mirror of https://github.com/bkaradzic/bgfx
Add examples 42 : BunnyLOD (#2155)
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/*
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* Copyright 2011-2020 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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extern "C" void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, const int *tri, int *map, int *permutation);
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static void * Alloc(size_t sz) {
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return BX_ALLOC(entry::getAllocator(), sz);
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}
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static void Free(void *p) {
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BX_FREE(entry::getAllocator(), p);
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}
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namespace
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{
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class ExampleBunnyLOD : public entry::AppI
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{
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public:
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ExampleBunnyLOD(const char* _name, const char* _description, const char* _url)
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: entry::AppI(_name, _description, _url)
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{
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}
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void PermuteMesh(const bgfx::Memory *vb, const bgfx::Memory *ib, const bgfx::VertexLayout &layout) {
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int i;
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int stride = layout.getStride();
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int offset = layout.getOffset(bgfx::Attrib::Position);
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int vertices = vb->size / stride;
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int triangles = ib->size / ( 3 * sizeof(uint32_t) );
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int *permutation = (int*)Alloc(vertices * sizeof(int));
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m_map = (int *)Alloc(vertices * sizeof(int));
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// It will takes long time if there are too many vertices.
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ProgressiveMesh(vertices, stride, (const float *)(vb->data + offset), triangles, (const int *)ib->data, m_map, permutation);
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// rearrange the vertex Array
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char * temp = (char *)Alloc(vertices * stride);
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bx::memCopy(temp, vb->data, vb->size);
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for (i = 0; i<vertices; i++) {
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bx::memCopy(vb->data + permutation[i] * stride , temp + i * stride, stride);
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}
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Free(temp);
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// update the changes in the entries in the triangle Array
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for (i = 0; i<triangles * 3; i++) {
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int *indices = (int *)(ib->data + i * sizeof(uint32_t));
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*indices = permutation[*indices];
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}
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Free(permutation);
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}
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int findDuplicateVertices(const char *vb, int n, const bgfx::VertexLayout &layout, int *map) {
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int i,j;
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int stride = layout.getStride();
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int poffset = layout.getOffset(bgfx::Attrib::Position);
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for (i=0;i<n;i++) {
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map[i] = i;
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}
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int merge = 0;
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for (i=merge;i<n;i++) {
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if (map[i] == i) {
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float *p1 = (float *)(vb + i*stride + poffset);
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map[i] = merge;
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for (j=i+1;j<n;j++) {
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if (map[j] == j) {
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float *p2 = (float *)(vb + j*stride + poffset);
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if (p1[0] == p2[0] && p1[1] == p2[1] && p1[2] == p2[2]) {
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map[j] = merge;
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}
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}
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}
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++merge;
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}
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}
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return merge;
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}
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const bgfx::Memory * mergeVertices(const char *vb, int stride, const int *map, int n, int merged) {
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const bgfx::Memory * buffer = bgfx::alloc(stride * merged);
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int i;
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int target = 0;
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for (i=0;i<n;i++) {
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if (map[i] == target) {
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bx::memCopy(buffer->data + target*stride, vb + i*stride, stride);
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++target;
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}
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}
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return buffer;
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}
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void loadMesh(Mesh *mesh) {
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// merge sub mesh
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int vertices = 0;
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int indices = 0;
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for (GroupArray::const_iterator it = mesh->m_groups.begin(), itEnd = mesh->m_groups.end(); it != itEnd; ++it) {
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vertices += it->m_numVertices;
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indices += it->m_numIndices;
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}
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const bgfx::Memory *ib = bgfx::alloc(indices * sizeof(uint32_t));
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char * vb_data = (char *)Alloc(mesh->m_layout.getSize(vertices));
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size_t voffset = 0;
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size_t ioffset = 0;
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int index = 0;
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for (GroupArray::const_iterator it = mesh->m_groups.begin(), itEnd = mesh->m_groups.end(); it != itEnd; ++it) {
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size_t vsize = mesh->m_layout.getSize(it->m_numVertices);
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bx::memCopy(vb_data + voffset, it->m_vertices, vsize);
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uint32_t *ibptr = (uint32_t *)(ib->data + ioffset);
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for (uint32_t i = 0; i<it->m_numIndices; i++) {
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ibptr[i] = it->m_indices[i] + index;
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}
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voffset+=vsize;
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ioffset+=it->m_numIndices * sizeof(uint32_t);
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index+=it->m_numVertices;
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}
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int * map = (int *)Alloc(vertices * sizeof(int));
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int merged = findDuplicateVertices(vb_data, vertices, mesh->m_layout, map);
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const bgfx::Memory *vb = mergeVertices(vb_data, mesh->m_layout.getStride(), map, vertices, merged);
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Free(vb_data);
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vertices = merged;
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int i;
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int *ib_data = (int *)ib->data;
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for (i=0; i<indices; i++) {
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ib_data[i] = map[ib_data[i]];
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}
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Free(map);
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PermuteMesh(vb, ib, mesh->m_layout);
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m_triangle = (int *)Alloc(ib->size);
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bx::memCopy(m_triangle, ib->data, ib->size);
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m_vb = bgfx::createVertexBuffer(vb, mesh->m_layout);
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m_ib = bgfx::createDynamicIndexBuffer(ib, BGFX_BUFFER_INDEX32);
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m_numVertices = vertices;
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m_numTriangles = indices/3;
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m_totalVertices = m_numVertices;
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m_totalTriangles = m_numTriangles;
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}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
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Args args(_argc, _argv);
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::Init init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.resolution.width = m_width;
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init.resolution.height = m_height;
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init.resolution.reset = m_reset;
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bgfx::init(init);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4);
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// Create program from shaders.
