diff options
Diffstat (limited to 'thirdparty/meshoptimizer/meshoptimizer.h')
-rw-r--r-- | thirdparty/meshoptimizer/meshoptimizer.h | 104 |
1 files changed, 87 insertions, 17 deletions
diff --git a/thirdparty/meshoptimizer/meshoptimizer.h b/thirdparty/meshoptimizer/meshoptimizer.h index 1714000384..fe8d349731 100644 --- a/thirdparty/meshoptimizer/meshoptimizer.h +++ b/thirdparty/meshoptimizer/meshoptimizer.h @@ -1,7 +1,7 @@ /** - * meshoptimizer - version 0.15 + * meshoptimizer - version 0.16 * - * Copyright (C) 2016-2020, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com) + * Copyright (C) 2016-2021, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com) * Report bugs and download new versions at https://github.com/zeux/meshoptimizer * * This library is distributed under the MIT License. See notice at the end of this file. @@ -12,7 +12,7 @@ #include <stddef.h> /* Version macro; major * 1000 + minor * 10 + patch */ -#define MESHOPTIMIZER_VERSION 150 /* 0.15 */ +#define MESHOPTIMIZER_VERSION 160 /* 0.16 */ /* If no API is defined, assume default */ #ifndef MESHOPTIMIZER_API @@ -98,6 +98,35 @@ MESHOPTIMIZER_API void meshopt_generateShadowIndexBuffer(unsigned int* destinati MESHOPTIMIZER_API void meshopt_generateShadowIndexBufferMulti(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, const struct meshopt_Stream* streams, size_t stream_count); /** + * Generate index buffer that can be used as a geometry shader input with triangle adjacency topology + * Each triangle is converted into a 6-vertex patch with the following layout: + * - 0, 2, 4: original triangle vertices + * - 1, 3, 5: vertices adjacent to edges 02, 24 and 40 + * The resulting patch can be rendered with geometry shaders using e.g. VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY. + * This can be used to implement algorithms like silhouette detection/expansion and other forms of GS-driven rendering. + * + * destination must contain enough space for the resulting index buffer (index_count*2 elements) + * vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer + */ +MESHOPTIMIZER_EXPERIMENTAL void meshopt_generateAdjacencyIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); + +/** + * Generate index buffer that can be used for PN-AEN tessellation with crack-free displacement + * Each triangle is converted into a 12-vertex patch with the following layout: + * - 0, 1, 2: original triangle vertices + * - 3, 4: opposing edge for edge 0, 1 + * - 5, 6: opposing edge for edge 1, 2 + * - 7, 8: opposing edge for edge 2, 0 + * - 9, 10, 11: dominant vertices for corners 0, 1, 2 + * The resulting patch can be rendered with hardware tessellation using PN-AEN and displacement mapping. + * See "Tessellation on Any Budget" (John McDonald, GDC 2011) for implementation details. + * + * destination must contain enough space for the resulting index buffer (index_count*4 elements) + * vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer + */ +MESHOPTIMIZER_EXPERIMENTAL void meshopt_generateTessellationIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); + +/** * Vertex transform cache optimizer * Reorders indices to reduce the number of GPU vertex shader invocations * If index buffer contains multiple ranges for multiple draw calls, this functions needs to be called on each range individually. @@ -373,22 +402,31 @@ MESHOPTIMIZER_API struct meshopt_VertexFetchStatistics meshopt_analyzeVertexFetc struct meshopt_Meshlet { - unsigned int vertices[64]; - unsigned char indices[126][3]; - unsigned char triangle_count; - unsigned char vertex_count; + /* offsets within meshlet_vertices and meshlet_triangles arrays with meshlet data */ + unsigned int vertex_offset; + unsigned int triangle_offset; + + /* number of vertices and triangles used in the meshlet; data is stored in consecutive range defined by offset and count */ + unsigned int vertex_count; + unsigned int triangle_count; }; /** * Experimental: Meshlet builder * Splits the mesh into a set of meshlets where each meshlet has a micro index buffer indexing into meshlet vertices that refer to the original vertex buffer * The resulting data can be used to render meshes using NVidia programmable mesh shading pipeline, or in other cluster-based renderers. - * For maximum efficiency the index buffer being converted has to be optimized for vertex cache first. + * When using buildMeshlets, vertex positions need to be provided to minimize the size of the resulting clusters. + * When using buildMeshletsScan, for maximum efficiency the index buffer being converted has to be optimized for vertex cache first. * - * destination must contain enough space for all meshlets, worst case size can be computed with meshopt_buildMeshletsBound - * max_vertices and max_triangles can't exceed limits statically declared in meshopt_Meshlet (max_vertices <= 64, max_triangles <= 126) + * meshlets must contain enough space for all meshlets, worst case size can be computed with meshopt_buildMeshletsBound + * meshlet_vertices must contain enough space for all meshlets, worst case size is equal to max_meshlets * max_vertices + * meshlet_triangles must contain enough space for all meshlets, worst case size is equal to max_meshlets * max_triangles * 3 + * vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer + * max_vertices and max_triangles must not exceed implementation limits (max_vertices <= 255 - not 256!, max_triangles <= 512) + * cone_weight should be set to 0 when cone culling is not used, and a value between 0 and 1 otherwise to balance between cluster size and cone culling efficiency */ -MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_buildMeshlets(struct