Port createForsythOptimizedMesh from Irrlicht 1.8

Mesh rotation helpers.
This commit is contained in:
RealBadAngel 2014-11-21 08:41:21 +01:00
parent 21464639b3
commit 0164483310
2 changed files with 654 additions and 0 deletions

@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mesh.h"
#include "debug.h"
#include "log.h"
#include "irrMap.h"
#include <iostream>
#include <IAnimatedMesh.h>
#include <SAnimatedMesh.h>
@ -197,6 +198,51 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
}
}
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees)
{
u16 mc = mesh->getMeshBufferCount();
for(u16 j = 0; j < mc; j++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i = 0; i < vc; i++)
{
vertices[i].Pos.rotateXYBy(degrees);
}
}
}
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees)
{
u16 mc = mesh->getMeshBufferCount();
for(u16 j = 0; j < mc; j++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i = 0; i < vc; i++)
{
vertices[i].Pos.rotateXZBy(degrees);
}
}
}
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees)
{
u16 mc = mesh->getMeshBufferCount();
for(u16 j = 0; j < mc; j++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i = 0; i < vc; i++)
{
vertices[i].Pos.rotateYZBy(degrees);
}
}
}
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
{
int axisdir = facedir>>2;
@ -414,3 +460,597 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
}
return dst_mesh;
}
struct vcache
{
core::array<u32> tris;
float score;
s16 cachepos;
u16 NumActiveTris;
};
struct tcache
{
u16 ind[3];
float score;
bool drawn;
};
const u16 cachesize = 32;
float FindVertexScore(vcache *v)
{
const float CacheDecayPower = 1.5f;
const float LastTriScore = 0.75f;
const float ValenceBoostScale = 2.0f;
const float ValenceBoostPower = 0.5f;
const float MaxSizeVertexCache = 32.0f;
if (v->NumActiveTris == 0)
{
// No tri needs this vertex!
return -1.0f;
}
float Score = 0.0f;
int CachePosition = v->cachepos;
if (CachePosition < 0)
{
// Vertex is not in FIFO cache - no score.
}
else
{
if (CachePosition < 3)
{
// This vertex was used in the last triangle,
// so it has a fixed score.
Score = LastTriScore;
}
else
{
// Points for being high in the cache.
const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
Score = 1.0f - (CachePosition - 3) * Scaler;
Score = powf(Score, CacheDecayPower);
}
}
// Bonus points for having a low number of tris still to
// use the vert, so we get rid of lone verts quickly.
float ValenceBoost = powf(v->NumActiveTris,
-ValenceBoostPower);
Score += ValenceBoostScale * ValenceBoost;
return Score;
}
/*
A specialized LRU cache for the Forsyth algorithm.
*/
class f_lru
{
public:
f_lru(vcache *v, tcache *t): vc(v), tc(t)
{
for (u16 i = 0; i < cachesize; i++)
{
cache[i] = -1;
}
}
// Adds this vertex index and returns the highest-scoring triangle index
u32 add(u16 vert, bool updatetris = false)
{
bool found = false;
// Mark existing pos as empty
for (u16 i = 0; i < cachesize; i++)
{
if (cache[i] == vert)
{
// Move everything down
for (u16 j = i; j; j--)
{
cache[j] = cache[j - 1];
}
found = true;
break;
}
}
if (!found)
{
if (cache[cachesize-1] != -1)
vc[cache[cachesize-1]].cachepos = -1;
// Move everything down
for (u16 i = cachesize - 1; i; i--)
{
cache[i] = cache[i - 1];
}
}
cache[0] = vert;
u32 highest = 0;
float hiscore = 0;
if (updatetris)
{
// Update cache positions
for (u16 i = 0; i < cachesize; i++)
{
if (cache[i] == -1)
break;
vc[cache[i]].cachepos = i;
vc[cache[i]].score = FindVertexScore(&vc[cache[i]]);
}
// Update triangle scores
for (u16 i = 0; i < cachesize; i++)
{
if (cache[i] == -1)
break;
const u16 trisize = vc[cache[i]].tris.size();
for (u16 t = 0; t < trisize; t++)
{
tcache *tri = &tc[vc[cache[i]].tris[t]];
tri->score =
vc[tri->ind[0]].score +
vc[tri->ind[1]].score +
vc[tri->ind[2]].score;
if (tri->score > hiscore)
{
hiscore = tri->score;
highest = vc[cache[i]].tris[t];
}
}
}
}
return highest;
}
private:
s32 cache[cachesize];
vcache *vc;
tcache *tc;
};
/**
Vertex cache optimization according to the Forsyth paper:
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