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m_program = loadProgram("vs_picking_shaded", "fs_picking_shaded");
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Mesh *mesh = meshLoad("meshes/bunny.bin", true); // load into memory
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loadMesh(mesh);
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meshUnload(mesh);
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m_timeOffset = bx::getHPCounter();
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m_LOD = 1.0f;
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m_lastLOD = m_LOD;
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imguiCreate();
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}
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int shutdown() override
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{
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imguiDestroy();
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// Cleanup.
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bgfx::destroy(m_program);
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bgfx::destroy(m_vb);
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bgfx::destroy(m_ib);
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bgfx::destroy(u_tint);
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Free(m_map);
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Free(m_triangle);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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void updateIndexBuffer() {
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int verts = m_LOD * m_totalVertices;
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if (verts <= 0)
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return;
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int i,j;
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int tris = 0;
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const bgfx::Memory * ib = bgfx::alloc(m_totalTriangles * 3 * sizeof(uint32_t));
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for (i = 0; i < (int)m_totalTriangles; i++) {
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int v[3];
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for (j=0;j<3;j++) {
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int idx = m_triangle[i*3+j];
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while (idx >= verts) {
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idx = m_map[idx];
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}
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v[j] = idx;
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}
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if (v[0] != v[1] && v[0] != v[2] && v[1] != v[2]) {
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bx::memCopy(ib->data + tris * 3 * sizeof(uint32_t), v, 3 * sizeof(int));
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++tris;
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}
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}
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m_numTriangles = tris;
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m_numVertices = verts;
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bgfx::update(m_ib, 0, ib);
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}
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void submitLOD(bgfx::ViewId viewid, const float *mtx) {
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bgfx::setTransform(mtx);
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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);
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if (m_LOD != m_lastLOD) {
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updateIndexBuffer();
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m_lastLOD = m_LOD;
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}
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bgfx::setIndexBuffer(m_ib, 0, m_numTriangles*3);
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bgfx::setVertexBuffer(0, m_vb, 0, m_numVertices);
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bgfx::submit(viewid, m_program);
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}
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bool update() override
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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showExampleDialog(this);
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 2.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, 0
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);
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ImGui::Text("Vertices: %d", m_numVertices);
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ImGui::Text("Triangles: %d", m_numTriangles);
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ImGui::SliderFloat("LOD Level", &m_LOD, 0.0f, 1.0f);
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ImGui::End();
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imguiEndFrame();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) );
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const float BasicColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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bgfx::setUniform(u_tint, BasicColor);
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const bx::Vec3 at = { 0.0f, 1.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 1.0f, -2.5f };
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// Set view and projection matrix for view 0.
