Add Chromium-only Blender WebEngine parity work
This commit is contained in:
849
blender-5.2.0/intern/mikktspace/mikktspace.hh
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849
blender-5.2.0/intern/mikktspace/mikktspace.hh
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/* SPDX-FileCopyrightText: 2011 Morten S. Mikkelsen
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* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: Apache-2.0 */
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/** \file
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* \ingroup mikktspace
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*/
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#include <algorithm>
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#include <cassert>
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#include <unordered_map>
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#ifdef WITH_TBB
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# include <tbb/parallel_for.h>
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#endif
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#include "mikk_atomic_hash_set.hh"
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#include "mikk_float3.hh"
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#include "mikk_util.hh"
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namespace mikk {
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static constexpr uint UNSET_ENTRY = 0xffffffffu;
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template<typename Mesh> class Mikktspace {
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struct Triangle {
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/* Stores neighboring triangle for group assignment. */
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std::array<uint, 3> neighbor;
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/* Stores assigned group of each vertex. */
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std::array<uint, 3> group;
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/* Stores vertex indices that make up the triangle. */
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std::array<uint, 3> vertices;
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/* Computed face tangent, will be accumulated into group. */
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float3 tangent;
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/* Index of the face that this triangle belongs to. */
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uint faceIdx;
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/* Index of the first of this triangle's vertices' TSpaces. */
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uint tSpaceIdx;
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/* Stores mapping from this triangle's vertices to the original
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* face's vertices (relevant for quads). */
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std::array<uint8_t, 3> faceVertex;
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// flags
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bool markDegenerate : 1;
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bool quadOneDegenTri : 1;
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bool groupWithAny : 1;
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bool orientPreserving : 1;
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Triangle(uint faceIdx_, uint tSpaceIdx_)
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: tangent{0.0f},
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faceIdx{faceIdx_},
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tSpaceIdx{tSpaceIdx_},
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markDegenerate{false},
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quadOneDegenTri{false},
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groupWithAny{true},
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orientPreserving{false}
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{
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neighbor.fill(UNSET_ENTRY);
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group.fill(UNSET_ENTRY);
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}
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void setVertices(uint8_t i0, uint8_t i1, uint8_t i2)
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{
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faceVertex[0] = i0;
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faceVertex[1] = i1;
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faceVertex[2] = i2;
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vertices[0] = pack_index(faceIdx, i0);
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vertices[1] = pack_index(faceIdx, i1);
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vertices[2] = pack_index(faceIdx, i2);
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}
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};
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struct Group {
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float3 tangent;
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uint vertexRepresentative;
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bool orientPreserving;
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Group(uint vertexRepresentative_, bool orientPreserving_)
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: tangent{0.0f},
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vertexRepresentative{vertexRepresentative_},
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orientPreserving{orientPreserving_}
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{
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}
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void normalizeTSpace()
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{
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tangent = tangent.normalize();
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}
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void accumulateTSpaceAtomic(float3 v_tangent)
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{
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float_add_atomic(&tangent.x, v_tangent.x);
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float_add_atomic(&tangent.y, v_tangent.y);
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float_add_atomic(&tangent.z, v_tangent.z);
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}
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void accumulateTSpace(float3 v_tangent)
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{
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tangent += v_tangent;
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}
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};
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struct TSpace {
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float3 tangent = float3(1.0f, 0.0f, 0.0f);
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uint counter = 0;
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bool orientPreserving = false;
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void accumulateGroup(const Group &group)
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{
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assert(counter < 2);
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if (counter == 0) {
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tangent = group.tangent;
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}
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else if (tangent == group.tangent) {
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// this if is important. Due to floating point precision
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// averaging when ts0==ts1 will cause a slight difference
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// which results in tangent space splits later on, so do nothing
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}
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else {
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tangent = (tangent + group.tangent).normalize();
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}
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counter++;
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orientPreserving = group.orientPreserving;
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}
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};
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Mesh &mesh;
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std::vector<Triangle> triangles;
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std::vector<TSpace> tSpaces;
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std::vector<Group> groups;
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uint nrTSpaces, nrFaces, nrTriangles, totalTriangles;
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int nrThreads;
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bool isParallel;
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public:
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Mikktspace(Mesh &mesh_) : mesh(mesh_) {}
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void genTangSpace()
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{
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nrFaces = uint(mesh.GetNumFaces());
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#ifdef WITH_TBB
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nrThreads = tbb::this_task_arena::max_concurrency();
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isParallel = (nrThreads > 1) && (nrFaces > 10000);
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#else
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nrThreads = 1;
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isParallel = false;
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#endif
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// make an initial triangle --> face index list
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generateInitialVerticesIndexList();
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if (nrTriangles == 0) {
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return;
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}
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// make a welded index list of identical positions and attributes (pos, norm, texc)
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generateSharedVerticesIndexList();
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// mark all triangle pairs that belong to a quad with only one
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// good triangle. These need special treatment in degenEpilogue().
