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Update meshoptimizer to 0.22
The Godot-specific patch is just a single line now; removing this patch will likely require adjusting Godot importer code to handle error limits better. This also adds new SIMPLIFY_ options; Godot is currently not using any of these but might use SIMPLIFY_PRUNE and SIMPLIFY_SPARSE in the future.
This commit is contained in:
137
thirdparty/meshoptimizer/clusterizer.cpp
vendored
137
thirdparty/meshoptimizer/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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@@ -441,7 +444,7 @@ static size_t kdtreeBuild(size_t offset, KDNode* nodes, size_t node_count, const
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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 : 2;
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unsigned int axis = (vars[0] >= vars[1] && vars[0] >= vars[2]) ? 0 : (vars[1] >= vars[2] ? 1 : 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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@@ -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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@@ -882,3 +885,93 @@ meshopt_Bounds meshopt_computeMeshletBounds(const unsigned int* meshlet_vertices
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return meshopt_computeClusterBounds(indices, triangle_count * 3, vertex_positions, vertex_count, vertex_positions_stride);
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}
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void meshopt_optimizeMeshlet(unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, size_t triangle_count, size_t vertex_count)
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{
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using namespace meshopt;
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assert(triangle_count <= kMeshletMaxTriangles);
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assert(vertex_count <= kMeshletMaxVertices);
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unsigned char* indices = meshlet_triangles;
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unsigned int* vertices = meshlet_vertices;
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// cache tracks vertex timestamps (corresponding to triangle index! all 3 vertices are added at the same time and never removed)
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unsigned char cache[kMeshletMaxVertices];
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memset(cache, 0, vertex_count);
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// note that we start from a value that means all vertices aren't in cache
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unsigned char cache_last = 128;
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const unsigned char cache_cutoff = 3; // 3 triangles = ~5..9 vertices depending on reuse
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for (size_t i = 0; i < triangle_count; ++i)
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{
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int next = -1;
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int next_match = -1;
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for (size_t j = i; j < triangle_count; ++j)
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{
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unsigned char a = indices[j * 3 + 0], b = indices[j * 3 + 1], c = indices[j * 3 + 2];
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assert(a < vertex_count && b < vertex_count && c < vertex_count);
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// score each triangle by how many vertices are in cache
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// note: the distance is computed using unsigned 8-bit values, so cache timestamp overflow is handled gracefully
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int aok = (unsigned char)(cache_last - cache[a]) < cache_cutoff;
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int bok = (unsigned char)(cache_last - cache[b]) < cache_cutoff;
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int cok = (unsigned char)(cache_last - cache[c]) < cache_cutoff;
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if (aok + bok + cok > next_match)
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{
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next = (int)j;
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next_match = aok + bok + cok;
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// note that we could end up with all 3 vertices in the cache, but 2 is enough for ~strip traversal
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if (next_match >= 2)
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break;
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}
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}
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assert(next >= 0);
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unsigned char a = indices[next * 3 + 0], b = indices[next * 3 + 1], c = indices[next * 3 + 2];
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// shift triangles before the next one forward so that we always keep an ordered partition
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// note: this could have swapped triangles [i] and [next] but that distorts the order and may skew the output sequence
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memmove(indices + (i + 1) * 3, indices + i * 3, (next - i) * 3 * sizeof(unsigned char));
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indices[i * 3 + 0] = a;
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indices[i * 3 + 1] = b;
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indices[i * 3 + 2] = c;
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// cache timestamp is the same between all vertices of each triangle to reduce overflow
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cache_last++;
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cache[a] = cache_last;
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cache[b] = cache_last;
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cache[c] = cache_last;
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}
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// reorder meshlet vertices for access locality assuming index buffer is scanned sequentially
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unsigned int order[kMeshletMaxVertices];
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unsigned char remap[kMeshletMaxVertices];
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memset(remap, -1, vertex_count);
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size_t vertex_offset = 0;
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for (size_t i = 0; i < triangle_count * 3; ++i)
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{
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unsigned char& r = remap[indices[i]];
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if (r == 0xff)
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{
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r = (unsigned char)(vertex_offset);
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order[vertex_offset] = vertices[indices[i]];
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vertex_offset++;
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}
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indices[i] = r;
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}
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assert(vertex_offset <= vertex_count);
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memcpy(vertices, order, vertex_offset * sizeof(unsigned int));
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}
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