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https://github.com/Doodle3D/Doodle3D-Slicer.git
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274 lines
9.4 KiB
C
274 lines
9.4 KiB
C
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// Copyright 2011 Google Inc. All Rights Reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License"); you
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// may not use this file except in compliance with the License. You
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// may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
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// implied. See the License for the specific language governing
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// permissions and limitations under the License.
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#ifndef WEBGL_LOADER_OPTIMIZE_H_
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#define WEBGL_LOADER_OPTIMIZE_H_
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "base.h"
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// TODO: since most vertices are part of 6 faces, you can optimize
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// this by using a small inline buffer.
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typedef std::vector<int> FaceList;
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// Linear-Speed Vertex Cache Optimisation, via:
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// http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
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class VertexOptimizer {
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public:
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struct TriangleData {
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bool active; // true iff triangle has not been optimized and emitted.
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// TODO: eliminate some wasted computation by using this cache.
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// float score;
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};
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VertexOptimizer(const QuantizedAttribList& attribs)
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: attribs_(attribs),
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per_vertex_(attribs_.size() / 8),
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next_unused_index_(0)
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{
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// The cache has an extra slot allocated to simplify the logic in
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// InsertIndexToCache.
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for (unsigned int i = 0; i < kCacheSize + 1; ++i) {
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cache_[i] = kUnknownIndex;
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}
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// Initialize per-vertex state.
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for (size_t i = 0; i < per_vertex_.size(); ++i) {
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VertexData& vertex_data = per_vertex_[i];
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vertex_data.cache_tag = kCacheSize;
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vertex_data.output_index = kMaxOutputIndex;
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}
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}
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void AddTriangles(const int* indices, size_t length,
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WebGLMeshList* meshes) {
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std::vector<TriangleData> per_tri(length / 3);
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// Loop through the triangles, updating vertex->face lists.
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for (size_t i = 0; i < per_tri.size(); ++i) {
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per_tri[i].active = true;
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per_vertex_[indices[3*i + 0]].faces.push_back(i);
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per_vertex_[indices[3*i + 1]].faces.push_back(i);
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per_vertex_[indices[3*i + 2]].faces.push_back(i);
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}
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// TODO: with index bounds, no need to recompute everything.
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// Compute initial vertex scores.
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for (size_t i = 0; i < per_vertex_.size(); ++i) {
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VertexData& vertex_data = per_vertex_[i];
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vertex_data.cache_tag = kCacheSize;
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vertex_data.output_index = kMaxOutputIndex;
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vertex_data.UpdateScore();
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}
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// Prepare output.
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if (meshes->empty()) {
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meshes->push_back(WebGLMesh());
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}
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WebGLMesh* mesh = &meshes->back();
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// Consume indices, one triangle at a time.
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for (size_t c = 0; c < per_tri.size(); ++c) {
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const int best_triangle = FindBestTriangle(indices, per_tri);
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per_tri[best_triangle].active = false;
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// Iterate through triangle indices.
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for (size_t i = 0; i < 3; ++i) {
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const int index = indices[3*best_triangle + i];
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VertexData& vertex_data = per_vertex_[index];
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vertex_data.RemoveFace(best_triangle);
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InsertIndexToCache(index);
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const int cached_output_index = per_vertex_[index].output_index;
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// Have we seen this index before?
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if (cached_output_index != kMaxOutputIndex) {
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mesh->indices.push_back(cached_output_index);
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continue;
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}
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// The first time we see an index, not only do we increment
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// next_unused_index_ counter, but we must also copy the
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// corresponding attributes. TODO: do quantization here?
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per_vertex_[index].output_index = next_unused_index_;
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for (size_t j = 0; j < 8; ++j) {
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mesh->attribs.push_back(attribs_[8*index + j]);
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}
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mesh->indices.push_back(next_unused_index_++);
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}
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// Check if there is room for another triangle.
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if (next_unused_index_ > kMaxOutputIndex - 3) {
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// Is it worth figuring out which other triangles can be added
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// given the verties already added? Then, perhaps
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// re-optimizing?
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next_unused_index_ = 0;
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meshes->push_back(WebGLMesh());
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mesh = &meshes->back();
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for (size_t i = 0; i <= kCacheSize; ++i) {
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cache_[i] = kUnknownIndex;
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}
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for (size_t i = 0; i < per_vertex_.size(); ++i) {
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per_vertex_[i].output_index = kMaxOutputIndex;
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}
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}
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}
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}
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private:
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static const int kUnknownIndex = -1;
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static const uint16 kMaxOutputIndex = 0xD800;
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static const size_t kCacheSize = 32; // Does larger improve compression?
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struct VertexData {
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// Should this also update scores for incident triangles?
