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Updated meshoptimizer.
This commit is contained in:
45
3rdparty/meshoptimizer/src/clusterizer.cpp
vendored
45
3rdparty/meshoptimizer/src/clusterizer.cpp
vendored
@@ -238,7 +238,7 @@ static bool appendMeshlet(meshopt_Meshlet& meshlet, unsigned int a, unsigned int
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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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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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@@ -283,10 +283,10 @@ static bool appendMeshlet(meshopt_Meshlet& meshlet, unsigned int a, unsigned int
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return result;
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}
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static unsigned int getNeighborTriangle(const meshopt_Meshlet& meshlet, const Cone* meshlet_cone, unsigned int* meshlet_vertices, const unsigned int* indices, const TriangleAdjacency2& adjacency, const Cone* triangles, const unsigned int* live_triangles, const unsigned char* used, float meshlet_expected_radius, float cone_weight, unsigned int* out_extra)
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static unsigned int getNeighborTriangle(const meshopt_Meshlet& meshlet, const Cone* meshlet_cone, unsigned int* meshlet_vertices, const unsigned int* indices, const TriangleAdjacency2& adjacency, const Cone* triangles, const unsigned int* live_triangles, const unsigned char* used, float meshlet_expected_radius, float cone_weight)
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{
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unsigned int best_triangle = ~0u;
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unsigned int best_extra = 5;
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int best_priority = 5;
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float best_score = FLT_MAX;
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for (size_t i = 0; i < meshlet.vertex_count; ++i)
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@@ -301,20 +301,26 @@ static unsigned int getNeighborTriangle(const meshopt_Meshlet& meshlet, const Co
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unsigned int triangle = neighbors[j];
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unsigned int a = indices[triangle * 3 + 0], b = indices[triangle * 3 + 1], c = indices[triangle * 3 + 2];
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unsigned int extra = (used[a] == 0xff) + (used[b] == 0xff) + (used[c] == 0xff);
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int extra = (used[a] == 0xff) + (used[b] == 0xff) + (used[c] == 0xff);
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assert(extra <= 2);
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int priority = -1;
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// triangles that don't add new vertices to meshlets are max. priority
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if (extra != 0)
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{
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// artificially increase the priority of dangling triangles as they're expensive to add to new meshlets
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if (live_triangles[a] == 1 || live_triangles[b] == 1 || live_triangles[c] == 1)
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extra = 0;
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extra++;
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}
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if (extra == 0)
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priority = 0;
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// artificially increase the priority of dangling triangles as they're expensive to add to new meshlets
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else if (live_triangles[a] == 1 || live_triangles[b] == 1 || live_triangles[c] == 1)
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priority = 1;
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// if two vertices have live count of 2, removing this triangle will make another triangle dangling which is good for overall flow
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else if ((live_triangles[a] == 2) + (live_triangles[b] == 2) + (live_triangles[c] == 2) >= 2)
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priority = 1 + extra;
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// otherwise adjust priority to be after the above cases, 3 or 4 based on used[] count
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else
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priority = 2 + extra;
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// since topology-based priority is always more important than the score, we can skip scoring in some cases
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if (extra > best_extra)
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if (priority > best_priority)
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continue;
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float score = 0;
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@@ -341,18 +347,15 @@ static unsigned int getNeighborTriangle(const meshopt_Meshlet& meshlet, const Co
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// note that topology-based priority is always more important than the score
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// this helps maintain reasonable effectiveness of meshlet data and reduces scoring cost
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if (extra < best_extra || score < best_score)
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if (priority < best_priority || score < best_score)
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{
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best_triangle = triangle;
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best_extra = extra;
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best_priority = priority;
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best_score = score;
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}
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}
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}
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if (out_extra)
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*out_extra = best_extra;
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return best_triangle;
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}
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@@ -588,13 +591,13 @@ size_t meshopt_buildMeshlets(meshopt_Meshlet* meshlets, unsigned int* meshlet_ve
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{
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Cone meshlet_cone = getMeshletCone(meshlet_cone_acc, meshlet.triangle_count);
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unsigned int best_extra = 0;
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unsigned int best_triangle = getNeighborTriangle(meshlet, &meshlet_cone, meshlet_vertices, indices, adjacency, triangles, live_triangles, used, meshlet_expected_radius, cone_weight, &best_extra);
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unsigned int best_triangle = getNeighborTriangle(meshlet, &meshlet_cone, meshlet_vertices, indices, adjacency, triangles, live_triangles, used, meshlet_expected_radius, cone_weight);
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int best_extra = best_triangle == ~0u ? -1 : (used[indices[best_triangle * 3 + 0]] == 0xff) + (used[indices[best_triangle * 3 + 1]] == 0xff) + (used[indices[best_triangle * 3 + 2]] == 0xff);
