909 lines
30 KiB
C++
909 lines
30 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#if COMPILE_WITH_MODEL_TOOL
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#include "ModelData.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Utilities.h"
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#include "Engine/Core/Types/DateTime.h"
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#include "Engine/Core/Types/TimeSpan.h"
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#include "Engine/Core/Collections/BitArray.h"
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#include "Engine/Tools/ModelTool/ModelTool.h"
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#include "Engine/Tools/ModelTool/VertexTriangleAdjacency.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Platform/Platform.h"
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#define USE_MIKKTSPACE 1
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#include "ThirdParty/MikkTSpace/mikktspace.h"
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#if USE_ASSIMP
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#define USE_SPARIAL_SORT 1
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#define ASSIMP_BUILD_NO_EXPORT
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#include "Engine/Tools/ModelTool/SpatialSort.h"
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//#include <ThirdParty/assimp/SpatialSort.h>
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#else
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#define USE_SPARIAL_SORT 0
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#endif
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#include <stack>
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#if PLATFORM_WINDOWS
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// Import UVAtlas library
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// Source: https://github.com/Microsoft/UVAtlas
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#include <ThirdParty/UVAtlas/UVAtlas.h>
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// Import DirectXMesh library
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// Source: https://github.com/Microsoft/DirectXMesh
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#include <ThirdParty/DirectXMesh/DirectXMesh.h>
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HRESULT __cdecl UVAtlasCallback(float fPercentDone)
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{
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/*static ULONGLONG s_lastTick = 0;
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ULONGLONG tick = GetTickCount64();
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if ((tick - s_lastTick) > 1000)
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{
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wprintf(L"%.2f%% \r", fPercentDone * 100);
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s_lastTick = tick;
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}
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*/
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/*
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if (_kbhit())
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{
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if (_getch() == 27)
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{
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wprintf(L"*** ABORT ***");
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return E_ABORT;
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}
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}
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*/
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return S_OK;
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}
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#endif
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template<typename T>
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void RemapArrayHelper(Array<T>& target, const std::vector<uint32_t>& remap)
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{
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if (target.HasItems())
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{
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Array<T> tmp;
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tmp.Swap(target);
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int32 size = (int32)remap.size();
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target.Resize(size, false);
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for (int32 i = 0; i < size; i++)
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target[i] = tmp.At(remap[i]);
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}
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}
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bool MeshData::GenerateLightmapUVs()
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{
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PROFILE_CPU();
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#if PLATFORM_WINDOWS
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// Prepare
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HRESULT hr;
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int32 verticesCount = Positions.Count();
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int32 facesCount = Indices.Count() / 3;
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DirectX::XMFLOAT3* positions = (DirectX::XMFLOAT3*)Positions.Get();
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LOG(Info, "Generating lightmaps UVs ({0} vertices, {1} triangles)...", verticesCount, facesCount);
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DateTime startTime = DateTime::Now();
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// Generate adjacency data
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const float adjacencyEpsilon = 0.001f;
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Array<uint32> adjacency;
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adjacency.Resize(Indices.Count());
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hr = GenerateAdjacencyAndPointReps(Indices.Get(), facesCount, positions, verticesCount, adjacencyEpsilon, nullptr, adjacency.Get());
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if (FAILED(hr))
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{
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LOG(Warning, "Cannot generate lightmap uvs. Result: {0:x}:{1}", hr, 0);
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return true;
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}
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// Generate UVs
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std::vector<DirectX::UVAtlasVertex> vb;
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std::vector<uint8_t> ib;
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float outStretch = 0.0f;
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size_t outCharts = 0;
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std::vector<uint32_t> facePartitioning;
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std::vector<uint32_t> vertexRemapArray;
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int32 size = 1024;
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float gutter = 1.0f;
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hr = UVAtlasCreate(
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positions, verticesCount,
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Indices.Get(), DXGI_FORMAT_R32_UINT, facesCount,
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0, 0.1f, size, size, gutter,
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adjacency.Get(), nullptr, nullptr,
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UVAtlasCallback, DirectX::UVATLAS_DEFAULT_CALLBACK_FREQUENCY,