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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}
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float mtx[16];
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bx::mtxRotateXY(mtx
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, 0.0f
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, time*0.37f
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);
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submitLOD(0, mtx);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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return true;
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}
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return false;
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}
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entry::MouseState m_mouseState;
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uint32_t m_width;
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uint32_t m_height;
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uint32_t m_debug;
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uint32_t m_reset;
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float m_lastLOD;
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float m_LOD;
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uint32_t m_numVertices;
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uint32_t m_numTriangles;
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uint32_t m_totalVertices;
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uint32_t m_totalTriangles;
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int *m_map;
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int *m_triangle;
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int64_t m_timeOffset;
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bgfx::VertexBufferHandle m_vb;
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bgfx::DynamicIndexBufferHandle m_ib;
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bgfx::ProgramHandle m_program;
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bgfx::UniformHandle u_tint;
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};
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} // namespace
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ENTRY_IMPLEMENT_MAIN(
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ExampleBunnyLOD
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, "42-bunnylod"
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, "Bunny LOD"
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, "https://bkaradzic.github.io/bgfx/examples.html#bunnylod"
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);
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@ -0,0 +1,529 @@
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/*
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* Progressive Mesh type Polygon Reduction Algorithm
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*
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* Original version by Stan Melax (c) 1998
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* C version by Cloud Wu (c) 2020
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*
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* The function ProgressiveMesh() takes a model in an "indexed face
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* set" sort of way. i.e. Array of vertices and Array of triangles.
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* The function then does the polygon reduction algorithm
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* internally and reduces the model all the way down to 0
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* vertices and then returns the order in which the
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* vertices are collapsed and to which neighbor each vertex
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* is collapsed to. More specifically the returned "permutation"
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* indicates how to reorder your vertices so you can render
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* an object by using the first n vertices (for the n
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* vertex version). After permuting your vertices, the
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* map Array indicates to which vertex each vertex is collapsed to.
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*/
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#include <assert.h>
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#include <math.h>
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#include <stdlib.h>
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#define ARRAY_SIZE 16
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struct triangle {
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int vertex[3]; // the 3 points (id) that make this tri
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float normal[3]; // unit vector othogonal to this face
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};
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struct array {
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int n;
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int cap;
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int *buffer;
