summaryrefslogtreecommitdiff
path: root/thirdparty/meshoptimizer/patches/attribute-aware-simplify.patch
blob: c065026a7d09912d687eb8c9f5358fe53ad9d251 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
diff --git a/thirdparty/meshoptimizer/meshoptimizer.h b/thirdparty/meshoptimizer/meshoptimizer.h
index d95725dd71..46d28d3ea3 100644
--- a/thirdparty/meshoptimizer/meshoptimizer.h
+++ b/thirdparty/meshoptimizer/meshoptimizer.h
@@ -321,6 +321,11 @@ enum
     meshopt_SimplifyLockBorder = 1 << 0,
 };
 
+/**
+ * Experimental: Mesh simplifier with attribute metric; attributes follow xyz position data atm (vertex data must contain 3 + attribute_count floats per vertex)
+ */
+MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_data, size_t vertex_count, size_t vertex_stride, size_t target_index_count, float target_error, unsigned int options, float* result_error, const float* attributes, const float* attribute_weights, size_t attribute_count);
+
 /**
  * Mesh simplifier
  * Reduces the number of triangles in the mesh, attempting to preserve mesh appearance as much as possible
diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp
index 5f0e9bac31..797329b010 100644
--- a/thirdparty/meshoptimizer/simplifier.cpp
+++ b/thirdparty/meshoptimizer/simplifier.cpp
@@ -20,6 +20,8 @@
 #define TRACESTATS(i) (void)0
 #endif
 
+#define ATTRIBUTES 8
+
 // This work is based on:
 // Michael Garland and Paul S. Heckbert. Surface simplification using quadric error metrics. 1997
 // Michael Garland. Quadric-based polygonal surface simplification. 1999
@@ -376,6 +378,10 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
 struct Vector3
 {
 	float x, y, z;
+
+#if ATTRIBUTES
+	float a[ATTRIBUTES];
+#endif
 };
 
 static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
@@ -432,6 +438,13 @@ struct Quadric
 	float a10, a20, a21;
 	float b0, b1, b2, c;
 	float w;
+
+#if ATTRIBUTES
+	float gx[ATTRIBUTES];
+	float gy[ATTRIBUTES];
+	float gz[ATTRIBUTES];
+	float gw[ATTRIBUTES];
+#endif
 };
 
 struct Collapse
@@ -474,6 +487,16 @@ static void quadricAdd(Quadric& Q, const Quadric& R)
 	Q.b2 += R.b2;
 	Q.c += R.c;
 	Q.w += R.w;
+
+#if ATTRIBUTES
+	for (int k = 0; k < ATTRIBUTES; ++k)
+	{
+		Q.gx[k] += R.gx[k];
+		Q.gy[k] += R.gy[k];
+		Q.gz[k] += R.gz[k];
+		Q.gw[k] += R.gw[k];
+	}
+#endif
 }
 
 static float quadricError(const Quadric& Q, const Vector3& v)
@@ -499,6 +522,17 @@ static float quadricError(const Quadric& Q, const Vector3& v)
 	r += ry * v.y;
 	r += rz * v.z;
 
+#if ATTRIBUTES
+	// see quadricUpdateAttributes for general derivation; here we need to add the parts of (eval(pos) - attr)^2 that depend on attr
+	for (int k = 0; k < ATTRIBUTES; ++k)
+	{
+		float a = v.a[k];
+
+		r += a * a * Q.w;
+		r -= 2 * a * (v.x * Q.gx[k] + v.y * Q.gy[k] + v.z * Q.gz[k] + Q.gw[k]);
+	}
+#endif
+
 	float s = Q.w == 0.f ? 0.f : 1.f / Q.w;
 
 	return fabsf(r) * s;
@@ -522,6 +556,13 @@ static void quadricFromPlane(Quadric& Q, float a, float b, float c, float d, flo
 	Q.b2 = c * dw;
 	Q.c = d * dw;
 	Q.w = w;
+
+#if ATTRIBUTES
+	memset(Q.gx, 0, sizeof(Q.gx));
+	memset(Q.gy, 0, sizeof(Q.gy));
+	memset(Q.gz, 0, sizeof(Q.gz));
+	memset(Q.gw, 0, sizeof(Q.gw));
+#endif
 }
 
 static void quadricFromPoint(Quadric& Q, float x, float y, float z, float w)
@@ -574,6 +615,84 @@ static void quadricFromTriangleEdge(Quadric& Q, const Vector3& p0, const Vector3
 	quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance, length * weight);
 }
 