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DirectX::UVATLAS_GEODESIC_FAST, vb, ib,
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&facePartitioning,
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&vertexRemapArray,
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&outStretch, &outCharts);
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if (FAILED(hr))
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{
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LOG(Warning, "Cannot generate lightmap uvs. Result: {0:x}:{1}", hr, 1);
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return true;
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}
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const DateTime endTime = DateTime::Now();
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// Log info
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const int32 nTotalVerts = (int32)vb.size();
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const int32 msTime = Math::CeilToInt((float)(endTime - startTime).GetTotalMilliseconds());
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LOG(Info, "Lightmap UVs generated! Charts: {0}, stretching: {1}, {2} vertices. Time: {3}ms", outCharts, outStretch, nTotalVerts, msTime);
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// Update mesh data (remap vertices due to vertex buffer and index buffer change)
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RemapArrayHelper(Positions, vertexRemapArray);
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RemapArrayHelper(UVs, vertexRemapArray);
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RemapArrayHelper(Normals, vertexRemapArray);
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RemapArrayHelper(Tangents, vertexRemapArray);
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RemapArrayHelper(Colors, vertexRemapArray);
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RemapArrayHelper(BlendIndices, vertexRemapArray);
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RemapArrayHelper(BlendWeights, vertexRemapArray);
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LightmapUVs.Resize(nTotalVerts, false);
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for (int32 i = 0; i < nTotalVerts; i++)
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LightmapUVs[i] = *(Float2*)&vb[i].uv;
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uint32* ibP = (uint32*)ib.data();
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for (int32 i = 0; i < Indices.Count(); i++)
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Indices[i] = *ibP++;
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#else
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LOG(Error, "Model lightmap UVs generation is not supported on this platform.");
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#endif
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return false;
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}
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int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int32 searchRange, const Array<int32>& mapping
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#if USE_SPARIAL_SORT
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, const Assimp::SpatialSort& spatialSort
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, std::vector<unsigned int>& sparialSortCache
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#endif
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)
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{
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const float uvEpsSqr = (1.0f / 250.0f) * (1.0f / 250.0f);
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#if USE_SPARIAL_SORT
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const Float3 vPosition = mesh.Positions[vertexIndex];
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spatialSort.FindPositions(*(aiVector3D*)&vPosition, 1e-4f, sparialSortCache);
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if (sparialSortCache.empty())
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return INVALID_INDEX;
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const Float2 vUV = mesh.UVs.HasItems() ? mesh.UVs[vertexIndex] : Float2::Zero;
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const Float3 vNormal = mesh.Normals.HasItems() ? mesh.Normals[vertexIndex] : Float3::Zero;
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const Float3 vTangent = mesh.Tangents.HasItems() ? mesh.Tangents[vertexIndex] : Float3::Zero;
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const Float2 vLightmapUV = mesh.LightmapUVs.HasItems() ? mesh.LightmapUVs[vertexIndex] : Float2::Zero;
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const Color vColor = mesh.Colors.HasItems() ? mesh.Colors[vertexIndex] : Color::Black; // Assuming Color::Black as a default color
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const int32 end = startIndex + searchRange;
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for (size_t i = 0; i < sparialSortCache.size(); i++)
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{
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const int32 v = sparialSortCache[i];
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if (v < startIndex || v >= end)
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continue;
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#else
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const Float3 vPosition = mesh.Positions[vertexIndex];
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const Float2 vUV = mesh.UVs.HasItems() ? mesh.UVs[vertexIndex] : Float2::Zero;
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const Float3 vNormal = mesh.Normals.HasItems() ? mesh.Normals[vertexIndex] : Float3::Zero;
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const Float3 vTangent = mesh.Tangents.HasItems() ? mesh.Tangents[vertexIndex] : Float3::Zero;
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const Float2 vLightmapUV = mesh.LightmapUVs.HasItems() ? mesh.LightmapUVs[vertexIndex] : Float2::Zero;
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const Color vColor = mesh.Colors.HasItems() ? mesh.Colors[vertexIndex] : Color::Black; // Assuming Color::Black as a default color
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const int32 end = startIndex + searchRange;
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for (int32 v = startIndex; v < end; v++)
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{
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if (!Float3::NearEqual(vPosition, mesh.Positions[v]))
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continue;
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#endif
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if (mapping[v] == INVALID_INDEX)
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continue;
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if (mesh.UVs.HasItems() && (vUV - mesh.UVs[v]).LengthSquared() > uvEpsSqr)
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continue;
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if (mesh.Normals.HasItems() && Float3::Dot(vNormal, mesh.Normals[v]) < 0.98f)
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continue;
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if (mesh.Tangents.HasItems() && Float3::Dot(vTangent, mesh.Tangents[v]) < 0.98f)
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continue;
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if (mesh.LightmapUVs.HasItems() && (vLightmapUV - mesh.LightmapUVs[v]).LengthSquared() > uvEpsSqr)
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continue;
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if (mesh.Colors.HasItems() && vColor != mesh.Colors[v])
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continue;
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// TODO: check more components?
