TriangleCodecIndexed8BitPackSOA4Flags.h 16 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Jolt/Geometry/RayTriangle.h>
  6. JPH_NAMESPACE_BEGIN
  7. /// Store vertices in 64 bits and indices in 8 bits + 8 bit of flags per triangle like this:
  8. ///
  9. /// TriangleBlockHeader,
  10. /// TriangleBlock (4 triangles and their flags in 16 bytes),
  11. /// TriangleBlock...
  12. ///
  13. /// Vertices are stored:
  14. ///
  15. /// VertexData (1 vertex in 64 bits),
  16. /// VertexData...
  17. ///
  18. /// They're compressed relative to the bounding box as provided by the node codec.
  19. class TriangleCodecIndexed8BitPackSOA4Flags
  20. {
  21. public:
  22. class TriangleHeader
  23. {
  24. public:
  25. Float3 mOffset; ///< Offset of all vertices
  26. Float3 mScale; ///< Scale of all vertices, vertex_position = mOffset + mScale * compressed_vertex_position
  27. };
  28. /// Size of the header (an empty struct is always > 0 bytes so this needs a separate variable)
  29. static constexpr int TriangleHeaderSize = sizeof(TriangleHeader);
  30. /// If this codec could return a different offset than the current buffer size when calling Pack()
  31. static constexpr bool ChangesOffsetOnPack = false;
  32. /// Amount of bits per component
  33. enum EComponentData : uint32
  34. {
  35. COMPONENT_BITS = 21,
  36. COMPONENT_MASK = (1 << COMPONENT_BITS) - 1,
  37. };
  38. /// Packed X and Y coordinate
  39. enum EVertexXY : uint32
  40. {
  41. COMPONENT_X = 0,
  42. COMPONENT_Y1 = COMPONENT_BITS,
  43. COMPONENT_Y1_BITS = 32 - COMPONENT_BITS,
  44. };
  45. /// Packed Z and Y coordinate
  46. enum EVertexZY : uint32
  47. {
  48. COMPONENT_Z = 0,
  49. COMPONENT_Y2 = COMPONENT_BITS,
  50. COMPONENT_Y2_BITS = 31 - COMPONENT_BITS,
  51. };
  52. /// A single packed vertex
  53. struct VertexData
  54. {
  55. uint32 mVertexXY;
  56. uint32 mVertexZY;
  57. };
  58. static_assert(sizeof(VertexData) == 8, "Compiler added padding");
  59. /// A block of 4 triangles
  60. struct TriangleBlock
  61. {
  62. uint8 mIndices[3][4]; ///< 8 bit indices to triangle vertices for 4 triangles in the form mIndices[vertex][triangle] where vertex in [0, 2] and triangle in [0, 3]
  63. uint8 mFlags[4]; ///< Triangle flags (could contain material and active edges)
  64. };
  65. static_assert(sizeof(TriangleBlock) == 16, "Compiler added padding");
  66. /// A triangle header, will be followed by one or more TriangleBlocks
  67. struct TriangleBlockHeader
  68. {
  69. const VertexData * GetVertexData() const { return reinterpret_cast<const VertexData *>(reinterpret_cast<const uint8 *>(this) + mOffsetToVertices); }
  70. const TriangleBlock * GetTriangleBlock() const { return reinterpret_cast<const TriangleBlock *>(reinterpret_cast<const uint8 *>(this) + sizeof(TriangleBlockHeader)); }
  71. uint32 mOffsetToVertices; ///< Offset from current block to start of vertices in bytes
  72. };
  73. static_assert(sizeof(TriangleBlockHeader) == 4, "Compiler added padding");
  74. /// This class is used to encode and compress triangle data into a byte buffer
  75. class EncodingContext
  76. {
  77. public:
  78. /// Construct the encoding context
  79. explicit EncodingContext(const VertexList &inVertices) :
  80. mVertexMap(inVertices.size(), 0xffffffff) // Fill vertex map with 'not found'
  81. {
  82. // Reserve for worst case to avoid allocating in the inner loop
  83. mVertices.reserve(inVertices.size());
  84. }
  85. /// Get an upper bound on the amount of bytes needed to store inTriangleCount triangles
  86. uint GetPessimisticMemoryEstimate(uint inTriangleCount) const
  87. {
  88. // Worst case each triangle is alone in a block, none of the vertices are shared and we need to add 3 bytes to align the vertices
  89. return inTriangleCount * (sizeof(TriangleBlockHeader) + sizeof(TriangleBlock) + 3 * sizeof(VertexData)) + 3;
  90. }
  91. /// Pack the triangles in inContainer to ioBuffer. This stores the mMaterialIndex of a triangle in the 8 bit flags.
