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- diff --git a/thirdparty/meshoptimizer/meshoptimizer.h b/thirdparty/meshoptimizer/meshoptimizer.h
- index d95725dd71..46d28d3ea3 100644
- --- a/thirdparty/meshoptimizer/meshoptimizer.h
- +++ b/thirdparty/meshoptimizer/meshoptimizer.h
- @@ -321,6 +321,11 @@ enum
- meshopt_SimplifyLockBorder = 1 << 0,
- };
-
- +/**
- + * Experimental: Mesh simplifier with attribute metric; attributes follow xyz position data atm (vertex data must contain 3 + attribute_count floats per vertex)
- + */
- +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, unsigned int options, float* result_error, const float* attributes, const float* attribute_weights, size_t attribute_count);
- +
- /**
- * Mesh simplifier
- * Reduces the number of triangles in the mesh, attempting to preserve mesh appearance as much as possible
- diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp
- index 5f0e9bac31..797329b010 100644
- --- a/thirdparty/meshoptimizer/simplifier.cpp
- +++ b/thirdparty/meshoptimizer/simplifier.cpp
- @@ -20,6 +20,8 @@
- #define TRACESTATS(i) (void)0
- #endif
-
- +#define ATTRIBUTES 8
- +
- // This work is based on:
- // Michael Garland and Paul S. Heckbert. Surface simplification using quadric error metrics. 1997
- // Michael Garland. Quadric-based polygonal surface simplification. 1999
- @@ -376,6 +378,10 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
- struct Vector3
- {
- float x, y, z;
- +
- +#if ATTRIBUTES
- + float a[ATTRIBUTES];
- +#endif
- };
-
- static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
- @@ -432,6 +438,13 @@ struct Quadric
- float a10, a20, a21;
- float b0, b1, b2, c;
- float w;
- +
- +#if ATTRIBUTES
- + float gx[ATTRIBUTES];
- + float gy[ATTRIBUTES];
- + float gz[ATTRIBUTES];
- + float gw[ATTRIBUTES];
- +#endif
- };
-
- struct Collapse
- @@ -474,6 +487,16 @@ static void quadricAdd(Quadric& Q, const Quadric& R)
- Q.b2 += R.b2;
- Q.c += R.c;
- Q.w += R.w;
- +
- +#if ATTRIBUTES
- + for (int k = 0; k < ATTRIBUTES; ++k)
- + {
- + Q.gx[k] += R.gx[k];
- + Q.gy[k] += R.gy[k];
- + Q.gz[k] += R.gz[k];
- + Q.gw[k] += R.gw[k];
- + }
- +#endif
- }
-
- static float quadricError(const Quadric& Q, const Vector3& v)
- @@ -499,6 +522,17 @@ static float quadricError(const Quadric& Q, const Vector3& v)
- r += ry * v.y;
- r += rz * v.z;
-
- +#if ATTRIBUTES
- + // see quadricUpdateAttributes for general derivation; here we need to add the parts of (eval(pos) - attr)^2 that depend on attr
- + for (int k = 0; k < ATTRIBUTES; ++k)
- + {
- + float a = v.a[k];
- +
- + r += a * a * Q.w;
- + r -= 2 * a * (v.x * Q.gx[k] + v.y * Q.gy[k] + v.z * Q.gz[k] + Q.gw[k]);
- + }
- +#endif
- +
- float s = Q.w == 0.f ? 0.f : 1.f / Q.w;
-
- return fabsf(r) * s;
- @@ -522,6 +556,13 @@ static void quadricFromPlane(Quadric& Q, float a, float b, float c, float d, flo
- Q.b2 = c * dw;
- Q.c = d * dw;
- Q.w = w;
- +
- +#if ATTRIBUTES
- + memset(Q.gx, 0, sizeof(Q.gx));
- + memset(Q.gy, 0, sizeof(Q.gy));
- + memset(Q.gz, 0, sizeof(Q.gz));
- + memset(Q.gw, 0, sizeof(Q.gw));
- +#endif
- }
-
- static void quadricFromPoint(Quadric& Q, float x, float y, float z, float w)
- @@ -574,6 +615,84 @@ static void quadricFromTriangleEdge(Quadric& Q, const Vector3& p0, const Vector3
- quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance, length * weight);
- }
-
- +#if ATTRIBUTES
- +static void quadricUpdateAttributes(Quadric& Q, const Vector3& p0, const Vector3& p1, const Vector3& p2, float w)
- +{
- + // for each attribute we want to encode the following function into the quadric:
- + // (eval(pos) - attr)^2
- + // where eval(pos) interpolates attribute across the triangle like so:
- + // eval(pos) = pos.x * gx + pos.y * gy + pos.z * gz + gw
- + // where gx/gy/gz/gw are gradients
- + Vector3 p10 = {p1.x - p0.x, p1.y - p0.y, p1.z - p0.z};
- + Vector3 p20 = {p2.x - p0.x, p2.y - p0.y, p2.z - p0.z};
- +
- + // we compute gradients using barycentric coordinates; barycentric coordinates can be computed as follows:
- + // v = (d11 * d20 - d01 * d21) / denom
- + // w = (d00 * d21 - d01 * d20) / denom
- + // u = 1 - v - w
- + // here v0, v1 are triangle edge vectors, v2 is a vector from point to triangle corner, and dij = dot(vi, vj)
- + const Vector3& v0 = p10;
- + const Vector3& v1 = p20;
- + float d00 = v0.x * v0.x + v0.y * v0.y + v0.z * v0.z;
- + float d01 = v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
- + float d11 = v1.x * v1.x + v1.y * v1.y + v1.z * v1.z;
- + float denom = d00 * d11 - d01 * d01;
- + float denomr = denom == 0 ? 0.f : 1.f / denom;
- +
- + // precompute gradient factors
- + // 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
- + float gx1 = (d11 * v0.x - d01 * v1.x) * denomr;
- + float gx2 = (d00 * v1.x - d01 * v0.x) * denomr;
- + float gy1 = (d11 * v0.y - d01 * v1.y) * denomr;
- + float gy2 = (d00 * v1.y - d01 * v0.y) * denomr;
- + float gz1 = (d11 * v0.z - d01 * v1.z) * denomr;
- + float gz2 = (d00 * v1.z - d01 * v0.z) * denomr;
- +
- + for (int k = 0; k < ATTRIBUTES; ++k)
- + {
- + float a0 = p0.a[k], a1 = p1.a[k], a2 = p2.a[k];
- +
- + // compute gradient of eval(pos) for x/y/z/w
- + // the formulas below are obtained by directly computing derivative of eval(pos) = a0 * u + a1 * v + a2 * w
- + float gx = gx1 * (a1 - a0) + gx2 * (a2 - a0);
- + float gy = gy1 * (a1 - a0) + gy2 * (a2 - a0);
- + float gz = gz1 * (a1 - a0) + gz2 * (a2 - a0);
- + float gw = a0 - p0.x * gx - p0.y * gy - p0.z * gz;
- +
- + // quadric encodes (eval(pos)-attr)^2; this means that the resulting expansion needs to compute, for example, pos.x * pos.y * K
- + // since quadrics already encode factors for pos.x * pos.y, we can accumulate almost everything in basic quadric fields
- + Q.a00 += w * (gx * gx);
- + Q.a11 += w * (gy * gy);
- + Q.a22 += w * (gz * gz);
- +
- + Q.a10 += w * (gy * gx);
- + Q.a20 += w * (gz * gx);
- + Q.a21 += w * (gz * gy);
- +
- + Q.b0 += w * (gx * gw);
- + Q.b1 += w * (gy * gw);
- + Q.b2 += w * (gz * gw);
- +
- + Q.c += w * (gw * gw);
- +
- + // the only remaining sum components are ones that depend on attr; these will be addded during error evaluation, see quadricError
- + Q.gx[k] = w * gx;
- + Q.gy[k] = w * gy;
- + Q.gz[k] = w * gz;
- + Q.gw[k] = w * gw;
- +
- +#if TRACE > 2
- + printf("attr%d: %e %e %e\n",
- + k,
- + (gx * p0.x + gy * p0.y + gz * p0.z + gw - a0),
- + (gx * p1.x + gy * p1.y + gz * p1.z + gw - a1),
- + (gx * p2.x + gy * p2.y + gz * p2.z + gw - a2)
- + );
- +#endif
- + }
- +}
- +#endif
- +
- static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap)
- {