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return v;
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}
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return INVALID_INDEX;
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}
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template<typename T>
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void RemapBuffer(Array<T>& src, Array<T>& dst, const Array<int32>& mapping, int32 newSize)
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{
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if (src.IsEmpty())
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return;
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dst.Resize(newSize, false);
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for (int32 i = 0, j = 0; i < src.Count(); i++)
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{
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const auto idx = mapping[i];
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if (idx != INVALID_INDEX)
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{
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dst[j++] = src[i];
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}
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}
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}
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void MeshData::BuildIndexBuffer()
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{
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PROFILE_CPU();
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const auto startTime = Platform::GetTimeSeconds();
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const int32 vertexCount = Positions.Count();
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MeshData newMesh;
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newMesh.Indices.EnsureCapacity(vertexCount);
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Array<int32> mapping;
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mapping.Resize(vertexCount);
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int32 newVertexCounter = 0;
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#if USE_SPARIAL_SORT
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// Set up a SpatialSort to quickly find all vertices close to a given position
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Assimp::SpatialSort vertexFinder;
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vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3));
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std::vector<unsigned int> sparialSortCache;
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#endif
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// Build index buffer
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for (int32 vertexIndex = 0; vertexIndex < vertexCount; vertexIndex++)
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{
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// Find duplicated vertex before the current one
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const int32 reuseVertexIndex = FindVertex(*this, vertexIndex, 0, vertexIndex, mapping
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#if USE_SPARIAL_SORT
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, vertexFinder, sparialSortCache
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#endif
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);
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if (reuseVertexIndex == INVALID_INDEX)
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{
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newMesh.Indices.Add(newVertexCounter);
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mapping[vertexIndex] = newVertexCounter;
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newVertexCounter++;
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}
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else
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{
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// Remove vertex
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const int32 mapped = mapping[reuseVertexIndex];
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ASSERT(mapped != INVALID_INDEX && mapped < vertexIndex);
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newMesh.Indices.Add(mapped);
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mapping[vertexIndex] = INVALID_INDEX;
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}
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}
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// Skip if no change
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if (vertexCount == newVertexCounter)
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return;
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// Remove unused vertices
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newMesh.SwapBuffers(*this);
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#define REMAP_BUFFER(name) RemapBuffer(newMesh.name, name, mapping, newVertexCounter)
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REMAP_BUFFER(Positions);
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REMAP_BUFFER(UVs);
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REMAP_BUFFER(Normals);
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REMAP_BUFFER(Tangents);
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REMAP_BUFFER(BitangentSigns);
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REMAP_BUFFER(LightmapUVs);
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REMAP_BUFFER(Colors);
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REMAP_BUFFER(BlendIndices);
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REMAP_BUFFER(BlendWeights);
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#undef REMAP_BUFFER
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BlendShapes.Resize(newMesh.BlendShapes.Count());
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for (int32 blendShapeIndex = 0; blendShapeIndex < newMesh.BlendShapes.Count(); blendShapeIndex++)
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{
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auto& srcBlendShape = newMesh.BlendShapes[blendShapeIndex];
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auto& dstBlendShape = BlendShapes[blendShapeIndex];
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dstBlendShape.Name = srcBlendShape.Name;
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dstBlendShape.Weight = srcBlendShape.Weight;
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dstBlendShape.Vertices.Resize(newVertexCounter);
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for (int32 i = 0, j = 0; i < srcBlendShape.Vertices.Count(); i++)
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{
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const auto idx = mapping[i];
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if (idx != INVALID_INDEX)
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{
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auto& v = srcBlendShape.Vertices[i];
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ASSERT_LOW_LAYER(v.VertexIndex < (uint32)vertexCount);
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ASSERT_LOW_LAYER(mapping[v.VertexIndex] != INVALID_INDEX);
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v.VertexIndex = mapping[v.VertexIndex];
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ASSERT_LOW_LAYER(v.VertexIndex < (uint32)newVertexCounter);
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dstBlendShape.Vertices[j++] = v;
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}
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}
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}
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const auto endTime = Platform::GetTimeSeconds();
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const double time = Utilities::RoundTo2DecimalPlaces(endTime - startTime);
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if (time > 0.5f) // Don't log if generation was fast enough
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LOG(Info, "Generated {3} for mesh in {0}s ({1} vertices, {2} indices)", time, vertexCount, Indices.Count(), TEXT("indices"));
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}
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void MeshData::FindPositions(const Float3& position, float epsilon, Array<int32>& result)