  92. /// Returns uint(-1) on error.
  93. uint Pack(const IndexedTriangleList &inTriangles, ByteBuffer &ioBuffer, const char *&outError)
  94. {
  95. // Determine position of triangles start
  96. uint offset = (uint)ioBuffer.size();
  97. // Update stats
  98. uint tri_count = (uint)inTriangles.size();
  99. mNumTriangles += tri_count;
  100. // Allocate triangle block header
  101. TriangleBlockHeader *header = ioBuffer.Allocate<TriangleBlockHeader>();
  102. // Compute first vertex that this batch will use (ensuring there's enough room if none of the vertices are shared)
  103. uint start_vertex = Clamp((int)mVertices.size() - 256 + (int)tri_count * 3, 0, (int)mVertices.size());
  104. // Store the start vertex offset, this will later be patched to give the delta offset relative to the triangle block
  105. mOffsetsToPatch.push_back(uint((uint8 *)&header->mOffsetToVertices - &ioBuffer[0]));
  106. header->mOffsetToVertices = start_vertex * sizeof(VertexData);
  107. // Pack vertices
  108. uint padded_triangle_count = AlignUp(tri_count, 4);
  109. for (uint t = 0; t < padded_triangle_count; t += 4)
  110. {
  111. TriangleBlock *block = ioBuffer.Allocate<TriangleBlock>();
  112. for (uint vertex_nr = 0; vertex_nr < 3; ++vertex_nr)
  113. for (uint block_tri_idx = 0; block_tri_idx < 4; ++block_tri_idx)
  114. {
  115. // Fetch vertex index. Create degenerate triangles for padding triangles.
  116. bool triangle_available = t + block_tri_idx < tri_count;
  117. uint32 src_vertex_index = triangle_available? inTriangles[t + block_tri_idx].mIdx[vertex_nr] : inTriangles[tri_count - 1].mIdx[0];
  118. // Check if we've seen this vertex before and if it is in the range that we can encode
  119. uint32 &vertex_index = mVertexMap[src_vertex_index];
  120. if (vertex_index == 0xffffffff || vertex_index < start_vertex)
  121. {
  122. // Add vertex
  123. vertex_index = (uint32)mVertices.size();
  124. mVertices.push_back(src_vertex_index);
  125. }
  126. // Store vertex index
  127. uint32 vertex_offset = vertex_index - start_vertex;
  128. if (vertex_offset > 0xff)
  129. {
  130. outError = "TriangleCodecIndexed8BitPackSOA4Flags: Offset doesn't fit in 8 bit";
  131. return uint(-1);
  132. }
  133. block->mIndices[vertex_nr][block_tri_idx] = (uint8)vertex_offset;
  134. // Store flags
  135. uint32 flags = triangle_available? inTriangles[t + block_tri_idx].mMaterialIndex : 0;
  136. if (flags > 0xff)
  137. {
  138. outError = "TriangleCodecIndexed8BitPackSOA4Flags: Material index doesn't fit in 8 bit";
  139. return uint(-1);
  140. }
  141. block->mFlags[block_tri_idx] = (uint8)flags;
  142. }
  143. }
  144. return offset;
  145. }
  146. /// After all triangles have been packed, this finalizes the header and triangle buffer
  147. void Finalize(const VertexList &inVertices, TriangleHeader *ioHeader, ByteBuffer &ioBuffer) const
  148. {
  149. // Check if anything to do
  150. if (mVertices.empty())
  151. return;
  152. // Align buffer to 4 bytes
  153. uint vertices_idx = (uint)ioBuffer.Align(4);
  154. // Patch the offsets
  155. for (uint o : mOffsetsToPatch)
  156. *ioBuffer.Get<uint32>(o) += vertices_idx - o;
  157. // Calculate bounding box
