Fixing tree and adding unit tests

This commit is contained in:
Dynamitos
2023-12-23 18:26:54 +01:00
parent c8f99bb64d
commit 95dcfda1cd
11 changed files with 272 additions and 98 deletions
+1 -1
View File
@@ -29,5 +29,5 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
{
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
return float4(result, 1.0f);
return float4(params.vertexColor, 1.0f);
}
+1
View File
@@ -120,6 +120,7 @@ void meshMain(
{
uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
VertexAttributes attr = pVertexData.getAttributes(md.indicesOffset + vertexIndex);
attr.vertexColor = m.color;
vertices[v] = attr.getParameter(inst.transformMatrix);
}
}
+2
View File
@@ -7,6 +7,8 @@ struct MeshletDescription
uint32_t primitiveCount;
uint32_t vertexOffset;
uint32_t primitiveOffset;
float3 color;
float pad;
};
struct MeshData
+1 -5
View File
@@ -268,11 +268,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
Array<Meshlet> meshlets;
meshlets.reserve(indices.size() / (3ull * Gfx::numPrimitivesPerMeshlet));
Meshlet::build(indices, meshlets);
for (auto& meshlet : meshlets)
{
meshlet.calcBoundingBox(positions);
}
Meshlet::build(positions, indices, meshlets);
vertexData->loadMesh(id, indices, meshlets);
collider.physicsMesh.addCollider(positions, indices, Matrix4(1.0f));
+16 -10
View File
@@ -185,7 +185,10 @@ public:
, _size()
, comp(other.comp)
{
std::copy(other.begin(), other.end(), begin());
for (const auto& elem : other)
{
insert(elem);
}
}
constexpr Tree(Tree&& other) noexcept
: alloc(std::move(other.alloc))
@@ -204,11 +207,14 @@ public:
if (this != &other)
{
clear();
alloc = other.alloc;
comp = other.comp;
root = nullptr;
_size = 0;
std::copy(other.begin(), other.end(), begin());
if constexpr (std::allocator_traits<allocator_type>::propagate_on_container_copy_assignment::value)
{
alloc = other.alloc;
}
for (const auto& elem : other)
{
insert(elem);
}
markIteratorsDirty();
}
return *this;
@@ -405,7 +411,7 @@ private:
Node* newNode = alloc.allocate(1);
std::allocator_traits<NodeAlloc>::construct(alloc, newNode, nullptr, nullptr, std::forward<NodeDataType>(data));
if (comp(keyFun(r->data), keyFun(newNode->data)))
if (comp(keyFun(newNode->data), keyFun(r->data)))
{
newNode->rightChild = r;
newNode->leftChild = r->leftChild;
@@ -456,12 +462,12 @@ private:
{
return r;
}
if (comp(keyFun(r->data), key))
if (comp(key, keyFun(r->data)))
{
if (r->leftChild == nullptr)
return r;
if (comp(keyFun(r->leftChild->data), key))
if (comp(key, keyFun(r->leftChild->data)))
{
r->leftChild->leftChild = _splay(r->leftChild->leftChild, key);
@@ -483,7 +489,7 @@ private:
if (r->rightChild == nullptr)
return r;
if (comp(keyFun(r->rightChild->data), key))
if (comp(key, keyFun(r->rightChild->data)))
{
r->rightChild->leftChild = _splay(r->rightChild->leftChild, key);
+3
View File
@@ -15,6 +15,8 @@ target_sources(Engine
Initializer.cpp
Mesh.h
Mesh.cpp
Meshlet.h
Meshlet.cpp
Pipeline.h
Pipeline.cpp
RenderTarget.h
@@ -43,6 +45,7 @@ target_sources(Engine
Graphics.h
Initializer.h
Mesh.h
Meshlet.h
Pipeline.h
RenderTarget.h
Resources.h
+203
View File
@@ -0,0 +1,203 @@
#include "Meshlet.h"
#include "Containers/Map.h"
#include "Containers/List.h"
#include "Containers/Set.h"
using namespace Seele;
// Tipsy algorithm by Sanders 2007
struct Triangle
{
bool emitted = false;
StaticArray<uint32, 3> indices;
};
Map<uint32, List<Triangle>> buildAdjacency(const Array<uint32>& indices)
{
Map<uint32, List<Triangle>> result;
for (uint32 i = 0; i < indices.size(); i += 3)
{
result[indices[i + 0]].add(Triangle{
.emitted = false,
.indices = {
indices[i + 0],
indices[i + 1],
indices[i + 2],
}
});
result[indices[i + 1]].add(Triangle{
.emitted = false,
.indices = {
indices[i + 0],
indices[i + 1],
indices[i + 2],
}
});
result[indices[i + 2]].add(Triangle{
.emitted = false,
.indices = {
indices[i + 0],
indices[i + 1],
indices[i + 2],
}
});
}
return result;
}
Map<uint32, uint32> getTriangleCounts(Map<uint32, List<Triangle>>& adjacency)
{
Map<uint32, uint32> result;
for (const auto& [index, list] : adjacency)
{
result[index] = list.size();
}
return result;
}
int32 skipDeadEnd(Map<uint32, uint32>& L, Array<uint32>& D, const Array<uint32>& indices, uint32& i, uint32 vertexCount)
{
while (!D.empty())
{
uint32 d = D.back();
D.pop();
if (L[d] > 0)
{
return d;
}
}
while (i < vertexCount)
{
i++;
if (L[i] > 0)
{
return i;
}
}
return -1;
}
uint32 getNextVertex(const Array<uint32>& indices, uint32& i, uint32 cacheSize, Set<uint32> N, const Array<uint32>& C, uint32 s, Map<uint32, uint32>& L, Array<uint32>& D, uint32 vertexCount)
{
int32 n = -1;
int32 p = -1;
int32 m = 0;
for (uint32 v : N)
{
if (L[v] > 0)
{
p = 0;
if (s - C[v] + 2 * L[v] <= cacheSize)
{
p = s - C[v];
}
if (p > m)
{
m = p;
n = v;
}
}
}
if (n == -1)
{
n = skipDeadEnd(L, D, indices, i, vertexCount);
}
return n;
}
Array<uint32> tipsify(const Array<Vector>& positions, const Array<uint32>& indices, uint32 cacheSize)
{
auto A = buildAdjacency(indices);
auto L = getTriangleCounts(A);
auto C = Array<uint32>(positions.size(), 0);
auto D = Array<uint32>();
Array<uint32> output;
int32 f = 0;
uint32 s = cacheSize + 1, i = 1;
while (f >= 0)
{
auto N = Set<uint32>();
for (Triangle t : A[f])
{
if (!t.emitted)
{
for (uint32 v : t.indices)
{
output.add(v);
D.add(v);
N.insert(v);
L[v] = L[v] - 1;
if (s - C[v] > cacheSize)
{
C[v] = s;
s = s + 1;
}
}
t.emitted = true;
}
}
f = getNextVertex(indices, i, cacheSize, std::move(N), C, s, L, D, positions.size());
}
return output;
}
void Meshlet::build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets)
{
Meshlet current = {
.numVertices = 0,
.numPrimitives = 0,
};
auto findIndex = [&current](uint32 index) -> int {
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++;
};
auto completeMeshlet = [&positions, &meshlets, &current]() {
for (uint32 i = 0; i < current.numVertices; ++i)
{
current.boundingBox.adjust(positions[current.uniqueVertices[i]]);
}
meshlets.add(current);
current = {
.numVertices = 0,
.numPrimitives = 0,
};
};
for (size_t faceIndex = 0; faceIndex < indices.size() / 3; ++faceIndex)
{
int f1 = findIndex(indices[faceIndex * 3 + 0]);
int f2 = findIndex(indices[faceIndex * 3 + 1]);
int f3 = findIndex(indices[faceIndex * 3 + 2]);
if (f1 == -1 || f2 == -1 || f1 == -1)
{
completeMeshlet();
f1 = findIndex(indices[faceIndex * 3 + 0]);
f2 = findIndex(indices[faceIndex * 3 + 1]);
f3 = findIndex(indices[faceIndex * 3 + 2]);
}
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++;
if (current.numPrimitives == Gfx::numPrimitivesPerMeshlet)
{
completeMeshlet();
}
}
if (current.numVertices > 0)
{
completeMeshlet();
}
}
+16
View File
@@ -0,0 +1,16 @@
#pragma once
#include "Math/AABB.h"
#include "Graphics/Enums.h"
namespace Seele
{
struct Meshlet
{
AABB boundingBox;
uint32 uniqueVertices[Gfx::numVerticesPerMeshlet]; // unique vertiex indices in the vertex data
uint8 primitiveLayout[Gfx::numPrimitivesPerMeshlet * 3]; // indices into the uniqueVertices array, only uint8 needed
