mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
380 lines
15 KiB
C++
380 lines
15 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the post processing step to improve the cache locality of a mesh.
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* <br>
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* The algorithm is roughly basing on this paper:
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* http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf
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* .. although overdraw reduction isn't implemented yet ...
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*/
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// internal headers
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#include "PostProcessing/ImproveCacheLocality.h"
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#include "Common/VertexTriangleAdjacency.h"
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#include <assimp/StringUtils.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <stdio.h>
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#include <stack>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ImproveCacheLocalityProcess::ImproveCacheLocalityProcess()
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: mConfigCacheDepth(PP_ICL_PTCACHE_SIZE) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const {
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return (pFlags & aiProcess_ImproveCacheLocality) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration
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void ImproveCacheLocalityProcess::SetupProperties(const Importer* pImp) {
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// AI_CONFIG_PP_ICL_PTCACHE_SIZE controls the target cache size for the optimizer
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mConfigCacheDepth = pImp->GetPropertyInteger(AI_CONFIG_PP_ICL_PTCACHE_SIZE,PP_ICL_PTCACHE_SIZE);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void ImproveCacheLocalityProcess::Execute( aiScene* pScene) {
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if (!pScene->mNumMeshes) {
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ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess skipped; there are no meshes");
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return;
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}
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ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess begin");
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float out = 0.f;
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unsigned int numf = 0, numm = 0;
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for( unsigned int a = 0; a < pScene->mNumMeshes; ++a ){
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const float res = ProcessMesh( pScene->mMeshes[a],a);
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if (res) {
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numf += pScene->mMeshes[a]->mNumFaces;
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out += res;
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++numm;
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}
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}
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if (!DefaultLogger::isNullLogger()) {
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if (numf > 0) {
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ASSIMP_LOG_INFO_F("Cache relevant are ", numm, " meshes (", numf, " faces). Average output ACMR is ", out / numf);
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}
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ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess finished. ");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Improves the cache coherency of a specific mesh
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ai_real ImproveCacheLocalityProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshNum) {
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// TODO: rewrite this to use std::vector or boost::shared_array
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ai_assert(nullptr != pMesh);
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// Check whether the input data is valid
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// - there must be vertices and faces
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// - all faces must be triangulated or we can't operate on them
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if (!pMesh->HasFaces() || !pMesh->HasPositions())
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return static_cast<ai_real>(0.f);
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if (pMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
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ASSIMP_LOG_ERROR("This algorithm works on triangle meshes only");
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return static_cast<ai_real>(0.f);
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}
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if(pMesh->mNumVertices <= mConfigCacheDepth) {
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return static_cast<ai_real>(0.f);
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}
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ai_real fACMR = 3.f;
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const aiFace* const pcEnd = pMesh->mFaces+pMesh->mNumFaces;
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// Input ACMR is for logging purposes only
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if (!DefaultLogger::isNullLogger()) {
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unsigned int* piFIFOStack = new unsigned int[mConfigCacheDepth];
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memset(piFIFOStack,0xff,mConfigCacheDepth*sizeof(unsigned int));
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unsigned int* piCur = piFIFOStack;
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const unsigned int* const piCurEnd = piFIFOStack + mConfigCacheDepth;
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// count the number of cache misses
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unsigned int iCacheMisses = 0;
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for (const aiFace* pcFace = pMesh->mFaces;pcFace != pcEnd;++pcFace) {
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for (unsigned int qq = 0; qq < 3;++qq) {
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bool bInCache = false;
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for (unsigned int* pp = piFIFOStack;pp < piCurEnd;++pp) {
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if (*pp == pcFace->mIndices[qq]) {
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// the vertex is in cache
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bInCache = true;
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break;
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}
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}
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if (!bInCache) {
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++iCacheMisses;
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if (piCurEnd == piCur) {
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piCur = piFIFOStack;
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}
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*piCur++ = pcFace->mIndices[qq];
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}
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}
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}
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delete[] piFIFOStack;
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fACMR = (ai_real) iCacheMisses / pMesh->mNumFaces;
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if (3.0 == fACMR) {
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char szBuff[128]; // should be sufficiently large in every case
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// the JoinIdenticalVertices process has not been executed on this
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// mesh, otherwise this value would normally be at least minimally
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// smaller than 3.0 ...