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int tmp[ARRAY_SIZE];
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};
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struct vertex {
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float position[3]; // location of point in euclidean space
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int id; // place of vertex in original Array
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struct array neighbor; // adjacent vertices
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struct array face; // adjacent triangles
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float objdist; // cached cost of collapsing edge
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int collapse; // candidate vertex (id) for collapse
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};
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struct mesh {
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int n_face;
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int n_vertex;
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struct vertex *v;
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struct triangle *t;
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};
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// vec3 math
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static inline void
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vec3_sub(const float v0[3], const float v1[3], float v[3]) {
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v[0] = v0[0] - v1[0];
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v[1] = v0[1] - v1[1];
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v[2] = v0[2] - v1[2];
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}
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static inline void
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vec3_cross(const float a[3], const float b[3], float v[3]) {
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v[0] = a[1]*b[2] - a[2]*b[1];
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v[1] = a[2]*b[0] - a[0]*b[2];
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v[2] = a[0]*b[1] - a[1]*b[0];
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}
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static inline float
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vec3_dot(const float a[3], const float b[3]) {
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return a[0]*b[0] + a[1]*b[1] + a[2] * b[2];
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}
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static inline float
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vec3_length(const float v[3]) {
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return sqrtf(vec3_dot(v,v));
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}
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static inline void
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vec3_normalize(float v[3]) {
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const float invLen = 1.0f/vec3_length(v);
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v[0] *= invLen;
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v[1] *= invLen;
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v[2] *= invLen;
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}
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// array
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static void
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array_init(struct array *a) {
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a->n = 0;
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a->cap = ARRAY_SIZE;
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a->buffer = a->tmp;
|
||||
}
|
||||
|
||||
static void
|
||||
array_deinit(struct array *a) {
|
||||
if (a->buffer != a->tmp) {
|
||||
free(a->buffer);
|
||||
a->buffer = a->tmp;
|
||||
a->cap = ARRAY_SIZE;
|
||||
a->n = 0;
|
||||
}
|
||||
}
|
||||
|
||||
static inline int
|
||||
array_index(struct array *a, int idx) {
|
||||
return a->buffer[idx];
|
||||
}
|
||||
|
||||
static void
|
||||
array_push(struct array *a, int v) {
|
||||
if (a->n >= a->cap) {
|
||||
int *old = a->buffer;
|
||||
a->buffer = (int *)malloc(a->cap * 2 * sizeof(int));
|
||||
int i;
|
||||
for (i=0;i<a->n;i++) {
|
||||
a->buffer[i] = old[i];
|
||||
}
|
||||
if (old != a->tmp)
|
||||
free(old);
|
||||
}
|
||||
a->buffer[a->n++] = v;
|
||||
}
|
||||
|
||||
static inline void
|
||||
array_remove_index(struct array *a, int idx) {
|
||||
a->buffer[idx] = a->buffer[--a->n];
|
||||
}
|
||||
|
||||
static void
|
||||
array_remove(struct array *a, int v) {
|
||||
int i;
|
||||
for (i=0; i<a->n; i++) {
|
||||
if (a->buffer[i] == v) {
|
||||
array_remove_index(a, i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline struct vertex *
|
||||
Vertex(struct mesh *M, int id) {
|
||||
return &M->v[id];
|
||||
}
|
||||
|
||||
static inline struct triangle *
|
||||
Triangle(struct mesh *M, int id) {
|
||||
return &M->t[id];
|
||||
}
|
||||
|
||||
static inline struct triangle *
|
||||
Face(struct mesh *M, struct vertex *v, int idx) {
|
||||
return Triangle(M, array_index(&v->face, idx));
|
||||
}
|
||||
|
||||
static void
|
||||
AddVertex(struct mesh *M, const float v[3]) {
|
||||
int id = M->n_vertex++;
|
||||
struct vertex * tmp = Vertex(M, id);
