Optimize sphere mesh

This commit is contained in:
Irlan 2019-04-20 11:52:17 -03:00
parent 3adebe68c2
commit 9c16391700
5 changed files with 216 additions and 181 deletions

View File

@ -542,17 +542,17 @@ struct DrawWireSphere
smMesh mesh;
smCreateMesh(mesh, 1);
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
glGenBuffers(1, &m_vboId);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
AssertGL();
@ -656,20 +656,20 @@ struct DrawSolidSphere
smMesh mesh;
smCreateMesh(mesh, 1);
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
glGenBuffers(3, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
AssertGL();

View File

@ -558,17 +558,17 @@ struct DrawWireSphere
smMesh mesh;
smCreateMesh(mesh, 1);
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
glGenBuffers(1, &m_vboId);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
AssertGL();
@ -671,20 +671,20 @@ struct DrawSolidSphere
smMesh mesh;
smCreateMesh(mesh, 1);
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
glGenBuffers(3, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
AssertGL();

View File

@ -18,131 +18,229 @@
#include <testbed/framework/sphere_mesh.h>
// References:
// https://github.com/caosdoar/spheres
// https://schneide.blog/2016/07/15/generating-an-icosphere-in-c/
static inline void smAddVertex(smMesh& mesh, float32 x, float32 y, float32 z)
{
mesh.vertices[mesh.vertexCount++].Set(x, y, z);
}
static inline void smAddTriangle(smMesh& mesh, u32 v1, u32 v2, u32 v3)
{
mesh.indices[mesh.indexCount++] = v1;
mesh.indices[mesh.indexCount++] = v2;
mesh.indices[mesh.indexCount++] = v3;
}
static inline void smSetAsIcosahedron(smMesh& mesh)
{
assert(mesh.vertexCount == 0);
float32 t = 0.5f * (1.0f + b3Sqrt(5.0f));
smAddVertex(mesh, -1.0f, t, 0.0f);
smAddVertex(mesh, 1.0f, t, 0.0f);
smAddVertex(mesh, -1.0f, -t, 0.0f);
smAddVertex(mesh, 1.0f, -t, 0.0f);
smAddVertex(mesh, 0.0f, -1.0f, t);
smAddVertex(mesh, 0.0f, 1.0f, t);
smAddVertex(mesh, 0.0f, -1.0f, -t);
smAddVertex(mesh, 0.0f, 1.0f, -t);
smAddVertex(mesh, t, 0.0f, -1.0f);
smAddVertex(mesh, t, 0.0f, 1.0f);
smAddVertex(mesh, -t, 0.0f, -1.0f);
smAddVertex(mesh, -t, 0.0f, 1.0f);
for (u32 i = 0; i < mesh.vertexCount; ++i)
{
mesh.vertices[i].Normalize();
}
assert(mesh.indexCount == 0);
smAddTriangle(mesh, 0, 11, 5);
smAddTriangle(mesh, 0, 5, 1);
smAddTriangle(mesh, 0, 1, 7);
smAddTriangle(mesh, 0, 7, 10);
smAddTriangle(mesh, 0, 10, 11);
smAddTriangle(mesh, 1, 5, 9);
smAddTriangle(mesh, 5, 11, 4);
smAddTriangle(mesh, 11, 10, 2);
smAddTriangle(mesh, 10, 7, 6);
smAddTriangle(mesh, 7, 1, 8);
smAddTriangle(mesh, 3, 9, 4);
smAddTriangle(mesh, 3, 4, 2);
smAddTriangle(mesh, 3, 2, 6);
smAddTriangle(mesh, 3, 6, 8);
smAddTriangle(mesh, 3, 8, 9);
smAddTriangle(mesh, 4, 9, 5);
smAddTriangle(mesh, 2, 4, 11);
smAddTriangle(mesh, 6, 2, 10);
smAddTriangle(mesh, 8, 6, 7);
smAddTriangle(mesh, 9, 8, 1);
}
struct smEdge
{
smEdge() { }
smEdge(u32 _v1, u32 _v2)
{
v1 = _v1;
v2 = _v2;
}
u32 v1, v2;
};
struct smEdgeVertexPair
{
smEdgeVertexPair() { }
smEdgeVertexPair(const smEdge& _edge, u32 _vertex)
{
edge = _edge;
vertex = _vertex;
}
smEdge edge;
u32 vertex;
};
struct smEdgeVertexMap
{
smEdgeVertexMap() { }
smEdgeVertexPair* Find(const smEdge& edge)
{
for (u32 i = 0; i < pairs.Count(); ++i)
{
smEdgeVertexPair* pair = pairs.Get(i);
if (pair->edge.v1 == edge.v2 && pair->edge.v2 == edge.v1)
{
return pair;
}
}
return nullptr;
}
b3StackArray<smEdgeVertexPair, 32> pairs;
u32 pairCount;
smEdgeVertexPair* pairs;
};
//
static inline u32 smSubdivideEdge(u32 i1, u32 i2,
const b3Vec3& v1, const b3Vec3& v2,
smEdgeVertexMap& edgeVertexMap,
smMesh& output)
static inline void smAddPair(smEdgeVertexMap& map, const smEdgeVertexPair& pair)
{
smEdge edge(i1, i2);
map.pairs[map.pairCount++] = pair;
}
smEdgeVertexPair* pair = edgeVertexMap.Find(edge);
static inline smEdgeVertexPair* smFindOpposite(smEdgeVertexMap& map, const smEdge& edge)
{
for (u32 i = 0; i < map.pairCount; ++i)
{
smEdgeVertexPair* pair = map.pairs + i;
if (pair->edge.v1 == edge.v2 && pair->edge.v2 == edge.v1)
{
return pair;
}
}
return nullptr;
}
static inline u32 smSubdivideEdge(smMesh& in_out, smEdgeVertexMap& map,
