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@@ -0,0 +1,262 @@
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+diff --git a/thirdparty/meshoptimizer/meshoptimizer.h b/thirdparty/meshoptimizer/meshoptimizer.h
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+index fe8d349731..e44b99ce52 100644
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+--- a/thirdparty/meshoptimizer/meshoptimizer.h
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++++ b/thirdparty/meshoptimizer/meshoptimizer.h
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+@@ -298,6 +298,11 @@ MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterExp(void* buffer, size_t ver
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+ */
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+ MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error);
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+
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++/**
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++ * Experimental: Mesh simplifier with attribute metric; attributes follow xyz position data atm (vertex data must contain 3 + attribute_count floats per vertex)
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++ */
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++MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_data, size_t vertex_count, size_t vertex_stride, size_t target_index_count, float target_error, float* result_error, const float* attributes, const float* attribute_weights, size_t attribute_count);
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++
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+ /**
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+ * Experimental: Mesh simplifier (sloppy)
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+ * Reduces the number of triangles in the mesh, sacrificing mesh apperance for simplification performance
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+diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp
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+index b2cb589462..059cabb055 100644
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+--- a/thirdparty/meshoptimizer/simplifier.cpp
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++++ b/thirdparty/meshoptimizer/simplifier.cpp
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+@@ -20,6 +20,8 @@
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+ #define TRACESTATS(i) (void)0
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+ #endif
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+
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++#define ATTRIBUTES 8
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++
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+ // This work is based on:
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+ // Michael Garland and Paul S. Heckbert. Surface simplification using quadric error metrics. 1997
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+ // Michael Garland. Quadric-based polygonal surface simplification. 1999
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+@@ -358,6 +360,10 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
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+ struct Vector3
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+ {
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+ float x, y, z;
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++
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++#if ATTRIBUTES
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++ float a[ATTRIBUTES];
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++#endif
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+ };
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+
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+ static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
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+@@ -414,6 +420,13 @@ struct Quadric
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+ float a10, a20, a21;
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+ float b0, b1, b2, c;
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+ float w;
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++
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++#if ATTRIBUTES
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++ float gx[ATTRIBUTES];
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++ float gy[ATTRIBUTES];
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++ float gz[ATTRIBUTES];
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++ float gw[ATTRIBUTES];
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++#endif
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+ };
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+
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+ struct Collapse
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+@@ -456,6 +469,16 @@ static void quadricAdd(Quadric& Q, const Quadric& R)
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+ Q.b2 += R.b2;
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+ Q.c += R.c;
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+ Q.w += R.w;
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++
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++#if ATTRIBUTES
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++ for (int k = 0; k < ATTRIBUTES; ++k)
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++ {
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++ Q.gx[k] += R.gx[k];
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++ Q.gy[k] += R.gy[k];
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++ Q.gz[k] += R.gz[k];
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++ Q.gw[k] += R.gw[k];
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++ }
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++#endif
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+ }
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+
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+ static float quadricError(const Quadric& Q, const Vector3& v)
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+@@ -481,6 +504,17 @@ static float quadricError(const Quadric& Q, const Vector3& v)
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+ r += ry * v.y;
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+ r += rz * v.z;
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+
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++#if ATTRIBUTES
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++ // see quadricUpdateAttributes for general derivation; here we need to add the parts of (eval(pos) - attr)^2 that depend on attr
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++ for (int k = 0; k < ATTRIBUTES; ++k)
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++ {
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++ float a = v.a[k];
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++
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++ r += a * a * Q.w;
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++ r -= 2 * a * (v.x * Q.gx[k] + v.y * Q.gy[k] + v.z * Q.gz[k] + Q.gw[k]);
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++ }
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++#endif
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++
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+ float s = Q.w == 0.f ? 0.f : 1.f / Q.w;
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+
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+ return fabsf(r) * s;
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+@@ -504,6 +538,13 @@ static void quadricFromPlane(Quadric& Q, float a, float b, float c, float d, flo
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+ Q.b2 = c * dw;