The function is thread-safe (read: you can optimize several meshes in different threads)
\param mesh Source mesh for the operation. */
scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh)
{
if (!mesh)
return 0;
scene::SMesh *newmesh = new scene::SMesh();
newmesh->BoundingBox = mesh->getBoundingBox();
const u32 mbcount = mesh->getMeshBufferCount();
for (u32 b = 0; b < mbcount; ++b)
{
const scene::IMeshBuffer *mb = mesh->getMeshBuffer(b);
if (mb->getIndexType() != video::EIT_16BIT)
{
//os::Printer::log("Cannot optimize a mesh with 32bit indices", ELL_ERROR);
newmesh->drop();
return 0;
}
const u32 icount = mb->getIndexCount();
const u32 tcount = icount / 3;
const u32 vcount = mb->getVertexCount();
const u16 *ind = mb->getIndices();
vcache *vc = new vcache[vcount];
tcache *tc = new tcache[tcount];
f_lru lru(vc, tc);
// init
for (u16 i = 0; i < vcount; i++)
{
vc[i].score = 0;
vc[i].cachepos = -1;
vc[i].NumActiveTris = 0;
}
// First pass: count how many times a vert is used
for (u32 i = 0; i < icount; i += 3)
{
vc[ind[i]].NumActiveTris++;
vc[ind[i + 1]].NumActiveTris++;
vc[ind[i + 2]].NumActiveTris++;
const u32 tri_ind = i/3;
tc[tri_ind].ind[0] = ind[i];
tc[tri_ind].ind[1] = ind[i + 1];
tc[tri_ind].ind[2] = ind[i + 2];
}
// Second pass: list of each triangle
for (u32 i = 0; i < tcount; i++)
{
vc[tc[i].ind[0]].tris.push_back(i);
vc[tc[i].ind[1]].tris.push_back(i);
vc[tc[i].ind[2]].tris.push_back(i);
tc[i].drawn = false;
}
// Give initial scores
for (u16 i = 0; i < vcount; i++)
{
vc[i].score = FindVertexScore(&vc[i]);
}
for (u32 i = 0; i < tcount; i++)
{
tc[i].score =
vc[tc[i].ind[0]].score +
vc[tc[i].ind[1]].score +
vc[tc[i].ind[2]].score;
}
switch(mb->getVertexType())
{
case video::EVT_STANDARD:
{
video::S3DVertex *v = (video::S3DVertex *) mb->getVertices();
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
buf->Material = mb->getMaterial();
buf->Vertices.reallocate(vcount);
buf->Indices.reallocate(icount);
core::map<const video::S3DVertex, const u16> sind; // search index for fast operation
typedef core::map<const video::S3DVertex, const u16>::Node snode;
// Main algorithm
u32 highest = 0;
u32 drawcalls = 0;
for (;;)
{
if (tc[highest].drawn)
{
bool found = false;
float hiscore = 0;
for (u32 t = 0; t < tcount; t++)
{
if (!tc[t].drawn)
{
if (tc[t].score > hiscore)
{
highest = t;
hiscore = tc[t].score;
found = true;
}
}
}
if (!found)
break;
}
// Output the best triangle
u16 newind = buf->Vertices.size();
snode *s = sind.find(v[tc[highest].ind[0]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[0]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[0]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[1]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[1]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[1]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[2]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[2]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[2]], newind);
}
else
{
buf->Indices.push_back(s->getValue());
}
vc[tc[highest].ind[0]].NumActiveTris--;
vc[tc[highest].ind[1]].NumActiveTris--;
vc[tc[highest].ind[2]].NumActiveTris--;
tc[highest].drawn = true;
for (u16 j = 0; j < 3; j++)
{
vcache *vert = &vc[tc[highest].ind[j]];
for (u16 t = 0; t < vert->tris.size(); t++)
{
if (highest == vert->tris[t])
{
vert->tris.erase(t);
break;
}
}
}
lru.add(tc[highest].ind[0]);
lru.add(tc[highest].ind[1]);
highest = lru.add(tc[highest].ind[2], true);
drawcalls++;
}
buf->setBoundingBox(mb->getBoundingBox());
newmesh->addMeshBuffer(buf);
buf->drop();
}
break;
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords *v = (video::S3DVertex2TCoords *) mb->getVertices();
scene::SMeshBufferLightMap *buf = new scene::SMeshBufferLightMap();
buf->Material = mb->getMaterial();
buf->Vertices.reallocate(vcount);
buf->Indices.reallocate(icount);
core::map<const video::S3DVertex2TCoords, const u16> sind; // search index for fast operation
typedef core::map<const video::S3DVertex2TCoords, const u16>::Node snode;
// Main algorithm
u32 highest = 0;
u32 drawcalls = 0;