u32 i1, u32 i2)
{
smEdge edge;
edge.v1 = i1;
edge.v2 = i2;
smEdgeVertexPair* pair = smFindOpposite(map, edge);
if (pair)
{
return pair->vertex;
}
smEdge newEdge(i1, i2);
u32 newVertex = output.vertices.Count();
smEdge newEdge;
newEdge.v1 = i1;
newEdge.v2 = i2;
u32 newVertex = in_out.vertexCount;
b3Vec3 v1 = in_out.vertices[i1];
b3Vec3 v2 = in_out.vertices[i1];
b3Vec3 v = 0.5f * (v1 + v2);
float32 len = v.Normalize();
output.AddVertex(v.x, v.y, v.z);
smAddVertex(in_out, v.x, v.y, v.z);
smEdgeVertexPair newPair(newEdge, newVertex);
smEdgeVertexPair newPair;
newPair.edge = newEdge;
newPair.vertex = newVertex;
edgeVertexMap.pairs.PushBack(newPair);
smAddPair(map, newPair);
return newVertex;
}
//
static inline void smSubdivideMesh(smMesh& output, const smMesh& input)
static void smSubdivideMesh(smMesh& in_out, smEdgeVertexMap& map)
{
output.vertices = input.vertices;
map.pairCount = 0;
smEdgeVertexMap edgeVertexMap;
u32 inputIndexCount = in_out.indexCount;
for (u32 i = 0; i < input.triangleIndices.Count() / 3; ++i)
for (u32 i = 0; i < inputIndexCount / 3; ++i)
{
u32 vi1 = input.triangleIndices[3 * i + 0];
u32 vi2 = input.triangleIndices[3 * i + 1];
u32 vi3 = input.triangleIndices[3 * i + 2];
u32 vi1 = in_out.indices[3 * i + 0];
u32 vi2 = in_out.indices[3 * i + 1];
u32 vi3 = in_out.indices[3 * i + 2];
u32 vi4 = smSubdivideEdge(in_out, map, vi1, vi2);
u32 vi5 = smSubdivideEdge(in_out, map, vi2, vi3);
u32 vi6 = smSubdivideEdge(in_out, map, vi3, vi1);
b3Vec3 v1 = input.vertices[vi1];
b3Vec3 v2 = input.vertices[vi2];
b3Vec3 v3 = input.vertices[vi3];
u32 vi4 = smSubdivideEdge(vi1, vi2, v1, v2, edgeVertexMap, output);
u32 vi5 = smSubdivideEdge(vi2, vi3, v2, v3, edgeVertexMap, output);
u32 vi6 = smSubdivideEdge(vi3, vi1, v3, v1, edgeVertexMap, output);
output.AddTriangle(vi1, vi4, vi6);
output.AddTriangle(vi4, vi2, vi5);
output.AddTriangle(vi5, vi3, vi6);
output.AddTriangle(vi4, vi5, vi6);
smAddTriangle(in_out, vi1, vi4, vi6);
smAddTriangle(in_out, vi4, vi2, vi5);
smAddTriangle(in_out, vi5, vi3, vi6);
smAddTriangle(in_out, vi4, vi5, vi6);
}
}
//
// Compute the maximum number of vertices and
// the number of triangle vertex indices in the intermediate mesh.
// Also compute the maximum number of edge-vertex pairs per subdivision step
static inline void smCount(u32& vertexCount, u32& indexCount, u32& edgeVertexPairCount, u32 subdivisions)
{
vertexCount = 12;
indexCount = 3 * 20;
for (u32 i = 0; i < subdivisions; ++i)
{
vertexCount += 3 * (indexCount / 3);
indexCount += 4 * 3 * (indexCount / 3);
}
edgeVertexPairCount = 3 * (indexCount / 3);
}
void smCreateMesh(smMesh& output, u32 subdivisions)
{
assert(output.vertices.Count() == 0);
assert(output.triangleIndices.Count() == 0);
assert(output.vertexCount == 0);
assert(output.indexCount == 0);
smMesh input;
input.SetAsIcosahedron();
u32 vertexCount, indexCount, edgeVertexPairCount;
smCount(vertexCount, indexCount, edgeVertexPairCount, subdivisions);
u32 byteCount = 0;
byteCount += vertexCount * sizeof(b3Vec3);
byteCount += indexCount * sizeof(u32);
byteCount += edgeVertexPairCount * sizeof(smEdgeVertexPair);
u8* bytes = (u8*)malloc(byteCount);
smMesh out;
out.vertexCount = 0;
out.vertices = (b3Vec3*)bytes;
out.indexCount = 0;
out.indices = (u32*) ((u8*)(out.vertices) + (vertexCount * sizeof(b3Vec3)));
smEdgeVertexMap map;
map.pairCount = 0;
map.pairs = (smEdgeVertexPair*) ((u8*)(out.indices) + (indexCount * sizeof(u32)));
smSetAsIcosahedron(out);
for (u32 i = 0; i < subdivisions; ++i)
{
smMesh subOutput;
smSubdivideMesh(subOutput, input);
input = subOutput;
smSubdivideMesh(out, map);
}
output = input;
}
assert(map.pairCount < edgeVertexPairCount);
assert(out.vertexCount < vertexCount);
assert(out.indexCount == indexCount);
output.vertexCount = out.vertexCount;
output.vertices = (b3Vec3*)malloc(out.vertexCount * sizeof(b3Vec3));
memcpy(output.vertices, out.vertices, out.vertexCount * sizeof(b3Vec3));
output.indexCount = out.indexCount;
output.indices = (u32*)malloc(out.indexCount * sizeof(u32));
memcpy(output.indices, out.indices, out.indexCount * sizeof(u32));
free(bytes);
out.vertices = nullptr;
out.indices = nullptr;
}