- for (size_t i = 0; i < index_count; i += 3)
- @@ -585,6 +704,9 @@ static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
- Quadric Q;
- quadricFromTriangle(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], 1.f);
-
- +#if ATTRIBUTES
- + quadricUpdateAttributes(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], Q.w);
- +#endif
- quadricAdd(vertex_quadrics[remap[i0]], Q);
- quadricAdd(vertex_quadrics[remap[i1]], Q);
- quadricAdd(vertex_quadrics[remap[i2]], Q);
- @@ -1278,14 +1400,20 @@ MESHOPTIMIZER_API unsigned int* meshopt_simplifyDebugLoopBack = 0;
- #endif
-
- 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, unsigned int options, float* out_result_error)
- +{
- + return meshopt_simplifyWithAttributes(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, target_index_count, target_error, options, out_result_error, 0, 0, 0);
- +}
- +
- +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, unsigned int options, float* out_result_error, const float* attributes, const float* attribute_weights, size_t attribute_count)
- {
- using namespace meshopt;
-
- assert(index_count % 3 == 0);
- - assert(vertex_positions_stride >= 12 && vertex_positions_stride <= 256);
- - assert(vertex_positions_stride % sizeof(float) == 0);
- + assert(vertex_stride >= 12 && vertex_stride <= 256);
- + assert(vertex_stride % sizeof(float) == 0);
- assert(target_index_count <= index_count);
- assert((options & ~(meshopt_SimplifyLockBorder)) == 0);
- + assert(attribute_count <= ATTRIBUTES);
-
- meshopt_Allocator allocator;
-
- @@ -1299,7 +1427,7 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
- // build position remap that maps each vertex to the one with identical position
- unsigned int* remap = allocator.allocate<unsigned int>(vertex_count);
- unsigned int* wedge = allocator.allocate<unsigned int>(vertex_count);
- - buildPositionRemap(remap, wedge, vertex_positions_data, vertex_count, vertex_positions_stride, allocator);
- + buildPositionRemap(remap, wedge, vertex_data, vertex_count, vertex_stride, allocator);
-
- // classify vertices; vertex kind determines collapse rules, see kCanCollapse
- unsigned char* vertex_kind = allocator.allocate<unsigned char>(vertex_count);
- @@ -1323,7 +1451,21 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
- #endif
-
- Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
- - rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
- + rescalePositions(vertex_positions, vertex_data, vertex_count, vertex_stride);
- +
- +#if ATTRIBUTES
- + for (size_t i = 0; i < vertex_count; ++i)
- + {
- + memset(vertex_positions[i].a, 0, sizeof(vertex_positions[i].a));
- +
- + for (size_t k = 0; k < attribute_count; ++k)
- + {
- + float a = attributes[i * attribute_count + k];
- +
- + vertex_positions[i].a[k] = a * attribute_weights[k];
- + }
- + }
- +#endif
-
- Quadric* vertex_quadrics = allocator.allocate<Quadric>(vertex_count);
- memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric));
- @@ -1415,7 +1557,9 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
-
- // result_error is quadratic; we need to remap it back to linear
- if (out_result_error)
- + {
- *out_result_error = sqrtf(result_error);
- + }
-
- return result_count;
- }
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