|
||||
tmp->position[0] = v[0];
|
||||
tmp->position[1] = v[1];
|
||||
tmp->position[2] = v[2];
|
||||
tmp->id = id;
|
||||
array_init(&tmp->neighbor);
|
||||
array_init(&tmp->face);
|
||||
tmp->objdist = 0;
|
||||
tmp->collapse = -1;
|
||||
}
|
||||
|
||||
static void
|
||||
RemoveVertex(struct mesh *M, int id) {
|
||||
struct vertex * v = Vertex(M, id);
|
||||
assert(v->id == id);
|
||||
assert(v->face.n == 0);
|
||||
int i;
|
||||
for (i=0;i<v->face.n;i++) {
|
||||
struct vertex * nv = Vertex(M, array_index(&v->face, i));
|
||||
array_remove(&nv->neighbor, id);
|
||||
}
|
||||
v->id = -1; // invalid vertex id
|
||||
array_deinit(&v->neighbor);
|
||||
array_deinit(&v->face);
|
||||
}
|
||||
|
||||
static void
|
||||
ComputeNormal(struct mesh *M, struct triangle *t) {
|
||||
struct vertex * v0 = Vertex(M, t->vertex[0]);
|
||||
struct vertex * v1 = Vertex(M, t->vertex[1]);
|
||||
struct vertex * v2 = Vertex(M, t->vertex[2]);
|
||||
float a[3], b[3];
|
||||
vec3_sub(v1->position, v0->position, a);
|
||||
vec3_sub(v2->position, v1->position, b);
|
||||
vec3_cross(a,b, t->normal);
|
||||
vec3_normalize(t->normal);
|
||||
}
|
||||
|
||||
static void
|
||||
AddNeighbor(struct mesh *M, int vid, int id) {
|
||||
struct vertex *v = Vertex(M, vid);
|
||||
int i;
|
||||
for (i=0;i<v->neighbor.n;i++) {
|
||||
if (array_index(&v->neighbor,i) == id)
|
||||
return;
|
||||
}
|
||||
array_push(&v->neighbor, id);
|
||||
}
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
static void
|
||||
AddTriangle(struct mesh *M, const int v[3]) {
|
||||
int v0 = v[0];
|
||||
int v1 = v[1];
|
||||
int v2 = v[2];
|
||||
if (v0 == v1 || v0 == v2 || v1 == v2)
|
||||
return;
|
||||
assert(v0 < M->n_vertex);
|
||||
assert(v1 < M->n_vertex);
|
||||
assert(v2 < M->n_vertex);
|
||||
int id = M->n_face++;
|
||||
struct triangle * tmp = Triangle(M, id);
|
||||
tmp->vertex[0] = v0;
|
||||
tmp->vertex[1] = v1;
|
||||
tmp->vertex[2] = v2;
|
||||
ComputeNormal(M, tmp);
|
||||
|
||||
int i;
|
||||
for(i=0;i<3;i++) {
|
||||
struct vertex *obj = Vertex(M, v[i]);
|
||||
array_push(&obj->face, id);
|
||||
}
|
||||
|
||||
AddNeighbor(M, v0, v1);
|
||||
AddNeighbor(M, v0, v2);
|
||||
AddNeighbor(M, v1, v0);
|
||||
AddNeighbor(M, v1, v2);
|
||||
AddNeighbor(M, v2, v0);
|
||||
AddNeighbor(M, v2, v1);
|
||||
}
|
||||
|
||||
static int
|
||||
HasVertex(struct triangle * t, int vid) {
|
||||
return (t->vertex[0] == vid || t->vertex[1] == vid || t->vertex[2] == vid);
|
||||
}
|
||||
|
||||
static void
|
||||
RemoveIfNonNeighbor_(struct mesh *M, struct vertex *v, int id) {
|
||||
int i,j;
|
||||
for (i=0;i<v->neighbor.n;i++) {
|
||||
if (array_index(&v->neighbor, i) == id) {
|
||||
for (j=0;j<v->face.n;j++) {
|
||||
if (HasVertex(Face(M, v, j), id))
|
||||
return;
|
||||
}
|
||||
// remove from neighbors
|
||||
array_remove_index(&v->neighbor, i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
RemoveIfNonNeighbor(struct mesh *M, struct vertex *v0, struct vertex *v1) {
|
||||
if (v0 == NULL || v1 == NULL)
|
||||
return;
|
||||
RemoveIfNonNeighbor_(M, v0, v1->id);
|
||||
RemoveIfNonNeighbor_(M, v1, v0->id);
|
||||
}
|
||||
|
||||
static void
|
||||
RemoveTriangle(struct mesh *M, int id) {
|
||||
struct triangle * face = Triangle(M, id);
|
||||
struct vertex * v[3];
|
||||
int i;
|
||||
for (i=0;i<3;i++) {
|
||||
v[i] = Vertex(M, face->vertex[i]);
|
||||
if (v[i]->id < 0)
|
||||
v[i] = NULL;
|
||||
else {
|
||||
array_remove(&v[i]->face, id);
|
||||
}
|
||||
}
|
||||
RemoveIfNonNeighbor(M, v[0], v[1]);
|
||||
RemoveIfNonNeighbor(M, v[1], v[2]);
|
||||
RemoveIfNonNeighbor(M, v[2], v[0]);
|
||||
}
|
||||
|
||||
static void
|
||||
ReplaceVertex(struct mesh *M, int faceid, int oldid, int newid) {
|
||||
struct triangle * face = Triangle(M, faceid);
|
||||
assert(oldid >=0 && newid >= 0);
|
||||
assert(HasVertex(face, oldid));
|
||||
assert(!HasVertex(face, newid));
|
||||
if(oldid==face->vertex[0]){
|
||||
face->vertex[0]=newid;
|
||||
} else if(oldid==face->vertex[1]){
|
||||
face->vertex[1]=newid;
|
||||
} else {
|
||||
face->vertex[2]=newid;
|
||||
}
|
||||
struct vertex *vold = Vertex(M, oldid);
|
||||
struct vertex *vnew = Vertex(M, newid);
|
||||
|
||||
array_remove(&vold->face, faceid);
|
||||
array_push(&vnew->face, faceid);
|
||||
|
||||
int i;
|
||||
for (i = 0; i<3; i++) {
|
||||
struct vertex *v = Vertex(M, face->vertex[i]);
|
||||
RemoveIfNonNeighbor(M, vold, v);
|
||||
}
|
||||
|
||||
AddNeighbor(M, face->vertex[0], face->vertex[1]);
|
||||
AddNeighbor(M, face->vertex[0], face->vertex[2]);
|
||||
AddNeighbor(M, face->vertex[1], face->vertex[0]);
|
||||
AddNeighbor(M, face->vertex[1], face->vertex[2]);
|
||||
AddNeighbor(M, face->vertex[2], face->vertex[0]);
|
||||
AddNeighbor(M, face->vertex[2], face->vertex[1]);
|
||||
|
||||
ComputeNormal(M, face);
|
||||
}
|
||||
|
||||
static void
|
||||
mesh_init(struct mesh *M, int vert_n, int tri_n) {
|
||||
M->n_face = 0;
|
||||
M->n_vertex = 0;
|
||||
M->v = (struct vertex *)malloc(vert_n * sizeof(struct vertex));
|
||||
M->t = (struct triangle *)malloc(tri_n * sizeof(struct triangle));
|
||||
}
|
||||
|
||||
static void
|
||||
mesh_deinit(struct mesh *M) {
|
||||
free(M->v);
|
||||
free(M->t);
|
||||
}
|
||||
|
||||
static float
|
||||
ComputeEdgeCollapseCost(struct mesh *M, struct vertex *u, int vid) {
|
||||
// if we collapse edge uv by moving u to v then how
|
||||
// much different will the model change, i.e. how much "error".
