Kapoulkine
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Copyright (c) 2016-2021 Arseny Kapoulkine
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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688
thirdparty/meshoptimizer/clusterizer.cpp
vendored
688
thirdparty/meshoptimizer/clusterizer.cpp
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@ -2,6 +2,7 @@
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#include "meshoptimizer.h"
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#include <assert.h>
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#include <float.h>
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#include <math.h>
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#include <string.h>
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@ -12,6 +13,68 @@
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namespace meshopt
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{
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// This must be <= 255 since index 0xff is used internally to indice a vertex that doesn't belong to a meshlet
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const size_t kMeshletMaxVertices = 255;
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// A reasonable limit is around 2*max_vertices or less
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const size_t kMeshletMaxTriangles = 512;
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struct TriangleAdjacency2
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{
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unsigned int* counts;
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unsigned int* offsets;
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unsigned int* data;
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};
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static void buildTriangleAdjacency(TriangleAdjacency2& adjacency, const unsigned int* indices, size_t index_count, size_t vertex_count, meshopt_Allocator& allocator)
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{
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size_t face_count = index_count / 3;
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// allocate arrays
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adjacency.counts = allocator.allocate<unsigned int>(vertex_count);
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adjacency.offsets = allocator.allocate<unsigned int>(vertex_count);
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adjacency.data = allocator.allocate<unsigned int>(index_count);
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// fill triangle counts
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memset(adjacency.counts, 0, vertex_count * sizeof(unsigned int));
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for (size_t i = 0; i < index_count; ++i)
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{
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assert(indices[i] < vertex_count);
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adjacency.counts[indices[i]]++;
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}
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// fill offset table
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unsigned int offset = 0;
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for (size_t i = 0; i < vertex_count; ++i)
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{
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adjacency.offsets[i] = offset;
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offset += adjacency.counts[i];
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}
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assert(offset == index_count);
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// fill triangle data
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for (size_t i = 0; i < face_count; ++i)
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{
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unsigned int a = indices[i * 3 + 0], b = indices[i * 3 + 1], c = indices[i * 3 + 2];
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adjacency.data[adjacency.offsets[a]++] = unsigned(i);
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adjacency.data[adjacency.offsets[b]++] = unsigned(i);
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adjacency.data[adjacency.offsets[c]++] = unsigned(i);
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}
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// fix offsets that have been disturbed by the previous pass
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for (size_t i = 0; i < vertex_count; ++i)
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{
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assert(adjacency.offsets[i] >= adjacency.counts[i]);
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adjacency.offsets[i] -= adjacency.counts[i];
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}
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}
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static void computeBoundingSphere(float result[4], const float points[][3], size_t count)
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{
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assert(count > 0);
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@ -82,13 +145,310 @@ static void computeBoundingSphere(float result[4], const float points[][3], size
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result[3] = radius;
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}
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struct Cone
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{
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float px, py, pz;
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float nx, ny, nz;
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};
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static float getMeshletScore(float distance2, float spread, float cone_weight, float expected_radius)
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{
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float cone = 1.f - spread * cone_weight;
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float cone_clamped = cone < 1e-3f ? 1e-3f : cone;
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return (1 + sqrtf(distance2) / expected_radius * (1 - cone_weight)) * cone_clamped;
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}
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static Cone getMeshletCone(const Cone& acc, unsigned int triangle_count)
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{
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Cone result = acc;
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float center_scale = triangle_count == 0 ? 0.f : 1.f / float(triangle_count);
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result.px *= center_scale;
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result.py *= center_scale;
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result.pz *= center_scale;
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float axis_length = result.nx * result.nx + result.ny * result.ny + result.nz * result.nz;
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float axis_scale = axis_length == 0.f ? 0.f : 1.f / sqrtf(axis_length);
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result.nx *= axis_scale;
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result.ny *= axis_scale;
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result.nz *= axis_scale;
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return result;
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}
