/** * meshoptimizer - version 0.22 * * Copyright (C) 2016-2024, by Arseny Kapoulkine ([email protected]) * Report bugs and download new versions at https://github.com/zeux/meshoptimizer * * This library is distributed under the MIT License. See notice at the end of this file. */ #pragma once #include <assert.h> #include <stddef.h> /* Version macro; major * 1000 + minor * 10 + patch */ #define MESHOPTIMIZER_VERSION … /* If no API is defined, assume default */ #ifndef MESHOPTIMIZER_API #define MESHOPTIMIZER_API #endif /* Set the calling-convention for alloc/dealloc function pointers */ #ifndef MESHOPTIMIZER_ALLOC_CALLCONV #ifdef _MSC_VER #define MESHOPTIMIZER_ALLOC_CALLCONV … #else #define MESHOPTIMIZER_ALLOC_CALLCONV #endif #endif /* Experimental APIs have unstable interface and might have implementation that's not fully tested or optimized */ #ifndef MESHOPTIMIZER_EXPERIMENTAL #define MESHOPTIMIZER_EXPERIMENTAL … #endif /* C interface */ #ifdef __cplusplus extern "C" { #endif /** * Vertex attribute stream * Each element takes size bytes, beginning at data, with stride controlling the spacing between successive elements (stride >= size). */ struct meshopt_Stream { … }; /** * Generates a vertex remap table from the vertex buffer and an optional index buffer and returns number of unique vertices * As a result, all vertices that are binary equivalent map to the same (new) location, with no gaps in the resulting sequence. * Resulting remap table maps old vertices to new vertices and can be used in meshopt_remapVertexBuffer/meshopt_remapIndexBuffer. * Note that binary equivalence considers all vertex_size bytes, including padding which should be zero-initialized. * * destination must contain enough space for the resulting remap table (vertex_count elements) * indices can be NULL if the input is unindexed */ MESHOPTIMIZER_API size_t meshopt_generateVertexRemap(unsigned int* destination, const unsigned int* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size); /** * Generates a vertex remap table from multiple vertex streams and an optional index buffer and returns number of unique vertices * As a result, all vertices that are binary equivalent map to the same (new) location, with no gaps in the resulting sequence. * Resulting remap table maps old vertices to new vertices and can be used in meshopt_remapVertexBuffer/meshopt_remapIndexBuffer. * To remap vertex buffers, you will need to call meshopt_remapVertexBuffer for each vertex stream. * Note that binary equivalence considers all size bytes in each stream, including padding which should be zero-initialized. * * destination must contain enough space for the resulting remap table (vertex_count elements) * indices can be NULL if the input is unindexed * stream_count must be <= 16 */ MESHOPTIMIZER_API size_t meshopt_generateVertexRemapMulti(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, const struct meshopt_Stream* streams, size_t stream_count); /** * Generates vertex buffer from the source vertex buffer and remap table generated by meshopt_generateVertexRemap * * destination must contain enough space for the resulting vertex buffer (unique_vertex_count elements, returned by meshopt_generateVertexRemap) * vertex_count should be the initial vertex count and not the value returned by meshopt_generateVertexRemap */ MESHOPTIMIZER_API void meshopt_remapVertexBuffer(void* destination, const void* vertices, size_t vertex_count, size_t vertex_size, const unsigned int* remap); /** * Generate index buffer from the source index buffer and remap table generated by meshopt_generateVertexRemap * * destination must contain enough space for the resulting index buffer (index_count elements) * indices can be NULL if the input is unindexed */ MESHOPTIMIZER_API void meshopt_remapIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const unsigned int* remap); /** * Generate index buffer that can be used for more efficient rendering when only a subset of the vertex attributes is necessary * All vertices that are binary equivalent (wrt first vertex_size bytes) map to the first vertex in the original vertex buffer. * This makes it possible to use the index buffer for Z pre-pass or shadowmap rendering, while using the original index buffer for regular rendering. * Note that binary equivalence considers all vertex_size bytes, including padding which should be zero-initialized. * * destination must contain enough space for the resulting index buffer (index_count elements) */ MESHOPTIMIZER_API void meshopt_generateShadowIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size, size_t vertex_stride); /** * Generate index buffer that can be used for more efficient rendering when only a subset of the vertex attributes is necessary * All vertices that are binary equivalent (wrt specified streams) map to the first vertex in the original vertex buffer. * This makes it possible to use the index buffer for Z pre-pass or shadowmap rendering, while using the original index buffer for regular rendering. * Note that binary equivalence considers all size bytes in each stream, including padding which should be zero-initialized. * * destination must contain enough space for the resulting index buffer (index_count elements) * stream_count must be <= 16 */ MESHOPTIMIZER_API void meshopt_generateShadowIndexBufferMulti(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, const struct meshopt_Stream* streams, size_t stream_count); /** * Generate index buffer that can be used as a geometry shader input with triangle adjacency topology * Each triangle is converted into a 6-vertex patch with the following layout: * - 0, 2, 4: original triangle vertices * - 1, 3, 5: vertices adjacent to edges 02, 24 and 40 * The resulting patch can be rendered with geometry shaders using