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- /*
- Copyright (c) 2014, Conor Stokes
- All rights reserved.
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
- 1. Redistributions of source code must retain the above copyright notice, this
- list of conditions and the following disclaimer.
- 2. Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- #include "indexbuffercompression.h"
- #include "writebitstream.h"
- #include "indexcompressionconstants.h"
- #include <assert.h>
- #ifdef _MSC_VER
- #define IBC_INLINE __forceinline
- #else
- #define IBC_INLINE inline
- #endif
- // Individual vertex type classifications.
- enum VertexClassification
- {
- NEW_VERTEX = 0,
- CACHED_VERTEX = 1,
- FREE_VERTEX = 2
- };
- // Individual case for handling a combination of vertice classifications.
- struct VertexCompressionCase
- {
- IndexBufferTriangleCodes code;
- uint32_t vertexOrder[ 3 ];
- };
- // This is a table for looking up the appropriate code and rotation for a set of vertex classifications.
- const VertexCompressionCase CompressionCase[3][3][3] =
- {
- { // new
- { // new new
- { // new new new
- IB_NEW_NEW_NEW, { 0, 1, 2 }
- },
- { // new new cached
- IB_NEW_NEW_CACHED, { 0, 1, 2 }
- },
- { // new new free
- IB_NEW_NEW_FREE, { 0, 1, 2 }
- }
- },
- { // new cached
- { // new cached new
- IB_NEW_NEW_CACHED, { 2, 0, 1 }
- },
- { // new cached cached
- IB_NEW_CACHED_CACHED, { 0, 1, 2 }
- },
- { // new cached free
- IB_NEW_CACHED_FREE, { 0, 1, 2 }
- }
- },
- { // new free
- { // new free new
- IB_NEW_NEW_FREE, { 2, 0, 1 }
- },
- { // new free cached
- IB_NEW_FREE_CACHED, { 0, 1, 2 }
- },
- { // new free free
- IB_NEW_FREE_FREE, { 0, 1, 2 }
- }
- }
- },
- { // cached
- { // cached new
- { // cached new new
- IB_NEW_NEW_CACHED, { 1, 2, 0 }
- },
- { // cached new cached
- IB_NEW_CACHED_CACHED, { 1, 2, 0 }
- },
- { // cached new free
- IB_NEW_FREE_CACHED, { 1, 2, 0 }
- }
- },
- { // cached cached
- { // cached cached new
- IB_NEW_CACHED_CACHED, { 2, 0, 1 }
- },
- { // cached cached cached
- IB_CACHED_CACHED_CACHED, { 0, 1, 2 }
- },
- { // cached cached free
- IB_CACHED_CACHED_FREE, { 0, 1, 2 }
- }
- },
- { // cached free
- { // cached free new
- IB_NEW_CACHED_FREE, { 2, 0, 1 }
- },
- { // cached free cached
- IB_CACHED_CACHED_FREE, { 2, 0, 1 }
- },
- { // cached free free
- IB_CACHED_FREE_FREE, { 0, 1, 2 }
- }
- }
- },
- { // free
- { // free new
- { // free new new
- IB_NEW_NEW_FREE, { 1, 2, 0 }
- },
- { // free new cached
- IB_NEW_CACHED_FREE, { 1, 2, 0 }
- },
- { // free new free
- IB_NEW_FREE_FREE, { 1, 2, 0 }
- }
- },
- { // free cached
- { // free cached new
- IB_NEW_FREE_CACHED, { 2, 0, 1 }
- },
- { // free cached cached
- IB_CACHED_CACHED_FREE, { 1, 2, 0 }
- },
- { // free cached free
- IB_CACHED_FREE_FREE, { 1, 2, 0 }
- }
- },
- { // free free
- { // free free new
- IB_NEW_FREE_FREE, { 2, 0, 1 }
- },
- { // free free cached
- IB_CACHED_FREE_FREE, { 2, 0, 1 }
- },
- { // free free free
- IB_FREE_FREE_FREE, { 0, 1, 2 }
- }
- }
- }
- };
- const uint32_t VERTEX_NOT_MAPPED = 0xFFFFFFFF;
- // Classify a vertex as new, cached or free, outputting the relative position in the vertex indice cache FIFO.
