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										 |  |  | // This file is part of meshoptimizer library; see meshoptimizer.h for version/license details
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							|  |  |  | #include "meshoptimizer.h"
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							|  |  |  | #include <assert.h>
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							|  |  |  | #include <float.h>
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							|  |  |  | #include <string.h>
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							|  |  |  | // This work is based on:
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							|  |  |  | // Nicolas Capens. Advanced Rasterization. 2004
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							|  |  |  | namespace meshopt | 
					
						
							|  |  |  | { | 
					
						
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							|  |  |  | const int kViewport = 256; | 
					
						
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							|  |  |  | struct OverdrawBuffer | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	float z[kViewport][kViewport][2]; | 
					
						
							|  |  |  | 	unsigned int overdraw[kViewport][kViewport][2]; | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #ifndef min
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							|  |  |  | #define min(a, b) ((a) < (b) ? (a) : (b))
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							|  |  |  | #endif
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							|  |  |  | #ifndef max
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							|  |  |  | #define max(a, b) ((a) > (b) ? (a) : (b))
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							|  |  |  | #endif
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							|  |  |  | static float computeDepthGradients(float& dzdx, float& dzdy, float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	// z2 = z1 + dzdx * (x2 - x1) + dzdy * (y2 - y1)
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							|  |  |  | 	// z3 = z1 + dzdx * (x3 - x1) + dzdy * (y3 - y1)
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							|  |  |  | 	// (x2-x1 y2-y1)(dzdx) = (z2-z1)
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							|  |  |  | 	// (x3-x1 y3-y1)(dzdy)   (z3-z1)
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							|  |  |  | 	// we'll solve it with Cramer's rule
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							|  |  |  | 	float det = (x2 - x1) * (y3 - y1) - (y2 - y1) * (x3 - x1); | 
					
						
							|  |  |  | 	float invdet = (det == 0) ? 0 : 1 / det; | 
					
						
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							|  |  |  | 	dzdx = (z2 - z1) * (y3 - y1) - (y2 - y1) * (z3 - z1) * invdet; | 
					
						
							|  |  |  | 	dzdy = (x2 - x1) * (z3 - z1) - (z2 - z1) * (x3 - x1) * invdet; | 
					
						
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							|  |  |  | 	return det; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | // half-space fixed point triangle rasterizer
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							|  |  |  | static void rasterize(OverdrawBuffer* buffer, float v1x, float v1y, float v1z, float v2x, float v2y, float v2z, float v3x, float v3y, float v3z) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	// compute depth gradients
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							|  |  |  | 	float DZx, DZy; | 
					
						
							|  |  |  | 	float det = computeDepthGradients(DZx, DZy, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z); | 
					
						
							|  |  |  | 	int sign = det > 0; | 
					
						
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							|  |  |  | 	// flip backfacing triangles to simplify rasterization logic
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							|  |  |  | 	if (sign) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		// flipping v2 & v3 preserves depth gradients since they're based on v1
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							|  |  |  | 		float t; | 
					
						
							|  |  |  | 		t = v2x, v2x = v3x, v3x = t; | 
					
						
							|  |  |  | 		t = v2y, v2y = v3y, v3y = t; | 
					
						
							|  |  |  | 		t = v2z, v2z = v3z, v3z = t; | 
					
						
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							|  |  |  | 		// flip depth since we rasterize backfacing triangles to second buffer with reverse Z; only v1z is used below
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							|  |  |  | 		v1z = kViewport - v1z; | 
					
						
							|  |  |  | 		DZx = -DZx; | 
					
						
							|  |  |  | 		DZy = -DZy; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	// coordinates, 28.4 fixed point
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							|  |  |  | 	int X1 = int(16.0f * v1x + 0.5f); | 
					
						
							|  |  |  | 	int X2 = int(16.0f * v2x + 0.5f); | 
					
						
							|  |  |  | 	int X3 = int(16.0f * v3x + 0.5f); | 
					
						
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							|  |  |  | 	int Y1 = int(16.0f * v1y + 0.5f); | 
					