e.g. VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY. * This can be used to implement algorithms like silhouette detection/expansion and other forms of GS-driven rendering. * * destination must contain enough space for the resulting index buffer (index_count*2 elements) * vertex_positions should have float3 position in the first 12 bytes of each vertex */ MESHOPTIMIZER_API void meshopt_generateAdjacencyIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); /** * Generate index buffer that can be used for PN-AEN tessellation with crack-free displacement * Each triangle is converted into a 12-vertex patch with the following layout: * - 0, 1, 2: original triangle vertices * - 3, 4: opposing edge for edge 0, 1 * - 5, 6: opposing edge for edge 1, 2 * - 7, 8: opposing edge for edge 2, 0 * - 9, 10, 11: dominant vertices for corners 0, 1, 2 * The resulting patch can be rendered with hardware tessellation using PN-AEN and displacement mapping. * See "Tessellation on Any Budget" (John McDonald, GDC 2011) for implementation details. * * destination must contain enough space for the resulting index buffer (index_count*4 elements) * vertex_positions should have float3 position in the first 12 bytes of each vertex */ MESHOPTIMIZER_API void meshopt_generateTessellationIndexBuffer(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); /** * Experimental: Generate index buffer that can be used for visibility buffer rendering and returns the size of the reorder table * Each triangle's provoking vertex index is equal to primitive id; this allows passing it to the fragment shader using nointerpolate attribute. * This is important for performance on hardware where primitive id can't be accessed efficiently in fragment shader. * The reorder table stores the original vertex id for each vertex in the new index buffer, and should be used in the vertex shader to load vertex data. * The provoking vertex is assumed to be the first vertex in the triangle; if this is not the case (OpenGL), rotate each triangle (abc -> bca) before rendering. * For maximum efficiency the input index buffer should be optimized for vertex cache first. * * destination must contain enough space for the resulting index buffer (index_count elements) * reorder must contain enough space for the worst case reorder table (vertex_count + index_count/3 elements) */ MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_generateProvokingIndexBuffer(unsigned int* destination, unsigned int* reorder, const unsigned int* indices, size_t index_count, size_t vertex_count); /** * Vertex transform cache optimizer * Reorders indices to reduce the number of GPU vertex shader invocations * If index buffer contains multiple ranges for multiple draw calls, this functions needs to be called on each range individually. * * destination must contain enough space for the resulting index buffer (index_count elements) */ MESHOPTIMIZER_API void meshopt_optimizeVertexCache(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count); /** * Vertex transform cache optimizer for strip-like caches * Produces inferior results to meshopt_optimizeVertexCache from the GPU vertex cache perspective * However, the resulting index order is more optimal if the goal is to reduce the triangle strip length or improve compression efficiency * * destination must contain enough space for the resulting index buffer (index_count elements) */ MESHOPTIMIZER_API void meshopt_optimizeVertexCacheStrip(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count); /** * Vertex transform cache optimizer for FIFO caches * Reorders indices to reduce the number of GPU vertex shader invocations * Generally takes ~3x less time to optimize meshes but produces inferior results compared to meshopt_optimizeVertexCache * If index buffer contains multiple ranges for multiple draw calls, this functions needs to be called on each range individually. * * destination must contain enough space for the resulting index buffer (index_count elements) * cache_size should be less than the actual GPU cache size to avoid cache thrashing */ MESHOPTIMIZER_API void meshopt_optimizeVertexCacheFifo(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, unsigned int cache_size); /** * Overdraw optimizer * Reorders indices to reduce the number of GPU vertex shader invocations and the pixel overdraw * If index buffer contains multiple ranges for multiple draw calls, this functions needs to be called on each range individually. * * destination must contain enough space for the resulting index buffer (index_count elements) * indices must contain index data that is the result of meshopt_optimizeVertexCache (*not* the original mesh indices!) * vertex_positions should have float3 position in the first 12 bytes of each vertex * threshold indicates how much the overdraw optimizer can degrade vertex cache efficiency (1.05 = up to 5%) to reduce overdraw more efficiently */ MESHOPTIMIZER_API void meshopt_optimizeOverdraw(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, float threshold); /** * Vertex fetch cache optimizer * Reorders vertices and changes indices to reduce the amount of GPU memory fetches during vertex processing * Returns the number of unique vertices, which is the same as input vertex count unless some vertices are unused * This functions works for a single vertex stream; for multiple vertex streams, use meshopt_optimizeVertexFetchRemap + meshopt_remapVertexBuffer for each stream. * * destination must contain enough space for the resulting vertex buffer (vertex_count elements) * indices is used both as an input and as an output index buffer */ MESHOPTIMIZER_API size_t meshopt_optimizeVertexFetch(void* destination, unsigned int* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size); /** * Vertex fetch cache optimizer * Generates vertex remap to reduce the amount of