- static IBC_INLINE VertexClassification ClassifyVertex( uint32_t vertex, const uint32_t* vertexRemap, const uint32_t* vertexFifo, uint32_t verticesRead, uint32_t& cachedVertexIndex )
- {
- if ( vertexRemap[ vertex ] == VERTEX_NOT_MAPPED )
- {
- return NEW_VERTEX;
- }
- else
- {
- int32_t lowestVertexCursor = verticesRead >= VERTEX_FIFO_SIZE ? verticesRead - VERTEX_FIFO_SIZE : 0;
- // Probe backwards in the vertex FIFO for a cached vertex
- for ( int32_t vertexCursor = verticesRead - 1; vertexCursor >= lowestVertexCursor; --vertexCursor )
- {
- if ( vertexFifo[ vertexCursor & VERTEX_FIFO_MASK ] == vertex )
- {
- cachedVertexIndex = ( verticesRead - 1 ) - vertexCursor;
- return CACHED_VERTEX;
- }
- }
- return FREE_VERTEX;
- }
- }
- template <typename Ty>
- void CompressTriangleCodes1( const Ty* triangles,
- uint32_t triangleCount,
- uint32_t* vertexRemap,
- uint32_t vertexCount,
- WriteBitstream& output )
- {
- Edge edgeFifo[ EDGE_FIFO_SIZE ];
- uint32_t vertexFifo[ VERTEX_FIFO_SIZE ];
- uint32_t edgesRead = 0;
- uint32_t verticesRead = 0;
- uint32_t newVertices = 0;
- const Ty* triangleEnd = triangles + ( triangleCount * 3 );
- assert( vertexCount < 0xFFFFFFFF );
- uint32_t* vertexRemapEnd = vertexRemap + vertexCount;
- // clear the vertex remapping to "not found" value of 0xFFFFFFFF - dirty, but low overhead.
- for ( uint32_t* remappedVertex = vertexRemap; remappedVertex < vertexRemapEnd; ++remappedVertex )
- {
- *remappedVertex = VERTEX_NOT_MAPPED;
- }
- // iterate through the triangles
- for ( const Ty* triangle = triangles; triangle < triangleEnd; triangle += 3 )
- {
- int32_t lowestEdgeCursor = edgesRead >= EDGE_FIFO_SIZE ? edgesRead - EDGE_FIFO_SIZE : 0;
- int32_t edgeCursor = edgesRead - 1;
- bool foundEdge = false;
- int32_t spareVertex = 0;
- // check to make sure that there are no degenerate triangles.
- assert( triangle[ 0 ] != triangle[ 1 ] && triangle[ 1 ] != triangle[ 2 ] && triangle[ 2 ] != triangle[ 0 ] );
- // Probe back through the edge fifo to see if one of the triangle edges is in the FIFO
- for ( ; edgeCursor >= lowestEdgeCursor; --edgeCursor )
- {
- const Edge& edge = edgeFifo[ edgeCursor & EDGE_FIFO_MASK ];
- // check all the edges in order and save the free vertex.
- if ( edge.second == triangle[ 0 ] && edge.first == triangle[ 1 ] )
- {
- foundEdge = true;
- spareVertex = 2;
- break;
- }
- else if ( edge.second == triangle[ 1 ] && edge.first == triangle[ 2 ] )
- {
- foundEdge = true;
- spareVertex = 0;
- break;
- }
- else if ( edge.second == triangle[ 2 ] && edge.first == triangle[ 0 ] )
- {
- foundEdge = true;
- spareVertex = 1;
- break;
- }
- }
- // we found an edge so write it out, so classify a vertex and then write out the correct code.