|
||||
// Texture, vertex normal, and border vertex code was removed
|
||||
// to keep this demo as simple as possible.
|
||||
// The method of determining cost was designed in order
|
||||
// to exploit small and coplanar regions for
|
||||
// effective polygon reduction.
|
||||
// Is is possible to add some checks here to see if "folds"
|
||||
// would be generated. i.e. normal of a remaining face gets
|
||||
// flipped. I never seemed to run into this problem and
|
||||
// therefore never added code to detect this case.
|
||||
struct vertex *v = Vertex(M, vid);
|
||||
float tmp[3];
|
||||
vec3_sub(v->position, u->position, tmp);
|
||||
float edgelength = vec3_length(tmp);
|
||||
float curvature=0;
|
||||
|
||||
// find the "sides" triangles that are on the edge uv
|
||||
struct array sides;
|
||||
array_init(&sides);
|
||||
int i,j;
|
||||
for (i = 0; i<u->face.n; i++) {
|
||||
if (HasVertex(Face(M, u, i), vid)) {
|
||||
array_push(&sides, array_index(&u->face, i));
|
||||
}
|
||||
}
|
||||
// use the triangle facing most away from the sides
|
||||
// to determine our curvature term
|
||||
for (i = 0; i<u->face.n; i++) {
|
||||
float mincurv=1; // curve for face i and closer side to it
|
||||
for (j = 0; j<sides.n; j++) {
|
||||
float dotprod = vec3_dot(Triangle(M, array_index(&u->face, i))->normal,
|
||||
Triangle(M, array_index(&sides,j))->normal); // use dot product of face normals.
|
||||
float t = (1-dotprod)/2.0f;
|
||||
if (t < mincurv) {
|
||||
mincurv = t;
|
||||
}
|
||||
}
|
||||
if (mincurv > curvature)
|
||||
curvature = mincurv;
|
||||
}
|
||||
array_deinit(&sides);
|
||||
// the more coplanar the lower the curvature term
|
||||
return edgelength * curvature;
|
||||
}
|
||||
|
||||
static void
|
||||
ComputeEdgeCostAtVertex(struct mesh *M, struct vertex *v) {
|
||||
// compute the edge collapse cost for all edges that start
|
||||
// from vertex v. Since we are only interested in reducing
|
||||
// the object by selecting the min cost edge at each step, we
|
||||
// only cache the cost of the least cost edge at this vertex
|
||||
// (in member variable collapse) as well as the value of the
|
||||
// cost (in member variable objdist).
|
||||
if (v->neighbor.n == 0) {
|
||||
// v doesn't have neighbors so it costs nothing to collapse
|
||||
v->collapse=-1;
|
||||
v->objdist=-0.01f;
|
||||
return;
|
||||
}
|
||||
v->objdist = 1000000;
|
||||
v->collapse=-1;
|
||||
// search all neighboring edges for "least cost" edge
|
||||
int i;
|
||||
for (i = 0; i<v->neighbor.n; i++) {
|
||||
float dist;
|
||||
dist = ComputeEdgeCollapseCost(M, v, array_index(&v->neighbor, i));
|
||||
if(dist<v->objdist) {
|
||||
v->collapse=array_index(&v->neighbor, i); // candidate for edge collapse
|
||||
v->objdist=dist; // cost of the collapse
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
ComputeAllEdgeCollapseCosts(struct mesh *M) {
|
||||
// For all the edges, compute the difference it would make
|
||||
// to the model if it was collapsed. The least of these
|
||||
// per vertex is cached in each vertex object.
|
||||
int i;
|
||||
for (i = 0; i<M->n_vertex; i++) {
|
||||
ComputeEdgeCostAtVertex(M, Vertex(M, i));
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
Collapse(struct mesh *M, int uid, int vid) {
|
||||
// Collapse the edge uv by moving vertex u onto v
|
||||
// Actually remove tris on uv, then update tris that
|
||||
// have u to have v, and then remove u.
