Merge pull request #4527 from motazmuhammad/master

Accelerate the Merge vertex post processing step
pull/4532/head v5.2.4
Kim Kulling 2022-05-14 11:54:06 +02:00 committed by GitHub
commit c8dafe0d28
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1 changed files with 75 additions and 93 deletions

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team Copyright (c) 2006-2022, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,
@ -45,41 +43,38 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* for all imported meshes * for all imported meshes
*/ */
#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS #ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
#include "JoinVerticesProcess.h" #include "JoinVerticesProcess.h"
#include "ProcessHelper.h" #include "ProcessHelper.h"
#include <assimp/Vertex.h> #include <assimp/Vertex.h>
#include <assimp/TinyFormatter.h> #include <assimp/TinyFormatter.h>
#include <stdio.h> #include <stdio.h>
#include <unordered_set> #include <unordered_set>
#include <unordered_map>
using namespace Assimp; using namespace Assimp;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer // Constructor to be privately used by Importer
JoinVerticesProcess::JoinVerticesProcess() JoinVerticesProcess::JoinVerticesProcess() {
{
// nothing to do here // nothing to do here
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Destructor, private as well // Destructor, private as well
JoinVerticesProcess::~JoinVerticesProcess() JoinVerticesProcess::~JoinVerticesProcess() {
{
// nothing to do here // nothing to do here
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field. // Returns whether the processing step is present in the given flag field.
bool JoinVerticesProcess::IsActive( unsigned int pFlags) const bool JoinVerticesProcess::IsActive( unsigned int pFlags) const {
{
return (pFlags & aiProcess_JoinIdenticalVertices) != 0; return (pFlags & aiProcess_JoinIdenticalVertices) != 0;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data. // Executes the post processing step on the given imported data.
void JoinVerticesProcess::Execute( aiScene* pScene) void JoinVerticesProcess::Execute( aiScene* pScene) {
{
ASSIMP_LOG_DEBUG("JoinVerticesProcess begin"); ASSIMP_LOG_DEBUG("JoinVerticesProcess begin");
// get the total number of vertices BEFORE the step is executed // get the total number of vertices BEFORE the step is executed
@ -92,27 +87,29 @@ void JoinVerticesProcess::Execute( aiScene* pScene)
// execute the step // execute the step
int iNumVertices = 0; int iNumVertices = 0;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
iNumVertices += ProcessMesh( pScene->mMeshes[a],a); iNumVertices += ProcessMesh( pScene->mMeshes[a],a);
}
pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
// if logging is active, print detailed statistics // if logging is active, print detailed statistics
if (!DefaultLogger::isNullLogger()) { if (!DefaultLogger::isNullLogger()) {
if (iNumOldVertices == iNumVertices) { if (iNumOldVertices == iNumVertices) {
ASSIMP_LOG_DEBUG("JoinVerticesProcess finished "); ASSIMP_LOG_DEBUG("JoinVerticesProcess finished ");
} else { return;
}
// Show statistics
ASSIMP_LOG_INFO("JoinVerticesProcess finished | Verts in: ", iNumOldVertices, ASSIMP_LOG_INFO("JoinVerticesProcess finished | Verts in: ", iNumOldVertices,
" out: ", iNumVertices, " | ~", " out: ", iNumVertices, " | ~",
((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f ); ((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f );
} }
}
pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
} }
namespace { namespace {
bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex) bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex) {
{
// A little helper to find locally close vertices faster. // A little helper to find locally close vertices faster.
// Try to reuse the lookup table from the last step. // Try to reuse the lookup table from the last step.
const static float epsilon = 1e-5f; const static float epsilon = 1e-5f;
@ -171,8 +168,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
// Position, if present (check made for aiAnimMesh) // Position, if present (check made for aiAnimMesh)
if (pMesh->mVertices) if (pMesh->mVertices) {
{
delete [] pMesh->mVertices; delete [] pMesh->mVertices;
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices]; pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
@ -181,8 +177,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
} }
// Normals, if present // Normals, if present
if (pMesh->mNormals) if (pMesh->mNormals) {
{
delete [] pMesh->mNormals; delete [] pMesh->mNormals;
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
for( unsigned int a = 0; a < pMesh->mNumVertices; a++) { for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
@ -190,8 +185,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
} }
} }
// Tangents, if present // Tangents, if present
if (pMesh->mTangents) if (pMesh->mTangents) {
{
delete [] pMesh->mTangents; delete [] pMesh->mTangents;
pMesh->mTangents = new aiVector3D[pMesh->mNumVertices]; pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
@ -199,8 +193,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
} }
} }
// Bitangents as well // Bitangents as well
if (pMesh->mBitangents) if (pMesh->mBitangents) {
{
delete [] pMesh->mBitangents; delete [] pMesh->mBitangents;
pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices]; pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
@ -208,8 +201,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
} }
} }
// Vertex colors // Vertex colors
for (unsigned int a = 0; pMesh->HasVertexColors(a); a++) for (unsigned int a = 0; pMesh->HasVertexColors(a); a++) {
{
delete [] pMesh->mColors[a]; delete [] pMesh->mColors[a];
pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices]; pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
for( unsigned int b = 0; b < pMesh->mNumVertices; b++) { for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
@ -217,8 +209,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
} }
} }
// Texture coords // Texture coords
for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++) for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++) {
{
delete [] pMesh->mTextureCoords[a]; delete [] pMesh->mTextureCoords[a];
pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices]; pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
for (unsigned int b = 0; b < pMesh->mNumVertices; b++) { for (unsigned int b = 0; b < pMesh->mNumVertices; b++) {
@ -226,12 +217,40 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
} }
} }
} }
} // namespace } // namespace
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Unites identical vertices in the given mesh // Unites identical vertices in the given mesh
int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) // combine hashes
{ inline void hash_combine(std::size_t &) {
// empty
}
template <typename T, typename... Rest>
inline void hash_combine(std::size_t& seed, const T& v, Rest... rest) {
std::hash<T> hasher;
seed ^= hasher(v) + 0x9e3779b9 + (seed<<6) + (seed>>2);
hash_combine(seed, rest...);
}
//template specialization for std::hash for Vertex
template<>
struct std::hash<Vertex> {
std::size_t operator()(Vertex const& v) const noexcept {
size_t seed = 0;
hash_combine(seed, v.position.x ,v.position.y,v.position.z);
return seed;
}
};
//template specialization for std::equal_to for Vertex
template<>
struct std::equal_to<Vertex> {
bool operator()(const Vertex &lhs, const Vertex &rhs) const {
return areVerticesEqual(lhs, rhs, false);
}
};
// now start the JoinVerticesProcess
int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8"); static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8");
static_assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8, "AI_MAX_NUMBER_OF_TEXTURECOORDS == 8"); static_assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8, "AI_MAX_NUMBER_OF_TEXTURECOORDS == 8");
@ -245,8 +264,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
// multiple meshes) // multiple meshes)
std::unordered_set<unsigned int> usedVertexIndices; std::unordered_set<unsigned int> usedVertexIndices;
usedVertexIndices.reserve(pMesh->mNumVertices); usedVertexIndices.reserve(pMesh->mNumVertices);
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
{
aiFace& face = pMesh->mFaces[a]; aiFace& face = pMesh->mFaces[a];
for( unsigned int b = 0; b < face.mNumIndices; b++) { for( unsigned int b = 0; b < face.mNumIndices; b++) {
usedVertexIndices.insert(face.mIndices[b]); usedVertexIndices.insert(face.mIndices[b]);
@ -292,7 +310,6 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
// Run an optimized code path if we don't have multiple UVs or vertex colors. // Run an optimized code path if we don't have multiple UVs or vertex colors.
