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2015-06-12 15:58:26 +02:00
// Copyright 2011 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License"); you
// may not use this file except in compliance with the License. You
// may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
// implied. See the License for the specific language governing
// permissions and limitations under the License.
#ifndef WEBGL_LOADER_OPTIMIZE_H_
#define WEBGL_LOADER_OPTIMIZE_H_
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "base.h"
// TODO: since most vertices are part of 6 faces, you can optimize
// this by using a small inline buffer.
typedef std::vector<int> FaceList;
// Linear-Speed Vertex Cache Optimisation, via:
// http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
class VertexOptimizer {
public:
struct TriangleData {
bool active; // true iff triangle has not been optimized and emitted.
// TODO: eliminate some wasted computation by using this cache.
// float score;
};
VertexOptimizer(const QuantizedAttribList& attribs)
: attribs_(attribs),
per_vertex_(attribs_.size() / 8),
next_unused_index_(0)
{
// The cache has an extra slot allocated to simplify the logic in
// InsertIndexToCache.
for (unsigned int i = 0; i < kCacheSize + 1; ++i) {
cache_[i] = kUnknownIndex;
}
// Initialize per-vertex state.
for (size_t i = 0; i < per_vertex_.size(); ++i) {
VertexData& vertex_data = per_vertex_[i];
vertex_data.cache_tag = kCacheSize;
vertex_data.output_index = kMaxOutputIndex;
}
}
void AddTriangles(const int* indices, size_t length,
WebGLMeshList* meshes) {
std::vector<TriangleData> per_tri(length / 3);
// Loop through the triangles, updating vertex->face lists.
for (size_t i = 0; i < per_tri.size(); ++i) {
per_tri[i].active = true;
per_vertex_[indices[3*i + 0]].faces.push_back(i);
per_vertex_[indices[3*i + 1]].faces.push_back(i);
per_vertex_[indices[3*i + 2]].faces.push_back(i);
}
// TODO: with index bounds, no need to recompute everything.
// Compute initial vertex scores.
for (size_t i = 0; i < per_vertex_.size(); ++i) {
VertexData& vertex_data = per_vertex_[i];
vertex_data.cache_tag = kCacheSize;
vertex_data.output_index = kMaxOutputIndex;
vertex_data.UpdateScore();
}
// Prepare output.
if (meshes->empty()) {
meshes->push_back(WebGLMesh());
}
WebGLMesh* mesh = &meshes->back();
// Consume indices, one triangle at a time.
for (size_t c = 0; c < per_tri.size(); ++c) {
const int best_triangle = FindBestTriangle(indices, per_tri);
per_tri[best_triangle].active = false;
// Iterate through triangle indices.
for (size_t i = 0; i < 3; ++i) {
const int index = indices[3*best_triangle + i];
VertexData& vertex_data = per_vertex_[index];
vertex_data.RemoveFace(best_triangle);
InsertIndexToCache(index);
const int cached_output_index = per_vertex_[index].output_index;
// Have we seen this index before?
if (cached_output_index != kMaxOutputIndex) {
mesh->indices.push_back(cached_output_index);
continue;
}
// The first time we see an index, not only do we increment
// next_unused_index_ counter, but we must also copy the
// corresponding attributes. TODO: do quantization here?
per_vertex_[index].output_index = next_unused_index_;
for (size_t j = 0; j < 8; ++j) {
mesh->attribs.push_back(attribs_[8*index + j]);
}
mesh->indices.push_back(next_unused_index_++);
}
// Check if there is room for another triangle.
if (next_unused_index_ > kMaxOutputIndex - 3) {
// Is it worth figuring out which other triangles can be added
// given the verties already added? Then, perhaps
// re-optimizing?
next_unused_index_ = 0;
meshes->push_back(WebGLMesh());
mesh = &meshes->back();
for (size_t i = 0; i <= kCacheSize; ++i) {
cache_[i] = kUnknownIndex;
}
for (size_t i = 0; i < per_vertex_.size(); ++i) {
per_vertex_[i].output_index = kMaxOutputIndex;
}
}
}
}
private:
static const int kUnknownIndex = -1;
static const uint16 kMaxOutputIndex = 0xD800;
static const size_t kCacheSize = 32; // Does larger improve compression?
struct VertexData {
// Should this also update scores for incident triangles?
