feat: updated engine version to 4.4-rc1

This commit is contained in:
Sara 2025-02-23 14:38:14 +01:00
parent ee00efde1f
commit 21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions

View file

@ -6,6 +6,7 @@
// This work is based on:
// John McDonald, Mark Kilgard. Crack-Free Point-Normal Triangles using Adjacent Edge Normals. 2010
// John Hable. Variable Rate Shading with Visibility Buffer Rendering. 2024
namespace meshopt
{
@ -576,3 +577,99 @@ void meshopt_generateTessellationIndexBuffer(unsigned int* destination, const un
memcpy(destination + i * 4, patch, sizeof(patch));
}
}
size_t meshopt_generateProvokingIndexBuffer(unsigned int* destination, unsigned int* reorder, const unsigned int* indices, size_t index_count, size_t vertex_count)
{
assert(index_count % 3 == 0);
meshopt_Allocator allocator;
unsigned int* remap = allocator.allocate<unsigned int>(vertex_count);
memset(remap, -1, vertex_count * sizeof(unsigned int));
// compute vertex valence; this is used to prioritize least used corner
// note: we use 8-bit counters for performance; for outlier vertices the valence is incorrect but that just affects the heuristic
unsigned char* valence = allocator.allocate<unsigned char>(vertex_count);
memset(valence, 0, vertex_count);
for (size_t i = 0; i < index_count; ++i)
{
unsigned int index = indices[i];
assert(index < vertex_count);
valence[index]++;
}
unsigned int reorder_offset = 0;
// assign provoking vertices; leave the rest for the next pass
for (size_t i = 0; i < index_count; i += 3)
{
unsigned int a = indices[i + 0], b = indices[i + 1], c = indices[i + 2];
assert(a < vertex_count && b < vertex_count && c < vertex_count);
// try to rotate triangle such that provoking vertex hasn't been seen before
// if multiple vertices are new, prioritize the one with least valence
// this reduces the risk that a future triangle will have all three vertices seen
unsigned int va = remap[a] == ~0u ? valence[a] : ~0u;
unsigned int vb = remap[b] == ~0u ? valence[b] : ~0u;
unsigned int vc = remap[c] == ~0u ? valence[c] : ~0u;
if (vb != ~0u && vb <= va && vb <= vc)
{
// abc -> bca
unsigned int t = a;
a = b, b = c, c = t;
}
else if (vc != ~0u && vc <= va && vc <= vb)
{
// abc -> cab
unsigned int t = c;
c = b, b = a, a = t;
}
unsigned int newidx = reorder_offset;
// now remap[a] = ~0u or all three vertices are old
// recording remap[a] makes it possible to remap future references to the same index, conserving space
if (remap[a] == ~0u)
remap[a] = newidx;
// we need to clone the provoking vertex to get a unique index
// if all three are used the choice is arbitrary since no future triangle will be able to reuse any of these
reorder[reorder_offset++] = a;
// note: first vertex is final, the other two will be fixed up in next pass
destination[i + 0] = newidx;
destination[i + 1] = b;
destination[i + 2] = c;
// update vertex valences for corner heuristic
valence[a]--;
valence[b]--;
valence[c]--;
}
// remap or clone non-provoking vertices (iterating to skip provoking vertices)
int step = 1;
for (size_t i = 1; i < index_count; i += step, step ^= 3)
{
unsigned int index = destination[i];
if (remap[index] == ~0u)
{
// we haven't seen the vertex before as a provoking vertex
// to maintain the reference to the original vertex we need to clone it
unsigned int newidx = reorder_offset;
remap[index] = newidx;
reorder[reorder_offset++] = index;
}
destination[i] = remap[index];
}
assert(reorder_offset <= vertex_count + index_count / 3);
return reorder_offset;
}