+#if ATTRIBUTES
+static void quadricUpdateAttributes(Quadric& Q, const Vector3& p0, const Vector3& p1, const Vector3& p2, float w)
+{
+	// for each attribute we want to encode the following function into the quadric:
+	// (eval(pos) - attr)^2
+	// where eval(pos) interpolates attribute across the triangle like so:
+	// eval(pos) = pos.x * gx + pos.y * gy + pos.z * gz + gw
+	// where gx/gy/gz/gw are gradients
+	Vector3 p10 = {p1.x - p0.x, p1.y - p0.y, p1.z - p0.z};
+	Vector3 p20 = {p2.x - p0.x, p2.y - p0.y, p2.z - p0.z};
+
+	// we compute gradients using barycentric coordinates; barycentric coordinates can be computed as follows:
+	// v = (d11 * d20 - d01 * d21) / denom
+	// w = (d00 * d21 - d01 * d20) / denom
+	// u = 1 - v - w
+	// here v0, v1 are triangle edge vectors, v2 is a vector from point to triangle corner, and dij = dot(vi, vj)
+	const Vector3& v0 = p10;
+	const Vector3& v1 = p20;
+	float d00 = v0.x * v0.x + v0.y * v0.y + v0.z * v0.z;
+	float d01 = v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
+	float d11 = v1.x * v1.x + v1.y * v1.y + v1.z * v1.z;
+	float denom = d00 * d11 - d01 * d01;
+	float denomr = denom == 0 ? 0.f : 1.f / denom;
+
+	// precompute gradient factors
+	// these are derived by directly computing derivative of eval(pos) = a0 * u + a1 * v + a2 * w and factoring out common factors that are shared between attributes
+	float gx1 = (d11 * v0.x - d01 * v1.x) * denomr;
+	float gx2 = (d00 * v1.x - d01 * v0.x) * denomr;
+	float gy1 = (d11 * v0.y - d01 * v1.y) * denomr;
+	float gy2 = (d00 * v1.y - d01 * v0.y) * denomr;
+	float gz1 = (d11 * v0.z - d01 * v1.z) * denomr;
+	float gz2 = (d00 * v1.z - d01 * v0.z) * denomr;
+
+	for (int k = 0; k < ATTRIBUTES; ++k)
+	{
+		float a0 = p0.a[k], a1 = p1.a[k], a2 = p2.a[k];
+
+		// compute gradient of eval(pos) for x/y/z/w
+		// the formulas below are obtained by directly computing derivative of eval(pos) = a0 * u + a1 * v + a2 * w
+		float gx = gx1 * (a1 - a0) + gx2 * (a2 - a0);
+		float gy = gy1 * (a1 - a0) + gy2 * (a2 - a0);
+		float gz = gz1 * (a1 - a0) + gz2 * (a2 - a0);
+		float gw = a0 - p0.x * gx - p0.y * gy - p0.z * gz;
+
+		// quadric encodes (eval(pos)-attr)^2; this means that the resulting expansion needs to compute, for example, pos.x * pos.y * K
+		// since quadrics already encode factors for pos.x * pos.y, we can accumulate almost everything in basic quadric fields
+		Q.a00 += w * (gx * gx);
+		Q.a11 += w * (gy * gy);
+		Q.a22 += w * (gz * gz);
+
+		Q.a10 += w * (gy * gx);
+		Q.a20 += w * (gz * gx);
+		Q.a21 += w * (gz * gy);
+
+		Q.b0 += w * (gx * gw);
+		Q.b1 += w * (gy * gw);
+		Q.b2 += w * (gz * gw);
+
+		Q.c += w * (gw * gw);
+
+		// the only remaining sum components are ones that depend on attr; these will be addded during error evaluation, see quadricError
+		Q.gx[k] = w * gx;
+		Q.gy[k] = w * gy;
+		Q.gz[k] = w * gz;
+		Q.gw[k] = w * gw;
+
+#if TRACE > 2
+		printf("attr%d: %e %e %e\n",
+			k,
+			(gx * p0.x + gy * p0.y + gz * p0.z + gw - a0),
+			(gx * p1.x + gy * p1.y + gz * p1.z + gw - a1),
+			(gx * p2.x + gy * p2.y + gz * p2.z + gw - a2)
+			);
+#endif
+	}
+}
+#endif
+
 static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap)
 {
 	for (size_t i = 0; i < index_count; i += 3)
@@ -585,6 +704,9 @@ static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
 		Quadric Q;
 		quadricFromTriangle(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], 1.f);
 