GPU memory fetches during vertex processing * Returns the number of unique vertices, which is the same as input vertex count unless some vertices are unused * The resulting remap table should be used to reorder vertex/index buffers using meshopt_remapVertexBuffer/meshopt_remapIndexBuffer * * destination must contain enough space for the resulting remap table (vertex_count elements) */ MESHOPTIMIZER_API size_t meshopt_optimizeVertexFetchRemap(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count); /** * Index buffer encoder * Encodes index data into an array of bytes that is generally much smaller (<1.5 bytes/triangle) and compresses better (<1 bytes/triangle) compared to original. * Input index buffer must represent a triangle list. * Returns encoded data size on success, 0 on error; the only error condition is if buffer doesn't have enough space * For maximum efficiency the index buffer being encoded has to be optimized for vertex cache and vertex fetch first. * * buffer must contain enough space for the encoded index buffer (use meshopt_encodeIndexBufferBound to compute worst case size) */ MESHOPTIMIZER_API size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, const unsigned int* indices, size_t index_count); MESHOPTIMIZER_API size_t meshopt_encodeIndexBufferBound(size_t index_count, size_t vertex_count); /** * Set index encoder format version * version must specify the data format version to encode; valid values are 0 (decodable by all library versions) and 1 (decodable by 0.14+) */ MESHOPTIMIZER_API void meshopt_encodeIndexVersion(int version); /** * Index buffer decoder * Decodes index data from an array of bytes generated by meshopt_encodeIndexBuffer * Returns 0 if decoding was successful, and an error code otherwise * The decoder is safe to use for untrusted input, but it may produce garbage data (e.g. out of range indices). * * destination must contain enough space for the resulting index buffer (index_count elements) */ MESHOPTIMIZER_API int meshopt_decodeIndexBuffer(void* destination, size_t index_count, size_t index_size, const unsigned char* buffer, size_t buffer_size); /** * Index sequence encoder * Encodes index sequence into an array of bytes that is generally smaller and compresses better compared to original. * Input index sequence can represent arbitrary topology; for triangle lists meshopt_encodeIndexBuffer is likely to be better. * Returns encoded data size on success, 0 on error; the only error condition is if buffer doesn't have enough space * * buffer must contain enough space for the encoded index sequence (use meshopt_encodeIndexSequenceBound to compute worst case size) */ MESHOPTIMIZER_API size_t meshopt_encodeIndexSequence(unsigned char* buffer, size_t buffer_size, const unsigned int* indices, size_t index_count); MESHOPTIMIZER_API size_t meshopt_encodeIndexSequenceBound(size_t index_count, size_t vertex_count); /** * Index sequence decoder * Decodes index data from an array of bytes generated by meshopt_encodeIndexSequence * Returns 0 if decoding was successful, and an error code otherwise * The decoder is safe to use for untrusted input, but it may produce garbage data (e.g. out of range indices). * * destination must contain enough space for the resulting index sequence (index_count elements) */ MESHOPTIMIZER_API int meshopt_decodeIndexSequence(void* destination, size_t index_count, size_t index_size, const unsigned char* buffer, size_t buffer_size); /** * Vertex buffer encoder * Encodes vertex data into an array of bytes that is generally smaller and compresses better compared to original. * Returns encoded data size on success, 0 on error; the only error condition is if buffer doesn't have enough space * This function works for a single vertex stream; for multiple vertex streams, call meshopt_encodeVertexBuffer for each stream. * Note that all vertex_size bytes of each vertex are encoded verbatim, including padding which should be zero-initialized. * For maximum efficiency the vertex buffer being encoded has to be quantized and optimized for locality of reference (cache/fetch) first. * * buffer must contain enough space for the encoded vertex buffer (use meshopt_encodeVertexBufferBound to compute worst case size) */ MESHOPTIMIZER_API size_t meshopt_encodeVertexBuffer(unsigned char* buffer, size_t buffer_size, const void* vertices, size_t vertex_count, size_t vertex_size); MESHOPTIMIZER_API size_t meshopt_encodeVertexBufferBound(size_t vertex_count, size_t vertex_size); /** * Set vertex encoder format version * version must specify the data format version to encode; valid values are 0 (decodable by all library versions) */ MESHOPTIMIZER_API void meshopt_encodeVertexVersion(int version); /** * Vertex buffer decoder * Decodes vertex data from an array of bytes generated by meshopt_encodeVertexBuffer * Returns 0 if decoding was successful, and an error code otherwise * The decoder is safe to use for untrusted input, but it may produce garbage data. * * destination must contain enough space for the resulting vertex buffer (vertex_count * vertex_size bytes) */ MESHOPTIMIZER_API int meshopt_decodeVertexBuffer(void* destination, size_t vertex_count, size_t vertex_size, const unsigned char* buffer, size_t buffer_size); /** * Vertex buffer filters * These functions can be used to filter output of meshopt_decodeVertexBuffer in-place. * * meshopt_decodeFilterOct decodes octahedral encoding of a unit vector with K-bit (K <= 16) signed X/Y as an input; Z must store 1.0f. * Each component is stored as an 8-bit or 16-bit normalized integer; stride must be equal to 4 or 8. W is preserved as is. * * meshopt_decodeFilterQuat decodes 3-component quaternion encoding with K-bit (4 <= K <= 16) component encoding and a 2-bit component index indicating which component to reconstruct. * Each