						
							|  |  |  | 	int Y2 = int(16.0f * v2y + 0.5f); | 
					
						
							|  |  |  | 	int Y3 = int(16.0f * v3y + 0.5f); | 
					
						
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							|  |  |  | 	// bounding rectangle, clipped against viewport
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							|  |  |  | 	// since we rasterize pixels with covered centers, min >0.5 should round up
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							|  |  |  | 	// as for max, due to top-left filling convention we will never rasterize right/bottom edges
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							|  |  |  | 	// so max >= 0.5 should round down
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							|  |  |  | 	int minx = max((min(X1, min(X2, X3)) + 7) >> 4, 0); | 
					
						
							|  |  |  | 	int maxx = min((max(X1, max(X2, X3)) + 7) >> 4, kViewport); | 
					
						
							|  |  |  | 	int miny = max((min(Y1, min(Y2, Y3)) + 7) >> 4, 0); | 
					
						
							|  |  |  | 	int maxy = min((max(Y1, max(Y2, Y3)) + 7) >> 4, kViewport); | 
					
						
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							|  |  |  | 	// deltas, 28.4 fixed point
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							|  |  |  | 	int DX12 = X1 - X2; | 
					
						
							|  |  |  | 	int DX23 = X2 - X3; | 
					
						
							|  |  |  | 	int DX31 = X3 - X1; | 
					
						
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							|  |  |  | 	int DY12 = Y1 - Y2; | 
					
						
							|  |  |  | 	int DY23 = Y2 - Y3; | 
					
						
							|  |  |  | 	int DY31 = Y3 - Y1; | 
					
						
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							|  |  |  | 	// fill convention correction
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							|  |  |  | 	int TL1 = DY12 < 0 || (DY12 == 0 && DX12 > 0); | 
					
						
							|  |  |  | 	int TL2 = DY23 < 0 || (DY23 == 0 && DX23 > 0); | 
					
						
							|  |  |  | 	int TL3 = DY31 < 0 || (DY31 == 0 && DX31 > 0); | 
					
						
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							|  |  |  | 	// half edge equations, 24.8 fixed point
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							|  |  |  | 	// note that we offset minx/miny by half pixel since we want to rasterize pixels with covered centers
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							|  |  |  | 	int FX = (minx << 4) + 8; | 
					
						
							|  |  |  | 	int FY = (miny << 4) + 8; | 
					
						
							|  |  |  | 	int CY1 = DX12 * (FY - Y1) - DY12 * (FX - X1) + TL1 - 1; | 
					
						
							|  |  |  | 	int CY2 = DX23 * (FY - Y2) - DY23 * (FX - X2) + TL2 - 1; | 
					
						
							|  |  |  | 	int CY3 = DX31 * (FY - Y3) - DY31 * (FX - X3) + TL3 - 1; | 
					
						
							|  |  |  | 	float ZY = v1z + (DZx * float(FX - X1) + DZy * float(FY - Y1)) * (1 / 16.f); | 
					
						
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							|  |  |  | 	for (int y = miny; y < maxy; y++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		int CX1 = CY1; | 
					
						
							|  |  |  | 		int CX2 = CY2; | 
					
						
							|  |  |  | 		int CX3 = CY3; | 
					
						
							|  |  |  | 		float ZX = ZY; | 
					
						
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							|  |  |  | 		for (int x = minx; x < maxx; x++) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			// check if all CXn are non-negative
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							|  |  |  | 			if ((CX1 | CX2 | CX3) >= 0) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				if (ZX >= buffer->z[y][x][sign]) | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					buffer->z[y][x][sign] = ZX; | 
					
						
							|  |  |  | 					buffer->overdraw[y][x][sign]++; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
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							|  |  |  | 			// signed left shift is UB for negative numbers so use unsigned-signed casts
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							|  |  |  | 			CX1 -= int(unsigned(DY12) << 4); | 
					
						
							|  |  |  | 			CX2 -= int(unsigned(DY23) << 4); | 
					
						
							|  |  |  | 			CX3 -= int(unsigned(DY31) << 4); | 
					
						
							|  |  |  | 			ZX += DZx; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		// signed left shift is UB for negative numbers so use unsigned-signed casts
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							|  |  |  | 		CY1 += int(unsigned(DX12) << 4); | 
					
						
							|  |  |  | 		CY2 += int(unsigned(DX23) << 4); | 
					
						
							|  |  |  | 		CY3 += int(unsigned(DX31) << 4); | 
					
						
							|  |  |  | 		ZY += DZy; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | } // namespace meshopt
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							|  |  |  | 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) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	using namespace meshopt; | 
					