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+ Q.c = d * dw;
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+ Q.w = w;
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++
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++#if ATTRIBUTES
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++ memset(Q.gx, 0, sizeof(Q.gx));
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++ memset(Q.gy, 0, sizeof(Q.gy));
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++ memset(Q.gz, 0, sizeof(Q.gz));
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++ memset(Q.gw, 0, sizeof(Q.gw));
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++#endif
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+ }
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+
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+ static void quadricFromPoint(Quadric& Q, float x, float y, float z, float w)
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+@@ -556,6 +597,84 @@ static void quadricFromTriangleEdge(Quadric& Q, const Vector3& p0, const Vector3
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+ quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance, length * weight);
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+ }
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+
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++#if ATTRIBUTES
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++static void quadricUpdateAttributes(Quadric& Q, const Vector3& p0, const Vector3& p1, const Vector3& p2, float w)
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++{
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++ // for each attribute we want to encode the following function into the quadric:
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++ // (eval(pos) - attr)^2
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++ // where eval(pos) interpolates attribute across the triangle like so:
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++ // eval(pos) = pos.x * gx + pos.y * gy + pos.z * gz + gw
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++ // where gx/gy/gz/gw are gradients
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++ Vector3 p10 = {p1.x - p0.x, p1.y - p0.y, p1.z - p0.z};
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++ Vector3 p20 = {p2.x - p0.x, p2.y - p0.y, p2.z - p0.z};
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++
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++ // we compute gradients using barycentric coordinates; barycentric coordinates can be computed as follows:
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++ // v = (d11 * d20 - d01 * d21) / denom
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++ // w = (d00 * d21 - d01 * d20) / denom
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++ // u = 1 - v - w
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++ // here v0, v1 are triangle edge vectors, v2 is a vector from point to triangle corner, and dij = dot(vi, vj)
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++ const Vector3& v0 = p10;
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++ const Vector3& v1 = p20;
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++ float d00 = v0.x * v0.x + v0.y * v0.y + v0.z * v0.z;
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++ float d01 = v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
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++ float d11 = v1.x * v1.x + v1.y * v1.y + v1.z * v1.z;
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++ float denom = d00 * d11 - d01 * d01;
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++ float denomr = denom == 0 ? 0.f : 1.f / denom;
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++
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++ // precompute gradient factors
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++ // these are derived by directly computing derivative of eval(pos) = a0 * u + a1 * v + a2 * w and factoring out common factors that are shared between attributes
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++ float gx1 = (d11 * v0.x - d01 * v1.x) * denomr;
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++ float gx2 = (d00 * v1.x - d01 * v0.x) * denomr;
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++ float gy1 = (d11 * v0.y - d01 * v1.y) * denomr;
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++ float gy2 = (d00 * v1.y - d01 * v0.y) * denomr;
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++ float gz1 = (d11 * v0.z - d01 * v1.z) * denomr;
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++ float gz2 = (d00 * v1.z - d01 * v0.z) * denomr;
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++
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++ for (int k = 0; k < ATTRIBUTES; ++k)
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++ {
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++ float a0 = p0.a[k], a1 = p1.a[k], a2 = p2.a[k];
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++
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++ // compute gradient of eval(pos) for x/y/z/w
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++ // the formulas below are obtained by directly computing derivative of eval(pos) = a0 * u + a1 * v + a2 * w
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++ float gx = gx1 * (a1 - a0) + gx2 * (a2 - a0);
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++ float gy = gy1 * (a1 - a0) + gy2 * (a2 - a0);
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++ float gz = gz1 * (a1 - a0) + gz2 * (a2 - a0);
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++ float gw = a0 - p0.x * gx - p0.y * gy - p0.z * gz;
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++
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++ // quadric encodes (eval(pos)-attr)^2; this means that the resulting expansion needs to compute, for example, pos.x * pos.y * K
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++ // since quadrics already encode factors for pos.x * pos.y, we can accumulate almost everything in basic quadric fields
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++ Q.a00 += w * (gx * gx);
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++ Q.a11 += w * (gy * gy);
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++ Q.a22 += w * (gz * gz);
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++
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++ Q.a10 += w * (gy * gx);
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++ Q.a20 += w * (gz * gx);
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++ Q.a21 += w * (gz * gy);
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++
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++ Q.b0 += w * (gx * gw);
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++ Q.b1 += w * (gy * gw);
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++ Q.b2 += w * (gz * gw);
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++
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++ Q.c += w * (gw * gw);
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++
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++ // the only remaining sum components are ones that depend on attr; these will be addded during error evaluation, see quadricError
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++ Q.gx[k] = w * gx;
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++ Q.gy[k] = w * gy;
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++ Q.gz[k] = w * gz;
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++ Q.gw[k] = w * gw;
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++
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++#if TRACE > 2
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++ printf("attr%d: %e %e %e\n",