component is stored as an 16-bit integer; stride must be equal to 8. * * meshopt_decodeFilterExp decodes exponential encoding of floating-point data with 8-bit exponent and 24-bit integer mantissa as 2^E*M. * Each 32-bit component is decoded in isolation; stride must be divisible by 4. */ MESHOPTIMIZER_API void meshopt_decodeFilterOct(void* buffer, size_t count, size_t stride); MESHOPTIMIZER_API void meshopt_decodeFilterQuat(void* buffer, size_t count, size_t stride); MESHOPTIMIZER_API void meshopt_decodeFilterExp(void* buffer, size_t count, size_t stride); /** * Vertex buffer filter encoders * These functions can be used to encode data in a format that meshopt_decodeFilter can decode * * meshopt_encodeFilterOct encodes unit vectors with K-bit (K <= 16) signed X/Y as an output. * Each component is stored as an 8-bit or 16-bit normalized integer; stride must be equal to 4 or 8. W is preserved as is. * Input data must contain 4 floats for every vector (count*4 total). * * meshopt_encodeFilterQuat encodes unit quaternions with K-bit (4 <= K <= 16) component encoding. * Each component is stored as an 16-bit integer; stride must be equal to 8. * Input data must contain 4 floats for every quaternion (count*4 total). * * meshopt_encodeFilterExp encodes arbitrary (finite) floating-point data with 8-bit exponent and K-bit integer mantissa (1 <= K <= 24). * Exponent can be shared between all components of a given vector as defined by stride or all values of a given component; stride must be divisible by 4. * Input data must contain stride/4 floats for every vector (count*stride/4 total). */ enum meshopt_EncodeExpMode { … }; MESHOPTIMIZER_API void meshopt_encodeFilterOct(void* destination, size_t count, size_t stride, int bits, const float* data); MESHOPTIMIZER_API void meshopt_encodeFilterQuat(void* destination, size_t count, size_t stride, int bits, const float* data); MESHOPTIMIZER_API void meshopt_encodeFilterExp(void* destination, size_t count, size_t stride, int bits, const float* data, enum meshopt_EncodeExpMode mode); /** * Simplification options */ enum { … }; /** * Mesh simplifier * Reduces the number of triangles in the mesh, attempting to preserve mesh appearance as much as possible * The algorithm tries to preserve mesh topology and can stop short of the target goal based on topology constraints or target error. * If not all attributes from the input mesh are required, it's recommended to reindex the mesh without them prior to simplification. * Returns the number of indices after simplification, with destination containing new index data * The resulting index buffer references vertices from the original vertex buffer. * If the original vertex data isn't required, creating a compact vertex buffer using meshopt_optimizeVertexFetch is recommended. * * destination must contain enough space for the target index buffer, worst case is index_count elements (*not* target_index_count)! * vertex_positions should have float3 position in the first 12 bytes of each vertex * target_error represents the error relative to mesh extents that can be tolerated, e.g. 0.01 = 1% deformation; value range [0..1] * options must be a bitmask composed of meshopt_SimplifyX options; 0 is a safe default * result_error can be NULL; when it's not NULL, it will contain the resulting (relative) error after simplification */ MESHOPTIMIZER_API size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, unsigned int options, float* result_error); /** * Experimental: Mesh simplifier with attribute metric * The algorithm enhances meshopt_simplify by incorporating attribute values into the error metric used to prioritize simplification order; see meshopt_simplify documentation for details. * Note that the number of attributes affects memory requirements and running time; this algorithm requires ~1.5x more memory and time compared to meshopt_simplify when using 4 scalar attributes. * * vertex_attributes should have attribute_count floats for each vertex * attribute_weights should have attribute_count floats in total; the weights determine relative priority of attributes between each other and wrt position * attribute_count must be <= 32 * vertex_lock can be NULL; when it's not NULL, it should have a value for each vertex; 1 denotes vertices that can't be moved */ MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, const float* vertex_attributes, size_t vertex_attributes_stride, const float* attribute_weights, size_t attribute_count, const unsigned char* vertex_lock, size_t target_index_count, float target_error, unsigned int options, float* result_error); /** * Experimental: Mesh simplifier (sloppy) * Reduces the number of triangles in the mesh, sacrificing mesh appearance for simplification performance * The algorithm doesn't preserve mesh topology but can stop short of the target goal based on target error. * Returns the number of indices after simplification, with destination containing new index data * The resulting index buffer references vertices from the original vertex buffer. * If the original vertex data isn't required, creating a compact vertex buffer using meshopt_optimizeVertexFetch is recommended. * * destination must contain enough space for the target index buffer, worst case is index_count elements (*not* target_index_count)! * vertex_positions should have float3 position in the first 12 bytes of each vertex * target_error represents the error relative to mesh extents that can be tolerated, e.g. 0.01 = 1% deformation; value range [0..1] * result_error can be NULL; when it's not NULL, it will contain the resulting (relative) error after simplification */ MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error); /** * Experimental: Point cloud simplifier * Reduces the number of points in the cloud to reach the given target * Returns the