						
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							|  |  |  | 	assert(index_count % 3 == 0); | 
					
						
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										 |  |  | 	assert(vertex_positions_stride >= 12 && vertex_positions_stride <= 256); | 
					
						
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										 |  |  | 	assert(vertex_positions_stride % sizeof(float) == 0); | 
					
						
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							|  |  |  | 	meshopt_Allocator allocator; | 
					
						
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							|  |  |  | 	size_t vertex_stride_float = vertex_positions_stride / sizeof(float); | 
					
						
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							|  |  |  | 	meshopt_OverdrawStatistics result = {}; | 
					
						
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							|  |  |  | 	float minv[3] = {FLT_MAX, FLT_MAX, FLT_MAX}; | 
					
						
							|  |  |  | 	float maxv[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX}; | 
					
						
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							|  |  |  | 	for (size_t i = 0; i < vertex_count; ++i) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		const float* v = vertex_positions + i * vertex_stride_float; | 
					
						
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							|  |  |  | 		for (int j = 0; j < 3; ++j) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			minv[j] = min(minv[j], v[j]); | 
					
						
							|  |  |  | 			maxv[j] = max(maxv[j], v[j]); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	float extent = max(maxv[0] - minv[0], max(maxv[1] - minv[1], maxv[2] - minv[2])); | 
					
						
							|  |  |  | 	float scale = kViewport / extent; | 
					
						
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							|  |  |  | 	float* triangles = allocator.allocate<float>(index_count * 3); | 
					
						
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							|  |  |  | 	for (size_t i = 0; i < index_count; ++i) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		unsigned int index = indices[i]; | 
					
						
							|  |  |  | 		assert(index < vertex_count); | 
					
						
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							|  |  |  | 		const float* v = vertex_positions + index * vertex_stride_float; | 
					
						
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							|  |  |  | 		triangles[i * 3 + 0] = (v[0] - minv[0]) * scale; | 
					
						
							|  |  |  | 		triangles[i * 3 + 1] = (v[1] - minv[1]) * scale; | 
					
						
							|  |  |  | 		triangles[i * 3 + 2] = (v[2] - minv[2]) * scale; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	OverdrawBuffer* buffer = allocator.allocate<OverdrawBuffer>(1); | 
					
						
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							|  |  |  | 	for (int axis = 0; axis < 3; ++axis) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		memset(buffer, 0, sizeof(OverdrawBuffer)); | 
					
						
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							|  |  |  | 		for (size_t i = 0; i < index_count; i += 3) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			const float* vn0 = &triangles[3 * (i + 0)]; | 
					
						
							|  |  |  | 			const float* vn1 = &triangles[3 * (i + 1)]; | 
					
						
							|  |  |  | 			const float* vn2 = &triangles[3 * (i + 2)]; | 
					
						
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							|  |  |  | 			switch (axis) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 			case 0: | 
					
						
							|  |  |  | 				rasterize(buffer, vn0[2], vn0[1], vn0[0], vn1[2], vn1[1], vn1[0], vn2[2], vn2[1], vn2[0]); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			case 1: | 
					
						
							|  |  |  | 				rasterize(buffer, vn0[0], vn0[2], vn0[1], vn1[0], vn1[2], vn1[1], vn2[0], vn2[2], vn2[1]); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			case 2: | 
					
						
							|  |  |  | 				rasterize(buffer, vn0[1], vn0[0], vn0[2], vn1[1], vn1[0], vn1[2], vn2[1], vn2[0], vn2[2]); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		for (int y = 0; y < kViewport; ++y) | 
					
						
							|  |  |  | 			for (int x = 0; x < kViewport; ++x) | 
					
						
							|  |  |  | 				for (int s = 0; s < 2; ++s) | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					unsigned int overdraw = buffer->overdraw[y][x][s]; | 
					
						
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							|  |  |  | 					result.pixels_covered += overdraw > 0; | 
					
						
							|  |  |  | 					result.pixels_shaded += overdraw; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	result.overdraw = result.pixels_covered ? float(result.pixels_shaded) / float(result.pixels_covered) : 0.f; | 
					
						
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							|  |  |  | 	return result; | 
					
						
							|  |  |  | } |