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static float computeTriangleCones(Cone* triangles, 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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{
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(void)vertex_count;
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size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
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size_t face_count = index_count / 3;
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float mesh_area = 0;
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for (size_t i = 0; i < face_count; ++i)
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{
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unsigned int a = indices[i * 3 + 0], b = indices[i * 3 + 1], c = indices[i * 3 + 2];
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assert(a < vertex_count && b < vertex_count && c < vertex_count);
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const float* p0 = vertex_positions + vertex_stride_float * a;
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const float* p1 = vertex_positions + vertex_stride_float * b;
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const float* p2 = vertex_positions + vertex_stride_float * c;
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float p10[3] = {p1[0] - p0[0], p1[1] - p0[1], p1[2] - p0[2]};
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float p20[3] = {p2[0] - p0[0], p2[1] - p0[1], p2[2] - p0[2]};
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float normalx = p10[1] * p20[2] - p10[2] * p20[1];
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float normaly = p10[2] * p20[0] - p10[0] * p20[2];
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float normalz = p10[0] * p20[1] - p10[1] * p20[0];
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float area = sqrtf(normalx * normalx + normaly * normaly + normalz * normalz);
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float invarea = (area == 0.f) ? 0.f : 1.f / area;
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triangles[i].px = (p0[0] + p1[0] + p2[0]) / 3.f;
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triangles[i].py = (p0[1] + p1[1] + p2[1]) / 3.f;
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triangles[i].pz = (p0[2] + p1[2] + p2[2]) / 3.f;
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triangles[i].nx = normalx * invarea;
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triangles[i].ny = normaly * invarea;
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triangles[i].nz = normalz * invarea;
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mesh_area += area;
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}
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return mesh_area;
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}
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static void finishMeshlet(meshopt_Meshlet& meshlet, unsigned char* meshlet_triangles)
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{
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size_t offset = meshlet.triangle_offset + meshlet.triangle_count * 3;
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// fill 4b padding with 0
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while (offset & 3)
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meshlet_triangles[offset++] = 0;
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}
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static bool appendMeshlet(meshopt_Meshlet& meshlet, unsigned int a, unsigned int b, unsigned int c, unsigned char* used, meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, size_t meshlet_offset, size_t max_vertices, size_t max_triangles)
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{
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unsigned char& av = used[a];
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unsigned char& bv = used[b];
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unsigned char& cv = used[c];
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bool result = false;
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unsigned int used_extra = (av == 0xff) + (bv == 0xff) + (cv == 0xff);
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if (meshlet.vertex_count + used_extra > max_vertices || meshlet.triangle_count >= max_triangles)
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{
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meshlets[meshlet_offset] = meshlet;
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for (size_t j = 0; j < meshlet.vertex_count; ++j)
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used[meshlet_vertices[meshlet.vertex_offset + j]] = 0xff;
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finishMeshlet(meshlet, meshlet_triangles);
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meshlet.vertex_offset += meshlet.vertex_count;
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meshlet.triangle_offset += (meshlet.triangle_count * 3 + 3) & ~3; // 4b padding
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meshlet.vertex_count = 0;
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meshlet.triangle_count = 0;
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result = true;
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}
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if (av == 0xff)
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{
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av = (unsigned char)meshlet.vertex_count;
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meshlet_vertices[meshlet.vertex_offset + meshlet.vertex_count++] = a;
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}
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if (bv == 0xff)
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{
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bv = (unsigned char)meshlet.vertex_count;
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meshlet_vertices[meshlet.vertex_offset + meshlet.vertex_count++] = b;
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}
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if (cv == 0xff)
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{
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cv = (unsigned char)meshlet.vertex_count;
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meshlet_vertices[meshlet.vertex_offset + meshlet.vertex_count++] = c;
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}
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meshlet_triangles[meshlet.triangle_offset + meshlet.triangle_count * 3 + 0] = av;
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meshlet_triangles[meshlet.triangle_offset + meshlet.triangle_count * 3 + 1] = bv;
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meshlet_triangles[meshlet.triangle_offset + meshlet.triangle_count * 3 + 2] = cv;
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meshlet.triangle_count++;
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return result;
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}
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struct KDNode
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{
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union
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{
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float split;
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unsigned int index;
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};
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// leaves: axis = 3, children = number of extra points after this one (0 if 'index' is the only point)
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// branches: axis != 3, left subtree = skip 1, right subtree = skip 1+children
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unsigned int axis : 2;