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void UpdateScore() {
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const size_t active_tris = faces.size();
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if (active_tris <= 0) {
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score = -1.f;
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return;
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}
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// TODO: build initial score table.
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if (cache_tag < 3) {
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// The most recent triangle should has a fixed score to
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// discourage generating nothing but really long strips. If we
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// want strips, we should use a different optimizer.
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const float kLastTriScore = 0.75f;
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score = kLastTriScore;
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} else if (cache_tag < kCacheSize) {
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// Points for being recently used.
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const float kScale = 1.f / (kCacheSize - 3);
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const float kCacheDecayPower = 1.5f;
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score = powf(1.f - kScale * (cache_tag - 3), kCacheDecayPower);
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} else {
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// Not in cache.
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score = 0.f;
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}
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// Bonus points for having a low number of tris still to use the
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// vert, so we get rid of lone verts quickly.
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const float kValenceBoostScale = 2.0f;
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const float kValenceBoostPower = 0.5f;
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// rsqrt?
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const float valence_boost = powf(active_tris, -kValenceBoostPower);
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score += valence_boost * kValenceBoostScale;
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}
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// TODO: this assumes that "tri" is in the list!
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void RemoveFace(int tri) {
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FaceList::iterator face = faces.begin();
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while (*face != tri) ++face;
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*face = faces.back();
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faces.pop_back();
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}
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FaceList faces;
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unsigned int cache_tag; // kCacheSize means not in cache.
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float score;
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uint16 output_index;
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};
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int FindBestTriangle(const int* indices,
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const std::vector<TriangleData>& per_tri) {
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float best_score = -HUGE_VALF;
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int best_triangle = -1;
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// The trick to making this algorithm run in linear time (with
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// respect to the vertices) is to only scan the triangles incident
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// on the simulated cache for the next triangle. It is an
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// approximation, but the score is heuristic. Anyway, most of the
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// time the best triangle will be found this way.
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for (size_t i = 0; i < kCacheSize; ++i) {
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if (cache_[i] == kUnknownIndex) {
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break;
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}
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const VertexData& vertex_data = per_vertex_[cache_[i]];
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for (size_t j = 0; j < vertex_data.faces.size(); ++j) {
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const int tri_index = vertex_data.faces[j];
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if (per_tri[tri_index].active) {
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const float score =
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per_vertex_[indices[3*tri_index + 0]].score +
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per_vertex_[indices[3*tri_index + 1]].score +
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per_vertex_[indices[3*tri_index + 2]].score;
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if (score > best_score) {
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best_score = score;
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best_triangle = tri_index;
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}
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}
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}
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}
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// TODO: keep a range of active triangles to make the slow scan a
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// little faster. Does this ever happen?
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if (best_triangle == -1) {
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// If no triangles can be found through the cache (e.g. for the
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// first triangle) go through all the active triangles and find
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// the best one.
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for (size_t i = 0; i < per_tri.size(); ++i) {
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if (per_tri[i].active) {
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const float score =
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per_vertex_[indices[3*i + 0]].score +
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per_vertex_[indices[3*i + 1]].score +
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per_vertex_[indices[3*i + 2]].score;
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if (score > best_score) {
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best_score = score;
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best_triangle = i;
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}
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}
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}
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CHECK(-1 != best_triangle);
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}
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return best_triangle;
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}
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// TODO: faster to update an entire triangle.
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// This also updates the vertex scores!
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void InsertIndexToCache(int index) {
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// Find how recently the vertex was used.
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const unsigned int cache_tag = per_vertex_[index].cache_tag;
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// Don't do anything if the vertex is already at the head of the
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// LRU list.
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if (cache_tag == 0) return;
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// Loop through the cache, inserting the index at the front, and
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// bubbling down to where the index was originally found. If the
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// index was not originally in the cache, then it claims to be at
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// the (kCacheSize + 1)th entry, and we use an extra slot to make
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// that case simpler.
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int to_insert = index;
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for (unsigned int i = 0; i <= cache_tag; ++i) {
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const int current_index = cache_[i];
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// Update cross references between the entry of the cache and
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// the per-vertex data.
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cache_[i] = to_insert;
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per_vertex_[to_insert].cache_tag = i;
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per_vertex_[to_insert].UpdateScore();
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// No need to continue if we find an empty entry.
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if (current_index == kUnknownIndex) {
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break;
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}
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to_insert = current_index;
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}
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}
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const QuantizedAttribList& attribs_;
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std::vector<VertexData> per_vertex_;
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int cache_[kCacheSize + 1];
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uint16 next_unused_index_;
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};
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#endif // WEBGL_LOADER_OPTIMIZE_H_
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