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{
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result.Clear();
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for (int32 i = 0; i < Positions.Count(); i++)
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{
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if (Float3::NearEqual(position, Positions[i], epsilon))
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result.Add(i);
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}
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}
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bool MeshData::GenerateNormals(float smoothingAngle)
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{
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if (Positions.IsEmpty() || Indices.IsEmpty())
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{
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LOG(Warning, "Missing vertex or index data to generate normals.");
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return true;
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}
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PROFILE_CPU();
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const auto startTime = Platform::GetTimeSeconds();
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const int32 vertexCount = Positions.Count();
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const int32 indexCount = Indices.Count();
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Normals.Resize(vertexCount, false);
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smoothingAngle = Math::Clamp(smoothingAngle, 0.0f, 175.0f);
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// Compute per-face normals but store them per-vertex
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Float3 min, max;
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min = max = Positions[0];
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for (int32 i = 0; i < indexCount; i += 3)
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{
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const Float3 v1 = Positions[Indices[i + 0]];
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const Float3 v2 = Positions[Indices[i + 1]];
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const Float3 v3 = Positions[Indices[i + 2]];
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const Float3 n = ((v2 - v1) ^ (v3 - v1));
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Normals[Indices[i + 0]] = n;
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Normals[Indices[i + 1]] = n;
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Normals[Indices[i + 2]] = n;
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Float3::Min(min, v1, min);
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Float3::Min(min, v2, min);
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Float3::Min(min, v3, min);
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Float3::Max(max, v1, max);
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Float3::Max(max, v2, max);
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Float3::Max(max, v3, max);
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}
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#if USE_SPARIAL_SORT
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// Set up a SpatialSort to quickly find all vertices close to a given position
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Assimp::SpatialSort vertexFinder;
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vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3));
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std::vector<uint32> verticesFound(16);
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#else
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Array<int32> verticesFound(16);
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#endif
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const float posEpsilon = (max - min).Length() * 1e-4f;
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// Check if use the angle limit (then use the faster path)
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if (smoothingAngle >= 175.0f)
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{
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BitArray<> used;
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used.Resize(vertexCount);
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used.SetAll(false);
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for (int32 i = 0; i < vertexCount; i++)
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{
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if (used[i])
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continue;
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// Get all vertices that share this one
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#if USE_SPARIAL_SORT
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vertexFinder.FindPositions(*(aiVector3D*)&Positions[i], posEpsilon, verticesFound);
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const int32 verticesFoundCount = (int32)verticesFound.size();
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#else
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FindPositions(Positions[i], posEpsilon, verticesFound);
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const int32 verticesFoundCount = verticesFound.Count();
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#endif
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// Get the smooth normal
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Float3 n;
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for (int32 a = 0; a < verticesFoundCount; a++)
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n += Normals[verticesFound[a]];
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n.Normalize();
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// Write the smoothed normal back to all affected normals
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for (int32 a = 0; a < verticesFoundCount; a++)
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{
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const auto vtx = verticesFound[a];
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Normals[vtx] = n;
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used.Set(vtx, true);
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}
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}
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}
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else
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{
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const float limit = cosf(smoothingAngle * DegreesToRadians);
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for (int32 i = 0; i < vertexCount; i++)
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{
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// Get all vertices that share this one
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#if USE_SPARIAL_SORT
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vertexFinder.FindPositions(*(aiVector3D*)&Positions[i], posEpsilon, verticesFound);
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const int32 verticesFoundCount = (int32)verticesFound.size();
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#else
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FindPositions(Positions[i], posEpsilon, verticesFound);
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const int32 verticesFoundCount = verticesFound.Count();
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#endif
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// Get the smooth normal
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Float3 vr = Normals[i];
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const float vrlen = vr.Length();
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Float3 n;
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for (int32 a = 0; a < verticesFoundCount; a++)
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{
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Float3 v = Normals[verticesFound[a]];
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// Check whether the angle between the two normals is not too large
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// TODO: use length squared?