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unsigned int children : 30;
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};
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static size_t kdtreePartition(unsigned int* indices, size_t count, const float* points, size_t stride, unsigned int axis, float pivot)
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{
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size_t m = 0;
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// invariant: elements in range [0, m) are < pivot, elements in range [m, i) are >= pivot
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for (size_t i = 0; i < count; ++i)
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{
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float v = points[indices[i] * stride + axis];
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// swap(m, i) unconditionally
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unsigned int t = indices[m];
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indices[m] = indices[i];
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indices[i] = t;
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// when v >= pivot, we swap i with m without advancing it, preserving invariants
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m += v < pivot;
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}
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return m;
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}
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static size_t kdtreeBuildLeaf(size_t offset, KDNode* nodes, size_t node_count, unsigned int* indices, size_t count)
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{
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assert(offset + count <= node_count);
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(void)node_count;
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KDNode& result = nodes[offset];
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result.index = indices[0];
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result.axis = 3;
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result.children = unsigned(count - 1);
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// all remaining points are stored in nodes immediately following the leaf
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for (size_t i = 1; i < count; ++i)
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{
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KDNode& tail = nodes[offset + i];
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tail.index = indices[i];
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tail.axis = 3;
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tail.children = ~0u >> 2; // bogus value to prevent misuse
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}
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return offset + count;
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}
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static size_t kdtreeBuild(size_t offset, KDNode* nodes, size_t node_count, const float* points, size_t stride, unsigned int* indices, size_t count, size_t leaf_size)
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{
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assert(count > 0);
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assert(offset < node_count);
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if (count <= leaf_size)
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return kdtreeBuildLeaf(offset, nodes, node_count, indices, count);
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float mean[3] = {};
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float vars[3] = {};
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float runc = 1, runs = 1;
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// gather statistics on the points in the subtree using Welford's algorithm
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for (size_t i = 0; i < count; ++i, runc += 1.f, runs = 1.f / runc)
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{
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const float* point = points + indices[i] * stride;
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for (int k = 0; k < 3; ++k)
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{
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float delta = point[k] - mean[k];
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mean[k] += delta * runs;
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vars[k] += delta * (point[k] - mean[k]);
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}
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}
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// split axis is one where the variance is largest
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unsigned int axis = vars[0] >= vars[1] && vars[0] >= vars[2] ? 0 : vars[1] >= vars[2] ? 1
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: 2;
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float split = mean[axis];
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size_t middle = kdtreePartition(indices, count, points, stride, axis, split);
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// when the partition is degenerate simply consolidate the points into a single node
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if (middle <= leaf_size / 2 || middle >= count - leaf_size / 2)
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return kdtreeBuildLeaf(offset, nodes, node_count, indices, count);
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KDNode& result = nodes[offset];
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result.split = split;
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result.axis = axis;
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// left subtree is right after our node
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size_t next_offset = kdtreeBuild(offset + 1, nodes, node_count, points, stride, indices, middle, leaf_size);
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// distance to the right subtree is represented explicitly
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result.children = unsigned(next_offset - offset - 1);
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return kdtreeBuild(next_offset, nodes, node_count, points, stride, indices + middle, count - middle, leaf_size);
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}
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static void kdtreeNearest(KDNode* nodes, unsigned int root, const float* points, size_t stride, const unsigned char* emitted_flags, const float* position, unsigned int& result, float& limit)
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{
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const KDNode& node = nodes[root];
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if (node.axis == 3)
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{
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// leaf
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for (unsigned int i = 0; i <= node.children; ++i)
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{
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unsigned int index = nodes[root + i].index;
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if (emitted_flags[index])
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continue;
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const float* point = points + index * stride;
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float distance2 =
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(point[0] - position[0]) * (point[0] - position[0]) +