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@ -19,95 +19,32 @@
#ifndef SPHERE_MESH_H
#define SPHERE_MESH_H
#include <bounce/bounce.h>
#include <bounce/common/math/vec3.h>
//
// This structure represents a triangle mesh.
struct smMesh
{
smMesh() { }
smMesh& operator=(const smMesh& other)
smMesh()
{
Copy(other);
return *this;
vertexCount = 0;
vertices = nullptr;
indexCount = 0;
indices = nullptr;
}
void Copy(const smMesh& other)
~smMesh()
{
vertices = other.vertices;
triangleIndices = other.triangleIndices;
free(vertices);
free(indices);
}
void AddVertex(float32 x, float32 y, float32 z)
{
vertices.PushBack(b3Vec3(x, y, z));
}
void AddTriangle(u32 v1, u32 v2, u32 v3)
{
triangleIndices.PushBack(v1);
triangleIndices.PushBack(v2);
triangleIndices.PushBack(v3);
}
void SetAsIcosahedron()
{
assert(vertices.Count() == 0);
float32 t = 0.5f * (1.0f + b3Sqrt(5.0f));
AddVertex(-1.0f, t, 0.0f);
AddVertex(1.0f, t, 0.0f);
AddVertex(-1.0f, -t, 0.0f);
AddVertex(1.0f, -t, 0.0f);
AddVertex(0.0f, -1.0f, t);
AddVertex(0.0f, 1.0f, t);
AddVertex(0.0f, -1.0f, -t);
AddVertex(0.0f, 1.0f, -t);
AddVertex(t, 0.0f, -1.0f);
AddVertex(t, 0.0f, 1.0f);
AddVertex(-t, 0.0f, -1.0f);
AddVertex(-t, 0.0f, 1.0f);
for (u32 i = 0; i < vertices.Count(); ++i)
{
vertices[i].Normalize();
}
assert(triangleIndices.Count() == 0);
AddTriangle(0, 11, 5);
AddTriangle(0, 5, 1);
AddTriangle(0, 1, 7);
AddTriangle(0, 7, 10);
AddTriangle(0, 10, 11);
AddTriangle(1, 5, 9);
AddTriangle(5, 11, 4);
AddTriangle(11, 10, 2);
AddTriangle(10, 7, 6);
AddTriangle(7, 1, 8);
AddTriangle(3, 9, 4);
AddTriangle(3, 4, 2);
AddTriangle(3, 2, 6);
AddTriangle(3, 6, 8);
AddTriangle(3, 8, 9);
AddTriangle(4, 9, 5);
AddTriangle(2, 4, 11);
AddTriangle(6, 2, 10);
AddTriangle(8, 6, 7);
AddTriangle(9, 8, 1);
}
b3StackArray<b3Vec3, 256> vertices;
b3StackArray<u32, 256> triangleIndices;
u32 vertexCount; // number of unique vertices
b3Vec3* vertices; // list of unique vertices
u32 indexCount; // number of triangle vertex indices
u32* indices; // list of triangle vertex index
};
// Generate an icosphere given the number of subdivisions.
// Create a unit icosphere given the number of subdivisions.
void smCreateMesh(smMesh& output, u32 subdivisions);
#endif

