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+/*
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+Copyright (c) 2014, Conor Stokes
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+All rights reserved.
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+
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+Redistribution and use in source and binary forms, with or without
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+modification, are permitted provided that the following conditions are met:
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+
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+1. Redistributions of source code must retain the above copyright notice, this
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+list of conditions and the following disclaimer.
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+2. Redistributions in binary form must reproduce the above copyright notice,
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+this list of conditions and the following disclaimer in the documentation
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+and/or other materials provided with the distribution.
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+
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+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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+ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+*/
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+#include "IndexBufferCompression.h"
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+#include "WriteBitstream.h"
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+#include "IndexCompressionConstants.h"
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+#include <assert.h>
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+
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+#ifdef _MSC_VER
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+#define IBC_INLINE __forceinline
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+#else
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+#define IBC_INLINE __attribute__((always_inline))
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+#endif
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+
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+const uint32_t VERTEX_NOT_MAPPED = 0xFFFFFFFF;
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+
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+// Output the compression information for a single vertex, remapping any new vertices and updating the vertex fifo where needed.
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+static IBC_INLINE void OutputVertex( uint32_t vertex,
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+ uint32_t* vertexRemap,
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+ uint32_t& newVertexCount,
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+ uint32_t* vertexFifo,
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+ uint32_t& verticesRead,
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+ WriteBitstream& output )
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+{
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+ // Check if a vertex hasn't been remapped,
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+ if ( vertexRemap[ vertex ] == VERTEX_NOT_MAPPED )
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+ {
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+ // no remap, so remap to the current high watermark and output a new vertex code.
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+ vertexRemap[ vertex ] = newVertexCount;
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+
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+ output.Write( IB_NEW_VERTEX, IB_CODE_BITS );
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+
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+ ++newVertexCount;
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+
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+ // new vertices go into the vertex FIFO
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+ vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = vertex;
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+
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+ ++verticesRead;
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+ }
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+ else
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+ {
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+ int32_t lowestVertexCursor = verticesRead >= VERTEX_FIFO_SIZE ? verticesRead - VERTEX_FIFO_SIZE : 0;
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+
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+ // Probe backwards in the vertex FIFO for a cached vertex
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+ for ( int32_t vertexCursor = verticesRead - 1; vertexCursor >= lowestVertexCursor; --vertexCursor )
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+ {
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+ if ( vertexFifo[ vertexCursor & VERTEX_FIFO_MASK ] == vertex )
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+ {
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+ // found a cached vertex, so write out the code for a cached vertex, as the relative index into the fifo.
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+ output.Write( IB_CACHED_VERTEX, IB_CODE_BITS );
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+ output.Write( ( verticesRead - 1 ) - vertexCursor, CACHED_VERTEX_BITS );
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+
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+ return;
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+ }
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+ }
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+
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+ // no cached vertex found, so write out a free vertex
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+ output.Write( IB_FREE_VERTEX, IB_CODE_BITS );
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+
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+ // free vertices are relative to the latest new vertex.
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+ uint32_t vertexOutput = ( newVertexCount - 1 ) - vertexRemap[ vertex ];
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+
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+ // v-int encode the free vertex index.
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+ do
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+ {
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+ uint32_t lower7 = vertexOutput & 0x7F;
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+
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+ vertexOutput >>= 7;
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+
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+ output.Write( lower7 | ( vertexOutput > 0 ? 0x80 : 0 ), 8 );
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+
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+ } while ( vertexOutput > 0 );
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+
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+
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+ // free vertices go back into the vertex cache.
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+ vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = vertex;
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+
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+ ++verticesRead;
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+ }
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+
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+}
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+
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+
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+void CompressIndexBuffer( const uint32_t* triangles,
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+ uint32_t triangleCount,
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+ uint32_t* vertexRemap,
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+ uint32_t vertexCount,
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+ WriteBitstream& output )
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+{
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+ Edge edgeFifo[ EDGE_FIFO_SIZE ];
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+ uint32_t vertexFifo[ VERTEX_FIFO_SIZE ];
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+
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+ uint32_t edgesRead = 0;
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+ uint32_t verticesRead = 0;
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+ uint32_t newVertices = 0;
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+ const uint32_t* triangleEnd = triangles + ( triangleCount * 3 );
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+
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+ assert( vertexCount < 0xFFFFFFFF );
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+
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+ uint32_t* vertexRemapEnd = vertexRemap + vertexCount;
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+
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+ // clear the vertex remapping to "not found" value of 0xFFFFFFFF - dirty, but low overhead.