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(point[1] - position[1]) * (point[1] - position[1]) +
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(point[2] - position[2]) * (point[2] - position[2]);
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float distance = sqrtf(distance2);
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if (distance < limit)
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{
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result = index;
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limit = distance;
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}
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}
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}
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else
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{
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// branch; we order recursion to process the node that search position is in first
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float delta = position[node.axis] - node.split;
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unsigned int first = (delta <= 0) ? 0 : node.children;
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unsigned int second = first ^ node.children;
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kdtreeNearest(nodes, root + 1 + first, points, stride, emitted_flags, position, result, limit);
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// only process the other node if it can have a match based on closest distance so far
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if (fabsf(delta) <= limit)
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kdtreeNearest(nodes, root + 1 + second, points, stride, emitted_flags, position, result, limit);
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}
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}
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} // namespace meshopt
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size_t meshopt_buildMeshletsBound(size_t index_count, size_t max_vertices, size_t max_triangles)
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{
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using namespace meshopt;
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assert(index_count % 3 == 0);
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assert(max_vertices >= 3);
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assert(max_triangles >= 1);
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assert(max_vertices >= 3 && max_vertices <= kMeshletMaxVertices);
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assert(max_triangles >= 1 && max_triangles <= kMeshletMaxTriangles);
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assert(max_triangles % 4 == 0); // ensures the caller will compute output space properly as index data is 4b aligned
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(void)kMeshletMaxVertices;
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(void)kMeshletMaxTriangles;
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// meshlet construction is limited by max vertices and max triangles per meshlet
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// the worst case is that the input is an unindexed stream since this equally stresses both limits
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@ -100,80 +460,7 @@ size_t meshopt_buildMeshletsBound(size_t index_count, size_t max_vertices, size_
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return meshlet_limit_vertices > meshlet_limit_triangles ? meshlet_limit_vertices : meshlet_limit_triangles;
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}
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size_t meshopt_buildMeshlets(meshopt_Meshlet* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles)
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{
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assert(index_count % 3 == 0);
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assert(max_vertices >= 3);
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assert(max_triangles >= 1);
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meshopt_Allocator allocator;
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meshopt_Meshlet meshlet;
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memset(&meshlet, 0, sizeof(meshlet));
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assert(max_vertices <= sizeof(meshlet.vertices) / sizeof(meshlet.vertices[0]));
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assert(max_triangles <= sizeof(meshlet.indices) / 3);
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// index of the vertex in the meshlet, 0xff if the vertex isn't used
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unsigned char* used = allocator.allocate<unsigned char>(vertex_count);
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memset(used, -1, vertex_count);
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size_t offset = 0;
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for (size_t i = 0; i < index_count; i += 3)
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{
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unsigned int a = indices[i + 0], b = indices[i + 1], c = indices[i + 2];
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assert(a < vertex_count && b < vertex_count && c < vertex_count);
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unsigned char& av = used[a];
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unsigned char& bv = used[b];
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unsigned char& cv = used[c];
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|
||||
unsigned int used_extra = (av == 0xff) + (bv == 0xff) + (cv == 0xff);
|
||||
|
||||
if (meshlet.vertex_count + used_extra > max_vertices || meshlet.triangle_count >= max_triangles)
|
||||
{
|
||||
destination[offset++] = meshlet;
|
||||
|
||||
for (size_t j = 0; j < meshlet.vertex_count; ++j)
|
||||
used[meshlet.vertices[j]] = 0xff;
|
||||
|
||||
memset(&meshlet, 0, sizeof(meshlet));
|
||||
}
|
||||
|
||||
if (av == 0xff)
|
||||
{
|
||||
av = meshlet.vertex_count;
|
||||
meshlet.vertices[meshlet.vertex_count++] = a;
|
||||
}
|
||||
|
||||
if (bv == 0xff)
|
||||
{
|
||||
bv = meshlet.vertex_count;
|
||||
meshlet.vertices[meshlet.vertex_count++] = b;
|
||||
}
|
||||
|
||||
if (cv == 0xff)
|
||||
{
|
||||
cv = meshlet.vertex_count;
|
||||
meshlet.vertices[meshlet.vertex_count++] = c;
|
||||
}
|
||||
|
||||
meshlet.indices[meshlet.triangle_count][0] = av;
|
||||
meshlet.indices[meshlet.triangle_count][1] = bv;
|
||||
meshlet.indices[meshlet.triangle_count][2] = cv;
|
||||
meshlet.triangle_count++;
|
||||
}
|
||||
|
||||
if (meshlet.triangle_count)
|
||||
destination[offset++] = meshlet;
|
||||
|
||||
assert(offset <= meshopt_buildMeshletsBound(index_count, max_vertices, max_triangles));
|
||||
|
||||
return offset;
|
||||
}
|
||||
|
||||
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)
|
||||
size_t meshopt_buildMeshlets(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)
|
||||
{
|
||||
using namespace meshopt;
|
||||
|
||||
@ -181,15 +468,236 @@ meshopt_Bounds meshopt_computeClusterBounds(const unsigned int* indices, size_t
|
||||
assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
|
||||
assert(vertex_positions_stride % sizeof(float) == 0);
|
||||
|
||||
assert(index_count / 3 <= 256);
|
||||
assert(max_vertices >= 3 && max_vertices <= kMeshletMaxVertices);
|
||||
assert(max_triangles >= 1 && max_triangles <= kMeshletMaxTriangles);
|
||||
assert(max_triangles % 4 == 0); // ensures the caller will compute output space properly as index data is 4b aligned
|
||||
|
||||
meshopt_Allocator allocator;
|
||||
|
||||
TriangleAdjacency2 adjacency = {};
|
||||
buildTriangleAdjacency(adjacency, indices, index_count, vertex_count, allocator);