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ai_snprintf(szBuff,128,"Mesh %u: Not suitable for vcache optimization",meshNum);
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ASSIMP_LOG_WARN(szBuff);
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return static_cast<ai_real>(0.f);
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}
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}
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// first we need to build a vertex-triangle adjacency list
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VertexTriangleAdjacency adj(pMesh->mFaces,pMesh->mNumFaces, pMesh->mNumVertices,true);
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// build a list to store per-vertex caching time stamps
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unsigned int* const piCachingStamps = new unsigned int[pMesh->mNumVertices];
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memset(piCachingStamps,0x0,pMesh->mNumVertices*sizeof(unsigned int));
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// allocate an empty output index buffer. We store the output indices in one large array.
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// Since the number of triangles won't change the input faces can be reused. This is how
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// we save thousands of redundant mini allocations for aiFace::mIndices
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const unsigned int iIdxCnt = pMesh->mNumFaces*3;
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unsigned int* const piIBOutput = new unsigned int[iIdxCnt];
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unsigned int* piCSIter = piIBOutput;
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// allocate the flag array to hold the information
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// whether a face has already been emitted or not
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std::vector<bool> abEmitted(pMesh->mNumFaces,false);
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// dead-end vertex index stack
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std::stack<unsigned int, std::vector<unsigned int> > sDeadEndVStack;
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// create a copy of the piNumTriPtr buffer
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unsigned int* const piNumTriPtr = adj.mLiveTriangles;
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const std::vector<unsigned int> piNumTriPtrNoModify(piNumTriPtr, piNumTriPtr + pMesh->mNumVertices);
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// get the largest number of referenced triangles and allocate the "candidate buffer"
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unsigned int iMaxRefTris = 0; {
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const unsigned int* piCur = adj.mLiveTriangles;
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const unsigned int* const piCurEnd = adj.mLiveTriangles+pMesh->mNumVertices;
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for (;piCur != piCurEnd;++piCur) {
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iMaxRefTris = std::max(iMaxRefTris,*piCur);
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}
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}
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ai_assert(iMaxRefTris > 0);
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unsigned int* piCandidates = new unsigned int[iMaxRefTris*3];
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unsigned int iCacheMisses = 0;
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// ...................................................................................
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/** PSEUDOCODE for the algorithm
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A = Build-Adjacency(I) Vertex-triangle adjacency
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L = Get-Triangle-Counts(A) Per-vertex live triangle counts
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C = Zero(Vertex-Count(I)) Per-vertex caching time stamps
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D = Empty-Stack() Dead-end vertex stack
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E = False(Triangle-Count(I)) Per triangle emitted flag
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O = Empty-Index-Buffer() Empty output buffer
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f = 0 Arbitrary starting vertex
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s = k+1, i = 1 Time stamp and cursor
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while f >= 0 For all valid fanning vertices
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N = Empty-Set() 1-ring of next candidates
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for each Triangle t in Neighbors(A, f)
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if !Emitted(E,t)
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for each Vertex v in t
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Append(O,v) Output vertex
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Push(D,v) Add to dead-end stack
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Insert(N,v) Register as candidate
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L[v] = L[v]-1 Decrease live triangle count
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if s-C[v] > k If not in cache
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C[v] = s Set time stamp
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s = s+1 Increment time stamp
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E[t] = true Flag triangle as emitted
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Select next fanning vertex
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f = Get-Next-Vertex(I,i,k,N,C,s,L,D)
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return O
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*/
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// ...................................................................................
