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-rw-r--r--thirdparty/meshoptimizer/spatialorder.cpp194
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diff --git a/thirdparty/meshoptimizer/spatialorder.cpp b/thirdparty/meshoptimizer/spatialorder.cpp
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+// This file is part of meshoptimizer library; see meshoptimizer.h for version/license details
+#include "meshoptimizer.h"
+
+#include <assert.h>
+#include <float.h>
+#include <string.h>
+
+// This work is based on:
+// Fabian Giesen. Decoding Morton codes. 2009
+namespace meshopt
+{
+
+// "Insert" two 0 bits after each of the 10 low bits of x
+inline unsigned int part1By2(unsigned int x)
+{
+ x &= 0x000003ff; // x = ---- ---- ---- ---- ---- --98 7654 3210
+ x = (x ^ (x << 16)) & 0xff0000ff; // x = ---- --98 ---- ---- ---- ---- 7654 3210
+ x = (x ^ (x << 8)) & 0x0300f00f; // x = ---- --98 ---- ---- 7654 ---- ---- 3210
+ x = (x ^ (x << 4)) & 0x030c30c3; // x = ---- --98 ---- 76-- --54 ---- 32-- --10
+ x = (x ^ (x << 2)) & 0x09249249; // x = ---- 9--8 --7- -6-- 5--4 --3- -2-- 1--0
+ return x;
+}
+
+static void computeOrder(unsigned int* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
+{
+ size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
+
+ float minv[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
+ float maxv[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
+
+ for (size_t i = 0; i < vertex_count; ++i)
+ {
+ const float* v = vertex_positions_data + i * vertex_stride_float;
+
+ for (int j = 0; j < 3; ++j)
+ {
+ float vj = v[j];
+
+ minv[j] = minv[j] > vj ? vj : minv[j];
+ maxv[j] = maxv[j] < vj ? vj : maxv[j];
+ }
+ }
+
+ float extent = 0.f;
+
+ extent = (maxv[0] - minv[0]) < extent ? extent : (maxv[0] - minv[0]);
+ extent = (maxv[1] - minv[1]) < extent ? extent : (maxv[1] - minv[1]);
+ extent = (maxv[2] - minv[2]) < extent ? extent : (maxv[2] - minv[2]);
+
+ float scale = extent == 0 ? 0.f : 1.f / extent;
+
+ // generate Morton order based on the position inside a unit cube
+ for (size_t i = 0; i < vertex_count; ++i)
+ {
+ const float* v = vertex_positions_data + i * vertex_stride_float;
+
+ int x = int((v[0] - minv[0]) * scale * 1023.f + 0.5f);
+ int y = int((v[1] - minv[1]) * scale * 1023.f + 0.5f);
+ int z = int((v[2] - minv[2]) * scale * 1023.f + 0.5f);
+
+ result[i] = part1By2(x) | (part1By2(y) << 1) | (part1By2(z) << 2);
+ }
+}
+
+static void computeHistogram(unsigned int (&hist)[1024][3], const unsigned int* data, size_t count)
+{
+ memset(hist, 0, sizeof(hist));
+
+ // compute 3 10-bit histograms in parallel
+ for (size_t i = 0; i < count; ++i)
+ {
+ unsigned int id = data[i];
+
+ hist[(id >> 0) & 1023][0]++;
+ hist[(id >> 10) & 1023][1]++;
+ hist[(id >> 20) & 1023][2]++;
+ }
+
+ unsigned int sumx = 0, sumy = 0, sumz = 0;
+
+ // replace histogram data with prefix histogram sums in-place
+ for (int i = 0; i < 1024; ++i)
+ {
+ unsigned int hx = hist[i][0], hy = hist[i][1], hz = hist[i][2];
+
+ hist[i][0] = sumx;
+ hist[i][1] = sumy;
+ hist[i][2] = sumz;
+
+ sumx += hx;
+ sumy += hy;
+ sumz += hz;
+ }
+
+ assert(sumx == count && sumy == count && sumz == count);
+}
+
