70 static_assert(
sizeof(
VertexData) == 8,
"Compiler added padding");
79 static_assert(
sizeof(
TriangleBlock) == 16,
"Compiler added padding");
107 mVertices(inVertices)
119 UVec4 quantized_vertex[3];
121 for (
int i = 0; i < 3; ++i)
123 return quantized_vertex[0] == quantized_vertex[1] || quantized_vertex[1] == quantized_vertex[2] || quantized_vertex[0] == quantized_vertex[2];
137 mVertexMap(inVertices.size(), 0xffffffff)
160 mNumTriangles += inNumTriangles;
166 uint start_vertex =
Clamp((
int)mVertices.
size() - 256 + (
int)inNumTriangles * 3, 0, (
int)mVertices.
size());
174 uint padded_triangle_count =
AlignUp(inNumTriangles, 4);
177 uint32 num_blocks = padded_triangle_count >> 2;
183 for (
uint t = 0; t < padded_triangle_count; t += 4)
186 for (
uint vertex_nr = 0; vertex_nr < 3; ++vertex_nr)
187 for (
uint block_tri_idx = 0; block_tri_idx < 4; ++block_tri_idx)
190 bool triangle_available = t + block_tri_idx < inNumTriangles;
191 uint32 src_vertex_index = triangle_available? inTriangles[t + block_tri_idx].
mIdx[vertex_nr] : inTriangles[inNumTriangles - 1].
mIdx[0];
194 uint32 &vertex_index = mVertexMap[src_vertex_index];
195 if (vertex_index == 0xffffffff || vertex_index < start_vertex)
203 uint32 vertex_offset = vertex_index - start_vertex;
204 if (vertex_offset > 0xff)
206 outError =
"TriangleCodecIndexed8BitPackSOA4Flags: Offset doesn't fit in 8 bit";
209 block->
mIndices[vertex_nr][block_tri_idx] = (
uint8)vertex_offset;
215 outError =
"TriangleCodecIndexed8BitPackSOA4Flags: Material index doesn't fit in 8 bit";
226 for (
uint t = 0; t < inNumTriangles; ++t)
227 user_data[t] = inTriangles[t].mUserData;
237 if (mVertices.
empty())
244 for (
uint o : mOffsetsToPatch)
247 uint32 delta = vertices_idx - o;
249 JPH_ASSERT(
false,
"Offset to vertices doesn't fit");
255 for (
uint32 v : mVertices)
261 for (
uint32 v : mVertices)
280 uint mNumTriangles = 0;
282 VertexMap mVertexMap;
294 UVec4 c1 = UVec4::sGatherInt4<8>(&inVertices->
mVertexXY, inIndex);
295 UVec4 c2 = UVec4::sGatherInt4<8>(&inVertices->
mVertexZY, inIndex);
310 mOffsetX(
Vec4::sReplicate(inHeader->mOffset.x)),
311 mOffsetY(
Vec4::sReplicate(inHeader->mOffset.y)),
312 mOffsetZ(
Vec4::sReplicate(inHeader->mOffset.z)),
313 mScaleX(
Vec4::sReplicate(inHeader->mScale.x)),
314 mScaleY(
Vec4::sReplicate(inHeader->mScale.y)),
315 mScaleZ(
Vec4::sReplicate(inHeader->mScale.z))
320 JPH_INLINE
void Unpack(
const void *inTriangleStart,
uint32 inNumTriangles,
Vec3 *outTriangles)
const
328 int triangles_left = inNumTriangles;
339 Vec4 v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z;
340 Unpack(vertices, iv1, v1x, v1y, v1z);
341 Unpack(vertices, iv2, v2x, v2y, v2z);
342 Unpack(vertices, iv3, v3x, v3y, v3z);
350 for (
int i = 0; i < 4 && triangles_left > 0; ++i, --triangles_left)
363 JPH_INLINE
float TestRay(
Vec3Arg inRayOrigin,
Vec3Arg inRayDirection,
const void *inTriangleStart,
uint32 inNumTriangles,
float inClosest,
uint32 &outClosestTriangleIndex)
const
384 Vec4 v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z;
385 Unpack(vertices, iv1, v1x, v1y, v1z);
386 Unpack(vertices, iv2, v2x, v2y, v2z);
387 Unpack(vertices, iv3, v3x, v3y, v3z);
390 Vec4 distance =
RayTriangle4(inRayOrigin, inRayDirection, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z);
397 UVec4 triangle_idx = start_triangle_idx +
UVec4(0, 1, 2, 3);
398 closest_triangle_idx =
UVec4::sSelect(closest_triangle_idx, triangle_idx, smaller);
408 outClosestTriangleIndex = closest_triangle_idx.
