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Seele/src/Engine/Graphics/Meshlet.cpp
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#include "Meshlet.h"
#include "Containers/Map.h"
#include "Containers/List.h"
#include "Containers/Set.h"
using namespace Seele;
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struct AdjacencyInfo
{
Array<uint32> trianglesPerVertex;
Array<uint32> indexBufferOffset;
Array<uint32> triangleData;
};
void buildAdjacency(const uint32 numVerts, const Array<uint32>& indices, AdjacencyInfo& info)
{
info.trianglesPerVertex.resize(numVerts, 0);
for (int i = 0; i < indices.size(); ++i)
{
info.trianglesPerVertex[indices[i]]++;
}
uint32 triangleOffset = 0;
info.indexBufferOffset.resize(numVerts, 0);
for (int j = 0; j < numVerts; ++j)
{
info.indexBufferOffset[j] = triangleOffset;
triangleOffset += info.trianglesPerVertex[j];
}
uint32 numTriangles = indices.size() / 3;
info.triangleData.resize(triangleOffset);
Array<uint32> offsets = info.indexBufferOffset;
for (uint32 k = 0; k < numTriangles; ++k)
{
int a = indices[k * 3];
int b = indices[k * 3 + 1];
int c = indices[k * 3 + 2];
info.triangleData[offsets[a]++] = k;
info.triangleData[offsets[b]++] = k;
info.triangleData[offsets[c]++] = k;
}
}
uint32 skipDeadEnd(const Array<uint32>& liveTriCount, List<uint32>& deadEndStack, uint32& cursor)
{
while (!deadEndStack.empty())
{
uint32 vertIdx = deadEndStack.front();
deadEndStack.popFront();
if (liveTriCount[vertIdx] > 0)
{
return vertIdx;
}
}
while (cursor < liveTriCount.size())
{
if (liveTriCount[cursor] > 0)
{
return cursor;
}
++cursor;
}
return -1;
}
uint32 getNextVertex(const int cacheSize, const Array<uint32>& oneRing, const Array<uint32>& cacheTimeStamps, const uint32 timeStamp, const Array<uint32>& liveTriCount, List<uint32>& deadEndStack, uint32& cursor)
{
uint32 bestCandidate = std::numeric_limits<uint32>::max();
int highestPriority = -1;
for (const uint32& vertIdx : oneRing)
{
if (liveTriCount[vertIdx] > 0)
{
int priority = 0;
if (timeStamp - cacheTimeStamps[vertIdx] + 2 * liveTriCount[vertIdx] <= cacheSize)
{
priority = timeStamp - cacheTimeStamps[vertIdx];
}
if (priority > highestPriority)
{
highestPriority = priority;
bestCandidate = vertIdx;
}
}
}
if(bestCandidate == std::numeric_limits<uint32>::max())
{
bestCandidate = skipDeadEnd(liveTriCount, deadEndStack, cursor);
}
return bestCandidate;
}
void tipsifyIndexBuffer(const Array<uint32>& indices, const uint32 numVerts, const int cacheSize, Array<uint32>& outIndices)
{
AdjacencyInfo adjacencyStruct;
buildAdjacency(numVerts, indices, adjacencyStruct);
Array<uint32> liveTriCount = adjacencyStruct.trianglesPerVertex;
Array<uint32> cacheTimeStamps(numVerts);
List<uint32> deadEndStack;
Array<bool> emittedTriangles(indices.size() / 3);
uint32 curVert = 0;
uint32 timeStamp = cacheSize + 1;
uint32 cursor = 1;
while (curVert != -1)
{
Array<uint32> oneRing;
const uint32* startTriPointer = &adjacencyStruct.triangleData[0] + adjacencyStruct.indexBufferOffset[curVert];
const uint32* endTriPointer = startTriPointer + adjacencyStruct.trianglesPerVertex[curVert];
for (const uint32* it = startTriPointer; it != endTriPointer; ++it)
{
uint32 triangle = *it;
if (emittedTriangles[triangle])
continue;
uint32 a = indices[triangle * 3 + 0];
uint32 b = indices[triangle * 3 + 1];
uint32 c = indices[triangle * 3 + 2];
outIndices.add(a);
outIndices.add(b);
outIndices.add(c);
deadEndStack.add(a);
deadEndStack.add(b);
deadEndStack.add(c);
oneRing.add(a);
oneRing.add(b);
oneRing.add(c);
liveTriCount[a]--;
liveTriCount[b]--;
liveTriCount[c]--;
if (timeStamp - cacheTimeStamps[a] > cacheSize) {
cacheTimeStamps[a] = timeStamp;
}
if (timeStamp - cacheTimeStamps[b] > cacheSize) {
cacheTimeStamps[b] = timeStamp;
}
if (timeStamp - cacheTimeStamps[c] > cacheSize) {
cacheTimeStamps[c] = timeStamp;
}
emittedTriangles[triangle] = true;
}
curVert = getNextVertex(cacheSize, oneRing, cacheTimeStamps, timeStamp, liveTriCount, deadEndStack, cursor);
}
}
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struct Triangle
{
StaticArray<uint32, 3> indices;
};
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int findIndex(Meshlet &current, uint32 index)
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{
for (uint32 i = 0; i < current.numVertices; ++i)
{
if (current.uniqueVertices[i] == index)
{
return i;
}
}
if (current.numVertices == Gfx::numVerticesPerMeshlet)
{
return -1;
}
current.uniqueVertices[current.numVertices] = index;
return current.numVertices++;
}
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void completeMeshlet(Array<Meshlet> &meshlets, Meshlet &current)
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{
meshlets.add(current);
current = {
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.boundingBox = AABB(),
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.numVertices = 0,
.numPrimitives = 0,
};
}
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bool addTriangle(const Array<Vector>& positions, Meshlet &current, Triangle& tri)
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{
int f1 = findIndex(current, tri.indices[0]);
int f2 = findIndex(current, tri.indices[1]);
int f3 = findIndex(current, tri.indices[2]);
if (f1 == -1 || f2 == -1 || f3 == -1)
{
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return false;
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}
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current.boundingBox.adjust(positions[tri.indices[0]]);
current.boundingBox.adjust(positions[tri.indices[1]]);
current.boundingBox.adjust(positions[tri.indices[2]]);
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current.primitiveLayout[current.numPrimitives * 3 + 0] = uint8(f1);
current.primitiveLayout[current.numPrimitives * 3 + 1] = uint8(f2);
current.primitiveLayout[current.numPrimitives * 3 + 2] = uint8(f3);
current.numPrimitives++;
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return true;
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}
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void Meshlet::build(const Array<Vector> &positions, const Array<uint32> &indices, Array<Meshlet> &meshlets)
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{
Meshlet current = {
.numVertices = 0,
.numPrimitives = 0,
};
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Array<uint32> optimizedIndices;
tipsifyIndexBuffer(indices, positions.size(), 25, optimizedIndices);
Array<Triangle> triangles(optimizedIndices.size() / 3);
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for (size_t i = 0; i < triangles.size(); ++i)
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{
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triangles[i] = Triangle{
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.indices = {
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optimizedIndices[i * 3 + 0],
optimizedIndices[i * 3 + 1],
optimizedIndices[i * 3 + 2],
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},
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};
}
while(!triangles.empty())
{
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if (!addTriangle(positions, current, triangles.back()))
{
completeMeshlet(meshlets, current);
addTriangle(positions, current, triangles.back());
}
triangles.pop();
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}
if (current.numVertices > 0)
{
completeMeshlet(meshlets, current);
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}
}