  158. AABox bounds;
  159. for (uint32 v : mVertices)
  160. bounds.Encapsulate(Vec3(inVertices[v]));
  161. // Compress vertices
  162. VertexData *vertices = ioBuffer.Allocate<VertexData>(mVertices.size());
  163. Vec3 compress_scale = Vec3::sReplicate(COMPONENT_MASK) / Vec3::sMax(bounds.GetSize(), Vec3::sReplicate(1.0e-20f));
  164. for (uint32 v : mVertices)
  165. {
  166. UVec4 c = ((Vec3(inVertices[v]) - bounds.mMin) * compress_scale + Vec3::sReplicate(0.5f)).ToInt();
  167. JPH_ASSERT(c.GetX() <= COMPONENT_MASK);
  168. JPH_ASSERT(c.GetY() <= COMPONENT_MASK);
  169. JPH_ASSERT(c.GetZ() <= COMPONENT_MASK);
  170. vertices->mVertexXY = c.GetX() + (c.GetY() << COMPONENT_Y1);
  171. vertices->mVertexZY = c.GetZ() + ((c.GetY() >> COMPONENT_Y1_BITS) << COMPONENT_Y2);
  172. ++vertices;
  173. }
  174. // Store decompression information
  175. bounds.mMin.StoreFloat3(&ioHeader->mOffset);
  176. (bounds.GetSize() / Vec3::sReplicate(COMPONENT_MASK)).StoreFloat3(&ioHeader->mScale);
  177. }
  178. private:
  179. using VertexMap = Array<uint32>;
  180. uint mNumTriangles = 0;
  181. Array<uint32> mVertices; ///< Output vertices as an index into the original vertex list (inVertices), sorted according to occurrence
  182. VertexMap mVertexMap; ///< Maps from the original mesh vertex index (inVertices) to the index in our output vertices (mVertices)
  183. Array<uint> mOffsetsToPatch; ///< Offsets to the vertex buffer that need to be patched in once all nodes have been packed
  184. };
  185. /// This class is used to decode and decompress triangle data packed by the EncodingContext
  186. class DecodingContext
  187. {
  188. private:
  189. /// Private helper functions to unpack the 1 vertex of 4 triangles (outX contains the x coordinate of triangle 0 .. 3 etc.)
  190. JPH_INLINE void Unpack(const VertexData *inVertices, UVec4Arg inIndex, Vec4 &outX, Vec4 &outY, Vec4 &outZ) const
  191. {
  192. // Get compressed data
  193. UVec4 c1 = UVec4::sGatherInt4<8>(&inVertices->mVertexXY, inIndex);
  194. UVec4 c2 = UVec4::sGatherInt4<8>(&inVertices->mVertexZY, inIndex);
  195. // Unpack the x y and z component
  196. UVec4 xc = UVec4::sAnd(c1, UVec4::sReplicate(COMPONENT_MASK));
  197. UVec4 yc = UVec4::sOr(c1.LogicalShiftRight<COMPONENT_Y1>(), c2.LogicalShiftRight<COMPONENT_Y2>().LogicalShiftLeft<COMPONENT_Y1_BITS>());
  198. UVec4 zc = UVec4::sAnd(c2, UVec4::sReplicate(COMPONENT_MASK));
  199. // Convert to float
  200. outX = Vec4::sFusedMultiplyAdd(xc.ToFloat(), mScaleX, mOffsetX);
  201. outY = Vec4::sFusedMultiplyAdd(yc.ToFloat(), mScaleY, mOffsetY);
  202. outZ = Vec4::sFusedMultiplyAdd(zc.ToFloat(), mScaleZ, mOffsetZ);
  203. }
  204. public:
  205. JPH_INLINE explicit DecodingContext(const TriangleHeader *inHeader) :
  206. mOffsetX(Vec4::sReplicate(inHeader->mOffset.x)),
  207. mOffsetY(Vec4::sReplicate(inHeader->mOffset.y)),
  208. mOffsetZ(Vec4::sReplicate(inHeader->mOffset.z)),
  209. mScaleX(Vec4::sReplicate(inHeader->mScale.x)),
  210. mScaleY(Vec4::sReplicate(inHeader->mScale.y)),
  211. mScaleZ(Vec4::sReplicate(inHeader->mScale.z))
  212. {
  213. }
  214. /// Unpacks triangles in the format t1v1,t1v2,t1v3, t2v1,t2v2,t2v3, ...
