Optimization
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@ -149,60 +149,81 @@ static void smSubdivideMesh(smMesh& out, const smMesh& in, smEdgeVertexMap& map)
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}
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}
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static inline void smCount(u32& vertexCapacity, u32& indexCount, u32& edgeVertexPairCapacity, u32 subdivisions)
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{
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u32 inVertexCapacity = 6;
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u32 inTriangleCount = 8;
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for (u32 i = 0; i < subdivisions; ++i)
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{
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u32 outVertexCapacity = inVertexCapacity + 3 * inTriangleCount;
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u32 outTriangleCount = 4 * inTriangleCount;
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inVertexCapacity = outVertexCapacity;
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inTriangleCount = outTriangleCount;
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}
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vertexCapacity = inVertexCapacity;
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indexCount = 3 * inTriangleCount;
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edgeVertexPairCapacity = 3 * inTriangleCount;
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}
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void smCreateMesh(smMesh& output, u32 subdivisions)
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{
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B3_ASSERT(output.vertexCount == 0);
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B3_ASSERT(output.indexCount == 0);
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u32 vertexCapacity, indexCount, edgeVertexPairCapacity;
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smCount(vertexCapacity, indexCount, edgeVertexPairCapacity, subdivisions);
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// We use two vertex and index buffers.
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// One is used for input mesh and the other for suboutput mesh.
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// Each buffer has size equal the maximum vertex or index count.
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u32 byteCount = 0;
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byteCount += 2 * vertexCapacity * sizeof(b3Vec3);
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byteCount += 2 * indexCount * sizeof(u32);
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byteCount += edgeVertexPairCapacity * sizeof(smEdgeVertexPair);
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u8* bytes = (u8*)b3Alloc(byteCount);
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b3Vec3* inVertex = (b3Vec3*)bytes;
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b3Vec3* outVertex = (b3Vec3*) ((u8*)(inVertex) + vertexCapacity * sizeof(b3Vec3));
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u32* inIndex = (u32*)((u8*)(outVertex) + vertexCapacity * sizeof(b3Vec3));
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u32* outIndex = (u32*)((u8*)(inIndex) + indexCount * sizeof(u32));
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smEdgeVertexPair* pairs = (smEdgeVertexPair*)((u8*)(outIndex) + indexCount * sizeof(u32));
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smMesh in;
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in.vertexCount = 0;
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in.vertices = (b3Vec3*)b3Alloc(6 * sizeof(b3Vec3));
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in.vertices = inVertex;
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in.normals = nullptr;
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in.indexCount = 0;
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in.indices = (u32*)b3Alloc(3 * 8 * sizeof(u32));
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in.indices = inIndex;
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smSetAsOctahedron(in);
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for (u32 i = 0; i < subdivisions; ++i)
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{
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u32 inTriangleCount = in.indexCount / 3;
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u32 outVertexCapacity = in.vertexCount + 3 * inTriangleCount;
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u32 outTriangleCapacity = 4 * inTriangleCount;
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u32 outIndexCapacity = 3 * outTriangleCapacity;
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u32 edgeVertexPairCapacity = 3 * inTriangleCount;
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smMesh out;
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out.vertexCount = 0;
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out.vertices = (b3Vec3*)b3Alloc(outVertexCapacity * sizeof(b3Vec3));
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out.vertices = outVertex;
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out.indexCount = 0;
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out.indices = (u32*)b3Alloc(outIndexCapacity * sizeof(u32));
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out.indices = outIndex;
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smEdgeVertexMap map;
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map.pairCount = 0;
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map.pairs = (smEdgeVertexPair*)b3Alloc(edgeVertexPairCapacity * sizeof(smEdgeVertexPair));
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map.pairs = pairs;
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smSubdivideMesh(out, in, map);
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b3Free(map.pairs);
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b3Free(in.vertices);
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b3Free(in.indices);
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// in = out
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in.vertexCount = out.vertexCount;
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in.vertices = (b3Vec3*)b3Alloc(out.vertexCount * sizeof(b3Vec3));
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in.vertices = inVertex;
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memcpy(in.vertices, out.vertices, out.vertexCount * sizeof(b3Vec3));
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in.indexCount = out.indexCount;
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in.indices = (u32*)b3Alloc(out.indexCount * sizeof(u32));
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in.indices = inIndex;
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memcpy(in.indices, out.indices, out.indexCount * sizeof(u32));
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b3Free(out.vertices);
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out.vertices = nullptr;
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out.normals = nullptr;
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b3Free(out.indices);
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out.indices = nullptr;
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}
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@ -217,8 +238,8 @@ void smCreateMesh(smMesh& output, u32 subdivisions)
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output.indices = (u32*)b3Alloc(in.indexCount * sizeof(u32));
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memcpy(output.indices, in.indices, in.indexCount * sizeof(u32));
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b3Free(in.vertices);
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b3Free(in.indices);
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b3Free(bytes);
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in.vertices = nullptr;
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in.normals = nullptr;
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in.indices = nullptr;
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