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if (v * vr >= limit * vrlen * v.Length())
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n += v;
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}
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Normals[i] = Float3::Normalize(n);
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}
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}
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const auto endTime = Platform::GetTimeSeconds();
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const double time = Utilities::RoundTo2DecimalPlaces(endTime - startTime);
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if (time > 0.5f) // Don't log if generation was fast enough
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LOG(Info, "Generated {3} for mesh in {0}s ({1} vertices, {2} indices)", time, vertexCount, indexCount, TEXT("normals"));
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return false;
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}
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#if USE_MIKKTSPACE
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namespace
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{
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int GetNumFaces(const SMikkTSpaceContext* pContext)
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{
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const auto meshData = (MeshData*)pContext->m_pUserData;
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return meshData->Indices.Count() / 3;
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}
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int GetNumVerticesOfFace(const SMikkTSpaceContext* pContext, const int iFace)
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{
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return 3;
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}
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void GetPosition(const SMikkTSpaceContext* pContext, float fvPosOut[], const int iFace, const int iVert)
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{
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const auto meshData = (MeshData*)pContext->m_pUserData;
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const auto e = meshData->Positions[meshData->Indices[iFace * 3 + iVert]];
|
|
fvPosOut[0] = e.X;
|
|
fvPosOut[1] = e.Y;
|
|
fvPosOut[2] = e.Z;
|
|
}
|
|
|
|
void GetNormal(const SMikkTSpaceContext* pContext, float fvNormOut[], const int iFace, const int iVert)
|
|
{
|
|
const auto meshData = (MeshData*)pContext->m_pUserData;
|
|
const auto e = meshData->Normals[meshData->Indices[iFace * 3 + iVert]];
|
|
fvNormOut[0] = e.X;
|
|
fvNormOut[1] = e.Y;
|
|
fvNormOut[2] = e.Z;
|
|
}
|
|
|
|
void GetTexCoord(const SMikkTSpaceContext* pContext, float fvTexcOut[], const int iFace, const int iVert)
|
|
{
|
|
const auto meshData = (MeshData*)pContext->m_pUserData;
|
|
const auto e = meshData->UVs[meshData->Indices[iFace * 3 + iVert]];
|
|
fvTexcOut[0] = e.X;
|
|
fvTexcOut[1] = e.Y;
|
|
}
|
|
|
|
void SetTSpaceBasic(const SMikkTSpaceContext* pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert)
|
|
{
|
|
const auto meshData = (MeshData*)pContext->m_pUserData;
|
|
const auto v = meshData->Indices[iFace * 3 + iVert];
|
|
meshData->Tangents[v] = Float3(fvTangent);
|
|
meshData->BitangentSigns[v] = fSign;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
bool MeshData::GenerateTangents(float smoothingAngle)
|
|
{
|
|
if (Positions.IsEmpty() || Indices.IsEmpty())
|
|
{
|
|
LOG(Warning, "Missing vertex or index data to generate tangents.");
|
|
return true;
|
|
}
|
|
if (Normals.IsEmpty() || UVs.IsEmpty())
|
|
{
|
|
LOG(Warning, "Missing normals or texcoors data to generate tangents.");
|
|
return true;
|
|
}
|
|
PROFILE_CPU();
|
|
|
|
const auto startTime = Platform::GetTimeSeconds();
|
|
const int32 vertexCount = Positions.Count();
|
|