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// Additionally, move all good triangles to the start of
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// triangles[] without changing order and
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// put the degenerate triangles last.
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degenPrologue();
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if (nrTriangles == 0) {
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// No point in building tangents if there are no non-degenerate triangles, so just zero them
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tSpaces.resize(nrTSpaces);
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}
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else {
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// evaluate triangle level attributes and neighbor list
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initTriangle();
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// match up edge pairs
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buildNeighbors();
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// based on the 4 rules, identify groups based on connectivity
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build4RuleGroups();
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// make tspaces, each group is split up into subgroups.
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// Finally a tangent space is made for every resulting subgroup
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generateTSpaces();
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// degenerate quads with one good triangle will be fixed by copying a space from
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// the good triangle to the coinciding vertex.
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// all other degenerate triangles will just copy a space from any good triangle
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// with the same welded index in vertices[].
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degenEpilogue();
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}
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uint index = 0;
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for (uint f = 0; f < nrFaces; f++) {
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const uint verts = mesh.GetNumVerticesOfFace(f);
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if (verts != 3 && verts != 4) {
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continue;
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}
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// set data
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for (uint i = 0; i < verts; i++) {
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const TSpace &tSpace = tSpaces[index++];
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mesh.SetTangentSpace(f, i, tSpace.tangent, tSpace.orientPreserving);
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}
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}
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}
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protected:
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template<typename F> void runParallel(uint start, uint end, F func)
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{
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#ifdef WITH_TBB
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if (isParallel) {
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tbb::parallel_for(start, end, func);
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}
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else
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#endif
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{
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for (uint i = start; i < end; i++) {
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func(i);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float3 getPosition(uint vertexID)
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{
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uint f, v;
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unpack_index(f, v, vertexID);
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return mesh.GetPosition(f, v);
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}
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float3 getNormal(uint vertexID)
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{
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uint f, v;
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unpack_index(f, v, vertexID);
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return mesh.GetNormal(f, v);
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}
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float3 getTexCoord(uint vertexID)
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{
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uint f, v;
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unpack_index(f, v, vertexID);
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return mesh.GetTexCoord(f, v);
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}
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bool has_uv() const
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{
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return mesh.has_uv();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void generateInitialVerticesIndexList()
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{
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nrTriangles = 0;
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for (uint f = 0; f < nrFaces; f++) {
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const uint verts = mesh.GetNumVerticesOfFace(f);
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if (verts == 3) {
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nrTriangles += 1;
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}
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else if (verts == 4) {
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nrTriangles += 2;
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}
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}
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triangles.reserve(nrTriangles);
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nrTSpaces = 0;
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for (uint f = 0; f < nrFaces; f++) {
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const uint verts = mesh.GetNumVerticesOfFace(f);
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if (verts != 3 && verts != 4) {
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continue;
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}
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uint tA = uint(triangles.size());
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triangles.emplace_back(f, nrTSpaces);
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Triangle &triA = triangles[tA];
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if (verts == 3) {
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triA.setVertices(0, 1, 2);
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}
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else {
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uint tB = uint(triangles.size());
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triangles.emplace_back(f, nrTSpaces);
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Triangle &triB = triangles[tB];
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// need an order independent way to evaluate
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// tspace on quads. This is done by splitting
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// along the shortest diagonal.