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@ -32,18 +32,18 @@ struct b3SphereClothMesh : public b3ClothMesh
smMesh mesh;
smCreateMesh(mesh, 1);
sphereVertices.Resize(mesh.vertices.Count());
for (u32 i = 0; i < mesh.vertices.Count(); ++i)
sphereVertices.Resize(mesh.vertexCount);
for (u32 i = 0; i < mesh.vertexCount; ++i)
{
sphereVertices[i] = mesh.vertices[i];
}
sphereTriangles.Resize(mesh.triangleIndices.Count() / 3);
for (u32 i = 0; i < mesh.triangleIndices.Count() / 3; ++i)
sphereTriangles.Resize(mesh.indexCount / 3);
for (u32 i = 0; i < mesh.indexCount / 3; ++i)
{
sphereTriangles[i].v1 = mesh.triangleIndices[3 * i + 0];
sphereTriangles[i].v2 = mesh.triangleIndices[3 * i + 1];
sphereTriangles[i].v3 = mesh.triangleIndices[3 * i + 2];
sphereTriangles[i].v1 = mesh.indices[3 * i + 0];
sphereTriangles[i].v2 = mesh.indices[3 * i + 1];
sphereTriangles[i].v3 = mesh.indices[3 * i + 2];
}
sphereMesh.startTriangle = 0;