|
||||
|
||||
unsigned int* live_triangles = allocator.allocate<unsigned int>(vertex_count);
|
||||
memcpy(live_triangles, adjacency.counts, vertex_count * sizeof(unsigned int));
|
||||
|
||||
size_t face_count = index_count / 3;
|
||||
|
||||
unsigned char* emitted_flags = allocator.allocate<unsigned char>(face_count);
|
||||
memset(emitted_flags, 0, face_count);
|
||||
|
||||
// for each triangle, precompute centroid & normal to use for scoring
|
||||
Cone* triangles = allocator.allocate<Cone>(face_count);
|
||||
float mesh_area = computeTriangleCones(triangles, indices, index_count, vertex_positions, vertex_count, vertex_positions_stride);
|
||||
|
||||
// assuming each meshlet is a square patch, expected radius is sqrt(expected area)
|
||||
float triangle_area_avg = face_count == 0 ? 0.f : mesh_area / float(face_count) * 0.5f;
|
||||
float meshlet_expected_radius = sqrtf(triangle_area_avg * max_triangles) * 0.5f;
|
||||
|
||||
// build a kd-tree for nearest neighbor lookup
|
||||
unsigned int* kdindices = allocator.allocate<unsigned int>(face_count);
|
||||
for (size_t i = 0; i < face_count; ++i)
|
||||
kdindices[i] = unsigned(i);
|
||||
|
||||
KDNode* nodes = allocator.allocate<KDNode>(face_count * 2);
|
||||
kdtreeBuild(0, nodes, face_count * 2, &triangles[0].px, sizeof(Cone) / sizeof(float), kdindices, face_count, /* leaf_size= */ 8);
|
||||
|
||||
// index of the vertex in the meshlet, 0xff if the vertex isn't used
|
||||
unsigned char* used = allocator.allocate<unsigned char>(vertex_count);
|
||||
memset(used, -1, vertex_count);
|
||||
|
||||
meshopt_Meshlet meshlet = {};
|
||||
size_t meshlet_offset = 0;
|
||||
|
||||
Cone meshlet_cone_acc = {};
|
||||
|
||||
for (;;)
|
||||
{
|
||||
unsigned int best_triangle = ~0u;
|
||||
unsigned int best_extra = 5;
|
||||
float best_score = FLT_MAX;
|
||||
|
||||
Cone meshlet_cone = getMeshletCone(meshlet_cone_acc, meshlet.triangle_count);
|
||||
|
||||
for (size_t i = 0; i < meshlet.vertex_count; ++i)
|
||||
{
|
||||
unsigned int index = meshlet_vertices[meshlet.vertex_offset + i];
|
||||
|
||||
unsigned int* neighbours = &adjacency.data[0] + adjacency.offsets[index];
|
||||
size_t neighbours_size = adjacency.counts[index];
|
||||
|
||||
for (size_t j = 0; j < neighbours_size; ++j)
|
||||
{
|
||||
unsigned int triangle = neighbours[j];
|
||||
assert(!emitted_flags[triangle]);
|
||||
|
||||
unsigned int a = indices[triangle * 3 + 0], b = indices[triangle * 3 + 1], c = indices[triangle * 3 + 2];
|
||||
assert(a < vertex_count && b < vertex_count && c < vertex_count);
|
||||
|
||||
unsigned int extra = (used[a] == 0xff) + (used[b] == 0xff) + (used[c] == 0xff);
|
||||
|
||||
// triangles that don't add new vertices to meshlets are max. priority
|
||||
if (extra != 0)
|
||||
{
|
||||
// artificially increase the priority of dangling triangles as they're expensive to add to new meshlets
|
||||
if (live_triangles[a] == 1 || live_triangles[b] == 1 || live_triangles[c] == 1)
|
||||
extra = 0;
|
||||
|
||||
extra++;
|
||||
}
|
||||
|
||||
// since topology-based priority is always more important than the score, we can skip scoring in some cases
|
||||
if (extra > best_extra)
|
||||
continue;
|
||||
|
||||
const Cone& tri_cone = triangles[triangle];
|
||||
|
||||
float distance2 =
|
||||
(tri_cone.px - meshlet_cone.px) * (tri_cone.px - meshlet_cone.px) +
|
||||
(tri_cone.py - meshlet_cone.py) * (tri_cone.py - meshlet_cone.py) +
|
||||
(tri_cone.pz - meshlet_cone.pz) * (tri_cone.pz - meshlet_cone.pz);
|
||||
|
||||
float spread = tri_cone.nx * meshlet_cone.nx + tri_cone.ny * meshlet_cone.ny + tri_cone.nz * meshlet_cone.nz;
|
||||
|
||||
float score = getMeshletScore(distance2, spread, cone_weight, meshlet_expected_radius);
|
||||
|
||||
// note that topology-based priority is always more important than the score
|
||||
// this helps maintain reasonable effectiveness of meshlet data and reduces scoring cost
|
||||
if (extra < best_extra || score < best_score)
|
||||
{
|
||||
best_triangle = triangle;
|
||||
best_extra = extra;
|
||||
best_score = score;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (best_triangle == ~0u)
|
||||
{
|
||||
float position[3] = {meshlet_cone.px, meshlet_cone.py, meshlet_cone.pz};
|
||||
unsigned int index = ~0u;
|
||||
float limit = FLT_MAX;
|
||||
|
||||
kdtreeNearest(nodes, 0, &triangles[0].px, sizeof(Cone) / sizeof(float), emitted_flags, position, index, limit);
|
||||
|
||||
best_triangle = index;
|
||||
}
|
||||
|
||||
if (best_triangle == ~0u)
|
||||
break;
|
||||
|
||||
unsigned int a = indices[best_triangle * 3 + 0], b = indices[best_triangle * 3 + 1], c = indices[best_triangle * 3 + 2];
|
||||
assert(a < vertex_count && b < vertex_count && c < vertex_count);
|
||||
|
||||
// add meshlet to the output; when the current meshlet is full we reset the accumulated bounds
|
||||
if (appendMeshlet(meshlet, a, b, c, used, meshlets, meshlet_vertices, meshlet_triangles, meshlet_offset, max_vertices, max_triangles))
|
||||
{
|
||||
meshlet_offset++;
|
||||
memset(&meshlet_cone_acc, 0, sizeof(meshlet_cone_acc));
|
||||
}
|
||||
|
||||
live_triangles[a]--;
|
||||
live_triangles[b]--;
|
||||
live_triangles[c]--;
|
||||
|
||||
// remove emitted triangle from adjacency data
|
||||
// this makes sure that we spend less time traversing these lists on subsequent iterations
|
||||
for (size_t k = 0; k < 3; ++k)
|
||||
{
|
||||
unsigned int index = indices[best_triangle * 3 + k];
|
||||
|
||||
unsigned int* neighbours = &adjacency.data[0] + adjacency.offsets[index];
|
||||
size_t neighbours_size = adjacency.counts[index];
|
||||
|
||||
for (size_t i = 0; i < neighbours_size; ++i)
|
||||
{
|
||||
unsigned int tri = neighbours[i];
|
||||
|
||||
if (tri == best_triangle)
|
||||
{
|
||||
neighbours[i] = neighbours[neighbours_size - 1];
|
||||
adjacency.counts[index]--;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// update aggregated meshlet cone data for scoring subsequent triangles
|
||||
meshlet_cone_acc.px += triangles[best_triangle].px;
|
||||
meshlet_cone_acc.py += triangles[best_triangle].py;
|
||||
meshlet_cone_acc.pz += triangles[best_triangle].pz;
|
||||
meshlet_cone_acc.nx += triangles[best_triangle].nx;
|
||||
meshlet_cone_acc.ny += triangles[best_triangle].ny;
|
||||
meshlet_cone_acc.nz += triangles[best_triangle].nz;
|
||||
|
||||
emitted_flags[best_triangle] = 1;
|
||||
}
|
||||
|
||||
if (meshlet.triangle_count)
|
||||
{
|
||||
finishMeshlet(meshlet, meshlet_triangles);
|
||||
|
||||
meshlets[meshlet_offset++] = meshlet;
|
||||
}
|
||||
|
||||
assert(meshlet_offset <= meshopt_buildMeshletsBound(index_count, max_vertices, max_triangles));
|
||||
return meshlet_offset;
|
||||
}
|
||||
|
||||
size_t meshopt_buildMeshletsScan(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)
|
||||
{
|
||||
using namespace meshopt;
|
||||
|
||||
assert(index_count % 3 == 0);
|
||||
|
||||
assert(max_vertices >= 3 && max_vertices <= kMeshletMaxVertices);
|
||||
assert(max_triangles >= 1 && max_triangles <= kMeshletMaxTriangles);
|
||||
assert(max_triangles % 4 == 0); // ensures the caller will compute output space properly as index data is 4b aligned
|
||||
|
||||
meshopt_Allocator allocator;
|
||||
|
||||
// index of the vertex in the meshlet, 0xff if the vertex isn't used
|
||||
unsigned char* used = allocator.allocate<unsigned char>(vertex_count);
|
||||
memset(used, -1, vertex_count);
|
||||
|
||||
meshopt_Meshlet meshlet = {};
|
||||
size_t meshlet_offset = 0;
|
||||
|
||||
for (size_t i = 0; i < index_count; i += 3)
|
||||
{
|
||||
unsigned int a = indices[i + 0], b = indices[i + 1], c = indices[i + 2];
|
||||
assert(a < vertex_count && b < vertex_count && c < vertex_count);
|
||||
|
||||
// appends triangle to the meshlet and writes previous meshlet to the output if full
|
||||
meshlet_offset += appendMeshlet(meshlet, a, b, c, used, meshlets, meshlet_vertices, meshlet_triangles, meshlet_offset, max_vertices, max_triangles);