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// if the best triangle doesn't fit into current meshlet, the spatial scoring we've used is not very meaningful, so we re-select using topological scoring
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if (best_triangle != ~0u && (meshlet.vertex_count + best_extra > max_vertices || meshlet.triangle_count >= max_triangles))
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{
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best_triangle = getNeighborTriangle(meshlet, NULL, meshlet_vertices, indices, adjacency, triangles, live_triangles, used, meshlet_expected_radius, 0.f, NULL);
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best_triangle = getNeighborTriangle(meshlet, NULL, meshlet_vertices, indices, adjacency, triangles, live_triangles, used, meshlet_expected_radius, 0.f);
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}
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// when we run out of neighboring triangles we need to switch to spatial search; we currently just pick the closest triangle irrespective of connectivity
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28
3rdparty/meshoptimizer/src/meshoptimizer.h
vendored
28
3rdparty/meshoptimizer/src/meshoptimizer.h
vendored
@@ -1,5 +1,5 @@
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/**
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* meshoptimizer - version 0.21
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* meshoptimizer - version 0.22
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*
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* Copyright (C) 2016-2024, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com)
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* Report bugs and download new versions at https://github.com/zeux/meshoptimizer
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@@ -12,7 +12,7 @@
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#include <stddef.h>
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/* Version macro; major * 1000 + minor * 10 + patch */
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#define MESHOPTIMIZER_VERSION 210 /* 0.21 */
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#define MESHOPTIMIZER_VERSION 220 /* 0.22 */
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/* If no API is defined, assume default */
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#ifndef MESHOPTIMIZER_API
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@@ -277,6 +277,16 @@ MESHOPTIMIZER_API int meshopt_decodeIndexSequence(void* destination, size_t inde
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MESHOPTIMIZER_API size_t meshopt_encodeVertexBuffer(unsigned char* buffer, size_t buffer_size, const void* vertices, size_t vertex_count, size_t vertex_size);
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MESHOPTIMIZER_API size_t meshopt_encodeVertexBufferBound(size_t vertex_count, size_t vertex_size);
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/**
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* Experimental: Vertex buffer encoder
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* Encodes vertex data just like meshopt_encodeVertexBuffer, but allows to override compression level.
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* For compression level to take effect, the vertex encoding version must be set to 1 via meshopt_encodeVertexVersion.
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* The default compression level implied by meshopt_encodeVertexBuffer is 2.
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*
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* level should be in the range [0, 3] with 0 being the fastest and 3 being the slowest and producing the best compression ratio.
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*/
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MESHOPTIMIZER_API size_t meshopt_encodeVertexBufferLevel(unsigned char* buffer, size_t buffer_size, const void* vertices, size_t vertex_count, size_t vertex_size, int level);
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/**
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* Set vertex encoder format version
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* version must specify the data format version to encode; valid values are 0 (decodable by all library versions)
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@@ -306,9 +316,9 @@ MESHOPTIMIZER_API int meshopt_decodeVertexBuffer(void* destination, size_t verte
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* meshopt_decodeFilterExp decodes exponential encoding of floating-point data with 8-bit exponent and 24-bit integer mantissa as 2^E*M.
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* Each 32-bit component is decoded in isolation; stride must be divisible by 4.
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*/
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MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterOct(void* buffer, size_t count, size_t stride);
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MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterQuat(void* buffer, size_t count, size_t stride);
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MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterExp(void* buffer, size_t count, size_t stride);
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MESHOPTIMIZER_API void meshopt_decodeFilterOct(void* buffer, size_t count, size_t stride);
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MESHOPTIMIZER_API void meshopt_decodeFilterQuat(void* buffer, size_t count, size_t stride);
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MESHOPTIMIZER_API void meshopt_decodeFilterExp(void* buffer, size_t count, size_t stride);
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/**
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* Vertex buffer filter encoders
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@@ -334,13 +344,13 @@ enum meshopt_EncodeExpMode
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meshopt_EncodeExpSharedVector,
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/* When encoding exponents, use shared value for each component of all vectors (best compression) */
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meshopt_EncodeExpSharedComponent,
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/* When encoding exponents, use separate values for each component, but clamp to 0 (good quality if very small values are not important) */
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/* Experimental: When encoding exponents, use separate values for each component, but clamp to 0 (good quality if very small values are not important) */
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meshopt_EncodeExpClamped,
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};
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MESHOPTIMIZER_EXPERIMENTAL void meshopt_encodeFilterOct(void* destination, size_t count, size_t stride, int bits, const float* data);
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MESHOPTIMIZER_EXPERIMENTAL void meshopt_encodeFilterQuat(void* destination, size_t count, size_t stride, int bits, const float* data);
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MESHOPTIMIZER_EXPERIMENTAL void meshopt_encodeFilterExp(void* destination, size_t count, size_t stride, int bits, const float* data, enum meshopt_EncodeExpMode mode);
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MESHOPTIMIZER_API void meshopt_encodeFilterOct(void* destination, size_t count, size_t stride, int bits, const float* data);
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MESHOPTIMIZER_API void meshopt_encodeFilterQuat(void* destination, size_t count, size_t stride, int bits, const float* data);