number of points after simplification, with destination containing new index data * The resulting index buffer references vertices from the original vertex buffer. * If the original vertex data isn't required, creating a compact vertex buffer using meshopt_optimizeVertexFetch is recommended. * * destination must contain enough space for the target index buffer (target_vertex_count elements) * vertex_positions should have float3 position in the first 12 bytes of each vertex * vertex_colors should can be NULL; when it's not NULL, it should have float3 color in the first 12 bytes of each vertex * color_weight determines relative priority of color wrt position; 1.0 is a safe default */ MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifyPoints(unsigned int* destination, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, const float* vertex_colors, size_t vertex_colors_stride, float color_weight, size_t target_vertex_count); /** * Returns the error scaling factor used by the simplifier to convert between absolute and relative extents * * Absolute error must be *divided* by the scaling factor before passing it to meshopt_simplify as target_error * Relative error returned by meshopt_simplify via result_error must be *multiplied* by the scaling factor to get absolute error. */ MESHOPTIMIZER_API float meshopt_simplifyScale(const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); /** * Mesh stripifier * Converts a previously vertex cache optimized triangle list to triangle strip, stitching strips using restart index or degenerate triangles * Returns the number of indices in the resulting strip, with destination containing new index data * For maximum efficiency the index buffer being converted has to be optimized for vertex cache first. * Using restart indices can result in ~10% smaller index buffers, but on some GPUs restart indices may result in decreased performance. * * destination must contain enough space for the target index buffer, worst case can be computed with meshopt_stripifyBound * restart_index should be 0xffff or 0xffffffff depending on index size, or 0 to use degenerate triangles */ MESHOPTIMIZER_API size_t meshopt_stripify(unsigned int* destination, const unsigned int* indices, size_t index_count, size_t vertex_count, unsigned int restart_index); MESHOPTIMIZER_API size_t meshopt_stripifyBound(size_t index_count); /** * Mesh unstripifier * Converts a triangle strip to a triangle list * Returns the number of indices in the resulting list, with destination containing new index data * * destination must contain enough space for the target index buffer, worst case can be computed with meshopt_unstripifyBound */ MESHOPTIMIZER_API size_t meshopt_unstripify(unsigned int* destination, const unsigned int* indices, size_t index_count, unsigned int restart_index); MESHOPTIMIZER_API size_t meshopt_unstripifyBound(size_t index_count); struct meshopt_VertexCacheStatistics { … }; /** * Vertex transform cache analyzer * Returns cache hit statistics using a simplified FIFO model * Results may not match actual GPU performance */ MESHOPTIMIZER_API struct meshopt_VertexCacheStatistics meshopt_analyzeVertexCache(const unsigned int* indices, size_t index_count, size_t vertex_count, unsigned int cache_size, unsigned int warp_size, unsigned int primgroup_size); struct meshopt_OverdrawStatistics { … }; /** * Overdraw analyzer * Returns overdraw statistics using a software rasterizer * Results may not match actual GPU performance * * vertex_positions should have float3 position in the first 12 bytes of each vertex */ MESHOPTIMIZER_API struct meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); struct meshopt_VertexFetchStatistics { … }; /** * Vertex fetch cache analyzer * Returns cache hit statistics using a simplified direct mapped model * Results may not match actual GPU performance */ MESHOPTIMIZER_API struct meshopt_VertexFetchStatistics meshopt_analyzeVertexFetch(const unsigned int* indices, size_t index_count, size_t vertex_count, size_t vertex_size); /** * Meshlet is a small mesh cluster (subset) that consists of: * - triangles, an 8-bit micro triangle (index) buffer, that for each triangle specifies three local vertices to use; * - vertices, a 32-bit vertex indirection buffer, that for each local vertex specifies which mesh vertex to fetch vertex attributes from. * * For efficiency, meshlet triangles and vertices are packed into two large arrays; this structure contains offsets and counts to access the data. */ struct meshopt_Meshlet { … }; /** * Meshlet builder * Splits the mesh into a set of meshlets where each meshlet has a micro index buffer indexing into meshlet vertices that refer to the original vertex buffer * The resulting data can be used to render meshes using NVidia programmable mesh shading pipeline, or in other cluster-based renderers. * When targeting mesh shading hardware, for maximum efficiency meshlets should be further optimized using meshopt_optimizeMeshlet. * When using buildMeshlets, vertex positions need to be provided to minimize the size of the resulting clusters. * When using buildMeshletsScan, for maximum efficiency the index buffer being converted has to be optimized for vertex cache first. * * meshlets must contain enough space for all meshlets, worst case size can be computed with meshopt_buildMeshletsBound * meshlet_vertices must contain enough space for all meshlets, worst case size is equal to max_meshlets * max_vertices * meshlet_triangles must contain enough space for all meshlets, worst case size is equal to max_meshlets * max_triangles * 3 * vertex_positions should have float3 position in the first 12 bytes of each vertex * max_vertices and max_triangles must not exceed implementation limits (max_vertices <= 255 - not 256!, max_triangles <= 512; max_triangles must be