const int32 indexCount = Indices.Count();
|
|
Tangents.Resize(vertexCount, false);
|
|
smoothingAngle = Math::Clamp(smoothingAngle, 0.0f, 45.0f);
|
|
|
|
#if USE_MIKKTSPACE
|
|
SMikkTSpaceInterface callbacks = {
|
|
GetNumFaces,
|
|
GetNumVerticesOfFace,
|
|
GetPosition,
|
|
GetNormal,
|
|
GetTexCoord,
|
|
SetTSpaceBasic,
|
|
nullptr
|
|
};
|
|
const SMikkTSpaceContext context = { &callbacks, this };
|
|
BitangentSigns.Resize(vertexCount, false);
|
|
genTangSpace(&context, 180.0f - smoothingAngle);
|
|
#else
|
|
const float angleEpsilon = 0.9999f;
|
|
BitArray<> vertexDone;
|
|
vertexDone.Resize(vertexCount);
|
|
vertexDone.SetAll(false);
|
|
|
|
const Float3* meshNorm = Normals.Get();
|
|
const Float2* meshTex = UVs.Get();
|
|
Float3* meshTang = Tangents.Get();
|
|
|
|
// Calculate the tangent per-triangle
|
|
Float3 min, max;
|
|
min = max = Positions[Indices[0]];
|
|
for (int32 i = 0; i < indexCount; i += 3)
|
|
{
|
|
const int32 p0 = Indices[i + 0], p1 = Indices[i + 1], p2 = Indices[i + 2];
|
|
|
|
const Float3 v0 = Positions[p0];
|
|
const Float3 v1 = Positions[p1];
|
|
const Float3 v2 = Positions[p2];
|
|
|
|
Float3::Min(min, v0, min);
|
|
Float3::Min(min, v1, min);
|
|
Float3::Min(min, v2, min);
|
|
|
|
Float3::Max(max, v0, max);
|
|
Float3::Max(max, v1, max);
|
|
Float3::Max(max, v2, max);
|
|
|
|
// Position differences p1->p2 and p1->p3
|
|
Float3 v = v1 - v0, w = v2 - v0;
|
|
|
|
// Texture offset p1->p2 and p1->p3
|
|
float sx = meshTex[p1].X - meshTex[p0].X, sy = meshTex[p1].Y - meshTex[p0].Y;
|
|
float tx = meshTex[p2].X - meshTex[p0].X, ty = meshTex[p2].Y - meshTex[p0].Y;
|
|
const float dir = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
|
|
if (sx * ty == sy * tx)
|
|
{
|
|
// Use default UV direction for invalid case
|
|
sx = 0.0;
|
|
sy = 1.0;
|
|
tx = 1.0;
|
|
ty = 0.0;
|
|
}
|
|
|
|
// Tangent points in the direction where to positive X axis of the texture coord's would point in model space
|
|
// Bitangent's points along the positive Y axis of the texture coord's, respectively
|
|
Float3 tangent, bitangent;
|
|
tangent.X = (w.X * sy - v.X * ty) * dir;
|
|
tangent.Y = (w.Y * sy - v.Y * ty) * dir;
|
|
tangent.Z = (w.Z * sy - v.Z * ty) * dir;
|
|
bitangent.X = (w.X * sx - v.X * tx) * dir;
|
|
bitangent.Y = (w.Y * sx - v.Y * tx) * dir;
|
|
bitangent.Z = (w.Z * sx - v.Z * tx) * dir;
|
|
|
|
// Set tangent frame for every vertex in that triangle
|
|
for (int32 b = 0; b < 3; b++)
|
|
{
|
|
const int32 p = Indices[i + b];
|
|
|
|
// Project tangent and bitangent into the plane formed by the normal
|
|
Float3 localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
|
|
Float3 localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
|
|
localTangent.Normalize();
|
|
localBitangent.Normalize();
|
|
|
|
// Reconstruct tangent according to normal and bitangent when it's infinite or NaN
|
|
if (localTangent.IsNanOrInfinity())
|
|
{
|
|
localTangent = meshNorm[p] ^ localBitangent;
|
|
localTangent.Normalize();
|
|
}
|
|
|
|
// Write data into the mesh
|
|
meshTang[p] = localTangent;
|
|
}
|
|
}
|
|
|
|
#if USE_SPARIAL_SORT
|
|
// Set up a SpatialSort to quickly find all vertices close to a given position
|
|
Assimp::SpatialSort vertexFinder;
|
|
vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3));
|
|
std::vector<uint32> verticesFound(16);
|
|
#else
|
|
Array<int32> verticesFound(16);
|
|
#endif
|
|
|
|
const float posEpsilon = (max - min).Length() * 1e-4f;
|
|
const float limit = cosf(smoothingAngle * DegreesToRadians);
|
|
Array<int32> closeVertices;
|
|
|
|
// In the second pass we now smooth out all tangents at the same local position if they are not too far off
|
|
for (int32 a = 0; a < vertexCount; a++)
|
|
{
|
|
if (vertexDone[a])
|
|
continue;
|
|
|
|
const Float3 origPos = Positions[a];
|
|
const Float3 origNorm = Normals[a];
|
|
const Float3 origTang = Tangents[a];
|
|
closeVertices.Clear();
|
|
|
|
// Find all vertices close to that position
|
|
#if USE_SPARIAL_SORT
|
|