- if ( foundEdge )
- {
- uint32_t cachedVertex;
-
- uint32_t spareVertexIndice = triangle[ spareVertex ];
- VertexClassification freeVertexClass = ClassifyVertex( spareVertexIndice, vertexRemap, vertexFifo, verticesRead, cachedVertex );
- uint32_t relativeEdge = ( edgesRead - 1 ) - edgeCursor;
- switch ( freeVertexClass )
- {
- case NEW_VERTEX:
-
- switch ( relativeEdge )
- {
- case 0:
- output.Write( IB_EDGE_0_NEW, IB_TRIANGLE_CODE_BITS );
- break;
- case 1:
- output.Write( IB_EDGE_1_NEW, IB_TRIANGLE_CODE_BITS );
- break;
- default:
- output.Write( IB_EDGE_NEW, IB_TRIANGLE_CODE_BITS );
- output.Write( relativeEdge, CACHED_EDGE_BITS );
- break;
- }
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = spareVertexIndice;
- vertexRemap[ spareVertexIndice ] = newVertices;
- ++verticesRead;
- ++newVertices;
- break;
- case CACHED_VERTEX:
- output.Write( IB_EDGE_CACHED, IB_TRIANGLE_CODE_BITS );
- output.Write( relativeEdge, CACHED_EDGE_BITS );
- output.Write( cachedVertex, CACHED_VERTEX_BITS );
- break;
- case FREE_VERTEX:
- output.Write( IB_EDGE_FREE, IB_TRIANGLE_CODE_BITS );
- output.Write( relativeEdge, CACHED_EDGE_BITS );
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = spareVertexIndice;
- ++verticesRead;
-
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ spareVertexIndice ] );
- break;
- }
- // Populate the edge fifo with the the remaining edges
- // Note - the winding order is important as we'll need to re-produce this on decompression.
- // The edges are put in as if the found edge is the first edge in the triangle (which it will be when we
- // reconstruct).
- switch ( spareVertex )
- {
- case 0:
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 2 ], triangle[ 0 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 0 ], triangle[ 1 ] );
- ++edgesRead;
- break;
- case 1:
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 0 ], triangle[ 1 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 1 ], triangle[ 2 ] );
- ++edgesRead;
- break;
- case 2:
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 1 ], triangle[ 2 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 2 ], triangle[ 0 ] );
- ++edgesRead;
- break;
- }
- }
- else
- {
- VertexClassification classifications[ 3 ];
- uint32_t cachedVertexIndices[ 3 ];
- // classify each vertex as new, cached or free, potentially extracting a cached indice.
- classifications[ 0 ] = ClassifyVertex( triangle[ 0 ], vertexRemap, vertexFifo, verticesRead, cachedVertexIndices[ 0 ] );
- classifications[ 1 ] = ClassifyVertex( triangle[ 1 ], vertexRemap, vertexFifo, verticesRead, cachedVertexIndices[ 1 ] );
- classifications[ 2 ] = ClassifyVertex( triangle[ 2 ], vertexRemap, vertexFifo, verticesRead, cachedVertexIndices[ 2 ] );
- // use the classifications to lookup the matching compression code and potentially rotate the order of the vertices.
- const VertexCompressionCase& compressionCase = CompressionCase[ classifications[ 0 ] ][ classifications[ 1 ] ][ classifications[ 2 ] ];
-
- // rotate the order of the vertices based on the compression classification.