GetX();
409 return closest.
GetX();
418 uint32 block_triangle_idx = inTriangleIdx & 0b11;
451 return user_data !=
nullptr? user_data[inTriangleIdx] : 0;
462 int triangles_left = inNumTriangles;
465 for (
int i = 0; i < 4 && triangles_left > 0; ++i, --triangles_left)
466 *outTriangleFlags++ = t->
mFlags[i];
474 JPH_INLINE
static uint8 sGetFlags(
const void *inTriangleStart,
int inTriangleIndex)
478 return first_block[inTriangleIndex >> 2].
mFlags[inTriangleIndex & 0b11];
482 JPH_INLINE
void Unpack(
const void *inTriangleStart,
uint32 inNumTriangles,
Vec3 *outTriangles,
uint8 *outTriangleFlags)
const
484 Unpack(inTriangleStart, inNumTriangles, outTriangles);
485 sGetFlags(inTriangleStart, inNumTriangles, outTriangleFlags);
std::uint8_t uint8
Definition Core.h:447
unsigned int uint
Definition Core.h:446
#define JPH_NAMESPACE_END
Definition Core.h:379
std::uint32_t uint32
Definition Core.h:449
#define JPH_NAMESPACE_BEGIN
Definition Core.h:373
#define JPH_ASSERT(...)
Definition IssueReporting.h:33
JPH_INLINE constexpr T Clamp(T inV, T inMin, T inMax)
Clamp a value between two values.
Definition Math.h:45
T AlignUp(T inV, uint64 inAlignment)
Align inV up to the next inAlignment bytes.
Definition Math.h:80
JPH_INLINE Vec4 RayTriangle4(Vec3Arg inOrigin, Vec3Arg inDirection, Vec4Arg inV0X, Vec4Arg inV0Y, Vec4Arg inV0Z, Vec4Arg inV1X, Vec4Arg inV1Y, Vec4Arg inV1Z, Vec4Arg inV2X, Vec4Arg inV2Y, Vec4Arg inV2Z)
Intersect ray with 4 triangles in SOA format, returns 4 vector of closest points or FLT_MAX if no hit...
Definition RayTriangle.h:76
Axis aligned box.
Definition AABox.h:16
Vec3 GetSize() const
Get size of bounding box.
Definition AABox.h:125
Vec3 mMin
Bounding box min and max.
Definition AABox.h:308
void Encapsulate(Vec3Arg inPos)
Encapsulate point in bounding box.
Definition AABox.h:61
bool empty() const
Returns true if there are no elements in the array.
Definition Array.h:314
size_type size() const
Returns amount of elements in the array.
Definition Array.h:320
void push_back(const T &inValue)
Add element to the back of the array.
Definition Array.h:277
void reserve(size_type inNewSize)
Reserve array space.
Definition Array.h:113
Simple byte buffer, aligned to a cache line.
Definition ByteBuffer.h:16
Type * Allocate(size_t inSize=1)
Allocate block of data of inSize elements and return the pointer.
Definition ByteBuffer.h:33
size_t Align(size_t inSize)
Align the size to a multiple of inSize, returns the length after alignment.
Definition ByteBuffer.h:19
const Type * Get(size_t inPosition) const
Get object at inPosition (an offset in bytes)
Definition ByteBuffer.h:61
Class that holds 3 floats. Used as a storage class. Convert to Vec3 for calculations.
Definition Float3.h:13
Triangle with 32-bit indices and material index.