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float distSQ_02 = (mesh.GetTexCoord(f, 2) - mesh.GetTexCoord(f, 0)).length_squared();
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float distSQ_13 = (mesh.GetTexCoord(f, 3) - mesh.GetTexCoord(f, 1)).length_squared();
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bool quadDiagIs_02;
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if (distSQ_02 != distSQ_13) {
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quadDiagIs_02 = (distSQ_02 < distSQ_13);
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}
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else {
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distSQ_02 = (mesh.GetPosition(f, 2) - mesh.GetPosition(f, 0)).length_squared();
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distSQ_13 = (mesh.GetPosition(f, 3) - mesh.GetPosition(f, 1)).length_squared();
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quadDiagIs_02 = !(distSQ_13 < distSQ_02);
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}
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if (quadDiagIs_02) {
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triA.setVertices(0, 1, 2);
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triB.setVertices(0, 2, 3);
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}
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else {
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triA.setVertices(0, 1, 3);
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triB.setVertices(1, 2, 3);
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}
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}
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nrTSpaces += verts;
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}
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}
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struct VertexHash {
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Mikktspace<Mesh> *mikk;
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uint operator()(const uint &k) const
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{
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return hash_float3x3(mikk->getPosition(k), mikk->getNormal(k), mikk->getTexCoord(k));
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}
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};
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struct VertexEqual {
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Mikktspace<Mesh> *mikk;
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bool operator()(const uint &kA, const uint &kB) const
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{
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return mikk->getTexCoord(kA) == mikk->getTexCoord(kB) &&
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mikk->getNormal(kA) == mikk->getNormal(kB) &&
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mikk->getPosition(kA) == mikk->getPosition(kB);
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}
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};
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/* Merge identical vertices.
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* To find vertices with identical position, normal and texcoord, we calculate a hash of the 9
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* values. Then, by sorting based on that hash, identical elements (having identical hashes) will
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* be moved next to each other. Since there might be hash collisions, the elements of each block
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* are then compared with each other and duplicates are merged.
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*/
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template<bool isAtomic> void generateSharedVerticesIndexList_impl()
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{
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uint numVertices = nrTriangles * 3;
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AtomicHashSet<uint, isAtomic, VertexHash, VertexEqual> set(numVertices, {this}, {this});
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runParallel(0u, nrTriangles, [&](uint t) {
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for (uint i = 0; i < 3; i++) {
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auto res = set.emplace(triangles[t].vertices[i]);
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if (!res.second) {
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triangles[t].vertices[i] = res.first;
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}
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}
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});
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}
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void generateSharedVerticesIndexList()
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{
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if (isParallel) {
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generateSharedVerticesIndexList_impl<true>();
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}
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else {
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generateSharedVerticesIndexList_impl<false>();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////// Degenerate triangles ////////////////////////////////////
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void degenPrologue()
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{
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// Mark all degenerate triangles
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totalTriangles = nrTriangles;
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std::atomic<uint> degenTriangles(0);
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runParallel(0u, totalTriangles, [&](uint t) {
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const float3 p0 = getPosition(triangles[t].vertices[0]);
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const float3 p1 = getPosition(triangles[t].vertices[1]);
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const float3 p2 = getPosition(triangles[t].vertices[2]);
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if (p0 == p1 || p0 == p2 || p1 == p2) // degenerate
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{
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triangles[t].markDegenerate = true;
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degenTriangles.fetch_add(1);
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}
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});
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nrTriangles -= degenTriangles.load();
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if (totalTriangles == nrTriangles) {
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return;
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}
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// locate quads with only one good triangle
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runParallel(0u, totalTriangles - 1, [&](uint t) {
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Triangle &triangleA = triangles[t], &triangleB = triangles[t + 1];
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if (triangleA.faceIdx != triangleB.faceIdx) {
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/* Individual triangle, skip. */
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return;
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}
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if (triangleA.markDegenerate != triangleB.markDegenerate) {
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triangleA.quadOneDegenTri = true;
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triangleB.quadOneDegenTri = true;
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}
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});
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std::stable_partition(triangles.begin(), triangles.end(), [](const Triangle &tri) {
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return !tri.markDegenerate;
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});
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}
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void degenEpilogue()
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{
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if (nrTriangles == totalTriangles) {
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return;
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}
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std::unordered_map<uint, uint> goodTriangleMap;
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for (uint t = 0; t < nrTriangles; t++) {
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for (uint i = 0; i < 3; i++) {
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goodTriangleMap.emplace(triangles[t].vertices[i], pack_index(t, i));
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}
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}
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// deal with degenerate triangles
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// punishment for degenerate triangles is O(nrTriangles) extra memory.