vertexFinder.FindPositions(*(aiVector3D*)&origPos, posEpsilon, verticesFound);
|
|
const int32 verticesFoundCount = (int32)verticesFound.size();
|
|
#else
|
|
FindPositions(origPos, posEpsilon, verticesFound);
|
|
const int32 verticesFoundCount = verticesFound.Count();
|
|
#endif
|
|
|
|
closeVertices.EnsureCapacity(verticesFoundCount + 5);
|
|
closeVertices.Add(a);
|
|
|
|
// Look among them for other vertices sharing the same normal and a close-enough tangent
|
|
for (int32 b = 0; b < verticesFoundCount; b++)
|
|
{
|
|
const int32 idx = verticesFound[b];
|
|
|
|
if (vertexDone[idx])
|
|
continue;
|
|
if (meshNorm[idx] * origNorm < angleEpsilon)
|
|
continue;
|
|
if (meshTang[idx] * origTang < limit)
|
|
continue;
|
|
|
|
// It's similar enough -> add it to the smoothing group
|
|
closeVertices.Add(idx);
|
|
vertexDone.Set(idx, true);
|
|
}
|
|
|
|
// Smooth the tangents of all vertices that were found to be close enough
|
|
Float3 smoothTangent(0, 0, 0), smoothBitangent(0, 0, 0);
|
|
for (int32 b = 0; b < closeVertices.Count(); b++)
|
|
{
|
|
auto p = closeVertices[b];
|
|
smoothTangent += meshTang[p];
|
|
}
|
|
smoothTangent.Normalize();
|
|
|
|
// Write it back into all affected tangents
|
|
for (int32 b = 0; b < closeVertices.Count(); b++)
|
|
{
|
|
meshTang[closeVertices[b]] = smoothTangent;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
const auto endTime = Platform::GetTimeSeconds();
|
|
const double time = Utilities::RoundTo2DecimalPlaces(endTime - startTime);
|
|
if (time > 0.5f) // Don't log if generation was fast enough
|
|
LOG(Info, "Generated {3} for mesh in {0}s ({1} vertices, {2} indices)", time, vertexCount, indexCount, TEXT("tangents"));
|
|
|
|
return false;
|
|
}
|
|
|
|
void MeshData::ImproveCacheLocality()
|
|
{
|
|
// The algorithm is roughly basing on this paper (except without overdraw reduction):
|
|
// http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf
|
|
|
|
// Configured size of the cache for the vertex buffer used by the algorithm (size is in vertices count, it's not a stride)
|
|
const int32 VertexCacheSize = 12;
|
|
|
|
if (Positions.IsEmpty() || Indices.IsEmpty() || Positions.Count() <= VertexCacheSize)
|
|
return;
|
|
PROFILE_CPU();
|
|
|
|
const auto startTime = Platform::GetTimeSeconds();
|
|
|
|
const auto vertexCount = Positions.Count();
|
|
const auto indexCount = Indices.Count();
|
|
const uint32* const pcEnd = Indices.Get() + Indices.Count();
|
|
|
|
// First we need to build a vertex-triangle adjacency list
|
|
VertexTriangleAdjacency adj(Indices.Get(), indexCount, vertexCount, true);
|
|
|
|
// Build a list to store per-vertex caching time stamps
|
|
uint32* const piCachingStamps = NewArray<uint32>(vertexCount);
|
|
Platform::MemoryClear(piCachingStamps, vertexCount * sizeof(uint32));
|
|
|
|
// Allocate an empty output index buffer. We store the output indices in one large array.
|
|
// Since the number of triangles won't change the input triangles can be reused. This is how
|
|
const uint32 iIdxCnt = indexCount;
|
|
uint32* const piIBOutput = NewArray<uint32>(iIdxCnt);
|
|
uint32* piCSIter = piIBOutput;
|
|
|
|
// Allocate the flag array to hold the information
|
|
// Whether a triangle has already been emitted or not
|
|
std::vector<bool> abEmitted(indexCount / 3, false);
|
|
|
|
// Dead-end vertex index stack
|
|
std::stack<uint32, std::vector<uint32>> sDeadEndVStack;
|
|
|
|
// Create a copy of the piNumTriPtr buffer
|
|
uint32* const piNumTriPtr = adj.LiveTriangles;
|
|
const std::vector<uint32> piNumTriPtrNoModify(piNumTriPtr, piNumTriPtr + vertexCount);
|
|
|
|
// Get the largest number of referenced triangles and allocate the "candidate buffer"
|
|
uint32 iMaxRefTris = 0;
|
|
{
|
|
const uint32* piCur = adj.LiveTriangles;
|
|
const uint32* const piCurEnd = adj.LiveTriangles + vertexCount;
|
|
for (; piCur != piCurEnd; piCur++)
|
|
{
|
|
iMaxRefTris = Math::Max(iMaxRefTris, *piCur);
|
|
}
|
|
}
|
|
ASSERT(iMaxRefTris > 0);
|
|
uint32* piCandidates = NewArray<uint32>(iMaxRefTris * 3);