|
||||
}
|
||||
|
||||
if (meshlet.triangle_count)
|
||||
{
|
||||
finishMeshlet(meshlet, meshlet_triangles);
|
||||
|
||||
meshlets[meshlet_offset++] = meshlet;
|
||||
}
|
||||
|
||||
assert(meshlet_offset <= meshopt_buildMeshletsBound(index_count, max_vertices, max_triangles));
|
||||
return meshlet_offset;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
using namespace meshopt;
|
||||
|
||||
assert(index_count % 3 == 0);
|
||||
assert(index_count / 3 <= kMeshletMaxTriangles);
|
||||
assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
|
||||
assert(vertex_positions_stride % sizeof(float) == 0);
|
||||
|
||||
(void)vertex_count;
|
||||
|
||||
size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
|
||||
|
||||
// compute triangle normals and gather triangle corners
|
||||
float normals[256][3];
|
||||
float corners[256][3][3];
|
||||
float normals[kMeshletMaxTriangles][3];
|
||||
float corners[kMeshletMaxTriangles][3][3];
|
||||
size_t triangles = 0;
|
||||
|
||||
for (size_t i = 0; i < index_count; i += 3)
|
||||
@ -327,25 +835,23 @@ meshopt_Bounds meshopt_computeClusterBounds(const unsigned int* indices, size_t
|
||||
return bounds;
|
||||
}
|
||||
|
||||
meshopt_Bounds meshopt_computeMeshletBounds(const meshopt_Meshlet* meshlet, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
|
||||
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)
|
||||
{
|
||||
using namespace meshopt;
|
||||
|
||||
assert(triangle_count <= kMeshletMaxTriangles);
|
||||
assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
|
||||
assert(vertex_positions_stride % sizeof(float) == 0);
|
||||
|
||||
unsigned int indices[sizeof(meshlet->indices) / sizeof(meshlet->indices[0][0])];
|
||||
unsigned int indices[kMeshletMaxTriangles * 3];
|
||||
|
||||
for (size_t i = 0; i < meshlet->triangle_count; ++i)
|
||||
for (size_t i = 0; i < triangle_count * 3; ++i)
|
||||
{
|
||||
unsigned int a = meshlet->vertices[meshlet->indices[i][0]];
|
||||
unsigned int b = meshlet->vertices[meshlet->indices[i][1]];
|
||||
unsigned int c = meshlet->vertices[meshlet->indices[i][2]];
|
||||
unsigned int index = meshlet_vertices[meshlet_triangles[i]];
|
||||
assert(index < vertex_count);
|
||||
|
||||
assert(a < vertex_count && b < vertex_count && c < vertex_count);
|
||||
|
||||
indices[i * 3 + 0] = a;
|
||||
indices[i * 3 + 1] = b;
|
||||
indices[i * 3 + 2] = c;
|
||||
indices[i] = index;
|
||||
}
|
||||
|
||||
return meshopt_computeClusterBounds(indices, meshlet->triangle_count * 3, vertex_positions, vertex_count, vertex_positions_stride);
|
||||
return meshopt_computeClusterBounds(indices, triangle_count * 3, vertex_positions, vertex_count, vertex_positions_stride);
|
||||
}
|
||||
|
206
thirdparty/meshoptimizer/indexgenerator.cpp
vendored
206
thirdparty/meshoptimizer/indexgenerator.cpp
vendored
@ -4,6 +4,8 @@
|
||||
#include <assert.h>
|
||||
#include <string.h>
|
||||
|
||||
// This work is based on:
|
||||
// John McDonald, Mark Kilgard. Crack-Free Point-Normal Triangles using Adjacent Edge Normals. 2010
|
||||
namespace meshopt
|
||||
{
|
||||
|
||||
@ -83,10 +85,49 @@ struct VertexStreamHasher
|
||||
}
|
||||
};
|
||||
|
||||
struct EdgeHasher
|
||||
{
|
||||
const unsigned int* remap;
|
||||
|
||||
size_t hash(unsigned long long edge) const
|
||||
{
|
||||
unsigned int e0 = unsigned(edge >> 32);
|
||||
unsigned int e1 = unsigned(edge);
|
||||
|
||||
unsigned int h1 = remap[e0];
|
||||
unsigned int h2 = remap[e1];
|
||||
|
||||
const unsigned int m = 0x5bd1e995;
|
||||
|
||||
// MurmurHash64B finalizer
|
||||
h1 ^= h2 >> 18;
|
||||
h1 *= m;
|
||||
h2 ^= h1 >> 22;
|
||||
h2 *= m;
|
||||
h1 ^= h2 >> 17;
|
||||
h1 *= m;
|
||||
h2 ^= h1 >> 19;
|
||||
h2 *= m;
|
||||
|
||||
return h2;
|
||||
}
|
||||
|
||||
bool equal(unsigned long long lhs, unsigned long long rhs) const
|
||||
{
|
||||
unsigned int l0 = unsigned(lhs >> 32);
|
||||
unsigned int l1 = unsigned(lhs);
|
||||
|
||||
unsigned int r0 = unsigned(rhs >> 32);
|
||||
unsigned int r1 = unsigned(rhs);
|
||||
|
||||
return remap[l0] == remap[r0] && remap[l1] == remap[r1];
|
||||
}
|
||||
};
|
||||
|
||||
static size_t hashBuckets(size_t count)
|
||||
{
|
||||
size_t buckets = 1;
|
||||
while (buckets < count)
|
||||
while (buckets < count + count / 4)
|
||||
buckets *= 2;
|
||||
|
||||
return buckets;
|
||||
@ -119,6 +160,26 @@ static T* hashLookup(T* table, size_t buckets, const Hash& hash, const T& key, c
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void buildPositionRemap(unsigned int* remap, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, meshopt_Allocator& allocator)
|
||||
{
|
||||
VertexHasher vertex_hasher = {reinterpret_cast<const unsigned char*>(vertex_positions), 3 * sizeof(float), vertex_positions_stride};
|
||||
|
||||
size_t vertex_table_size = hashBuckets(vertex_count);
|
||||
unsigned int* vertex_table = allocator.allocate<unsigned int>(vertex_table_size);
|
||||
memset(vertex_table, -1, vertex_table_size * sizeof(unsigned int));
|
||||
|
||||
for (size_t i = 0; i < vertex_count; ++i)
|
||||
{
|
||||
unsigned int index = unsigned(i);
|
||||
unsigned int* entry = hashLookup(vertex_table, vertex_table_size, vertex_hasher, index, ~0u);
|
||||
|
||||
if (*entry == ~0u)
|
||||
*entry = index;
|
||||
|
||||
remap[index] = *entry;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace meshopt
|
||||
|
||||
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)
|
||||
@ -345,3 +406,146 @@ void meshopt_generateShadowIndexBufferMulti(unsigned int* destination, const uns
|
||||
destination[i] = remap[index];
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
using namespace meshopt;
|
||||
|
||||
assert(index_count % 3 == 0);
|
||||
assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
|
||||
assert(vertex_positions_stride % sizeof(float) == 0);
|
||||
|
||||
meshopt_Allocator allocator;
|
||||
|
||||
static const int next[4] = {1, 2, 0, 1};
|
||||
|
||||
// build position remap: for each vertex, which other (canonical) vertex does it map to?
|
||||
unsigned int* remap = allocator.allocate<unsigned int>(vertex_count);
|
||||
buildPositionRemap(remap, vertex_positions, vertex_count, vertex_positions_stride, allocator);
|
||||
|
||||
// build edge set; this stores all triangle edges but we can look these up by any other wedge
|
||||
EdgeHasher edge_hasher = {remap};
|
||||
|
||||
size_t edge_table_size = hashBuckets(index_count);
|
||||
unsigned long long* edge_table = allocator.allocate<unsigned long long>(edge_table_size);
|
||||
unsigned int* edge_vertex_table = allocator.allocate<unsigned int>(edge_table_size);
|
||||
|
||||
memset(edge_table, -1, edge_table_size * sizeof(unsigned long long));
|
||||
memset(edge_vertex_table, -1, edge_table_size * sizeof(unsigned int));
|
||||
|
||||
for (size_t i = 0; i < index_count; i += 3)
|
||||
{
|
||||
for (int e = 0; e < 3; ++e)
|
||||
{
|
||||
unsigned int i0 = indices[i + e];
|
||||
unsigned int i1 = indices[i + next[e]];
|
||||
unsigned int i2 = indices[i + next[e + 1]];
|
||||
assert(i0 < vertex_count && i1 < vertex_count && i2 < vertex_count);
|
||||
|
||||
unsigned long long edge = ((unsigned long long)i0 << 32) | i1;
|
||||
unsigned long long* entry = hashLookup(edge_table, edge_table_size, edge_hasher, edge, ~0ull);
|
||||
|
||||
if (*entry == ~0ull)
|
||||
{
|
||||
*entry = edge;
|
||||
|
||||
// store vertex opposite to the edge
|
||||
edge_vertex_table[entry - edge_table] = i2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// build resulting index buffer: 6 indices for each input triangle
|
||||
for (size_t i = 0; i < index_count; i += 3)
|
||||
{
|
||||
unsigned int patch[6];
|
||||
|
||||
for (int e = 0; e < 3; ++e)
|
||||
{
|
||||
unsigned int i0 = indices[i + e];
|
||||
unsigned int i1 = indices[i + next[e]];
|
||||
assert(i0 < vertex_count && i1 < vertex_count);
|
||||
|
||||
// note: this refers to the opposite edge!