- uint32_t reorderedTriangle[ 3 ];
-
- reorderedTriangle[ 0 ] = triangle[ compressionCase.vertexOrder[ 0 ] ];
- reorderedTriangle[ 1 ] = triangle[ compressionCase.vertexOrder[ 1 ] ];
- reorderedTriangle[ 2 ] = triangle[ compressionCase.vertexOrder[ 2 ] ];
- output.Write( compressionCase.code, IB_TRIANGLE_CODE_BITS );
- switch ( compressionCase.code )
- {
- case IB_NEW_NEW_NEW:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = triangle[ 0 ];
- vertexFifo[ ( verticesRead + 1 ) & VERTEX_FIFO_MASK ] = triangle[ 1 ];
- vertexFifo[ ( verticesRead + 2 ) & VERTEX_FIFO_MASK ] = triangle[ 2 ];
- vertexRemap[ triangle[ 0 ] ] = newVertices;
- vertexRemap[ triangle[ 1 ] ] = newVertices + 1;
- vertexRemap[ triangle[ 2 ] ] = newVertices + 2;
- verticesRead += 3;
- newVertices += 3;
- break;
- }
- case IB_NEW_NEW_CACHED:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = reorderedTriangle[ 0 ];
- vertexFifo[ ( verticesRead + 1 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 1 ];
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 2 ] ], CACHED_VERTEX_BITS );
- vertexRemap[ reorderedTriangle[ 0 ] ] = newVertices;
- vertexRemap[ reorderedTriangle[ 1 ] ] = newVertices + 1;
- verticesRead += 2;
- newVertices += 2;
- break;
- }
- case IB_NEW_NEW_FREE:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = reorderedTriangle[ 0 ];
- vertexFifo[ ( verticesRead + 1 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 1 ];
- vertexFifo[ ( verticesRead + 2 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 2 ];
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 2 ] ] );
- vertexRemap[ reorderedTriangle[ 0 ] ] = newVertices;
- vertexRemap[ reorderedTriangle[ 1 ] ] = newVertices + 1;
- verticesRead += 3;
- newVertices += 2;
- break;
- }
- case IB_NEW_CACHED_CACHED:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = reorderedTriangle[ 0 ];
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 1 ] ], CACHED_VERTEX_BITS );
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 2 ] ], CACHED_VERTEX_BITS );
- vertexRemap[ reorderedTriangle[ 0 ] ] = newVertices;
- verticesRead += 1;
- newVertices += 1;
- break;
- }
- case IB_NEW_CACHED_FREE:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = reorderedTriangle[ 0 ];
- vertexFifo[ ( verticesRead + 1 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 2 ];
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 1 ] ], CACHED_VERTEX_BITS );
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 2 ] ] );
- vertexRemap[ reorderedTriangle[ 0 ] ] = newVertices;
- verticesRead += 2;
- newVertices += 1;
- break;
- }
- case IB_NEW_FREE_CACHED:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = reorderedTriangle[ 0 ];
- vertexFifo[ ( verticesRead + 1 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 1 ];
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 1 ] ] );
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 2 ] ], CACHED_VERTEX_BITS );
- vertexRemap[ reorderedTriangle[ 0 ] ] = newVertices;
- verticesRead += 2;
- newVertices += 1;
- break;
- }
- case IB_NEW_FREE_FREE:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = reorderedTriangle[ 0 ];
- vertexFifo[ ( verticesRead + 1 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 1 ];
- vertexFifo[ ( verticesRead + 2 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 2 ];
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 1 ] ] );
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 2 ] ] );
- vertexRemap[ reorderedTriangle[ 0 ] ] = newVertices;
- verticesRead += 3;
- newVertices += 1;
- break;
- }
- case IB_CACHED_CACHED_CACHED:
- {
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 0 ] ], CACHED_VERTEX_BITS );
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 1 ] ], CACHED_VERTEX_BITS );
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 2 ] ], CACHED_VERTEX_BITS );
- break;
- }
- case IB_CACHED_CACHED_FREE:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = reorderedTriangle[ 2 ];
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 0 ] ], CACHED_VERTEX_BITS );
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 1 ] ], CACHED_VERTEX_BITS );
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 2 ] ] );
- verticesRead += 1;
- break;
- }
- case IB_CACHED_FREE_FREE:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = reorderedTriangle[ 1 ];
- vertexFifo[ ( verticesRead + 1 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 2 ];
- output.Write( cachedVertexIndices[ compressionCase.vertexOrder[ 0 ] ], CACHED_VERTEX_BITS );
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 1 ] ] );
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 2 ] ] );
- verticesRead += 2;
- break;
- }
- case IB_FREE_FREE_FREE:
- {
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = reorderedTriangle[ 0 ];
- vertexFifo[ ( verticesRead + 1 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 1 ];
- vertexFifo[ ( verticesRead + 2 ) & VERTEX_FIFO_MASK ] = reorderedTriangle[ 2 ];
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 0 ] ] );
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 1 ] ] );
- output.WriteVInt( ( newVertices - 1 ) - vertexRemap[ reorderedTriangle[ 2 ] ] );
- verticesRead += 3;
- break;
- }
- }
- // populate the edge fifo with the 3 most recent edges
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( reorderedTriangle[ 0 ], reorderedTriangle[ 1 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( reorderedTriangle[ 1 ], reorderedTriangle[ 2 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( reorderedTriangle[ 2 ], reorderedTriangle[ 0 ] );
- ++edgesRead;
- }
- }
- }
- // Output the compression information for a single vertex, remapping any new vertices and updating the vertex fifo where needed.