void UpdateScore() {
const size_t active_tris = faces.size();
if (active_tris <= 0) {
score = -1.f;
return;
}
// TODO: build initial score table.
if (cache_tag < 3) {
// The most recent triangle should has a fixed score to
// discourage generating nothing but really long strips. If we
// want strips, we should use a different optimizer.
const float kLastTriScore = 0.75f;
score = kLastTriScore;
} else if (cache_tag < kCacheSize) {
// Points for being recently used.
const float kScale = 1.f / (kCacheSize - 3);
const float kCacheDecayPower = 1.5f;
score = powf(1.f - kScale * (cache_tag - 3), kCacheDecayPower);
} else {
// Not in cache.
score = 0.f;
}
// Bonus points for having a low number of tris still to use the
// vert, so we get rid of lone verts quickly.
const float kValenceBoostScale = 2.0f;
const float kValenceBoostPower = 0.5f;
// rsqrt?
const float valence_boost = powf(active_tris, -kValenceBoostPower);
score += valence_boost * kValenceBoostScale;
}
// TODO: this assumes that "tri" is in the list!
void RemoveFace(int tri) {
FaceList::iterator face = faces.begin();
while (*face != tri) ++face;
*face = faces.back();
faces.pop_back();
}
FaceList faces;
unsigned int cache_tag; // kCacheSize means not in cache.
float score;
uint16 output_index;
};
int FindBestTriangle(const int* indices,
const std::vector<TriangleData>& per_tri) {
float best_score = -HUGE_VALF;
int best_triangle = -1;
// The trick to making this algorithm run in linear time (with
// respect to the vertices) is to only scan the triangles incident
// on the simulated cache for the next triangle. It is an
// approximation, but the score is heuristic. Anyway, most of the
// time the best triangle will be found this way.
for (size_t i = 0; i < kCacheSize; ++i) {
if (cache_[i] == kUnknownIndex) {
break;
}
const VertexData& vertex_data = per_vertex_[cache_[i]];
for (size_t j = 0; j < vertex_data.faces.size(); ++j) {
const int tri_index = vertex_data.faces[j];
if (per_tri[tri_index].active) {
const float score =
per_vertex_[indices[3*tri_index + 0]].score +
per_vertex_[indices[3*tri_index + 1]].score +
per_vertex_[indices[3*tri_index + 2]].score;
if (score > best_score) {
best_score = score;
best_triangle = tri_index;
}
}
}
}
// TODO: keep a range of active triangles to make the slow scan a
// little faster. Does this ever happen?
if (best_triangle == -1) {
// If no triangles can be found through the cache (e.g. for the
// first triangle) go through all the active triangles and find
// the best one.
for (size_t i = 0; i < per_tri.size(); ++i) {
if (per_tri[i].active) {
const float score =
per_vertex_[indices[3*i + 0]].score +
per_vertex_[indices[3*i + 1]].score +
per_vertex_[indices[3*i + 2]].score;
if (score > best_score) {
best_score = score;
best_triangle = i;
}
}
}
CHECK(-1 != best_triangle);
}
return best_triangle;
}
// TODO: faster to update an entire triangle.
// This also updates the vertex scores!
void InsertIndexToCache(int index) {
// Find how recently the vertex was used.
const unsigned int cache_tag = per_vertex_[index].cache_tag;
// Don't do anything if the vertex is already at the head of the
// LRU list.
if (cache_tag == 0) return;
// Loop through the cache, inserting the index at the front, and
// bubbling down to where the index was originally found. If the
// index was not originally in the cache, then it claims to be at
// the (kCacheSize + 1)th entry, and we use an extra slot to make
// that case simpler.
int to_insert = index;
for (unsigned int i = 0; i <= cache_tag; ++i) {
const int current_index = cache_[i];
// Update cross references between the entry of the cache and
// the per-vertex data.
cache_[i] = to_insert;
per_vertex_[to_insert].cache_tag = i;
per_vertex_[to_insert].UpdateScore();
// No need to continue if we find an empty entry.
if (current_index == kUnknownIndex) {
break;
}
to_insert = current_index;
}
}
const QuantizedAttribList& attribs_;
std::vector<VertexData> per_vertex_;
int cache_[kCacheSize + 1];
uint16 next_unused_index_;
};
#endif // WEBGL_LOADER_OPTIMIZE_H_