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- // Copyright 2011 Google Inc. All Rights Reserved.
- //
- // Licensed under the Apache License, Version 2.0 (the "License"); you
- // may not use this file except in compliance with the License. You
- // may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
- // implied. See the License for the specific language governing
- // permissions and limitations under the License.
- #ifndef WEBGL_LOADER_OPTIMIZE_H_
- #define WEBGL_LOADER_OPTIMIZE_H_
- #include <math.h>
- #include <stdlib.h>
- #include <string.h>
- #include "base.h"
- // TODO: since most vertices are part of 6 faces, you can optimize
- // this by using a small inline buffer.
- typedef std::vector<int> FaceList;
- // Linear-Speed Vertex Cache Optimisation, via:
- // http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
- class VertexOptimizer {
- public:
- struct TriangleData {
- bool active; // true iff triangle has not been optimized and emitted.
- // TODO: eliminate some wasted computation by using this cache.
- // float score;
- };
- VertexOptimizer(const QuantizedAttribList& attribs)
- : attribs_(attribs),
- per_vertex_(attribs_.size() / 8),
- next_unused_index_(0)
- {
- // The cache has an extra slot allocated to simplify the logic in
- // InsertIndexToCache.
- for (unsigned int i = 0; i < kCacheSize + 1; ++i) {
- cache_[i] = kUnknownIndex;
- }
- // Initialize per-vertex state.
- for (size_t i = 0; i < per_vertex_.size(); ++i) {
- VertexData& vertex_data = per_vertex_[i];
- vertex_data.cache_tag = kCacheSize;
- vertex_data.output_index = kMaxOutputIndex;
- }
- }
- void AddTriangles(const int* indices, size_t length,
- WebGLMeshList* meshes) {
- std::vector<TriangleData> per_tri(length / 3);
- // Loop through the triangles, updating vertex->face lists.
- for (size_t i = 0; i < per_tri.size(); ++i) {
- per_tri[i].active = true;
- per_vertex_[indices[3*i + 0]].faces.push_back(i);
- per_vertex_[indices[3*i + 1]].faces.push_back(i);
- per_vertex_[indices[3*i + 2]].faces.push_back(i);
- }
- // TODO: with index bounds, no need to recompute everything.
- // Compute initial vertex scores.
- for (size_t i = 0; i < per_vertex_.size(); ++i) {
- VertexData& vertex_data = per_vertex_[i];
- vertex_data.cache_tag = kCacheSize;
- vertex_data.output_index = kMaxOutputIndex;
- vertex_data.UpdateScore();
- }
- // Prepare output.
- if (meshes->empty()) {
- meshes->push_back(WebGLMesh());
- }
- WebGLMesh* mesh = &meshes->back();
- // Consume indices, one triangle at a time.
- for (size_t c = 0; c < per_tri.size(); ++c) {
- const int best_triangle = FindBestTriangle(indices, per_tri);
- per_tri[best_triangle].active = false;
- // Iterate through triangle indices.
- for (size_t i = 0; i < 3; ++i) {
- const int index = indices[3*best_triangle + i];
- VertexData& vertex_data = per_vertex_[index];
- vertex_data.RemoveFace(best_triangle);
-
- InsertIndexToCache(index);
- const int cached_output_index = per_vertex_[index].output_index;
- // Have we seen this index before?
- if (cached_output_index != kMaxOutputIndex) {
- mesh->indices.push_back(cached_output_index);
- continue;
- }
- // The first time we see an index, not only do we increment
- // next_unused_index_ counter, but we must also copy the
- // corresponding attributes. TODO: do quantization here?
- per_vertex_[index].output_index = next_unused_index_;
- for (size_t j = 0; j < 8; ++j) {
- mesh->attribs.push_back(attribs_[8*index + j]);
- }
- mesh->indices.push_back(next_unused_index_++);
- }
- // Check if there is room for another triangle.
- if (next_unused_index_ > kMaxOutputIndex - 3) {
- // Is it worth figuring out which other triangles can be added
- // given the verties already added? Then, perhaps
- // re-optimizing?
- next_unused_index_ = 0;
- meshes->push_back(WebGLMesh());
- mesh = &meshes->back();
- for (size_t i = 0; i <= kCacheSize; ++i) {
- cache_[i] = kUnknownIndex;
- }
- for (size_t i = 0; i < per_vertex_.size(); ++i) {
- per_vertex_[i].output_index = kMaxOutputIndex;
- }
- }
- }
- }
- private:
- static const int kUnknownIndex = -1;
- static const uint16 kMaxOutputIndex = 0xD800;
- static const size_t kCacheSize = 32; // Does larger improve compression?
- struct VertexData {
- // Should this also update scores for incident triangles?