- static IBC_INLINE void OutputVertex( uint32_t vertex,
- uint32_t* vertexRemap,
- uint32_t& newVertexCount,
- uint32_t* vertexFifo,
- uint32_t& verticesRead,
- WriteBitstream& output )
- {
- // Check if a vertex hasn't been remapped,
- if ( vertexRemap[ vertex ] == VERTEX_NOT_MAPPED )
- {
- // no remap, so remap to the current high watermark and output a new vertex code.
- vertexRemap[ vertex ] = newVertexCount;
- output.Write( IB_NEW_VERTEX, IB_VERTEX_CODE_BITS );
- ++newVertexCount;
- // new vertices go into the vertex FIFO
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = vertex;
- ++verticesRead;
- }
- else
- {
- int32_t lowestVertexCursor = verticesRead >= VERTEX_FIFO_SIZE ? verticesRead - VERTEX_FIFO_SIZE : 0;
- // Probe backwards in the vertex FIFO for a cached vertex
- for ( int32_t vertexCursor = verticesRead - 1; vertexCursor >= lowestVertexCursor; --vertexCursor )
- {
- if ( vertexFifo[ vertexCursor & VERTEX_FIFO_MASK ] == vertex )
- {
- // found a cached vertex, so write out the code for a cached vertex, as the relative index into the fifo.
- output.Write( IB_CACHED_VERTEX, IB_VERTEX_CODE_BITS );
- output.Write( ( verticesRead - 1 ) - vertexCursor, CACHED_VERTEX_BITS );
- return;
- }
- }
- // no cached vertex found, so write out a free vertex
- output.Write( IB_FREE_VERTEX, IB_VERTEX_CODE_BITS );
- // free vertices are relative to the latest new vertex.
- uint32_t vertexOutput = ( newVertexCount - 1 ) - vertexRemap[ vertex ];
- // v-int encode the free vertex index.
- output.WriteVInt( vertexOutput );
- // free vertices go back into the vertex cache.
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = vertex;
-
- ++verticesRead;
- }
- }
- template <typename Ty>
- void CompressIndiceCodes1( const Ty* triangles,
- uint32_t triangleCount,
- uint32_t* vertexRemap,
- uint32_t vertexCount,
- WriteBitstream& output )
- {
- Edge edgeFifo[ EDGE_FIFO_SIZE ];
- uint32_t vertexFifo[ VERTEX_FIFO_SIZE ];
- uint32_t edgesRead = 0;
- uint32_t verticesRead = 0;
- uint32_t newVertices = 0;
- const Ty* triangleEnd = triangles + ( triangleCount * 3 );
- assert( vertexCount < 0xFFFFFFFF );
- uint32_t* vertexRemapEnd = vertexRemap + vertexCount;
- // clear the vertex remapping to "not found" value of 0xFFFFFFFF - dirty, but low overhead.
- for ( uint32_t* remappedVertex = vertexRemap; remappedVertex < vertexRemapEnd; ++remappedVertex )
- {
- *remappedVertex = VERTEX_NOT_MAPPED;
- }
- // iterate through the triangles
- for ( const Ty* triangle = triangles; triangle < triangleEnd; triangle += 3 )
- {
- int32_t lowestEdgeCursor = edgesRead >= EDGE_FIFO_SIZE ? edgesRead - EDGE_FIFO_SIZE : 0;
- int32_t edgeCursor = edgesRead - 1;
- bool foundEdge = false;
- int32_t freeVertex = -1; // should not be negative 1 if found, this is not used as a signal, but for debugging.
