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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:
Arseny Kapoulkine
2024-10-25 10:41:51 -07:00
parent 1015a481ff
commit e2cc0e484e
18 changed files with 1021 additions and 273 deletions

View File

@@ -195,9 +195,8 @@ void meshopt_optimizeVertexCacheTable(unsigned int* destination, const unsigned
TriangleAdjacency adjacency = {};
buildTriangleAdjacency(adjacency, indices, index_count, vertex_count, allocator);
// live triangle counts
unsigned int* live_triangles = allocator.allocate<unsigned int>(vertex_count);
memcpy(live_triangles, adjacency.counts, vertex_count * sizeof(unsigned int));
// live triangle counts; note, we alias adjacency.counts as we remove triangles after emitting them so the counts always match
unsigned int* live_triangles = adjacency.counts;
// emitted flags
unsigned char* emitted_flags = allocator.allocate<unsigned char>(face_count);
@@ -261,20 +260,16 @@ void meshopt_optimizeVertexCacheTable(unsigned int* destination, const unsigned
unsigned int index = cache[i];
cache_new[cache_write] = index;
cache_write += (index != a && index != b && index != c);
cache_write += (index != a) & (index != b) & (index != c);
}
unsigned int* cache_temp = cache;
cache = cache_new, cache_new = cache_temp;
cache_count = cache_write > cache_size ? cache_size : cache_write;
// update live triangle counts
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
// live triangle counts are updated as a byproduct of these adjustments
for (size_t k = 0; k < 3; ++k)
{
unsigned int index = indices[current_triangle * 3 + k];