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for (uint t = nrTriangles; t < totalTriangles; t++) {
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// degenerate triangles on a quad with one good triangle are skipped
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// here but processed in the next loop
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if (triangles[t].quadOneDegenTri) {
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continue;
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}
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for (uint i = 0; i < 3; i++) {
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const auto entry = goodTriangleMap.find(triangles[t].vertices[i]);
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if (entry == goodTriangleMap.end()) {
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// Matching vertex from good triangle is not found.
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continue;
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}
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uint tSrc, iSrc;
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unpack_index(tSrc, iSrc, entry->second);
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const uint iSrcVert = triangles[tSrc].faceVertex[iSrc];
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const uint iSrcOffs = triangles[tSrc].tSpaceIdx;
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const uint iDstVert = triangles[t].faceVertex[i];
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const uint iDstOffs = triangles[t].tSpaceIdx;
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// copy tspace
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tSpaces[iDstOffs + iDstVert] = tSpaces[iSrcOffs + iSrcVert];
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}
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}
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// deal with degenerate quads with one good triangle
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for (uint t = 0; t < nrTriangles; t++) {
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// this triangle belongs to a quad where the
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// other triangle is degenerate
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if (!triangles[t].quadOneDegenTri) {
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continue;
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}
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uint vertFlag = (1u << triangles[t].faceVertex[0]) | (1u << triangles[t].faceVertex[1]) |
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(1u << triangles[t].faceVertex[2]);
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uint missingFaceVertex = 0;
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if ((vertFlag & 2) == 0) {
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missingFaceVertex = 1;
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}
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else if ((vertFlag & 4) == 0) {
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missingFaceVertex = 2;
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}
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else if ((vertFlag & 8) == 0) {
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missingFaceVertex = 3;
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}
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uint faceIdx = triangles[t].faceIdx;
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float3 dstP = mesh.GetPosition(faceIdx, missingFaceVertex);
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bool found = false;
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for (uint i = 0; i < 3; i++) {
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const uint faceVertex = triangles[t].faceVertex[i];
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const float3 srcP = mesh.GetPosition(faceIdx, faceVertex);
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if (srcP == dstP) {
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const uint offset = triangles[t].tSpaceIdx;
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tSpaces[offset + missingFaceVertex] = tSpaces[offset + faceVertex];
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found = true;
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break;
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}
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}
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assert(found);
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(void)found;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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||||
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// returns the texture area times 2
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float calcTexArea(uint tri)
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||||
{
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||||
const float3 t1 = getTexCoord(triangles[tri].vertices[0]);
|
||||
const float3 t2 = getTexCoord(triangles[tri].vertices[1]);
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||||
const float3 t3 = getTexCoord(triangles[tri].vertices[2]);
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||||
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const float t21x = t2.x - t1.x;
|
||||
const float t21y = t2.y - t1.y;
|
||||
const float t31x = t3.x - t1.x;
|
||||
const float t31y = t3.y - t1.y;
|
||||
|
||||
const float signedAreaSTx2 = t21x * t31y - t21y * t31x;
|
||||
return fabsf(signedAreaSTx2);
|
||||
}
|
||||
|
||||
void initTriangle()
|
||||
{
|
||||
// triangles[f].iFlag is cleared in generateInitialVerticesIndexList()
|
||||
// which is called before this function.