|
||||
struct vertex *u = Vertex(M, uid);
|
||||
if(vid < 0) {
|
||||
// u is a vertex all by itself so just delete it
|
||||
RemoveVertex(M, uid);
|
||||
return;
|
||||
}
|
||||
|
||||
struct array tmp;
|
||||
array_init(&tmp);
|
||||
int i;
|
||||
// make tmp a Array of all the neighbors of u
|
||||
for (i = 0; i<u->neighbor.n; i++) {
|
||||
array_push(&tmp, array_index(&u->neighbor, i));
|
||||
}
|
||||
|
||||
// delete triangles on edge uv:
|
||||
{
|
||||
i = u->face.n;
|
||||
while (i--) {
|
||||
if (HasVertex(Face(M, u, i), vid)) {
|
||||
RemoveTriangle(M, array_index(&u->face, i));
|
||||
}
|
||||
}
|
||||
}
|
||||
// update remaining triangles to have v instead of u
|
||||
{
|
||||
i = u->face.n;
|
||||
while (i--) {
|
||||
ReplaceVertex(M, array_index(&u->face, i), uid, vid);
|
||||
}
|
||||
}
|
||||
RemoveVertex(M, uid);
|
||||
// recompute the edge collapse costs for neighboring vertices
|
||||
for (i = 0; i<tmp.n; i++) {
|
||||
ComputeEdgeCostAtVertex(M, Vertex(M, array_index(&tmp, i)));
|
||||
}
|
||||
array_deinit(&tmp);
|
||||
}
|
||||
|
||||
static struct vertex *
|
||||
MinimumCostEdge(struct mesh *M) {
|
||||
// Find the edge that when collapsed will affect model the least.
|
||||
// This funtion actually returns a Vertex, the second vertex
|
||||
// of the edge (collapse candidate) is stored in the vertex data.
|
||||
// Serious optimization opportunity here: this function currently
|
||||
// does a sequential search through an unsorted Array :-(
|
||||
// Our algorithm could be O(n*lg(n)) instead of O(n*n)
|
||||
int i;
|
||||
struct vertex *mn = NULL;
|
||||
for (i = 0; i<M->n_vertex; i++) {
|
||||
struct vertex *v = Vertex(M, i);
|
||||
if (v->id >=0) {
|
||||
if (mn == NULL || v->objdist < mn->objdist) {
|
||||
mn = v;
|
||||
}
|
||||
}
|
||||
}
|
||||
return mn;
|
||||
}
|
||||
|
||||
void
|
||||
ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, const int *tri, int *map, int *permutation) {
|
||||
struct mesh M;
|
||||
mesh_init(&M, vert_n, tri_n);
|
||||
|
||||
// put input data into our data structures M
|
||||
int i;
|
||||
const char * tmp = (const char *)v;
|
||||
for (i=0;i<vert_n;i++) {
|
||||
AddVertex(&M, (const float *) tmp);
|
||||
tmp += vert_stride;
|
||||
}
|
||||
|
||||
for (i=0;i<tri_n;i++) {
|
||||
AddTriangle(&M, &tri[i*3]);
|
||||
}
|
||||
|
||||
ComputeAllEdgeCollapseCosts(&M); // cache all edge collapse costs
|
||||
|
||||
for (i = vert_n-1; i>=0; i--) {
|
||||
// get the next vertex to collapse
|
||||
struct vertex *mn = MinimumCostEdge(&M);
|
||||
// keep track of this vertex, i.e. the collapse ordering
|
||||
permutation[mn->id] = i;
|
||||
// keep track of vertex to which we collapse to
|
||||
map[i] = mn->collapse;
|
||||
// Collapse this edge
|
||||
Collapse(&M, mn->id, mn->collapse);
|
||||
}
|
||||
|
||||
// reorder the map Array based on the collapse ordering
|
||||
for (i = 0; i<vert_n; i++) {
|
||||
map[i] = (map[i]==-1)?0:permutation[map[i]];
|
||||
}
|
||||
// The caller of this function should reorder their vertices
|
||||
// according to the returned "permutation".
|
||||
|
||||
mesh_deinit(&M);
|
||||
}
|
|
@ -575,6 +575,7 @@ or _OPTIONS["with-combined-examples"] then
|
|||
, "39-assao"
|
||||
, "40-svt"
|
||||
, "41-tess"
|
||||
, "42-bunnylod"
|
||||
)
|
||||
|
||||
-- 17-drawstress requires multithreading, does not compile for singlethreaded wasm
|
||||
|
|
Loading…
Reference in New Issue