for (;;)
{
if (tc[highest].drawn)
{
bool found = false;
float hiscore = 0;
for (u32 t = 0; t < tcount; t++)
{
if (!tc[t].drawn)
{
if (tc[t].score > hiscore)
{
highest = t;
hiscore = tc[t].score;
found = true;
}
}
}
if (!found)
break;
}
// Output the best triangle
u16 newind = buf->Vertices.size();
snode *s = sind.find(v[tc[highest].ind[0]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[0]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[0]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[1]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[1]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[1]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[2]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[2]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[2]], newind);
}
else
{
buf->Indices.push_back(s->getValue());
}
vc[tc[highest].ind[0]].NumActiveTris--;
vc[tc[highest].ind[1]].NumActiveTris--;
vc[tc[highest].ind[2]].NumActiveTris--;
tc[highest].drawn = true;
for (u16 j = 0; j < 3; j++)
{
vcache *vert = &vc[tc[highest].ind[j]];
for (u16 t = 0; t < vert->tris.size(); t++)
{
if (highest == vert->tris[t])
{
vert->tris.erase(t);
break;
}
}
}
lru.add(tc[highest].ind[0]);
lru.add(tc[highest].ind[1]);
highest = lru.add(tc[highest].ind[2]);
drawcalls++;
}
buf->setBoundingBox(mb->getBoundingBox());
newmesh->addMeshBuffer(buf);
buf->drop();
}
break;
case video::EVT_TANGENTS:
{
video::S3DVertexTangents *v = (video::S3DVertexTangents *) mb->getVertices();
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
buf->Material = mb->getMaterial();
buf->Vertices.reallocate(vcount);
buf->Indices.reallocate(icount);
core::map<const video::S3DVertexTangents, const u16> sind; // search index for fast operation
typedef core::map<const video::S3DVertexTangents, const u16>::Node snode;
// Main algorithm
u32 highest = 0;
u32 drawcalls = 0;
for (;;)
{
if (tc[highest].drawn)
{
bool found = false;
float hiscore = 0;
for (u32 t = 0; t < tcount; t++)
{
if (!tc[t].drawn)
{
if (tc[t].score > hiscore)
{
highest = t;
hiscore = tc[t].score;
found = true;
}
}
}
if (!found)
break;
}
// Output the best triangle
u16 newind = buf->Vertices.size();
snode *s = sind.find(v[tc[highest].ind[0]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[0]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[0]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[1]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[1]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[1]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[2]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[2]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[2]], newind);
}
else
{
buf->Indices.push_back(s->getValue());
}
vc[tc[highest].ind[0]].NumActiveTris--;
vc[tc[highest].ind[1]].NumActiveTris--;
vc[tc[highest].ind[2]].NumActiveTris--;
tc[highest].drawn = true;
for (u16 j = 0; j < 3; j++)
{
vcache *vert = &vc[tc[highest].ind[j]];
for (u16 t = 0; t < vert->tris.size(); t++)
{
if (highest == vert->tris[t])
{
vert->tris.erase(t);
break;
}
}
}
lru.add(tc[highest].ind[0]);
lru.add(tc[highest].ind[1]);
highest = lru.add(tc[highest].ind[2]);
drawcalls++;
}
buf->setBoundingBox(mb->getBoundingBox());
newmesh->addMeshBuffer(buf);
buf->drop();
}
break;
}
delete [] vc;
delete [] tc;
} // for each meshbuffer
return newmesh;
}

@ -64,6 +64,13 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
*/
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir);
/*
Rotate the mesh around the axis and given angle in degrees.
*/
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees);
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees);
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
/*
Clone the mesh.
*/
@ -79,4 +86,11 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f);
*/
void recalculateBoundingBox(scene::IMesh *src_mesh);
/*
Vertex cache optimization according to the Forsyth paper:
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
Ported from irrlicht 1.8
*/
scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh);
#endif