|
||||
|
||||
// evaluate first order derivatives
|
||||
runParallel(0u, nrTriangles, [&](uint t) {
|
||||
Triangle &triangle = triangles[t];
|
||||
|
||||
// initial values
|
||||
const float3 v1 = getPosition(triangle.vertices[0]);
|
||||
const float3 v2 = getPosition(triangle.vertices[1]);
|
||||
const float3 v3 = getPosition(triangle.vertices[2]);
|
||||
const float3 t1 = getTexCoord(triangle.vertices[0]);
|
||||
const float3 t2 = getTexCoord(triangle.vertices[1]);
|
||||
const float3 t3 = getTexCoord(triangle.vertices[2]);
|
||||
|
||||
float t21x = t2.x - t1.x;
|
||||
float t31x = t3.x - t1.x;
|
||||
if (!has_uv()) {
|
||||
/* Compute edge length in toroidal space, since the u generated by `map_to_sphere()` might
|
||||
* go cross the seam. */
|
||||
t21x -= floorf(t21x + 0.5f);
|
||||
t31x -= floorf(t31x + 0.5f);
|
||||
}
|
||||
|
||||
const float t21y = t2.y - t1.y;
|
||||
const float t31y = t3.y - t1.y;
|
||||
const float3 d1 = v2 - v1, d2 = v3 - v1;
|
||||
|
||||
const float signedAreaSTx2 = t21x * t31y - t21y * t31x;
|
||||
const float3 vOs = (t31y * d1) - (t21y * d2); // eq 18
|
||||
const float3 vOt = (-t31x * d1) + (t21x * d2); // eq 19
|
||||
|
||||
triangle.orientPreserving = (signedAreaSTx2 > 0);
|
||||
|
||||
if (not_zero(signedAreaSTx2)) {
|
||||
const float lenOs2 = vOs.length_squared();
|
||||
const float lenOt2 = vOt.length_squared();
|
||||
const float fS = triangle.orientPreserving ? 1.0f : (-1.0f);
|
||||
if (not_zero(lenOs2)) {
|
||||
triangle.tangent = vOs * (fS / sqrtf(lenOs2));
|
||||
}
|
||||
|
||||
// if this is a good triangle
|
||||
if (not_zero(lenOs2) && not_zero(lenOt2)) {
|
||||
triangle.groupWithAny = false;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// force otherwise healthy quads to a fixed orientation
|
||||
runParallel(0u, nrTriangles - 1, [&](uint t) {
|
||||
Triangle &triangleA = triangles[t], &triangleB = triangles[t + 1];
|
||||
if (triangleA.faceIdx != triangleB.faceIdx) {
|
||||
// this is not a quad
|
||||
return;
|
||||
}
|
||||
|
||||
// bad triangles should already have been removed by
|
||||
// degenPrologue(), but just in case check that neither are degenerate
|
||||
if (!(triangleA.markDegenerate || triangleB.markDegenerate)) {
|
||||
// if this happens the quad has extremely bad mapping!!
|
||||
if (triangleA.orientPreserving != triangleB.orientPreserving) {
|
||||
bool chooseOrientFirstTri = false;
|
||||
if (triangleB.groupWithAny) {
|
||||
chooseOrientFirstTri = true;
|
||||
}
|
||||
else if (calcTexArea(t) >= calcTexArea(t + 1)) {
|
||||
chooseOrientFirstTri = true;
|
||||
}
|
||||
|
||||
// force match
|
||||
const uint t0 = chooseOrientFirstTri ? t : (t + 1);
|
||||
const uint t1 = chooseOrientFirstTri ? (t + 1) : t;
|
||||
triangles[t1].orientPreserving = triangles[t0].orientPreserving;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/////////////////////////////////////////// Edges ///////////////////////////////////////////
|
||||
|
||||
struct NeighborShard {
|
||||
struct Entry {
|
||||
Entry(uint32_t key_, uint data_) : key(key_), data(data_) {}
|
||||
uint key, data;
|
||||
};
|
||||
std::vector<Entry> entries;
|
||||
|
||||
NeighborShard(size_t capacity)
|
||||
{
|
||||
entries.reserve(capacity);
|
||||
}
|
||||
|
||||
void buildNeighbors(Mikktspace<Mesh> *mikk)
|
||||
{
|
||||
/* Entries are added by iterating over t, so by using a stable sort,
|
||||
* we don't have to compare based on t as well. */
|
||||
{
|
||||
std::vector<Entry> tempEntries(entries.size(), {0, 0});
|
||||
radixsort(entries, tempEntries, [](const Entry &e) { return e.key; });
|
||||
}
|
||||
|
||||
for (uint i = 0; i < entries.size(); i++) {
|
||||
const Entry &a = entries[i];
|
||||
uint tA, iA;
|
||||
unpack_index(tA, iA, a.data);
|
||||
Mikktspace<Mesh>::Triangle &triA = mikk->triangles[tA];
|
||||
|
||||
if (triA.neighbor[iA] != UNSET_ENTRY) {
|
||||
continue;
|
||||
}
|
||||
|
||||
uint i0A = triA.vertices[iA], i1A = triA.vertices[(iA != 2) ? (iA + 1) : 0];
|
||||
for (uint j = i + 1; j < entries.size(); j++) {
|
||||
const Entry &b = entries[j];
|
||||
uint tB, iB;
|
||||
unpack_index(tB, iB, b.data);
|
||||
Mikktspace<Mesh>::Triangle &triB = mikk->triangles[tB];
|
||||
|
||||
if (b.key != a.key) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (triB.neighbor[iB] != UNSET_ENTRY) {
|
||||
continue;
|
||||
}
|
||||
|
||||
uint i1B = triB.vertices[iB], i0B = triB.vertices[(iB != 2) ? (iB + 1) : 0];
|
||||
if (i0A == i0B && i1A == i1B) {
|
||||
triA.neighbor[iA] = tB;
|
||||
triB.neighbor[iB] = tA;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
void buildNeighbors()
|
||||
{
|
||||
/* In order to parallelize the processing, we divide the vertices into shards.