+static void radixPass(unsigned int* destination, const unsigned int* source, const unsigned int* keys, size_t count, unsigned int (&hist)[1024][3], int pass)
+{
+ int bitoff = pass * 10;
+
+ for (size_t i = 0; i < count; ++i)
+ {
+ unsigned int id = (keys[source[i]] >> bitoff) & 1023;
+
+ destination[hist[id][pass]++] = source[i];
+ }
+}
+
+} // namespace meshopt
+
+void meshopt_spatialSortRemap(unsigned int* destination, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
+{
+ using namespace meshopt;
+
+ assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
+ assert(vertex_positions_stride % sizeof(float) == 0);
+
+ meshopt_Allocator allocator;
+
+ unsigned int* keys = allocator.allocate<unsigned int>(vertex_count);
+ computeOrder(keys, vertex_positions, vertex_count, vertex_positions_stride);
+
+ unsigned int hist[1024][3];
+ computeHistogram(hist, keys, vertex_count);
+
+ unsigned int* scratch = allocator.allocate<unsigned int>(vertex_count);
+
+ for (size_t i = 0; i < vertex_count; ++i)
+ destination[i] = unsigned(i);
+
+ // 3-pass radix sort computes the resulting order into scratch
+ radixPass(scratch, destination, keys, vertex_count, hist, 0);
+ radixPass(destination, scratch, keys, vertex_count, hist, 1);
+ radixPass(scratch, destination, keys, vertex_count, hist, 2);
+
+ // since our remap table is mapping old=>new, we need to reverse it
+ for (size_t i = 0; i < vertex_count; ++i)
+ destination[scratch[i]] = unsigned(i);
+}
+
+void meshopt_spatialSortTriangles(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
+{
+ using namespace meshopt;
+
+ assert(index_count % 3 == 0);
+ assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
+ assert(vertex_positions_stride % sizeof(float) == 0);
+
+ (void)vertex_count;
+
+ size_t face_count = index_count / 3;
+ size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
+
+ meshopt_Allocator allocator;
+
+ float* centroids = allocator.allocate<float>(face_count * 3);
+
+ for (size_t i = 0; i < face_count; ++i)
+ {
+ unsigned int a = indices[i * 3 + 0], b = indices[i * 3 + 1], c = indices[i * 3 + 2];
+ assert(a < vertex_count && b < vertex_count && c < vertex_count);
+
+ const float* va = vertex_positions + a * vertex_stride_float;
+ const float* vb = vertex_positions + b * vertex_stride_float;
+ const float* vc = vertex_positions + c * vertex_stride_float;
+
+ centroids[i * 3 + 0] = (va[0] + vb[0] + vc[0]) / 3.f;
+ centroids[i * 3 + 1] = (va[1] + vb[1] + vc[1]) / 3.f;
+ centroids[i * 3 + 2] = (va[2] + vb[2] + vc[2]) / 3.f;
+ }
+
+ unsigned int* remap = allocator.allocate<unsigned int>(face_count);
+
+ meshopt_spatialSortRemap(remap, centroids, face_count, sizeof(float) * 3);
+
+ // support in-order remap
+ if (destination == indices)
+ {
+ unsigned int* indices_copy = allocator.allocate<unsigned int>(index_count);
+ memcpy(indices_copy, indices, index_count * sizeof(unsigned int));
+ indices = indices_copy;
+ }
+
+ for (size_t i = 0; i < face_count; ++i)
+ {
+ unsigned int a = indices[i * 3 + 0], b = indices[i * 3 + 1], c = indices[i * 3 + 2];
+ unsigned int r = remap[i];
+
+ destination[r * 3 + 0] = a;
+ destination[r * 3 + 1] = b;
+ destination[r * 3 + 2] = c;
+ }
+}