Definition IndexedTriangle.h:73
uint32 mMaterialIndex
Definition IndexedTriangle.h:105
uint32 mIdx[3]
Definition IndexedTriangle.h:68
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition Mat44.h:13
JPH_INLINE Vec3 GetAxisY() const
Definition Mat44.h:148
JPH_INLINE Vec3 GetAxisZ() const
Definition Mat44.h:150
JPH_INLINE Mat44 Transposed() const
Transpose matrix.
Definition Mat44.inl:467
JPH_INLINE Vec3 GetColumn3(uint inCol) const
Definition Mat44.h:158
JPH_INLINE Vec3 GetAxisX() const
Access to the columns.
Definition Mat44.h:146
This class is used to decode and decompress triangle data packed by the EncodingContext.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:288
void GetTriangle(const void *inTriangleStart, uint32 inTriangleIdx, Vec3 &outV1, Vec3 &outV2, Vec3 &outV3) const
Decode a single triangle.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:413
static JPH_INLINE uint8 sGetFlags(const void *inTriangleStart, int inTriangleIndex)
Get flags for a particular triangle.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:474
static JPH_INLINE void sGetFlags(const void *inTriangleStart, uint32 inNumTriangles, uint8 *outTriangleFlags)
Get flags for entire triangle block.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:455
JPH_INLINE uint32 GetUserData(const void *inTriangleStart, uint32 inTriangleIdx) const
Get user data for a triangle.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:447
JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles, uint8 *outTriangleFlags) const
Unpacks triangles and flags, convenience function.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:482
JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles) const
Unpacks triangles in the format t1v1,t1v2,t1v3, t2v1,t2v2,t2v3, ...
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:320
JPH_INLINE float TestRay(Vec3Arg inRayOrigin, Vec3Arg inRayDirection, const void *inTriangleStart, uint32 inNumTriangles, float inClosest, uint32 &outClosestTriangleIndex) const
Tests a ray against the packed triangles.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:363
JPH_INLINE DecodingContext(const TriangleHeader *inHeader)
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:309
This class is used to encode and compress triangle data into a byte buffer.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:133
EncodingContext(const VertexList &inVertices)
Construct the encoding context.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:136
uint Pack(const IndexedTriangle *inTriangles, uint inNumTriangles, bool inStoreUserData, ByteBuffer &ioBuffer, const char *&outError)
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:152
void Finalize(const VertexList &inVertices, TriangleHeader *ioHeader, ByteBuffer &ioBuffer) const
After all triangles have been packed, this finalizes the header and triangle buffer.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:234
uint GetPessimisticMemoryEstimate(uint inTriangleCount, bool inStoreUserData) const
Get an upper bound on the amount of bytes needed to store inTriangleCount triangles.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:144
This class is used to validate that the triangle data will not be degenerate after compression.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:103
bool IsDegenerate(const IndexedTriangle &inTriangle) const
Test if a triangle will be degenerate after quantization.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:116
ValidationContext(const IndexedTriangleList &inTriangles, const VertexList &inVertices)
Constructor.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:106
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:25
static constexpr bool ChangesOffsetOnPack
If this codec could return a different offset than the current buffer size when calling Pack()
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:38
static constexpr int TriangleHeaderSize
Size of the header (an empty struct is always > 0 bytes so this needs a separate variable)
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:35
EComponentData
Amount of bits per component.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:42
@ COMPONENT_BITS
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:43
@ COMPONENT_MASK
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:44
ETriangleBlockHeaderFlags
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:82
@ OFFSET_TO_USERDATA_BITS
When user data is stored, this is the number of blocks to skip to get to the user data (0 = no user d...
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:85
@ OFFSET_TO_USERDATA_MASK
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:86
@ OFFSET_TO_VERTICES_MASK
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:84
@ OFFSET_TO_VERTICES_BITS
Offset from current block to start of vertices in bytes.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:83
EVertexXY
Packed X and Y coordinate.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:49
@ COMPONENT_X
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:50
@ COMPONENT_Y1
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:51
@ COMPONENT_Y1_BITS
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:52
EVertexZY
Packed Z and Y coordinate.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:57
@ COMPONENT_Z
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:58
@ COMPONENT_Y2_BITS
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:60
@ COMPONENT_Y2
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:59
JPH_INLINE uint32 GetZ() const
Definition UVec4.h:104
JPH_INLINE UVec4 LogicalShiftLeft() const
Shift all components by Count bits to the left (filling with zeros from the left)
static JPH_INLINE UVec4 sSelect(UVec4Arg inNotSet, UVec4Arg inSet, UVec4Arg inControl)
Component wise select, returns inNotSet when highest bit of inControl = 0 and inSet when highest bit ...
Definition UVec4.inl:157
JPH_INLINE uint32 GetY() const
Definition UVec4.h:103
JPH_INLINE UVec4 LogicalShiftRight() const
Shift all components by Count bits to the right (filling with zeros from the right)
static JPH_INLINE UVec4 sReplicate(uint32 inV)
Replicate int inV across all components.
Definition UVec4.inl:56
JPH_INLINE UVec4 Expand4Byte4() const
Takes byte 4 .. 7 and expands them to X, Y, Z and W.
Definition UVec4.inl:510
JPH_INLINE UVec4 Expand4Byte0() const
Takes byte 0 .. 3 and expands them to X, Y, Z and W.
Definition UVec4.inl:495
static JPH_INLINE UVec4 sAnd(UVec4Arg inV1, UVec4Arg inV2)
Logical and (component wise)
Definition UVec4.inl:202
static JPH_INLINE UVec4 sOr(UVec4Arg inV1, UVec4Arg inV2)
Logical or (component wise)
Definition UVec4.inl:174
JPH_INLINE uint32 GetX() const
Get individual components.
Definition UVec4.h:102
JPH_INLINE UVec4 Expand4Byte8() const
Takes byte 8 .. 11 and expands them to X, Y, Z and W.
Definition UVec4.inl:525
static JPH_INLINE UVec4 sLoadInt4(const uint32 *inV)
Load 4 ints from memory.
Definition UVec4.inl:78
static JPH_INLINE UVec4 sZero()
Vector with all zeros.
Definition UVec4.inl:45
JPH_INLINE Vec4 ToFloat() const
Convert each component from an int to a float.
Definition UVec4.inl:329
static JPH_INLINE Vec3 sMax(Vec3Arg inV1, Vec3Arg inV2)
Return the maximum of each of the components.
Definition Vec3.inl:159
JPH_INLINE void StoreFloat3(Float3 *outV) const
Store 3 floats to memory.
Definition Vec3.inl:771
static JPH_INLINE Vec3 sReplicate(float inV)
Replicate inV across all components.
Definition Vec3.inl:118
static JPH_INLINE void sSort4(Vec4 &ioValue, UVec4 &ioIndex)
Definition Vec4.inl:304
static JPH_INLINE UVec4 sLess(Vec4Arg inV1, Vec4Arg inV2)
Less than (component wise)
Definition Vec4.inl:180
static JPH_INLINE Vec4 sFusedMultiplyAdd(Vec4Arg inMul1, Vec4Arg inMul2, Vec4Arg inAdd)
Calculates inMul1 * inMul2 + inAdd.
Definition Vec4.inl:236
JPH_INLINE float GetX() const
Get individual components.
Definition Vec4.h:113
static JPH_INLINE Vec4 sZero()
Vector with all zeros.
Definition Vec4.inl:63
static JPH_INLINE Vec4 sSelect(Vec4Arg inNotSet, Vec4Arg inSet, UVec4Arg inControl)
Component wise select, returns inNotSet when highest bit of inControl = 0 and inSet when highest bit ...
Definition Vec4.inl:254
static JPH_INLINE Vec4 sReplicate(float inV)
Replicate inV across all components.
Definition Vec4.inl:74
A block of 4 triangles.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:74
uint8 mFlags[4]
Triangle flags (could contain material and active edges)
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:76
uint8 mIndices[3][4]
8 bit indices to triangle vertices for 4 triangles in the form mIndices[vertex][triangle] where verte...
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:75
A single packed vertex.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:65
uint32 mVertexXY
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:66
uint32 mVertexZY
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:67