- // Probe back through the edge fifo to see if one of the triangle edges is in the FIFO
- for ( ; edgeCursor >= lowestEdgeCursor; --edgeCursor )
- {
- const Edge& edge = edgeFifo[ edgeCursor & VERTEX_FIFO_MASK ];
- // check all the edges in order and save the free vertex.
- if ( edge.second == triangle[ 0 ] && edge.first == triangle[ 1 ] )
- {
- foundEdge = true;
- freeVertex = 2;
- break;
- }
- else if ( edge.second == triangle[ 1 ] && edge.first == triangle[ 2 ] )
- {
- foundEdge = true;
- freeVertex = 0;
- break;
- }
- else if ( edge.second == triangle[ 2 ] && edge.first == triangle[ 0 ] )
- {
- foundEdge = true;
- freeVertex = 1;
- break;
- }
- }
- // we found an edge so write it out, then output the vertex
- if ( foundEdge )
- {
- output.Write( IB_CACHED_EDGE, IB_VERTEX_CODE_BITS );
- output.Write( ( edgesRead - 1 ) - edgeCursor, CACHED_EDGE_BITS );
- const Edge& edge = edgeFifo[ edgeCursor & EDGE_FIFO_MASK ];
- OutputVertex( triangle[ freeVertex ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
- // edge is in reverse order to last triangle it occured on (and it will only be a match if this is the case).
- // so put the vertices into the fifo in that order.
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = edge.second;
- ++verticesRead;
- vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = edge.first;
- ++verticesRead;
- // Populate the edge fifo with the the remaining edges
- // Note - the winding order is important as we'll need to re-produce this on decompression.
- // The edges are put in as if the found edge is the first edge in the triangle (which it will be when we
- // reconstruct).
- switch ( freeVertex )
- {
- case 0:
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 2 ], triangle[ 0 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 0 ], triangle[ 1 ] );
- ++edgesRead;
- break;
- case 1:
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 0 ], triangle[ 1 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 1 ], triangle[ 2 ] );
- ++edgesRead;
- break;
- case 2:
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 1 ], triangle[ 2 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 2 ], triangle[ 0 ] );
- ++edgesRead;
- break;
- }
- }
- else
- {
- // no edge, so we need to output all the vertices.
- OutputVertex( triangle[ 0 ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
- OutputVertex( triangle[ 1 ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
- OutputVertex( triangle[ 2 ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
- // populate the edge fifo with the 3 most recent edges
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 0 ], triangle[ 1 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 1 ], triangle[ 2 ] );
- ++edgesRead;
- edgeFifo[ edgesRead & EDGE_FIFO_MASK ].set( triangle[ 2 ], triangle[ 0 ] );
- ++edgesRead;
- }
- }
- }
- template <typename Ty>
- void CompressIndexBuffer( const Ty* triangles,
- uint32_t triangleCount,
- uint32_t* vertexRemap,
- uint32_t vertexCount,
- IndexBufferCompressionFormat format,
- WriteBitstream& output )
- {
- output.WriteVInt( format );
- switch ( format )
- {
- case IBCF_PER_INDICE_1:
- CompressIndiceCodes1<Ty>( triangles, triangleCount, vertexRemap, vertexCount, output );
- break;
- case IBCF_PER_TRIANGLE_1:
- CompressTriangleCodes1<Ty>( triangles, triangleCount, vertexRemap, vertexCount, output );
- break;
- }
- }
- void CompressIndexBuffer( const uint16_t* triangles,
- uint32_t triangleCount,
- uint32_t* vertexRemap,
- uint32_t vertexCount,
- IndexBufferCompressionFormat format,
- WriteBitstream& output )
- {
- CompressIndexBuffer<uint16_t>( triangles, triangleCount, vertexRemap, vertexCount, format, output );
- }
- void CompressIndexBuffer( const uint32_t* triangles,
- uint32_t triangleCount,
- uint32_t* vertexRemap,
- uint32_t vertexCount,
- IndexBufferCompressionFormat format,
- WriteBitstream& output )
- {
- CompressIndexBuffer<uint32_t>( triangles, triangleCount, vertexRemap, vertexCount, format, output );
- }
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