- void UpdateScore() {
- const size_t active_tris = faces.size();
- if (active_tris <= 0) {
- score = -1.f;
- return;
- }
- // TODO: build initial score table.
- if (cache_tag < 3) {
- // The most recent triangle should has a fixed score to
- // discourage generating nothing but really long strips. If we
- // want strips, we should use a different optimizer.
- const float kLastTriScore = 0.75f;
- score = kLastTriScore;
- } else if (cache_tag < kCacheSize) {
- // Points for being recently used.
- const float kScale = 1.f / (kCacheSize - 3);
- const float kCacheDecayPower = 1.5f;
- score = powf(1.f - kScale * (cache_tag - 3), kCacheDecayPower);
- } else {
- // Not in cache.
- score = 0.f;
- }
- // Bonus points for having a low number of tris still to use the
- // vert, so we get rid of lone verts quickly.
- const float kValenceBoostScale = 2.0f;
- const float kValenceBoostPower = 0.5f;
- // rsqrt?
- const float valence_boost = powf(active_tris, -kValenceBoostPower);
- score += valence_boost * kValenceBoostScale;
- }
- // TODO: this assumes that "tri" is in the list!
- void RemoveFace(int tri) {
- FaceList::iterator face = faces.begin();
- while (*face != tri) ++face;
- *face = faces.back();
- faces.pop_back();
- }
- FaceList faces;
- unsigned int cache_tag; // kCacheSize means not in cache.
- float score;
- uint16 output_index;
- };
- int FindBestTriangle(const int* indices,
- const std::vector<TriangleData>& per_tri) {
- float best_score = -HUGE_VALF;
- int best_triangle = -1;
- // The trick to making this algorithm run in linear time (with
- // respect to the vertices) is to only scan the triangles incident
- // on the simulated cache for the next triangle. It is an
- // approximation, but the score is heuristic. Anyway, most of the
- // time the best triangle will be found this way.
- for (size_t i = 0; i < kCacheSize; ++i) {
- if (cache_[i] == kUnknownIndex) {
- break;
- }
- const VertexData& vertex_data = per_vertex_[cache_[i]];
- for (size_t j = 0; j < vertex_data.faces.size(); ++j) {
- const int tri_index = vertex_data.faces[j];
- if (per_tri[tri_index].active) {
- const float score =
- per_vertex_[indices[3*tri_index + 0]].score +
- per_vertex_[indices[3*tri_index + 1]].score +
- per_vertex_[indices[3*tri_index + 2]].score;
- if (score > best_score) {
- best_score = score;
- best_triangle = tri_index;
- }
- }
- }
- }
- // TODO: keep a range of active triangles to make the slow scan a
- // little faster. Does this ever happen?
- if (best_triangle == -1) {
- // If no triangles can be found through the cache (e.g. for the
- // first triangle) go through all the active triangles and find
- // the best one.
- for (size_t i = 0; i < per_tri.size(); ++i) {
- if (per_tri[i].active) {
- const float score =
- per_vertex_[indices[3*i + 0]].score +
- per_vertex_[indices[3*i + 1]].score +
- per_vertex_[indices[3*i + 2]].score;
- if (score > best_score) {
- best_score = score;
- best_triangle = i;
- }
- }
- }
- CHECK(-1 != best_triangle);
- }
- return best_triangle;
- }
- // TODO: faster to update an entire triangle.
- // This also updates the vertex scores!
- void InsertIndexToCache(int index) {
- // Find how recently the vertex was used.
- const unsigned int cache_tag = per_vertex_[index].cache_tag;
- // Don't do anything if the vertex is already at the head of the
- // LRU list.
- if (cache_tag == 0) return;
- // Loop through the cache, inserting the index at the front, and
- // bubbling down to where the index was originally found. If the
- // index was not originally in the cache, then it claims to be at
- // the (kCacheSize + 1)th entry, and we use an extra slot to make
- // that case simpler.
- int to_insert = index;
- for (unsigned int i = 0; i <= cache_tag; ++i) {
- const int current_index = cache_[i];
- // Update cross references between the entry of the cache and
- // the per-vertex data.
- cache_[i] = to_insert;
- per_vertex_[to_insert].cache_tag = i;
- per_vertex_[to_insert].UpdateScore();
-
- // No need to continue if we find an empty entry.
- if (current_index == kUnknownIndex) {
- break;
- }
-
- to_insert = current_index;
- }
- }
- const QuantizedAttribList& attribs_;
- std::vector<VertexData> per_vertex_;
- int cache_[kCacheSize + 1];
- uint16 next_unused_index_;
- };
- #endif // WEBGL_LOADER_OPTIMIZE_H_
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