|
||||
unsigned long long edge = ((unsigned long long)i1 << 32) | i0;
|
||||
unsigned long long* oppe = hashLookup(edge_table, edge_table_size, edge_hasher, edge, ~0ull);
|
||||
|
||||
patch[e * 2 + 0] = i0;
|
||||
patch[e * 2 + 1] = (*oppe == ~0ull) ? i0 : edge_vertex_table[oppe - edge_table];
|
||||
}
|
||||
|
||||
memcpy(destination + i * 2, patch, sizeof(patch));
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
using namespace meshopt;
|
||||
|
||||
assert(index_count % 3 == 0);
|
||||
assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
|
||||
assert(vertex_positions_stride % sizeof(float) == 0);
|
||||
|
||||
meshopt_Allocator allocator;
|
||||
|
||||
static const int next[3] = {1, 2, 0};
|
||||
|
||||
// build position remap: for each vertex, which other (canonical) vertex does it map to?
|
||||
unsigned int* remap = allocator.allocate<unsigned int>(vertex_count);
|
||||
buildPositionRemap(remap, vertex_positions, vertex_count, vertex_positions_stride, allocator);
|
||||
|
||||
// build edge set; this stores all triangle edges but we can look these up by any other wedge
|
||||
EdgeHasher edge_hasher = {remap};
|
||||
|
||||
size_t edge_table_size = hashBuckets(index_count);
|
||||
unsigned long long* edge_table = allocator.allocate<unsigned long long>(edge_table_size);
|
||||
memset(edge_table, -1, edge_table_size * sizeof(unsigned long long));
|
||||
|
||||
for (size_t i = 0; i < index_count; i += 3)
|
||||
{
|
||||
for (int e = 0; e < 3; ++e)
|
||||
{
|
||||
unsigned int i0 = indices[i + e];
|
||||
unsigned int i1 = indices[i + next[e]];
|
||||
assert(i0 < vertex_count && i1 < vertex_count);
|
||||
|
||||
unsigned long long edge = ((unsigned long long)i0 << 32) | i1;
|
||||
unsigned long long* entry = hashLookup(edge_table, edge_table_size, edge_hasher, edge, ~0ull);
|
||||
|
||||
if (*entry == ~0ull)
|
||||
*entry = edge;
|
||||
}
|
||||
}
|
||||
|
||||
// build resulting index buffer: 12 indices for each input triangle
|
||||
for (size_t i = 0; i < index_count; i += 3)
|
||||
{
|
||||
unsigned int patch[12];
|
||||
|
||||
for (int e = 0; e < 3; ++e)
|
||||
{
|
||||
unsigned int i0 = indices[i + e];
|
||||
unsigned int i1 = indices[i + next[e]];
|
||||
assert(i0 < vertex_count && i1 < vertex_count);
|
||||
|
||||
// note: this refers to the opposite edge!
|
||||
unsigned long long edge = ((unsigned long long)i1 << 32) | i0;
|
||||
unsigned long long oppe = *hashLookup(edge_table, edge_table_size, edge_hasher, edge, ~0ull);
|
||||
|
||||
// use the same edge if opposite edge doesn't exist (border)
|
||||
oppe = (oppe == ~0ull) ? edge : oppe;
|
||||
|
||||
// triangle index (0, 1, 2)
|
||||
patch[e] = i0;
|
||||
|
||||
// opposite edge (3, 4; 5, 6; 7, 8)
|
||||
patch[3 + e * 2 + 0] = unsigned(oppe);
|
||||
patch[3 + e * 2 + 1] = unsigned(oppe >> 32);
|
||||
|
||||
// dominant vertex (9, 10, 11)
|
||||
patch[9 + e] = remap[i0];
|
||||
}
|
||||
|
||||
memcpy(destination + i * 4, patch, sizeof(patch));
|
||||
}
|
||||
}
|
||||
|
104
thirdparty/meshoptimizer/meshoptimizer.h
vendored
104
thirdparty/meshoptimizer/meshoptimizer.h
vendored
@ -1,7 +1,7 @@
|
||||
/**
|
||||
* meshoptimizer - version 0.15
|
||||
* meshoptimizer - version 0.16
|
||||
*
|
||||
* Copyright (C) 2016-2020, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com)
|
||||
* 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.