|
||||
* Since only vertex pairs with the same key will be checked, we can process
|
||||
* shards independently as long as we ensure that all vertices with the same
|
||||
* key go into the same shard.
|
||||
* This is done by hashing the key to get the shard index of each vertex.
|
||||
*/
|
||||
// TODO: Two-step filling that first counts and then fills? Could be parallel then.
|
||||
uint targetNrShards = isParallel ? uint(4 * nrThreads) : 1;
|
||||
uint nrShards = 1, hashShift = 32;
|
||||
while (nrShards < targetNrShards) {
|
||||
nrShards *= 2;
|
||||
hashShift -= 1;
|
||||
}
|
||||
|
||||
/* Reserve 25% extra to account for variation due to hashing. */
|
||||
size_t reserveSize = size_t(double(3 * nrTriangles) * 1.25 / nrShards);
|
||||
std::vector<NeighborShard> shards(nrShards, {reserveSize});
|
||||
|
||||
for (uint t = 0; t < nrTriangles; t++) {
|
||||
Triangle &triangle = triangles[t];
|
||||
for (uint i = 0; i < 3; i++) {
|
||||
const uint i0 = triangle.vertices[i];
|
||||
const uint i1 = triangle.vertices[(i != 2) ? (i + 1) : 0];
|
||||
const uint high = std::max(i0, i1), low = std::min(i0, i1);
|
||||
const uint hash = hash_uint3(high, low, 0);
|
||||
/* TODO: Reusing the hash here means less hash space inside each shard.
|
||||
* Computing a second hash with a different seed it probably not worth it? */
|
||||
const uint shard = isParallel ? (hash >> hashShift) : 0;
|
||||
shards[shard].entries.emplace_back(hash, pack_index(t, i));
|
||||
}
|
||||
}
|
||||
|
||||
runParallel(0u, nrShards, [&](uint s) { shards[s].buildNeighbors(this); });
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void assignRecur(const uint t, uint groupId)
|
||||
{
|
||||
if (t == UNSET_ENTRY) {
|
||||
return;
|
||||
}
|
||||
|
||||
Triangle &triangle = triangles[t];
|
||||
Group &group = groups[groupId];
|
||||
|
||||
// track down vertex
|
||||
const uint vertRep = group.vertexRepresentative;
|
||||
uint i = 3;
|
||||
if (triangle.vertices[0] == vertRep) {
|
||||
i = 0;
|
||||
}
|
||||
else if (triangle.vertices[1] == vertRep) {
|
||||
i = 1;
|
||||
}
|
||||
else if (triangle.vertices[2] == vertRep) {
|
||||
i = 2;
|
||||
}
|
||||
assert(i < 3);
|
||||
|
||||
// early out
|
||||
if (triangle.group[i] != UNSET_ENTRY) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (triangle.groupWithAny) {
|
||||
// first to group with a group-with-anything triangle
|
||||
// determines its orientation.
|
||||
// This is the only existing order dependency in the code!!
|
||||
if (triangle.group[0] == UNSET_ENTRY && triangle.group[1] == UNSET_ENTRY &&
|
||||
triangle.group[2] == UNSET_ENTRY)
|
||||
{
|
||||
triangle.orientPreserving = group.orientPreserving;
|
||||
}
|
||||
}
|
||||
|
||||
if (triangle.orientPreserving != group.orientPreserving) {
|
||||
return;
|
||||
}
|
||||
|
||||
triangle.group[i] = groupId;
|
||||
|
||||
const uint t_L = triangle.neighbor[i];
|
||||
const uint t_R = triangle.neighbor[i > 0 ? (i - 1) : 2];
|
||||
assignRecur(t_L, groupId);
|
||||
assignRecur(t_R, groupId);
|
||||
}
|
||||
|
||||
void build4RuleGroups()
|
||||
{
|
||||
/* NOTE: This could be parallelized by grouping all [t, i] pairs into
|
||||
* shards by hash(triangles[t].vertices[i]). This way, each shard can be processed
|
||||
* independently and in parallel.