  215. JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles) const
  216. {
  217. JPH_ASSERT(inNumTriangles > 0);
  218. const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
  219. const VertexData *vertices = header->GetVertexData();
  220. const TriangleBlock *t = header->GetTriangleBlock();
  221. const TriangleBlock *end = t + ((inNumTriangles + 3) >> 2);
  222. int triangles_left = inNumTriangles;
  223. do
  224. {
  225. // Get the indices for the three vertices (reads 4 bytes extra, but these are the flags so that's ok)
  226. UVec4 indices = UVec4::sLoadInt4(reinterpret_cast<const uint32 *>(&t->mIndices[0]));
  227. UVec4 iv1 = indices.Expand4Byte0();
  228. UVec4 iv2 = indices.Expand4Byte4();
  229. UVec4 iv3 = indices.Expand4Byte8();
  230. // Decompress the triangle data
  231. Vec4 v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z;
  232. Unpack(vertices, iv1, v1x, v1y, v1z);
  233. Unpack(vertices, iv2, v2x, v2y, v2z);
  234. Unpack(vertices, iv3, v3x, v3y, v3z);
  235. // Transpose it so we get normal vectors
  236. Mat44 v1 = Mat44(v1x, v1y, v1z, Vec4::sZero()).Transposed();
  237. Mat44 v2 = Mat44(v2x, v2y, v2z, Vec4::sZero()).Transposed();
  238. Mat44 v3 = Mat44(v3x, v3y, v3z, Vec4::sZero()).Transposed();
  239. // Store triangle data
  240. for (int i = 0; i < 4 && triangles_left > 0; ++i, --triangles_left)
  241. {
  242. *outTriangles++ = v1.GetColumn3(i);
  243. *outTriangles++ = v2.GetColumn3(i);
  244. *outTriangles++ = v3.GetColumn3(i);
  245. }
  246. ++t;
  247. }
  248. while (t < end);
  249. }
  250. /// Tests a ray against the packed triangles
  251. JPH_INLINE float TestRay(Vec3Arg inRayOrigin, Vec3Arg inRayDirection, const void *inTriangleStart, uint32 inNumTriangles, float inClosest, uint32 &outClosestTriangleIndex) const
  252. {
  253. JPH_ASSERT(inNumTriangles > 0);
  254. const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
  255. const VertexData *vertices = header->GetVertexData();
  256. const TriangleBlock *t = header->GetTriangleBlock();
  257. const TriangleBlock *end = t + ((inNumTriangles + 3) >> 2);
  258. Vec4 closest = Vec4::sReplicate(inClosest);
  259. UVec4 closest_triangle_idx = UVec4::sZero();
  260. UVec4 start_triangle_idx = UVec4::sZero();
  261. do
  262. {
  263. // Get the indices for the three vertices (reads 4 bytes extra, but these are the flags so that's ok)
  264. UVec4 indices = UVec4::sLoadInt4(reinterpret_cast<const uint32 *>(&t->mIndices[0]));
  265. UVec4 iv1 = indices.Expand4Byte0();
  266. UVec4 iv2 = indices.Expand4Byte4();
  267. UVec4 iv3 = indices.Expand4Byte8();
  268. // Decompress the triangle data
  269. Vec4 v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z;
  270. Unpack(vertices, iv1, v1x, v1y, v1z);
  271. Unpack(vertices, iv2, v2x, v2y, v2z);
  272. Unpack(vertices, iv3, v3x, v3y, v3z);
  273. // Perform ray vs triangle test
  274. Vec4 distance = RayTriangle4(inRayOrigin, inRayDirection, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z);
  275. // Update closest with the smaller values
  276. UVec4 smaller = Vec4::sLess(distance, closest);
  277. closest = Vec4::sSelect(closest, distance, smaller);
  278. // Update triangle index with the smallest values
  279. UVec4 triangle_idx = start_triangle_idx + UVec4(0, 1, 2, 3);
  280. closest_triangle_idx = UVec4::sSelect(closest_triangle_idx, triangle_idx, smaller);
  281. // Next block
  282. ++t;