meshopt_Meshlet* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles); +MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_buildMeshlets(struct meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t max_vertices, size_t max_triangles, float cone_weight); +MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_buildMeshletsScan(struct meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const unsigned int* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles); MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_buildMeshletsBound(size_t index_count, size_t max_vertices, size_t max_triangles); struct meshopt_Bounds @@ -426,10 +464,10 @@ struct meshopt_Bounds * to do frustum/occlusion culling, the formula that doesn't use the apex may be preferable. * * vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer - * index_count should be less than or equal to 256*3 (the function assumes clusters of limited size) + * index_count/3 should be less than or equal to 512 (the function assumes clusters of limited size) */ MESHOPTIMIZER_EXPERIMENTAL struct meshopt_Bounds meshopt_computeClusterBounds(const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); -MESHOPTIMIZER_EXPERIMENTAL struct meshopt_Bounds meshopt_computeMeshletBounds(const struct meshopt_Meshlet* meshlet, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); +MESHOPTIMIZER_EXPERIMENTAL struct meshopt_Bounds meshopt_computeMeshletBounds(const unsigned int* meshlet_vertices, const unsigned char* meshlet_triangles, size_t triangle_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); /** * Experimental: Spatial sorter @@ -513,6 +551,10 @@ inline void meshopt_generateShadowIndexBuffer(T* destination, const T* indices, template <typename T> inline void meshopt_generateShadowIndexBufferMulti(T* destination, const T* indices, size_t index_count, size_t vertex_count, const meshopt_Stream* streams, size_t stream_count); template <typename T> +inline void meshopt_generateAdjacencyIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); +template <typename T> +inline void meshopt_generateTessellationIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); +template <typename T> inline void meshopt_optimizeVertexCache(T* destination, const T* indices, size_t index_count, size_t vertex_count); template <typename T> inline void meshopt_optimizeVertexCacheStrip(T* destination, const T* indices, size_t index_count, size_t vertex_count); @@ -547,7 +589,9 @@ inline meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const T* indices, size template <typename T> inline meshopt_VertexFetchStatistics meshopt_analyzeVertexFetch(const T* indices, size_t index_count, size_t vertex_count, size_t vertex_size); template <typename T> -inline size_t meshopt_buildMeshlets(meshopt_Meshlet* destination, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles); +inline size_t meshopt_buildMeshlets(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t max_vertices, size_t max_triangles, float cone_weight); +template <typename T> +inline size_t meshopt_buildMeshletsScan(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles); template <typename T> inline meshopt_Bounds meshopt_computeClusterBounds(const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); template <typename T> @@ -762,6 +806,24 @@ inline void meshopt_generateShadowIndexBufferMulti(T* destination, const T* indi } template <typename T> +inline void meshopt_generateAdjacencyIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride) +{ + meshopt_IndexAdapter<T> in(0, indices, index_count); + meshopt_IndexAdapter<T> out(destination, 0, index_count * 2); + + meshopt_generateAdjacencyIndexBuffer(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride); +} + +template <typename T> +inline void meshopt_generateTessellationIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride) +{ + meshopt_IndexAdapter<T> in(0, indices, index_count); + meshopt_IndexAdapter<T> out(destination, 0, index_count * 4); + + meshopt_generateTessellationIndexBuffer(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride); +} + +template <typename T> inline void meshopt_optimizeVertexCache(T* destination, const T* indices, size_t index_count, size_t vertex_count) { meshopt_IndexAdapter<T> in(0, indices, index_count); @@ -908,11 +970,19 @@ inline meshopt_VertexFetchStatistics meshopt_analyzeVertexFetch(const T* indices } template <typename T> -inline size_t meshopt_buildMeshlets(meshopt_Meshlet* destination, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles) +inline size_t meshopt_buildMeshlets(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t max_vertices, size_t max_triangles, float cone_weight) +{ + meshopt_IndexAdapter<T> in(0, indices, index_count); + + return meshopt_buildMeshlets(meshlets, meshlet_vertices, meshlet_triangles, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride, max_vertices, max_triangles, cone_weight); +} + +template <typename T> +inline size_t meshopt_buildMeshletsScan(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles) { meshopt_IndexAdapter<T> in(0, indices, index_count); - return meshopt_buildMeshlets(destination, in.data, index_count, vertex_count, max_vertices, max_triangles); + return meshopt_buildMeshletsScan(meshlets, meshlet_vertices, meshlet_triangles, in.data, index_count, vertex_count, max_vertices, max_triangles); } template <typename T> @@ -934,7 +1004,7 @@ inline void meshopt_spatialSortTriangles(T* destination, const T* indices, size_ #endif /** - * Copyright (c) 2016-2020 Arseny Kapoulkine + * Copyright (c) 2016-2021 Arseny Kapoulkine * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation |