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Merge pull request #110027 from zeux/lod-iter
Switch LOD generation to use iterative simplification
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commit
6e4e8072e1
1 changed files with 35 additions and 33 deletions
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@ -429,7 +429,6 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, Array p_bone_transf
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unsigned int merged_vertex_count = merged_vertices.size();
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const Vector3 *merged_vertices_ptr = merged_vertices.ptr();
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const int32_t *merged_indices_ptr = merged_indices.ptr();
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Vector3 *merged_normals_ptr = merged_normals.ptr();
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{
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@ -474,17 +473,22 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, Array p_bone_transf
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}
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}
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unsigned int index_target = 12; // Start with the smallest target, 4 triangles
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unsigned int last_index_count = 0;
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print_verbose("LOD Generation: Triangles " + itos(index_count / 3) + ", vertices " + itos(vertex_count) + " (merged " + itos(merged_vertex_count) + ")" + (deformable ? ", deformable" : ""));
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const float max_mesh_error = 1.0f; // we only need LODs that can be selected by error threshold
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float mesh_error = 0.0f;
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const float max_mesh_error = 1.0f; // We only need LODs that can be selected by error threshold.
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const unsigned min_target_indices = 12;
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LocalVector<int> current_indices = merged_indices;
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float current_error = 0.0f;
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while (current_indices.size() > min_target_indices * 2) {
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unsigned int current_index_count = current_indices.size();
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unsigned int target_index_count = MAX(((current_index_count / 3) / 2) * 3, min_target_indices);
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while (index_target < index_count) {
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PackedInt32Array new_indices;
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new_indices.resize(index_count);
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new_indices.resize(current_index_count);
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int simplify_options = 0;
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int simplify_options = SurfaceTool::SIMPLIFY_SPARSE; // Does not change appearance, but speeds up subsequent iterations.
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// Lock geometric boundary in case the mesh is composed of multiple material subsets.
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simplify_options |= SurfaceTool::SIMPLIFY_LOCK_BORDER;
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@ -494,38 +498,40 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, Array p_bone_transf
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simplify_options |= SurfaceTool::SIMPLIFY_REGULARIZE;
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}
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float step_error = 0.0f;
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size_t new_index_count = SurfaceTool::simplify_with_attrib_func(
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(unsigned int *)new_indices.ptrw(),
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(const uint32_t *)merged_indices_ptr, index_count,
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(const uint32_t *)current_indices.ptr(), current_index_count,
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merged_vertices_f32.ptr(), merged_vertex_count,
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sizeof(float) * 3, // Vertex stride
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merged_attribs_ptr,
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sizeof(float) * attrib_count, // Attribute stride
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attrib_weights, attrib_count,
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nullptr, // Vertex lock
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index_target,
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target_index_count,
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max_mesh_error,
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simplify_options,
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&mesh_error);
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&step_error);
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if (new_index_count < last_index_count * 1.5f) {
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index_target = index_target * 1.5f;
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continue;
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}
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if (new_index_count == 0 || (new_index_count >= (index_count * 0.75f))) {
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break;
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}
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if (new_index_count > 5000000) {
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// This limit theoretically shouldn't be needed, but it's here
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// as an ad-hoc fix to prevent a crash with complex meshes.
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// The crash still happens with limit of 6000000, but 5000000 works.
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// In the future, identify what's causing that crash and fix it.
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WARN_PRINT("Mesh LOD generation failed for mesh " + get_name() + " surface " + itos(i) + ", mesh is too complex. Some automatic LODs were not generated.");
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break;
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}
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// Accumulate error over iterations. Usually, it's correct to use step_error as is; however, on coarse LODs, we may start
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// getting *smaller* relative error compared to the previous LOD. To make sure the error is monotonic and strictly increasing,
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// and to limit the switching (pop) distance, we ensure the error grows by an arbitrary factor each iteration.
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current_error = MAX(current_error * 1.5f, step_error);
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new_indices.resize(new_index_count);
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current_indices = new_indices;
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if (new_index_count == 0 || (new_index_count >= current_index_count * 0.75f)) {
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print_verbose(" LOD stop: got " + itos(new_index_count / 3) + " triangles when asking for " + itos(target_index_count / 3));
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break;
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}
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if (current_error > max_mesh_error) {
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print_verbose(" LOD stop: reached " + rtos(current_error) + " cumulative error (step error " + rtos(step_error) + ")");
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break;
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}
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// We need to remap the LOD indices back to the original vertex array; note that we already copied new_indices into current_indices for subsequent iteration.
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{
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int *ptrw = new_indices.ptrw();
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for (unsigned int j = 0; j < new_index_count; j++) {
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@ -534,15 +540,11 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, Array p_bone_transf
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}
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Surface::LOD lod;
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lod.distance = MAX(mesh_error * scale, CMP_EPSILON2);
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lod.distance = MAX(current_error * scale, CMP_EPSILON2);
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lod.indices = new_indices;
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surfaces.write[i].lods.push_back(lod);
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index_target = MAX(new_index_count, index_target) * 2;
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last_index_count = new_index_count;
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if (mesh_error == 0.0f) {
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break;
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}
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print_verbose(" LOD " + itos(surfaces.write[i].lods.size()) + ": " + itos(new_index_count / 3) + " triangles, error " + rtos(current_error) + " (step error " + rtos(step_error) + ")");
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}
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surfaces.write[i].lods.sort_custom<Surface::LODComparator>();
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