|
||||
* However, the `groupWithAny` logic needs special handling (e.g. lock a mutex when
|
||||
* encountering a `groupWithAny` triangle, then sort it out, then unlock and proceed). */
|
||||
for (uint t = 0; t < nrTriangles; t++) {
|
||||
Triangle &triangle = triangles[t];
|
||||
for (uint i = 0; i < 3; i++) {
|
||||
// if not assigned to a group
|
||||
if (triangle.groupWithAny || triangle.group[i] != UNSET_ENTRY) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const uint newGroupId = uint(groups.size());
|
||||
triangle.group[i] = newGroupId;
|
||||
|
||||
groups.emplace_back(triangle.vertices[i], bool(triangle.orientPreserving));
|
||||
|
||||
const uint t_L = triangle.neighbor[i];
|
||||
const uint t_R = triangle.neighbor[i > 0 ? (i - 1) : 2];
|
||||
assignRecur(t_L, newGroupId);
|
||||
assignRecur(t_R, newGroupId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
template<bool atomic> void accumulateTSpaces(uint t)
|
||||
{
|
||||
const Triangle &triangle = triangles[t];
|
||||
// only valid triangles get to add their contribution
|
||||
if (triangle.groupWithAny) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* TODO: Vectorize?
|
||||
* Also: Could add special case for flat shading, when all normals are equal half of the fCos
|
||||
* projections and two of the three tangent projections are unnecessary. */
|
||||
std::array<float3, 3> n, p;
|
||||
for (uint i = 0; i < 3; i++) {
|
||||
n[i] = getNormal(triangle.vertices[i]);
|
||||
p[i] = getPosition(triangle.vertices[i]);
|
||||
}
|
||||
|
||||
std::array<float, 3> fCos = {dot(project(n[0], p[1] - p[0]), project(n[0], p[2] - p[0])),
|
||||
dot(project(n[1], p[2] - p[1]), project(n[1], p[0] - p[1])),
|
||||
dot(project(n[2], p[0] - p[2]), project(n[2], p[1] - p[2]))};
|
||||
|
||||
for (uint i = 0; i < 3; i++) {
|
||||
uint groupId = triangle.group[i];
|
||||
if (groupId != UNSET_ENTRY) {
|
||||
float3 tangent = project(n[i], triangle.tangent) *
|
||||
fast_acosf(std::clamp(fCos[i], -1.0f, 1.0f));
|
||||
if constexpr (atomic) {
|
||||
groups[groupId].accumulateTSpaceAtomic(tangent);
|
||||
}
|
||||
else {
|
||||
groups[groupId].accumulateTSpace(tangent);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void generateTSpaces()
|
||||
{
|
||||
if (isParallel) {
|
||||
runParallel(0u, nrTriangles, [&](uint t) { accumulateTSpaces<true>(t); });
|
||||
}
|
||||
else {
|
||||
for (uint t = 0; t < nrTriangles; t++) {
|
||||
accumulateTSpaces<false>(t);
|
||||
}
|
||||
}
|
||||
|
||||
/* TODO: Worth parallelizing? Probably not. */
|
||||
for (Group &group : groups) {
|
||||
group.normalizeTSpace();
|
||||
}
|
||||
|
||||
tSpaces.resize(nrTSpaces);
|
||||
|
||||
for (uint t = 0; t < nrTriangles; t++) {
|
||||
Triangle &triangle = triangles[t];
|
||||
for (uint i = 0; i < 3; i++) {
|
||||
uint groupId = triangle.group[i];
|
||||
if (groupId == UNSET_ENTRY) {
|
||||
continue;
|
||||
}
|
||||
const Group group = groups[groupId];
|
||||
assert(triangle.orientPreserving == group.orientPreserving);
|
||||
|
||||
// output tspace
|
||||
const uint offset = triangle.tSpaceIdx;
|
||||
const uint faceVertex = triangle.faceVertex[i];
|
||||
tSpaces[offset + faceVertex].accumulateGroup(group);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace mikk
|
||||
Reference in New Issue
Block a user