// Copyright Epic Games, Inc. All Rights Reserved. #include "NaniteEncode.h" #include "Rendering/NaniteResources.h" #include "Hash/CityHash.h" #include "Math/UnrealMath.h" #include "Cluster.h" #include "ClusterDAG.h" #include "Async/ParallelFor.h" #include "Misc/Compression.h" #define CONSTRAINED_CLUSTER_CACHE_SIZE 32 #define MIN_PAGE_DISTANCE_FOR_RELATIVE_ENCODING 4 // Don't use relative encoding near root to avoid small dependent batches for little compression win. #define INVALID_PART_INDEX 0xFFFFFFFFu #define INVALID_GROUP_INDEX 0xFFFFFFFFu #define INVALID_PAGE_INDEX 0xFFFFFFFFu #define FLT_INT_MIN (-2147483648.0f) // Smallest float >= INT_MIN #define FLT_INT_MAX 2147483520.0f // Largest float <= INT_MAX namespace Nanite { struct FClusterGroupPart // Whole group or a part of a group that has been split. { TArray Clusters; // Can be reordered during page allocation, so we need to store a list here. FBounds3f Bounds; uint32 PageIndex; uint32 GroupIndex; // Index of group this is a part of. uint32 HierarchyNodeIndex; uint32 HierarchyChildIndex; uint32 PageClusterOffset; }; struct FPageSections { uint32 Cluster = 0; uint32 MaterialTable = 0; uint32 DecodeInfo = 0; uint32 Index = 0; uint32 Position = 0; uint32 Attribute = 0; uint32 GetMaterialTableSize() const { return Align(MaterialTable, 16); } uint32 GetClusterOffset() const { return NANITE_GPU_PAGE_HEADER_SIZE; } uint32 GetMaterialTableOffset() const { return GetClusterOffset() + Cluster; } uint32 GetDecodeInfoOffset() const { return GetMaterialTableOffset() + GetMaterialTableSize(); } uint32 GetIndexOffset() const { return GetDecodeInfoOffset() + DecodeInfo; } uint32 GetPositionOffset() const { return GetIndexOffset() + Index; } uint32 GetAttributeOffset() const { return GetPositionOffset() + Position; } uint32 GetTotal() const { return GetAttributeOffset() + Attribute; } FPageSections GetOffsets() const { return FPageSections{ GetClusterOffset(), GetMaterialTableOffset(), GetDecodeInfoOffset(), GetIndexOffset(), GetPositionOffset(), GetAttributeOffset() }; } void operator+=(const FPageSections& Other) { Cluster += Other.Cluster; MaterialTable += Other.MaterialTable; DecodeInfo += Other.DecodeInfo; Index += Other.Index; Position += Other.Position; Attribute += Other.Attribute; } }; struct FPageGPUHeader { uint32 NumClusters = 0; uint32 Pad[3] = { 0 }; }; struct FPageDiskHeader { uint32 GpuSize; uint32 NumClusters; uint32 NumRawFloat4s; uint32 NumTexCoords; uint32 NumVertexRefs; uint32 DecodeInfoOffset; uint32 StripBitmaskOffset; uint32 VertexRefBitmaskOffset; }; struct FClusterDiskHeader { uint32 IndexDataOffset; uint32 PageClusterMapOffset; uint32 VertexRefDataOffset; uint32 PositionDataOffset; uint32 AttributeDataOffset; uint32 NumVertexRefs; uint32 NumPrevRefVerticesBeforeDwords; uint32 NumPrevNewVerticesBeforeDwords; }; struct FPage { uint32 PartsStartIndex = 0; uint32 PartsNum = 0; uint32 NumClusters = 0; FPageSections GpuSizes; }; // TODO: optimize me struct FUVRange { FIntPoint Min; FIntPoint GapStart; FIntPoint GapLength; int32 Precision = 0; int32 Pad = 0; }; struct FEncodingInfo { uint32 BitsPerIndex; uint32 BitsPerAttribute; uint32 UVPrec; uint32 ColorMode; FIntVector4 