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++ k,
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++ (gx * p0.x + gy * p0.y + gz * p0.z + gw - a0),
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++ (gx * p1.x + gy * p1.y + gz * p1.z + gw - a1),
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++ (gx * p2.x + gy * p2.y + gz * p2.z + gw - a2)
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++ );
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++#endif
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++ }
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++}
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++#endif
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++
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+ static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap)
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+ {
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+ for (size_t i = 0; i < index_count; i += 3)
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+@@ -567,6 +686,9 @@ static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
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+ Quadric Q;
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+ quadricFromTriangle(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], 1.f);
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+
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++#if ATTRIBUTES
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++ quadricUpdateAttributes(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], Q.w);
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++#endif
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+ quadricAdd(vertex_quadrics[remap[i0]], Q);
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+ quadricAdd(vertex_quadrics[remap[i1]], Q);
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+ quadricAdd(vertex_quadrics[remap[i2]], Q);
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+@@ -1259,13 +1381,19 @@ unsigned int* meshopt_simplifyDebugLoopBack = 0;
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+ #endif
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+
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+ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* out_result_error)
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++{
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++ return meshopt_simplifyWithAttributes(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, target_index_count, target_error, out_result_error, 0, 0, 0);
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++}
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++
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++size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_data, size_t vertex_count, size_t vertex_stride, size_t target_index_count, float target_error, float* out_result_error, const float* attributes, const float* attribute_weights, size_t attribute_count)
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+ {
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+ using namespace meshopt;
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+
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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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++ assert(vertex_stride > 0 && vertex_stride <= 256);
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++ assert(vertex_stride % sizeof(float) == 0);
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+ assert(target_index_count <= index_count);
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++ assert(attribute_count <= ATTRIBUTES);
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+
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+ meshopt_Allocator allocator;
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+
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+@@ -1279,7 +1407,7 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
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+ // build position remap that maps each vertex to the one with identical position
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+ unsigned int* remap = allocator.allocate<unsigned int>(vertex_count);
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+ unsigned int* wedge = allocator.allocate<unsigned int>(vertex_count);
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+- buildPositionRemap(remap, wedge, vertex_positions_data, vertex_count, vertex_positions_stride, allocator);
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++ buildPositionRemap(remap, wedge, vertex_data, vertex_count, vertex_stride, allocator);
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+
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+ // classify vertices; vertex kind determines collapse rules, see kCanCollapse
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+ unsigned char* vertex_kind = allocator.allocate<unsigned char>(vertex_count);
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+@@ -1303,7 +1431,21 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
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+ #endif
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+
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+ Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
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+- rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
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++ rescalePositions(vertex_positions, vertex_data, vertex_count, vertex_stride);
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++
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++#if ATTRIBUTES
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++ for (size_t i = 0; i < vertex_count; ++i)
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++ {
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++ memset(vertex_positions[i].a, 0, sizeof(vertex_positions[i].a));
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++
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++ for (size_t k = 0; k < attribute_count; ++k)
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++ {
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++ float a = attributes[i * attribute_count + k];
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++
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++ vertex_positions[i].a[k] = a * attribute_weights[k];
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++ }
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++ }
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++#endif
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+
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+ Quadric* vertex_quadrics = allocator.allocate<Quadric>(vertex_count);
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+ memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric));
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+@@ -1395,7 +1537,9 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
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+
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+ // result_error is quadratic; we need to remap it back to linear
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+ if (out_result_error)
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++ {
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+ *out_result_error = sqrtf(result_error);
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++ }
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+
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+ return result_count;
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+ }
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