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77a045e902
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer. -Integrated MeshOptimizer -Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
195 lines
6.0 KiB
C++
195 lines
6.0 KiB
C++
// This file is part of meshoptimizer library; see meshoptimizer.h for version/license details
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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 <string.h>
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// This work is based on:
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// Fabian Giesen. Decoding Morton codes. 2009
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namespace meshopt
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{
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// "Insert" two 0 bits after each of the 10 low bits of x
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inline unsigned int part1By2(unsigned int x)
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{
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x &= 0x000003ff; // x = ---- ---- ---- ---- ---- --98 7654 3210
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x = (x ^ (x << 16)) & 0xff0000ff; // x = ---- --98 ---- ---- ---- ---- 7654 3210
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x = (x ^ (x << 8)) & 0x0300f00f; // x = ---- --98 ---- ---- 7654 ---- ---- 3210
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x = (x ^ (x << 4)) & 0x030c30c3; // x = ---- --98 ---- 76-- --54 ---- 32-- --10
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x = (x ^ (x << 2)) & 0x09249249; // x = ---- 9--8 --7- -6-- 5--4 --3- -2-- 1--0
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return x;
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}
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static void computeOrder(unsigned int* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
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{
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size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
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float minv[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
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float maxv[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
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for (size_t i = 0; i < vertex_count; ++i)
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{
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const float* v = vertex_positions_data + i * vertex_stride_float;
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for (int j = 0; j < 3; ++j)
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{
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float vj = v[j];
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minv[j] = minv[j] > vj ? vj : minv[j];
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maxv[j] = maxv[j] < vj ? vj : maxv[j];
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}
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}
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float extent = 0.f;
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extent = (maxv[0] - minv[0]) < extent ? extent : (maxv[0] - minv[0]);
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extent = (maxv[1] - minv[1]) < extent ? extent : (maxv[1] - minv[1]);
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extent = (maxv[2] - minv[2]) < extent ? extent : (maxv[2] - minv[2]);
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float scale = extent == 0 ? 0.f : 1.f / extent;
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// generate Morton order based on the position inside a unit cube
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for (size_t i = 0; i < vertex_count; ++i)
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{
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const float* v = vertex_positions_data + i * vertex_stride_float;
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int x = int((v[0] - minv[0]) * scale * 1023.f + 0.5f);
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int y = int((v[1] - minv[1]) * scale * 1023.f + 0.5f);
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int z = int((v[2] - minv[2]) * scale * 1023.f + 0.5f);
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result[i] = part1By2(x) | (part1By2(y) << 1) | (part1By2(z) << 2);
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}
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}
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static void computeHistogram(unsigned int (&hist)[1024][3], const unsigned int* data, size_t count)
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{
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memset(hist, 0, sizeof(hist));
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// compute 3 10-bit histograms in parallel
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for (size_t i = 0; i < count; ++i)
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{
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unsigned int id = data[i];
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hist[(id >> 0) & 1023][0]++;
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hist[(id >> 10) & 1023][1]++;
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hist[(id >> 20) & 1023][2]++;
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}
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unsigned int sumx = 0, sumy = 0, sumz = 0;
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// replace histogram data with prefix histogram sums in-place
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for (int i = 0; i < 1024; ++i)
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{
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unsigned int hx = hist[i][0], hy = hist[i][1], hz = hist[i][2];
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hist[i][0] = sumx;
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hist[i][1] = sumy;
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hist[i][2] = sumz;
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sumx += hx;
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sumy += hy;
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sumz += hz;
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}
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assert(sumx == count && sumy == count && sumz == count);
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}
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static void radixPass(unsigned int* destination, const unsigned int* source, const unsigned int* keys, size_t count, unsigned int (&hist)[1024][3], int pass)
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{
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int bitoff = pass * 10;
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for (size_t i = 0; i < count; ++i)
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{
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unsigned int id = (keys[source[i]] >> bitoff) & 1023;
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destination[hist[id][pass]++] = source[i];
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}
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}
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} // namespace meshopt
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void meshopt_spatialSortRemap(unsigned int* destination, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
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{
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using namespace meshopt;
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assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
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assert(vertex_positions_stride % sizeof(float) == 0);
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meshopt_Allocator allocator;
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unsigned int* keys = allocator.allocate<unsigned int>(vertex_count);
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computeOrder(keys, vertex_positions, vertex_count, vertex_positions_stride);
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unsigned int hist[1024][3];
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computeHistogram(hist, keys, vertex_count);
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unsigned int* scratch = allocator.allocate<unsigned int>(vertex_count);
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for (size_t i = 0; i < vertex_count; ++i)
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destination[i] = unsigned(i);
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// 3-pass radix sort computes the resulting order into scratch
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radixPass(scratch, destination, keys, vertex_count, hist, 0);
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radixPass(destination, scratch, keys, vertex_count, hist, 1);
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radixPass(scratch, destination, keys, vertex_count, hist, 2);
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// since our remap table is mapping old=>new, we need to reverse it
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for (size_t i = 0; i < vertex_count; ++i)
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destination[scratch[i]] = unsigned(i);
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}
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void meshopt_spatialSortTriangles(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
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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(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
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assert(vertex_positions_stride % sizeof(float) == 0);
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(void)vertex_count;
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size_t face_count = index_count / 3;
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size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
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meshopt_Allocator allocator;
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float* centroids = allocator.allocate<float>(face_count * 3);
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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* va = vertex_positions + a * vertex_stride_float;
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const float* vb = vertex_positions + b * vertex_stride_float;
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const float* vc = vertex_positions + c * vertex_stride_float;
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centroids[i * 3 + 0] = (va[0] + vb[0] + vc[0]) / 3.f;
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centroids[i * 3 + 1] = (va[1] + vb[1] + vc[1]) / 3.f;
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centroids[i * 3 + 2] = (va[2] + vb[2] + vc[2]) / 3.f;
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}
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unsigned int* remap = allocator.allocate<unsigned int>(face_count);
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meshopt_spatialSortRemap(remap, centroids, face_count, sizeof(float) * 3);
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// support in-order remap
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if (destination == indices)
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{
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unsigned int* indices_copy = allocator.allocate<unsigned int>(index_count);
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memcpy(indices_copy, indices, index_count * sizeof(unsigned int));
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indices = indices_copy;
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}
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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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unsigned int r = remap[i];
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destination[r * 3 + 0] = a;
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destination[r * 3 + 1] = b;
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destination[r * 3 + 2] = c;
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}
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}
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