divisible by 4) * cone_weight should be set to 0 when cone culling is not used, and a value between 0 and 1 otherwise to balance between cluster size and cone culling efficiency */ MESHOPTIMIZER_API size_t meshopt_buildMeshlets(struct meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t max_vertices, size_t max_triangles, float cone_weight); MESHOPTIMIZER_API size_t meshopt_buildMeshletsScan(struct meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const unsigned int* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles); MESHOPTIMIZER_API size_t meshopt_buildMeshletsBound(size_t index_count, size_t max_vertices, size_t max_triangles); /** * Experimental: Meshlet optimizer * Reorders meshlet vertices and triangles to maximize locality to improve rasterizer throughput * * meshlet_triangles and meshlet_vertices must refer to meshlet triangle and vertex index data; when buildMeshlets* is used, these * need to be computed from meshlet's vertex_offset and triangle_offset * triangle_count and vertex_count must not exceed implementation limits (vertex_count <= 255 - not 256!, triangle_count <= 512) */ MESHOPTIMIZER_EXPERIMENTAL void meshopt_optimizeMeshlet(unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, size_t triangle_count, size_t vertex_count); struct meshopt_Bounds { … }; /** * Cluster bounds generator * Creates bounding volumes that can be used for frustum, backface and occlusion culling. * * For backface culling with orthographic projection, use the following formula to reject backfacing clusters: * dot(view, cone_axis) >= cone_cutoff * * For perspective projection, you can use the formula that needs cone apex in addition to axis & cutoff: * dot(normalize(cone_apex - camera_position), cone_axis) >= cone_cutoff * * Alternatively, you can use the formula that doesn't need cone apex and uses bounding sphere instead: * dot(normalize(center - camera_position), cone_axis) >= cone_cutoff + radius / length(center - camera_position) * or an equivalent formula that doesn't have a singularity at center = camera_position: * dot(center - camera_position, cone_axis) >= cone_cutoff * length(center - camera_position) + radius * * The formula that uses the apex is slightly more accurate but needs the apex; if you are already using bounding sphere * to do frustum/occlusion culling, the formula that doesn't use the apex may be preferable (for derivation see * Real-Time Rendering 4th Edition, section 19.3). * * vertex_positions should have float3 position in the first 12 bytes of each vertex * vertex_count should specify the number of vertices in the entire mesh, not cluster or meshlet * index_count/3 and triangle_count must not exceed implementation limits (<= 512) */ MESHOPTIMIZER_API struct meshopt_Bounds meshopt_computeClusterBounds(const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); MESHOPTIMIZER_API struct meshopt_Bounds meshopt_computeMeshletBounds(const unsigned int* meshlet_vertices, const unsigned char* meshlet_triangles, size_t triangle_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); /** * Spatial sorter * Generates a remap table that can be used to reorder points for spatial locality. * Resulting remap table maps old vertices to new vertices and can be used in meshopt_remapVertexBuffer. * * destination must contain enough space for the resulting remap table (vertex_count elements) * vertex_positions should have float3 position in the first 12 bytes of each vertex */ MESHOPTIMIZER_API void meshopt_spatialSortRemap(unsigned int* destination, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); /** * Experimental: Spatial sorter * Reorders triangles for spatial locality, and generates a new index buffer. The resulting index buffer can be used with other functions like optimizeVertexCache. * * destination must contain enough space for the resulting index buffer (index_count elements) * vertex_positions should have float3 position in the first 12 bytes of each vertex */ MESHOPTIMIZER_EXPERIMENTAL void meshopt_spatialSortTriangles(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); /** * Set allocation callbacks * These callbacks will be used instead of the default operator new/operator delete for all temporary allocations in the library. * Note that all algorithms only allocate memory for temporary use. * allocate/deallocate are always called in a stack-like order - last pointer to be allocated is deallocated first. */ MESHOPTIMIZER_API void meshopt_setAllocator(void* (MESHOPTIMIZER_ALLOC_CALLCONV* allocate)(size_t), void (MESHOPTIMIZER_ALLOC_CALLCONV* deallocate)(void*)); #ifdef __cplusplus } /* extern "C" */ #endif /* Quantization into commonly supported data formats */ #ifdef __cplusplus /** * Quantize a float in [0..1] range into an N-bit fixed point unorm value * Assumes reconstruction function (q / (2^N-1)), which is the case for fixed-function normalized fixed point conversion * Maximum reconstruction error: 1/2^(N+1) */ inline int meshopt_quantizeUnorm(float v, int N); /** * Quantize a float in [-1..1] range into an N-bit fixed point snorm value * Assumes reconstruction function (q / (2^(N-1)-1)), which is the case for fixed-function normalized fixed point conversion (except early OpenGL versions) * Maximum reconstruction error: 1/2^N */ inline int meshopt_quantizeSnorm(float v, int N); /** * Quantize a float into half-precision (as defined by IEEE-754 fp16) floating point value * Generates +-inf for overflow, preserves NaN, flushes denormals to zero, rounds to nearest * Representable magnitude range: [6e-5; 65504] * Maximum relative reconstruction error: 5e-4 */ MESHOPTIMIZER_API unsigned short meshopt_quantizeHalf(float v); /** * Quantize a float into a floating point value with a limited number of significant mantissa bits, preserving the IEEE-754 fp32 binary representation * Generates +-inf for overflow, preserves NaN, flushes denormals to zero, rounds to nearest * Assumes N is in a valid mantissa precision range, which is 1..23 */ MESHOPTIMIZER_API float meshopt_quantizeFloat(float v, int N); /** * Reverse quantization of a half-precision (as defined by IEEE-754 fp16) floating point value * Preserves Inf/NaN, flushes denormals to zero */ MESHOPTIMIZER_API float meshopt_dequantizeHalf(unsigned short h); #endif /** * C++ template interface * * These functions mirror the C interface the library provides, providing template-based overloads so that * the caller can use an arbitrary type for the index data, both for input and output. * When the supplied type is the same size as that of unsigned int, the wrappers are zero-cost; when it's not, * the wrappers end up allocating memory and copying index data to convert from one type to another. */ #if defined(__cplusplus) && !defined(MESHOPTIMIZER_NO_WRAPPERS) template <typename T> inline size_t meshopt_generateVertexRemap(unsigned int* destination, const T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size); template <typename T> inline size_t meshopt_generateVertexRemapMulti(unsigned int* destination, const T* indices, size_t index_count, size_t vertex_count, const meshopt_Stream* streams, size_t stream_count); template <typename T> inline void meshopt_remapIndexBuffer(T* destination, const T* indices, size_t index_count, const unsigned int* remap); template <typename T> inline void meshopt_generateShadowIndexBuffer(T* destination, const T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size, size_t vertex_stride); template <typename T> inline void meshopt_generateShadowIndexBufferMulti(T* destination, const T* indices, size_t index_count, size_t vertex_count, const meshopt_Stream* streams, size_t stream_count); template <typename T> inline void meshopt_generateAdjacencyIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); template <typename T> inline void meshopt_generateTessellationIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); template <typename T> inline size_t meshopt_generateProvokingIndexBuffer(T* destination, unsigned int* reorder, const T* indices, size_t index_count, size_t vertex_count); template <typename T> inline void meshopt_optimizeVertexCache(T* destination, const T* indices, size_t index_count, size_t vertex_count); template <typename T> inline void meshopt_optimizeVertexCacheStrip(T* destination, const T* indices, size_t index_count, size_t vertex_count); template <typename T> inline void meshopt_optimizeVertexCacheFifo(T* destination, const T* indices, size_t index_count, size_t vertex_count, unsigned int cache_size); template <typename T> inline void meshopt_optimizeOverdraw(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, float threshold); template <typename T> inline size_t meshopt_optimizeVertexFetchRemap(unsigned int* destination, const T* indices, size_t index_count, size_t vertex_count); template <typename T> inline size_t meshopt_optimizeVertexFetch(void* destination, T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size); template <typename T> inline size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, const T* indices, size_t index_count); template <typename T> inline int meshopt_decodeIndexBuffer(T* destination, size_t index_count, const unsigned char* buffer, size_t buffer_size); template <typename T> inline size_t meshopt_encodeIndexSequence(unsigned char* buffer, size_t buffer_size, const T* indices, size_t index_count); template <typename T> inline int meshopt_decodeIndexSequence(T* destination, size_t index_count, const unsigned char* buffer, size_t buffer_size); template <typename T> inline size_t meshopt_simplify(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, unsigned int options = 0, float* result_error = NULL); template <typename T> inline size_t meshopt_simplifyWithAttributes(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, const float* vertex_attributes, size_t vertex_attributes_stride, const float* attribute_weights, size_t attribute_count, const unsigned char* vertex_lock, size_t target_index_count, float target_error, unsigned int options = 0, float* result_error = NULL); template <typename T> inline size_t meshopt_simplifySloppy(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error = NULL); template <typename T> inline size_t meshopt_stripify(T* destination, const T* indices, size_t index_count, size_t vertex_count, T restart_index); template <typename T> inline size_t meshopt_unstripify(T* destination, const T* indices, size_t index_count, T restart_index); template <typename T> inline meshopt_VertexCacheStatistics meshopt_analyzeVertexCache(const T* indices, size_t index_count, size_t vertex_count, unsigned int cache_size, unsigned int warp_size, unsigned int buffer_size); template <typename T> inline meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); template <typename T> inline meshopt_VertexFetchStatistics meshopt_analyzeVertexFetch(const T* indices, size_t index_count, size_t vertex_count, size_t vertex_size); template <typename T> inline size_t meshopt_buildMeshlets(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t max_vertices, size_t max_triangles, float cone_weight); template <typename T> inline size_t meshopt_buildMeshletsScan(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles); template <typename T> inline meshopt_Bounds meshopt_computeClusterBounds(const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); template <typename T> inline void meshopt_spatialSortTriangles(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride); #endif /* Inline implementation */ #ifdef __cplusplus inline int meshopt_quantizeUnorm(float v, int N) { … } inline int meshopt_quantizeSnorm(float v, int N) { … } #endif /* Internal