|
|
uint32 iCacheMisses = 0;
|
|
|
|
int ivdx = 0;
|
|
int ics = 1;
|
|
int iStampCnt = VertexCacheSize + 1;
|
|
while (ivdx >= 0)
|
|
{
|
|
uint32 icnt = piNumTriPtrNoModify[ivdx];
|
|
uint32* piList = adj.GetAdjacentTriangles(ivdx);
|
|
uint32* piCurCandidate = piCandidates;
|
|
|
|
// Get all triangles in the neighborhood
|
|
for (uint32 tri = 0; tri < icnt; tri++)
|
|
{
|
|
// If they have not yet been emitted, add them to the output IB
|
|
const uint32 fidx = *piList++;
|
|
if (!abEmitted[fidx])
|
|
{
|
|
// So iterate through all vertices of the current triangle
|
|
uint32* pcFace = &Indices[fidx * 3];
|
|
for (uint32 *p = pcFace, *p2 = pcFace + 3; p != p2; p++)
|
|
{
|
|
const uint32 dp = *p;
|
|
|
|
// The current vertex won't have any free triangles after this step
|
|
if (ivdx != (int)dp)
|
|
{
|
|
// Append the vertex to the dead-end stack
|
|
sDeadEndVStack.push(dp);
|
|
|
|
// Register as candidate for the next step
|
|
*piCurCandidate++ = dp;
|
|
|
|
// Decrease the per-vertex triangle counts
|
|
piNumTriPtr[dp]--;
|
|
}
|
|
|
|
// Append the vertex to the output index buffer
|
|
*piCSIter++ = dp;
|
|
|
|
// If the vertex is not yet in cache, set its cache count
|
|
if (iStampCnt - piCachingStamps[dp] > VertexCacheSize)
|
|
{
|
|
piCachingStamps[dp] = iStampCnt++;
|
|
iCacheMisses++;
|
|
}
|
|
}
|
|
|
|
// Flag triangle as emitted
|
|
abEmitted[fidx] = true;
|
|
}
|
|
}
|
|
|
|
// The vertex has now no living adjacent triangles anymore
|
|
piNumTriPtr[ivdx] = 0;
|
|
|
|
// Get next fanning vertex
|
|
ivdx = -1;
|
|
int max_priority = -1;
|
|
for (uint32* piCur = piCandidates; piCur != piCurCandidate; ++piCur)
|
|
{
|
|
const uint32 dp = *piCur;
|
|
|
|
// Must have live triangles
|
|
if (piNumTriPtr[dp] > 0)
|
|
{
|
|
int priority = 0;
|
|
|
|
// Will the vertex be in cache, even after fanning occurs?
|
|
uint32 tmp;
|
|
if ((tmp = iStampCnt - piCachingStamps[dp]) + 2 * piNumTriPtr[dp] <= VertexCacheSize)
|
|
{
|
|
priority = tmp;
|
|
}
|
|
|
|
// Keep best candidate
|
|
if (priority > max_priority)
|
|
{
|
|
max_priority = priority;
|
|
ivdx = dp;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Did we reach a dead end?
|
|
if (-1 == ivdx)
|
|
{
|
|
// Need to get a non-local vertex for which we have a good chance that it is still in the cache
|
|
while (!sDeadEndVStack.empty())
|
|
{
|
|
uint32 iCachedIdx = sDeadEndVStack.top();
|
|
sDeadEndVStack.pop();
|
|
if (piNumTriPtr[iCachedIdx] > 0)
|
|
{
|
|
ivdx = iCachedIdx;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (-1 == ivdx)
|
|
{
|
|
// Well, there isn't such a vertex. Simply get the next vertex in input order and hope it is not too bad
|
|
while (ics < (int)vertexCount)
|
|
{
|
|
ics++;
|
|
if (piNumTriPtr[ics] > 0)
|
|
{
|
|
ivdx = ics;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sort the output index buffer back to the input array
|
|
piCSIter = piIBOutput;
|
|
for (uint32* pcFace = Indices.Get(); pcFace != pcEnd; pcFace += 3)
|
|
{
|
|
pcFace[0] = *piCSIter++;
|
|
pcFace[1] = *piCSIter++;
|
|
pcFace[2] = *piCSIter++;
|
|
}
|
|
|
|
// Delete temporary storage
|
|
Allocator::Free(piCachingStamps);
|
|
Allocator::Free(piIBOutput);
|
|
Allocator::Free(piCandidates);
|
|
|
|
const auto endTime = Platform::GetTimeSeconds();
|
|
const double time = Utilities::RoundTo2DecimalPlaces(endTime - startTime);
|
|
if (time > 0.5f) // Don't log if generation was fast enough
|
|
LOG(Info, "Generated {3} for mesh in {0}s ({1} vertices, {2} indices)", time, vertexCount, indexCount, TEXT("optimized indices"));
|
|
}
|
|
|
|
float MeshData::CalculateTrianglesArea() const
|
|
{
|
|
PROFILE_CPU();
|
|
float sum = 0;
|
|
// TODO: use SIMD
|
|
for (int32 i = 0; i + 2 < Indices.Count(); i += 3)
|
|
{
|
|
const Float3 v1 = Positions[Indices[i + 0]];
|
|
const Float3 v2 = Positions[Indices[i + 1]];
|
|
const Float3 v3 = Positions[Indices[i + 2]];
|
|
sum += Float3::TriangleArea(v1, v2, v3);
|
|
}
|
|
return sum;
|
|
}
|
|
|
|
#endif
|