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MESHOPTIMIZER_API void meshopt_encodeFilterExp(void* destination, size_t count, size_t stride, int bits, const float* data, enum meshopt_EncodeExpMode mode);
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/**
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* Simplification options
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28
3rdparty/meshoptimizer/src/simplifier.cpp
vendored
28
3rdparty/meshoptimizer/src/simplifier.cpp
vendored
@@ -1026,7 +1026,7 @@ static size_t pickEdgeCollapses(Collapse* collapses, size_t collapse_capacity, c
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return collapse_count;
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}
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static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const Vector3* vertex_positions, const float* vertex_attributes, const Quadric* vertex_quadrics, const Quadric* attribute_quadrics, const QuadricGrad* attribute_gradients, size_t attribute_count, const unsigned int* remap)
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static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const Vector3* vertex_positions, const float* vertex_attributes, const Quadric* vertex_quadrics, const Quadric* attribute_quadrics, const QuadricGrad* attribute_gradients, size_t attribute_count, const unsigned int* remap, const unsigned int* wedge, const unsigned char* vertex_kind, const unsigned int* loop, const unsigned int* loopback)
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{
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for (size_t i = 0; i < collapse_count; ++i)
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{
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@@ -1041,7 +1041,7 @@ static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const
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unsigned int j1 = c.bidi ? i0 : i1;
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float ei = quadricError(vertex_quadrics[remap[i0]], vertex_positions[i1]);
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float ej = quadricError(vertex_quadrics[remap[j0]], vertex_positions[j1]);
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float ej = c.bidi ? quadricError(vertex_quadrics[remap[j0]], vertex_positions[j1]) : FLT_MAX;
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#if TRACE >= 3
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float di = ei, dj = ej;
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@@ -1049,9 +1049,25 @@ static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const
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if (attribute_count)
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{
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// note: ideally we would evaluate max/avg of attribute errors for seam edges, but it's not clear if it's worth the extra cost
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ei += quadricError(attribute_quadrics[i0], &attribute_gradients[i0 * attribute_count], attribute_count, vertex_positions[i1], &vertex_attributes[i1 * attribute_count]);
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ej += quadricError(attribute_quadrics[j0], &attribute_gradients[j0 * attribute_count], attribute_count, vertex_positions[j1], &vertex_attributes[j1 * attribute_count]);
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ej += c.bidi ? quadricError(attribute_quadrics[j0], &attribute_gradients[j0 * attribute_count], attribute_count, vertex_positions[j1], &vertex_attributes[j1 * attribute_count]) : 0;
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// note: seam edges need to aggregate attribute errors between primary and secondary edges, as attribute quadrics are separate
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if (vertex_kind[i0] == Kind_Seam)
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{
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// for seam collapses we need to find the seam pair; this is a bit tricky since we need to rely on edge loops as target vertex may be locked (and thus have more than two wedges)
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unsigned int s0 = wedge[i0];
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unsigned int s1 = loop[i0] == i1 ? loopback[s0] : loop[s0];
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assert(s0 != i0 && wedge[s0] == i0);
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assert(s1 != ~0u && remap[s1] == remap[i1]);
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// note: this should never happen due to the assertion above, but when disabled if we ever hit this case we'll get a memory safety issue; for now play it safe
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s1 = (s1 != ~0u) ? s1 : wedge[i1];
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ei += quadricError(attribute_quadrics[s0], &attribute_gradients[s0 * attribute_count], attribute_count, vertex_positions[s1], &vertex_attributes[s1 * attribute_count]);
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ej += c.bidi ? quadricError(attribute_quadrics[s1], &attribute_gradients[s1 * attribute_count], attribute_count, vertex_positions[s0], &vertex_attributes[s0 * attribute_count]) : 0;
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}
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}
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// pick edge direction with minimal error
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@@ -1206,7 +1222,7 @@ static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char*
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}
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else if (kind == Kind_Seam)
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{
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// for seam collapses we need to move the seam pair together; this is a bit tricky to compute since we need to rely on edge loops as target vertex may be locked (and thus have more than two wedges)
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// for seam collapses we need to move the seam pair together; this is a bit tricky since we need to rely on edge loops as target vertex may be locked (and thus have more than two wedges)
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unsigned int s0 = wedge[i0];
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unsigned int s1 = loop[i0] == i1 ? loopback[s0] : loop[s0];
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assert(s0 != i0 && wedge[s0] == i0);
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@@ -1964,7 +1980,7 @@ size_t meshopt_simplifyEdge(unsigned int* destination, const unsigned int* indic
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printf("pass %d:%c", int(pass_count++), TRACE >= 2 ? '\n' : ' ');
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#endif
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rankEdgeCollapses(edge_collapses, edge_collapse_count, vertex_positions, vertex_attributes, vertex_quadrics, attribute_quadrics, attribute_gradients, attribute_count, remap);
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rankEdgeCollapses(edge_collapses, edge_collapse_count, vertex_positions, vertex_attributes, vertex_quadrics, attribute_quadrics, attribute_gradients, attribute_count, remap, wedge, vertex_kind, loop, loopback);
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sortEdgeCollapses(collapse_order, edge_collapses, edge_collapse_count);
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978
3rdparty/meshoptimizer/src/vertexcodec.cpp
vendored
978
3rdparty/meshoptimizer/src/vertexcodec.cpp
vendored
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