  283. start_triangle_idx += UVec4::sReplicate(4);
  284. }
  285. while (t < end);
  286. // Get the smallest component
  287. Vec4::sSort4(closest, closest_triangle_idx);
  288. outClosestTriangleIndex = closest_triangle_idx.GetX();
  289. return closest.GetX();
  290. }
  291. /// Decode a single triangle
  292. inline void GetTriangle(const void *inTriangleStart, uint32 inTriangleIdx, Vec3 &outV1, Vec3 &outV2, Vec3 &outV3) const
  293. {
  294. const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
  295. const VertexData *vertices = header->GetVertexData();
  296. const TriangleBlock *block = header->GetTriangleBlock() + (inTriangleIdx >> 2);
  297. uint32 block_triangle_idx = inTriangleIdx & 0b11;
  298. // Get the 3 vertices
  299. const VertexData &v1 = vertices[block->mIndices[0][block_triangle_idx]];
  300. const VertexData &v2 = vertices[block->mIndices[1][block_triangle_idx]];
  301. const VertexData &v3 = vertices[block->mIndices[2][block_triangle_idx]];
  302. // Pack the vertices
  303. UVec4 c1(v1.mVertexXY, v2.mVertexXY, v3.mVertexXY, 0);
  304. UVec4 c2(v1.mVertexZY, v2.mVertexZY, v3.mVertexZY, 0);
  305. // Unpack the x y and z component
  306. UVec4 xc = UVec4::sAnd(c1, UVec4::sReplicate(COMPONENT_MASK));
  307. UVec4 yc = UVec4::sOr(c1.LogicalShiftRight<COMPONENT_Y1>(), c2.LogicalShiftRight<COMPONENT_Y2>().LogicalShiftLeft<COMPONENT_Y1_BITS>());
  308. UVec4 zc = UVec4::sAnd(c2, UVec4::sReplicate(COMPONENT_MASK));
  309. // Convert to float
  310. Vec4 vx = Vec4::sFusedMultiplyAdd(xc.ToFloat(), mScaleX, mOffsetX);
  311. Vec4 vy = Vec4::sFusedMultiplyAdd(yc.ToFloat(), mScaleY, mOffsetY);
  312. Vec4 vz = Vec4::sFusedMultiplyAdd(zc.ToFloat(), mScaleZ, mOffsetZ);
  313. // Transpose it so we get normal vectors
  314. Mat44 trans = Mat44(vx, vy, vz, Vec4::sZero()).Transposed();
  315. outV1 = trans.GetAxisX();
  316. outV2 = trans.GetAxisY();
  317. outV3 = trans.GetAxisZ();
  318. }
  319. /// Get flags for entire triangle block
  320. JPH_INLINE static void sGetFlags(const void *inTriangleStart, uint32 inNumTriangles, uint8 *outTriangleFlags)
  321. {
  322. JPH_ASSERT(inNumTriangles > 0);
  323. const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
  324. const TriangleBlock *t = header->GetTriangleBlock();
  325. const TriangleBlock *end = t + ((inNumTriangles + 3) >> 2);
  326. int triangles_left = inNumTriangles;
  327. do
  328. {
  329. for (int i = 0; i < 4 && triangles_left > 0; ++i, --triangles_left)
  330. *outTriangleFlags++ = t->mFlags[i];
  331. ++t;
  332. }
  333. while (t < end);
  334. }
  335. /// Get flags for a particular triangle
  336. JPH_INLINE static uint8 sGetFlags(const void *inTriangleStart, int inTriangleIndex)
  337. {
  338. const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
  339. const TriangleBlock *first_block = header->GetTriangleBlock();
  340. return first_block[inTriangleIndex >> 2].mFlags[inTriangleIndex & 0b11];
  341. }
  342. /// Unpacks triangles and flags, convencience function
  343. JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles, uint8 *outTriangleFlags) const
  344. {
  345. Unpack(inTriangleStart, inNumTriangles, outTriangles);
  346. sGetFlags(inTriangleStart, inNumTriangles, outTriangleFlags);
  347. }
  348. private:
  349. Vec4 mOffsetX;
  350. Vec4 mOffsetY;
  351. Vec4 mOffsetZ;
  352. Vec4 mScaleX;
  353. Vec4 mScaleY;
  354. Vec4 mScaleZ;
  355. };
  356. };
  357. JPH_NAMESPACE_END