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+ for ( auto remappedVertex = vertexRemap; remappedVertex < vertexRemapEnd; ++remappedVertex )
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+ {
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+ *remappedVertex = VERTEX_NOT_MAPPED;
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+ }
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+
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+ // iterate through the triangles
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+ for ( auto triangle = triangles; triangle < triangleEnd; triangle += 3 )
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+ {
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+ int32_t lowestEdgeCursor = edgesRead >= EDGE_FIFO_SIZE ? edgesRead - EDGE_FIFO_SIZE : 0;
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+ int32_t edgeCursor = edgesRead - 1;
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+ bool foundEdge = false;
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+
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+ int32_t freeVertex;
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+
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+ // Probe back through the edge fifo to see if one of the triangle edges is in the FIFO
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+ for ( ; edgeCursor >= lowestEdgeCursor; --edgeCursor )
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+ {
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+ const Edge& edge = edgeFifo[ edgeCursor & VERTEX_FIFO_MASK ];
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+
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+ // check all the edges in order and save the free vertex.
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+ if ( edge.second == triangle[ 0 ] && edge.first == triangle[ 1 ] )
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+ {
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+ foundEdge = true;
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+ freeVertex = 2;
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+ break;
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+ }
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+ else if ( edge.second == triangle[ 1 ] && edge.first == triangle[ 2 ] )
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+ {
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+ foundEdge = true;
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+ freeVertex = 0;
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+ break;
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+ }
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+ else if ( edge.second == triangle[ 2 ] && edge.first == triangle[ 0 ] )
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+ {
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+ foundEdge = true;
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+ freeVertex = 1;
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+ break;
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+ }
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+ }
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+
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+ // we found an edge so write it out, then output the vertex
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+ if ( foundEdge )
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+ {
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+ output.Write( IB_CACHED_EDGE, IB_CODE_BITS );
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+ output.Write( ( edgesRead - 1 ) - edgeCursor, CACHED_EDGE_BITS );
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+
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+ const Edge& edge = edgeFifo[ edgeCursor & EDGE_FIFO_MASK ];
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+
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+ OutputVertex( triangle[ freeVertex ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
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+
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+ // edge is in reverse order to last triangle it occured on (and it will only be a match if this is the case).
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+ // so put the vertices into the fifo in that order.
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+ vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = edge.second;
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+
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+ ++verticesRead;
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+
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+ vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = edge.first;
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+
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+ ++verticesRead;
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+
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+ // Populate the edge fifo with the the remaining edges
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+ // Note - the winding order is important as we'll need to re-produce this on decompression.
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+ // The edges are put in as if the found edge is the first edge in the triangle (which it will be when we
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+ // reconstruct).
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+ switch ( freeVertex )
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+ {
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+ case 0:
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+
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+ edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 2 ], triangle[ 0 ] };
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+
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+ ++edgesRead;
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+
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+ edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 0 ], triangle[ 1 ] };
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+
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+ ++edgesRead;
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+ break;
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+
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+ case 1:
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+
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+ edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 0 ], triangle[ 1 ] };
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+
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+ ++edgesRead;
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+
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+ edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 1 ], triangle[ 2 ] };
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+
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+ ++edgesRead;
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+ break;
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+
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+ case 2:
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+
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+ edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 1 ], triangle[ 2 ] };
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+
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+ ++edgesRead;
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+
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+ edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 2 ], triangle[ 0 ] };
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+
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+ ++edgesRead;
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+ break;
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+ }
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+ }
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+ else
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+ {
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+ // no edge, so we need to output all the vertices.
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+ OutputVertex( triangle[ 0 ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
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+ OutputVertex( triangle[ 1 ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
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+ OutputVertex( triangle[ 2 ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
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+
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+ // populate the edge fifo with the 3 most recent edges
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+ edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 0 ], triangle[ 1 ] };
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+
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+ ++edgesRead;
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+
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+ edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 1 ], triangle[ 2 ] };
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+
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+ ++edgesRead;
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+
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+ edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 2 ], triangle[ 0 ] };
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+
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+ ++edgesRead;
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+ }
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+ }
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+}
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