// This should yield false in more than 99% of all imports ... // This should yield false in more than 99% of all imports ...
const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1);
const bool hasAnimMeshes = pMesh->mNumAnimMeshes > 0; const bool hasAnimMeshes = pMesh->mNumAnimMeshes > 0;
// We'll never have more vertices afterwards. // We'll never have more vertices afterwards.
@ -303,72 +320,38 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices); uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices);
} }
} }
// a map that maps a vertix to its new index
std::unordered_map<Vertex,int> vertex2Index;
// we can not end up with more vertices than we started with
vertex2Index.reserve(pMesh->mNumVertices);
// Now check each vertex if it brings something new to the table // Now check each vertex if it brings something new to the table
int newIndex = 0;
for( unsigned int a = 0; a < pMesh->mNumVertices; a++) { for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
// if the vertex is unused Do nothing
if (usedVertexIndices.find(a) == usedVertexIndices.end()) { if (usedVertexIndices.find(a) == usedVertexIndices.end()) {
continue; continue;
} }
// collect the vertex data // collect the vertex data
Vertex v(pMesh,a); Vertex v(pMesh,a);
// is the vertex already in the map?
// collect all vertices that are close enough to the given position auto it = vertex2Index.find(v);
vertexFinder->FindIdenticalPositions( v.position, verticesFound); // if the vertex is not in the map then it is a new vertex add it.
unsigned int matchIndex = 0xffffffff; if (it == vertex2Index.end()) {
// this is a new vertex give it a new index
// check all unique vertices close to the position if this vertex is already present among them vertex2Index[v] = newIndex;
for( unsigned int b = 0; b < verticesFound.size(); b++) { //keep track of its index and increment 1
const unsigned int vidx = verticesFound[b]; replaceIndex[a] = newIndex++;
const unsigned int uidx = replaceIndex[ vidx]; // add the vertex to the unique vertices
if( uidx & 0x80000000) uniqueVertices.push_back(v);
continue;
const Vertex& uv = uniqueVertices[ uidx];
if (!areVerticesEqual(v, uv, complex)) {
continue;
}
if (hasAnimMeshes) {
// If given vertex is animated, then it has to be preserver 1 to 1 (base mesh and animated mesh require same topology)
// NOTE: not doing this totaly breaks anim meshes as they don't have their own faces (they use pMesh->mFaces)
bool breaksAnimMesh = false;
for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
const Vertex& animatedUV = uniqueAnimatedVertices[animMeshIndex][ uidx];
Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a);
if (!areVerticesEqual(aniMeshVertex, animatedUV, complex)) {
breaksAnimMesh = true;
break;
}
}
if (breaksAnimMesh) {
continue;
}
}
// we're still here -> this vertex perfectly matches our given vertex
matchIndex = uidx;
break;
}
// found a replacement vertex among the uniques?
if( matchIndex != 0xffffffff)
{
// store where to found the matching unique vertex
replaceIndex[a] = matchIndex | 0x80000000;
}
else
{
// no unique vertex matches it up to now -> so add it
replaceIndex[a] = (unsigned int)uniqueVertices.size();
uniqueVertices.push_back( v);
if (hasAnimMeshes) { if (hasAnimMeshes) {
for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a); Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a);
uniqueAnimatedVertices[animMeshIndex].push_back(aniMeshVertex); uniqueAnimatedVertices[animMeshIndex].push_back(v);
} }
} }
} else{
// if the vertex is already there just find the replace index that is appropriate to it
replaceIndex[a] = it->second;
} }
} }
@ -394,8 +377,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
} }
// adjust the indices in all faces // adjust the indices in all faces
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
{
aiFace& face = pMesh->mFaces[a]; aiFace& face = pMesh->mFaces[a];
for( unsigned int b = 0; b < face.mNumIndices; b++) { for( unsigned int b = 0; b < face.mNumIndices; b++) {
face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000; face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000;