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int ivdx = 0;
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int ics = 1;
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int iStampCnt = mConfigCacheDepth+1;
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while (ivdx >= 0) {
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unsigned int icnt = piNumTriPtrNoModify[ivdx];
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unsigned int* piList = adj.GetAdjacentTriangles(ivdx);
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unsigned int* piCurCandidate = piCandidates;
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// get all triangles in the neighborhood
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for (unsigned int tri = 0; tri < icnt;++tri) {
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// if they have not yet been emitted, add them to the output IB
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const unsigned int fidx = *piList++;
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if (!abEmitted[fidx]) {
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// so iterate through all vertices of the current triangle
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const aiFace* pcFace = &pMesh->mFaces[ fidx ];
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unsigned nind = pcFace->mNumIndices;
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for (unsigned ind = 0; ind < nind; ind++) {
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unsigned dp = pcFace->mIndices[ind];
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// the current vertex won't have any free triangles after this step
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if (ivdx != (int)dp) {
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// append the vertex to the dead-end stack
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sDeadEndVStack.push(dp);
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// register as candidate for the next step
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*piCurCandidate++ = dp;
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// decrease the per-vertex triangle counts
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piNumTriPtr[dp]--;
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}
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// append the vertex to the output index buffer
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*piCSIter++ = dp;
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// if the vertex is not yet in cache, set its cache count
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if (iStampCnt-piCachingStamps[dp] > mConfigCacheDepth) {
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piCachingStamps[dp] = iStampCnt++;
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++iCacheMisses;
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}
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}
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// flag triangle as emitted
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abEmitted[fidx] = true;
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}
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}
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// the vertex has now no living adjacent triangles anymore
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piNumTriPtr[ivdx] = 0;
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// get next fanning vertex
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ivdx = -1;
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int max_priority = -1;
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for (unsigned int* piCur = piCandidates;piCur != piCurCandidate;++piCur) {
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const unsigned int dp = *piCur;
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// must have live triangles
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if (piNumTriPtr[dp] > 0) {
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int priority = 0;
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// will the vertex be in cache, even after fanning occurs?
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unsigned int tmp;
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if ((tmp = iStampCnt-piCachingStamps[dp]) + 2*piNumTriPtr[dp] <= mConfigCacheDepth) {
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priority = tmp;
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}
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// keep best candidate
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if (priority > max_priority) {
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max_priority = priority;
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ivdx = dp;
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}
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}
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}
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// did we reach a dead end?
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if (-1 == ivdx) {
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// need to get a non-local vertex for which we have a good chance that it is still
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// in the cache ...
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while (!sDeadEndVStack.empty()) {
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unsigned int iCachedIdx = sDeadEndVStack.top();
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sDeadEndVStack.pop();
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if (piNumTriPtr[ iCachedIdx ] > 0) {
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ivdx = iCachedIdx;
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break;
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}
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}
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if (-1 == ivdx) {
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// well, there isn't such a vertex. Simply get the next vertex in input order and
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// hope it is not too bad ...
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while (ics < (int)pMesh->mNumVertices) {
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++ics;
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if (piNumTriPtr[ics] > 0) {
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ivdx = ics;
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break;
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}
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}
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}
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}
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}
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ai_real fACMR2 = 0.0f;
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if (!DefaultLogger::isNullLogger()) {
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fACMR2 = (float)iCacheMisses / pMesh->mNumFaces;
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// very intense verbose logging ... prepare for much text if there are many meshes
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if ( DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
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ASSIMP_LOG_DEBUG_F("Mesh %u | ACMR in: ", meshNum, " out: ", fACMR, " | ~", fACMR2, ((fACMR - fACMR2) / fACMR) * 100.f);
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}
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fACMR2 *= pMesh->mNumFaces;
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}
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// sort the output index buffer back to the input array
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piCSIter = piIBOutput;
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for (aiFace* pcFace = pMesh->mFaces; pcFace != pcEnd;++pcFace) {
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unsigned nind = pcFace->mNumIndices;
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unsigned * ind = pcFace->mIndices;
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if (nind > 0) ind[0] = *piCSIter++;
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if (nind > 1) ind[1] = *piCSIter++;
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if (nind > 2) ind[2] = *piCSIter++;
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}
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// delete temporary storage
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delete[] piCachingStamps;
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delete[] piIBOutput;
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delete[] piCandidates;
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return fACMR2;
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}
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