|
||||
@ -12,7 +12,7 @@
|
||||
#include <stddef.h>
|
||||
|
||||
/* Version macro; major * 1000 + minor * 10 + patch */
|
||||
#define MESHOPTIMIZER_VERSION 150 /* 0.15 */
|
||||
#define MESHOPTIMIZER_VERSION 160 /* 0.16 */
|
||||
|
||||
/* If no API is defined, assume default */
|
||||
#ifndef MESHOPTIMIZER_API
|
||||
@ -97,6 +97,35 @@ MESHOPTIMIZER_API void meshopt_generateShadowIndexBuffer(unsigned int* destinati
|
||||
*/
|
||||
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);
|
||||
|
||||
/**
|
||||
* 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_EXPERIMENTAL 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);
|
||||
|
||||
/**
|
||||
* 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_EXPERIMENTAL 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);
|
||||
|
||||
/**
|
||||
* Vertex transform cache optimizer
|
||||
* Reorders indices to reduce the number of GPU vertex shader invocations
|
||||
@ -373,22 +402,31 @@ MESHOPTIMIZER_API struct meshopt_VertexFetchStatistics meshopt_analyzeVertexFetc
|
||||
|
||||
struct meshopt_Meshlet
|
||||
{
|
||||
unsigned int vertices[64];
|
||||
unsigned char indices[126][3];
|
||||
unsigned char triangle_count;
|
||||
unsigned char vertex_count;
|
||||
/* 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;
|
||||
};
|
||||
|
||||
/**
|
||||
* Experimental: 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.
|
||||
* For maximum efficiency the index buffer being converted has to be optimized for vertex cache first.
|
||||
* 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.
|
||||
*
|
||||
* destination must contain enough space for all meshlets, worst case size can be computed with meshopt_buildMeshletsBound
|
||||
* max_vertices and max_triangles can't exceed limits statically declared in meshopt_Meshlet (max_vertices <= 64, max_triangles <= 126)
|
||||
* 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_EXPERIMENTAL size_t meshopt_buildMeshlets(struct meshopt_Meshlet* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles);
|
||||
MESHOPTIMIZER_EXPERIMENTAL 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_EXPERIMENTAL 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_EXPERIMENTAL size_t meshopt_buildMeshletsBound(size_t index_count, size_t max_vertices, size_t max_triangles);
|
||||
|
||||
struct meshopt_Bounds
|
||||
@ -426,10 +464,10 @@ struct meshopt_Bounds
|
||||
* 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
|
||||
* index_count should be less than or equal to 256*3 (the function assumes clusters of limited size)
|
||||
* index_count/3 should be less than or equal to 512 (the function assumes clusters of limited size)
|
||||
*/
|
||||
MESHOPTIMIZER_EXPERIMENTAL 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_EXPERIMENTAL struct meshopt_Bounds meshopt_computeMeshletBounds(const struct meshopt_Meshlet* meshlet, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
|
||||
MESHOPTIMIZER_EXPERIMENTAL 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
|
||||
@ -513,6 +551,10 @@ inline void meshopt_generateShadowIndexBuffer(T* destination, const T* indices,
|
||||
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>
|
||||
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);
|
||||
@ -547,7 +589,9 @@ inline meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const T* indices, size
|
||||
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>
|
||||
inline size_t meshopt_buildMeshlets(meshopt_Meshlet* destination, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles);
|
||||
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>
|
||||
@ -761,6 +805,24 @@ inline void meshopt_generateShadowIndexBufferMulti(T* destination, const T* indi
|
||||
meshopt_generateShadowIndexBufferMulti(out.data, in.data, index_count, vertex_count, streams, stream_count);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
@ -908,11 +970,19 @@ inline meshopt_VertexFetchStatistics meshopt_analyzeVertexFetch(const T* indices
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline size_t meshopt_buildMeshlets(meshopt_Meshlet* destination, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles)
|
||||
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(destination, in.data, index_count, vertex_count, max_vertices, max_triangles);
|
||||
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);
|
||||
|
||||
return meshopt_buildMeshletsScan(meshlets, meshlet_vertices, meshlet_triangles, in.data, index_count, vertex_count, max_vertices, max_triangles);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
@ -934,7 +1004,7 @@ inline void meshopt_spatialSortTriangles(T* destination, const T* indices, size_
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Copyright (c) 2016-2020 Arseny Kapoulkine
|
||||
* 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
|
||||
|
2
thirdparty/meshoptimizer/simplifier.cpp
vendored
2
thirdparty/meshoptimizer/simplifier.cpp
vendored
@ -131,7 +131,7 @@ struct PositionHasher
|
||||
static size_t hashBuckets2(size_t count)
|
||||
{
|
||||
size_t buckets = 1;
|
||||
while (buckets < count)
|
||||
while (buckets < count + count / 4)
|
||||
buckets *= 2;
|
||||
|
||||
return buckets;
|
||||
|
14
thirdparty/meshoptimizer/vertexcodec.cpp
vendored
14
thirdparty/meshoptimizer/vertexcodec.cpp
vendored
@ -710,18 +710,12 @@ static v128_t decodeShuffleMask(unsigned char mask0, unsigned char mask1)
|
||||
SIMD_TARGET
|
||||
static void wasmMoveMask(v128_t mask, unsigned char& mask0, unsigned char& mask1)
|
||||
{
|
||||
v128_t mask_0 = wasm_v32x4_shuffle(mask, mask, 0, 2, 1, 3);
|
||||
|
||||
uint64_t mask_1a = wasm_i64x2_extract_lane(mask_0, 0) & 0x0804020108040201ull;
|
||||
uint64_t mask_1b = wasm_i64x2_extract_lane(mask_0, 1) & 0x8040201080402010ull;
|
||||
// magic constant found using z3 SMT assuming mask has 8 groups of 0xff or 0x00
|
||||
const uint64_t magic = 0x000103070f1f3f80ull;
|
||||
|
||||
// TODO: This can use v8x16_bitmask in the future
|
||||
uint64_t mask_2 = mask_1a | mask_1b;
|
||||
uint64_t mask_4 = mask_2 | (mask_2 >> 16);
|
||||
uint64_t mask_8 = mask_4 | (mask_4 >> 8);
|
||||
|
||||
mask0 = uint8_t(mask_8);
|
||||
mask1 = uint8_t(mask_8 >> 32);
|
||||
mask0 = uint8_t((wasm_i64x2_extract_lane(mask, 0) * magic) >> 56);
|
||||
mask1 = uint8_t((wasm_i64x2_extract_lane(mask, 1) * magic) >> 56);
|
||||
}
|
||||
|
||||
SIMD_TARGET
|
||||
|
Loading…
Reference in New Issue
Block a user