+#if ATTRIBUTES
+		quadricUpdateAttributes(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], Q.w);
+#endif
 		quadricAdd(vertex_quadrics[remap[i0]], Q);
 		quadricAdd(vertex_quadrics[remap[i1]], Q);
 		quadricAdd(vertex_quadrics[remap[i2]], Q);
@@ -1278,14 +1400,20 @@ MESHOPTIMIZER_API unsigned int* meshopt_simplifyDebugLoopBack = 0;
 #endif
 
 size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, unsigned int options, float* out_result_error)
+{
+	return meshopt_simplifyWithAttributes(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, target_index_count, target_error, options, out_result_error, 0, 0, 0);
+}
+
+size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_data, size_t vertex_count, size_t vertex_stride, size_t target_index_count, float target_error, unsigned int options, float* out_result_error, const float* attributes, const float* attribute_weights, size_t attribute_count)
 {
 	using namespace meshopt;
 
 	assert(index_count % 3 == 0);
-	assert(vertex_positions_stride >= 12 && vertex_positions_stride <= 256);
-	assert(vertex_positions_stride % sizeof(float) == 0);
+	assert(vertex_stride >= 12 && vertex_stride <= 256);
+	assert(vertex_stride % sizeof(float) == 0);
 	assert(target_index_count <= index_count);
 	assert((options & ~(meshopt_SimplifyLockBorder)) == 0);
+	assert(attribute_count <= ATTRIBUTES);
 
 	meshopt_Allocator allocator;
 
@@ -1299,7 +1427,7 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
 	// build position remap that maps each vertex to the one with identical position
 	unsigned int* remap = allocator.allocate<unsigned int>(vertex_count);
 	unsigned int* wedge = allocator.allocate<unsigned int>(vertex_count);
-	buildPositionRemap(remap, wedge, vertex_positions_data, vertex_count, vertex_positions_stride, allocator);
+	buildPositionRemap(remap, wedge, vertex_data, vertex_count, vertex_stride, allocator);
 
 	// classify vertices; vertex kind determines collapse rules, see kCanCollapse
 	unsigned char* vertex_kind = allocator.allocate<unsigned char>(vertex_count);
@@ -1323,7 +1451,21 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
 #endif
 
 	Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
-	rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
+	rescalePositions(vertex_positions, vertex_data, vertex_count, vertex_stride);
+
+#if ATTRIBUTES
+	for (size_t i = 0; i < vertex_count; ++i)
+	{
+		memset(vertex_positions[i].a, 0, sizeof(vertex_positions[i].a));
+
+		for (size_t k = 0; k < attribute_count; ++k)
+		{
+			float a = attributes[i * attribute_count + k];
+
+			vertex_positions[i].a[k] = a * attribute_weights[k];
+		}
+	}
+#endif
 
 	Quadric* vertex_quadrics = allocator.allocate<Quadric>(vertex_count);
 	memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric));
@@ -1415,7 +1557,9 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
 
 	// result_error is quadratic; we need to remap it back to linear
 	if (out_result_error)
+	{
 		*out_result_error = sqrtf(result_error);
+	}
 
 	return result_count;
 }