implementation helpers */ #ifdef __cplusplus class meshopt_Allocator { … }; // This makes sure that allocate/deallocate are lazily generated in translation units that need them and are deduplicated by the linker template <typename T> void* (MESHOPTIMIZER_ALLOC_CALLCONV* meshopt_Allocator::StorageT<T>::allocate)(size_t) = …; template <typename T> void (MESHOPTIMIZER_ALLOC_CALLCONV* meshopt_Allocator::StorageT<T>::deallocate)(void*) = …; #endif /* Inline implementation for C++ templated wrappers */ #if defined(__cplusplus) && !defined(MESHOPTIMIZER_NO_WRAPPERS) template <typename T, bool ZeroCopy = sizeof(T) == sizeof(unsigned int)> struct meshopt_IndexAdapter; meshopt_IndexAdapter<T, false>; meshopt_IndexAdapter<T, true>; template <typename T> inline size_t meshopt_generateVertexRemap(unsigned int* destination, const T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size) { … } template <typename T> inline size_t meshopt_generateVertexRemapMulti(unsigned int* destination, const T* indices, size_t index_count, size_t vertex_count, const meshopt_Stream* streams, size_t stream_count) { … } template <typename T> inline void meshopt_remapIndexBuffer(T* destination, const T* indices, size_t index_count, const unsigned int* remap) { … } template <typename T> inline void meshopt_generateShadowIndexBuffer(T* destination, const T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size, size_t vertex_stride) { … } template <typename T> inline void meshopt_generateShadowIndexBufferMulti(T* destination, const T* indices, size_t index_count, size_t vertex_count, const meshopt_Stream* streams, size_t stream_count) { … } template <typename T> inline void meshopt_generateAdjacencyIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride) { … } template <typename T> inline void meshopt_generateTessellationIndexBuffer(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride) { … } template <typename T> inline size_t meshopt_generateProvokingIndexBuffer(T* destination, unsigned int* reorder, const T* indices, size_t index_count, size_t vertex_count) { … } template <typename T> inline void meshopt_optimizeVertexCache(T* destination, const T* indices, size_t index_count, size_t vertex_count) { … } template <typename T> inline void meshopt_optimizeVertexCacheStrip(T* destination, const T* indices, size_t index_count, size_t vertex_count) { … } template <typename T> inline void meshopt_optimizeVertexCacheFifo(T* destination, const T* indices, size_t index_count, size_t vertex_count, unsigned int cache_size) { … } template <typename T> inline void meshopt_optimizeOverdraw(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, float threshold) { … } template <typename T> inline size_t meshopt_optimizeVertexFetchRemap(unsigned int* destination, const T* indices, size_t index_count, size_t vertex_count) { … } template <typename T> inline size_t meshopt_optimizeVertexFetch(void* destination, T* indices, size_t index_count, const void* vertices, size_t vertex_count, size_t vertex_size) { … } template <typename T> inline size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, const T* indices, size_t index_count) { … } template <typename T> inline int meshopt_decodeIndexBuffer(T* destination, size_t index_count, const unsigned char* buffer, size_t buffer_size) { … } template <typename T> inline size_t meshopt_encodeIndexSequence(unsigned char* buffer, size_t buffer_size, const T* indices, size_t index_count) { … } template <typename T> inline int meshopt_decodeIndexSequence(T* destination, size_t index_count, const unsigned char* buffer, size_t buffer_size) { … } template <typename T> inline size_t meshopt_simplify(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, unsigned int options, float* result_error) { … } template <typename T> inline size_t meshopt_simplifyWithAttributes(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, const float* vertex_attributes, size_t vertex_attributes_stride, const float* attribute_weights, size_t attribute_count, const unsigned char* vertex_lock, size_t target_index_count, float target_error, unsigned int options, float* result_error) { … } template <typename T> inline size_t meshopt_simplifySloppy(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error) { … } template <typename T> inline size_t meshopt_stripify(T* destination, const T* indices, size_t index_count, size_t vertex_count, T restart_index) { … } template <typename T> inline size_t meshopt_unstripify(T* destination, const T* indices, size_t index_count, T restart_index) { … } template <typename T> inline meshopt_VertexCacheStatistics meshopt_analyzeVertexCache(const T* indices, size_t index_count, size_t vertex_count, unsigned int cache_size, unsigned int warp_size, unsigned int buffer_size) { … } template <typename T> inline meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride) { … } template <typename T> inline meshopt_VertexFetchStatistics meshopt_analyzeVertexFetch(const T* indices, size_t index_count, size_t vertex_count, size_t vertex_size) { … } template <typename T> inline size_t meshopt_buildMeshlets(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t max_vertices, size_t max_triangles, float cone_weight) { … } template <typename T> inline size_t meshopt_buildMeshletsScan(meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, const T* indices, size_t index_count, size_t vertex_count, size_t max_vertices, size_t max_triangles) { … } template <typename T> inline meshopt_Bounds meshopt_computeClusterBounds(const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride) { … } template <typename T> inline void meshopt_spatialSortTriangles(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride) { … } #endif /** * Copyright (c) 2016-2024 Arseny Kapoulkine * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */