Implement Tipsify

This commit is contained in:
Dynamitos
2024-04-08 11:38:55 +02:00
parent d6381a03c5
commit fc277c4d9a
2 changed files with 200 additions and 87 deletions
+163 -50
View File
@@ -5,12 +5,159 @@
using namespace Seele;
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);
}
}
struct Triangle
{
StaticArray<uint32, 3> indices;
Array<uint32> twoAdjacent;
Array<uint32> oneAdjacent;
int32 meshletId = -1;
};
int findIndex(Meshlet &current, uint32 index)
@@ -41,7 +188,7 @@ void completeMeshlet(Array<Meshlet> &meshlets, Meshlet &current)
};
}
bool addTriangle(const Array<Vector>& positions, Array<Meshlet> &meshlets, Meshlet &current, Triangle tri)
bool addTriangle(const Array<Vector>& positions, Meshlet &current, Triangle& tri)
{
int f1 = findIndex(current, tri.indices[0]);
int f2 = findIndex(current, tri.indices[1]);
@@ -67,61 +214,27 @@ void Meshlet::build(const Array<Vector> &positions, const Array<uint32> &indices
.numVertices = 0,
.numPrimitives = 0,
};
Array<Triangle> triangles(indices.size() / 3);
Array<uint32> optimizedIndices;
tipsifyIndexBuffer(indices, positions.size(), 25, optimizedIndices);
Array<Triangle> triangles(optimizedIndices.size() / 3);
for (size_t i = 0; i < triangles.size(); ++i)
{
triangles[i] = Triangle{
.indices = {
indices[i * 3 + 0],
indices[i * 3 + 1],
indices[i * 3 + 2],
optimizedIndices[i * 3 + 0],
optimizedIndices[i * 3 + 1],
optimizedIndices[i * 3 + 2],
},
};
}
for (size_t i = 0; i < triangles.size(); i++)
{
for (size_t j = 0; j < triangles.size(); j++)
{
if (i == j)
continue;
uint32 adjacency = 0;
if (triangles[i].indices[0] == triangles[j].indices[0]
|| triangles[i].indices[0] == triangles[j].indices[1]
|| triangles[i].indices[0] == triangles[j].indices[2])
{
adjacency++;
}
if (triangles[i].indices[1] == triangles[j].indices[0]
|| triangles[i].indices[1] == triangles[j].indices[1]
|| triangles[i].indices[1] == triangles[j].indices[2])
{
adjacency++;
}
if (triangles[i].indices[1] == triangles[j].indices[0]
|| triangles[i].indices[1] == triangles[j].indices[1]
|| triangles[i].indices[1] == triangles[j].indices[2])
{
adjacency++;
}
if(adjacency == 2)
{
triangles[i].twoAdjacent.add(j);
triangles[j].twoAdjacent.add(i);
}
if(adjacency == 1)
{
triangles[i].oneAdjacent.add(j);
triangles[j].oneAdjacent.add(i);
}
}
}
addTriangle(positions, meshlets, current, triangles.back());
triangles.pop();
while(!triangles.empty())
{
AABB boundingBox;
if (!addTriangle(positions, current, triangles.back()))
{
completeMeshlet(meshlets, current);
addTriangle(positions, current, triangles.back());
}
triangles.pop();
}
if (current.numVertices > 0)
{
+37 -37
View File
@@ -44,43 +44,43 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
},
.data = data,
});
for (size_t i = 0; i < data.numMeshlets; ++i)
{
auto bounding = meshlets[data.meshletOffset + i].bounding;
StaticArray<Vector, 8> corners;
corners[0] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.min.z, 1);
corners[1] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.max.z, 1);
corners[2] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.min.z, 1);
corners[3] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.max.z, 1);
corners[4] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.min.z, 1);
corners[5] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.max.z, 1);
corners[6] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.min.z, 1);
corners[7] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.max.z, 1);
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
}
//for (size_t i = 0; i < data.numMeshlets; ++i)
//{
// auto bounding = meshlets[data.meshletOffset + i].bounding;
// StaticArray<Vector, 8> corners;
// corners[0] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.min.z, 1);
// corners[1] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.max.z, 1);
// corners[2] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.min.z, 1);
// corners[3] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.max.z, 1);
// corners[4] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.min.z, 1);
// corners[5] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.max.z, 1);
// corners[6] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.min.z, 1);
// corners[7] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.max.z, 1);
// addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
//}
}
matInstanceData.materialInstance = referencedInstance;
referencedInstance->updateDescriptor();