ColorMin; FIntVector4 ColorBits; FPageSections GpuSizes; FUVRange UVRanges[NANITE_MAX_UVS]; }; // Wasteful to store size for every vert but easier this way. struct FVariableVertex { const float* Data; uint32 SizeInBytes; bool operator==( FVariableVertex Other ) const { return 0 == FMemory::Memcmp( Data, Other.Data, SizeInBytes ); } }; FORCEINLINE uint32 GetTypeHash( FVariableVertex Vert ) { return CityHash32( (const char*)Vert.Data, Vert.SizeInBytes ); } template class TFixedBitVector { enum { QWordLength = (BitLength + 63) / 64 }; public: uint64 Data[QWordLength]; void Clear() { FMemory::Memzero(Data); } void SetBit(uint32 Index) { check(Index < BitLength); Data[Index >> 6] |= 1ull << (Index & 63); } uint32 GetBit(uint32 Index) { check(Index < BitLength); return uint32(Data[Index >> 6] >> (Index & 63)) & 1u; } uint32 CountBits() { uint32 Result = 0; for (uint32 i = 0; i < QWordLength; i++) { Result += FGenericPlatformMath::CountBits(Data[i]); } return Result; } TFixedBitVector operator|(const TFixedBitVector& Other) const { TFixedBitVector Result; for (uint32 i = 0; i < QWordLength; i++) { Result.Data[i] = Data[i] | Other.Data[i]; } return Result; } }; // Naive bit writer for cooking purposes class FBitWriter { public: FBitWriter(TArray& Buffer) : Buffer(Buffer), PendingBits(0ull), NumPendingBits(0) { } void PutBits(uint32 Bits, uint32 NumBits) { check((uint64)Bits < (1ull << NumBits)); PendingBits |= (uint64)Bits << NumPendingBits; NumPendingBits += NumBits; while (NumPendingBits >= 8) { Buffer.Add((uint8)PendingBits); PendingBits >>= 8; NumPendingBits -= 8; } } void Flush(uint32 Alignment=1) { if (NumPendingBits > 0) Buffer.Add((uint8)PendingBits); while (Buffer.Num() % Alignment != 0) Buffer.Add(0); PendingBits = 0; NumPendingBits = 0; } private: TArray& Buffer; uint64 PendingBits; int32 NumPendingBits; }; static void RemoveRootPagesFromRange(uint32& StartPage, uint32& NumPages, const uint32 NumResourceRootPages) { if (StartPage < NumResourceRootPages) { NumPages = (uint32)FMath::Max((int32)NumPages - (int32)(NumResourceRootPages - StartPage), 0); StartPage = NumResourceRootPages; } if(NumPages == 0) { StartPage = 0; } } static void RemovePageFromRange(uint32& StartPage, uint32& NumPages, const uint32 PageIndex) { if (NumPages > 0) { if (StartPage == PageIndex) { StartPage++; NumPages--; } else if (StartPage + NumPages - 1 == PageIndex) { NumPages--; } } if (NumPages == 0) { StartPage = 0; } } FORCEINLINE static FVector2f OctahedronEncode(FVector3f N) { FVector3f AbsN = N.GetAbs(); N /= (AbsN.X + AbsN.Y + AbsN.Z); if (N.Z < 0.0) { AbsN = N.GetAbs(); N.X = (N.X >= 0.0f) ? (1.0f - AbsN.Y) : (AbsN.Y - 1.0f); N.Y = (N.Y >= 0.0f) ? (1.0f - AbsN.X) : (AbsN.X - 1.0f); } return FVector2f(N.X, N.Y); } FORCEINLINE static void OctahedronEncode(FVector3f N, int32& X, int32& Y, int32 QuantizationBits) { const int32 QuantizationMaxValue = (1 << QuantizationBits) - 1; const float Scale = 0.5f * QuantizationMaxValue; const float Bias = 0.5f * QuantizationMaxValue + 0.5f; FVector2f Coord = OctahedronEncode(N); X = FMath::Clamp(int32(Coord.X * Scale + Bias), 0, QuantizationMaxValue); Y = FMath::Clamp(int32(Coord.Y * Scale + Bias), 