uint32 numVertices;
uint32 numPrimitives;
static void build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets);
};
} // namespace Seele
+1 -70
View File
@@ -117,6 +117,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
.primitiveCount = m.numPrimitives,
.vertexOffset = vertexOffset,
.primitiveOffset = primitiveOffset,
.color = Vector((float)rand() / RAND_MAX,(float)rand() / RAND_MAX,(float)rand() / RAND_MAX),
});
}
meshData[id].add(MeshData{
@@ -245,73 +246,3 @@ VertexData::VertexData()
, dirty(false)
{
}
void Meshlet::build(const Array<uint32>& indices, Array<Meshlet>& meshlets)
{
Map<uint32, Set<uint32>> connectivity;
for (uint32 i = 0; i < indices.size(); i+=3)
{
connectivity[indices[i]].insert(indices[i + 1]);
connectivity[indices[i]].insert(indices[i + 2]);
}
Meshlet current = {
.numVertices = 0,
.numPrimitives = 0,
};
auto findIndex = [&current](uint32 index) -> int {
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++;
};
auto completeMeshlet = [&meshlets, &current]() {
meshlets.add(current);
current = {
.numVertices = 0,
.numPrimitives = 0,
};
};
for (size_t faceIndex = 0; faceIndex < indices.size() / 3; ++faceIndex)
{
int f1 = findIndex(indices[faceIndex * 3 + 0]);
int f2 = findIndex(indices[faceIndex * 3 + 1]);
int f3 = findIndex(indices[faceIndex * 3 + 2]);
if (f1 == -1 || f2 == -1 || f1 == -1)
{
completeMeshlet();
f1 = findIndex(indices[faceIndex * 3 + 0]);
f2 = findIndex(indices[faceIndex * 3 + 1]);
f3 = findIndex(indices[faceIndex * 3 + 2]);
}
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++;
if (current.numPrimitives == Gfx::numPrimitivesPerMeshlet)
{
completeMeshlet();
}
}
if (current.numVertices > 0)
{
completeMeshlet();
}
}
void Meshlet::calcBoundingBox(const Array<Vector>& positions)
{
for (uint32 i = 0; i < numVertices; ++i)
{
boundingBox.adjust(positions[uniqueVertices[i]]);
}
}
+3 -11
View File
@@ -6,7 +6,7 @@
#include "Graphics/Command.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Buffer.h"
#include "Math/AABB.h"
#include "Meshlet.h"
namespace Seele
{
@@ -23,16 +23,6 @@ struct MeshId
return id == other.id;
}
};
struct Meshlet
{
AABB boundingBox;
uint32 uniqueVertices[Gfx::numVerticesPerMeshlet]; // unique vertiex indices in the vertex data
uint8 primitiveLayout[Gfx::numPrimitivesPerMeshlet * 3]; // indices into the uniqueVertices array, only uint8 needed
uint32 numVertices;
uint32 numPrimitives;
static void build(const Array<uint32>& indices, Array<Meshlet>& meshlets);
void calcBoundingBox(const Array<Vector>& positions);
};
class VertexData
{
public:
@@ -99,6 +89,8 @@ protected:
uint32_t primitiveCount;
uint32_t vertexOffset;
uint32_t primitiveOffset;
Vector color;
float pad;
};
std::mutex materialDataLock;
Map<std::string, MaterialData> materialData;
+25 -1
View File
@@ -82,10 +82,34 @@ TEST(CachedMap, custom_key)
TEST(CachedMap, string_key)
{
std::map<std::string, int> map;
Map<std::string, int> map;
map["Test"] = 2;
map["Test2"] = 3;
ASSERT_EQ(map["Test"], 2);
ASSERT_EQ(map["Test2"], 3);
}
TEST(CachedMap, copy)
{
Map<int, int> map;
map[54] = 14;
map[5123] = 51;
map[262] = 14;
map[9620] = 91283;
map[141] = 415;
Map<int, int> map2 = map;
Map<int, int> map3;
map3 = map;
Map<int, int>::iterator i1 = map.begin();
Map<int, int>::iterator i2 = map2.begin();
Map<int, int>::iterator i3 = map3.begin();
while(i1 != map.end())
{
ASSERT_EQ(i1->key, i2->key);
ASSERT_EQ(i1->value, i2->value);
ASSERT_EQ(i1->key, i3->key);
ASSERT_EQ(i1->value, i3->value);
i1++; i2++; i3++;
}
}