0, QuantizationMaxValue); } FORCEINLINE static FVector3f OctahedronDecode(int32 X, int32 Y, int32 QuantizationBits) { const int32 QuantizationMaxValue = (1 << QuantizationBits) - 1; float fx = X * (2.0f / QuantizationMaxValue) - 1.0f; float fy = Y * (2.0f / QuantizationMaxValue) - 1.0f; float fz = 1.0f - FMath::Abs(fx) - FMath::Abs(fy); float t = FMath::Clamp(-fz, 0.0f, 1.0f); fx += (fx >= 0.0f ? -t : t); fy += (fy >= 0.0f ? -t : t); return FVector3f(fx, fy, fz).GetUnsafeNormal(); } FORCEINLINE static void OctahedronEncodePreciseSIMD( FVector3f N, int32& X, int32& Y, int32 QuantizationBits ) { const int32 QuantizationMaxValue = ( 1 << QuantizationBits ) - 1; FVector2f ScalarCoord = OctahedronEncode( N ); const VectorRegister4f Scale = VectorSetFloat1( 0.5f * QuantizationMaxValue ); const VectorRegister4f RcpScale = VectorSetFloat1( 2.0f / QuantizationMaxValue ); VectorRegister4Int IntCoord = VectorFloatToInt( VectorMultiplyAdd( MakeVectorRegister( ScalarCoord.X, ScalarCoord.Y, ScalarCoord.X, ScalarCoord.Y ), Scale, Scale ) ); // x0, y0, x1, y1 IntCoord = VectorIntAdd( IntCoord, MakeVectorRegisterInt( 0, 0, 1, 1 ) ); VectorRegister4f Coord = VectorMultiplyAdd( VectorIntToFloat( IntCoord ), RcpScale, GlobalVectorConstants::FloatMinusOne ); // Coord = Coord * 2.0f / QuantizationMaxValue - 1.0f VectorRegister4f Nx = VectorSwizzle( Coord, 0, 2, 0, 2 ); VectorRegister4f Ny = VectorSwizzle( Coord, 1, 1, 3, 3 ); VectorRegister4f Nz = VectorSubtract( VectorSubtract( VectorOneFloat(), VectorAbs( Nx ) ), VectorAbs( Ny ) ); // Nz = 1.0f - abs(Nx) - abs(Ny) VectorRegister4f T = VectorMin( Nz, VectorZeroFloat() ); // T = min(Nz, 0.0f) VectorRegister4f NxSign = VectorBitwiseAnd( Nx, GlobalVectorConstants::SignBit() ); VectorRegister4f NySign = VectorBitwiseAnd( Ny, GlobalVectorConstants::SignBit() ); Nx = VectorAdd(Nx, VectorBitwiseXor( T, NxSign ) ); // Nx += T ^ NxSign Ny = VectorAdd(Ny, VectorBitwiseXor( T, NySign ) ); // Ny += T ^ NySign VectorRegister4f Dots = VectorMultiplyAdd(Nx, VectorSetFloat1(N.X), VectorMultiplyAdd(Ny, VectorSetFloat1(N.Y), VectorMultiply(Nz, VectorSetFloat1(N.Z)))); VectorRegister4f Lengths = VectorSqrt(VectorMultiplyAdd(Nx, Nx, VectorMultiplyAdd(Ny, Ny, VectorMultiply(Nz, Nz)))); Dots = VectorDivide(Dots, Lengths); VectorRegister4f Mask = MakeVectorRegister( 0xFFFFFFFCu, 0xFFFFFFFCu, 0xFFFFFFFCu, 0xFFFFFFFCu ); VectorRegister4f LaneIndices = MakeVectorRegister( 0u, 1u, 2u, 3u ); Dots = VectorBitwiseOr( VectorBitwiseAnd( Dots, Mask ), LaneIndices ); // Calculate max component VectorRegister4f MaxDot = VectorMax( Dots, VectorSwizzle( Dots, 2, 3, 0, 1 ) ); MaxDot = VectorMax( MaxDot, VectorSwizzle( MaxDot, 1, 2, 3, 0 ) ); float fIndex = VectorGetComponent( MaxDot, 0 ); uint32 Index = *(uint32*)&fIndex; uint32 IntCoordValues[ 4 ]; VectorIntStore( IntCoord, IntCoordValues ); X = FMath::Clamp((int32)(IntCoordValues[0] + ( Index & 1 )), 0, QuantizationMaxValue); Y = FMath::Clamp((int32)(IntCoordValues[1] + ( ( Index >> 1 ) & 1 )), 0, QuantizationMaxValue); } FORCEINLINE static void OctahedronEncodePrecise(FVector3f N, int32& X, int32& Y, int32 QuantizationBits) { const int32 QuantizationMaxValue = (1 << QuantizationBits) - 1; FVector2f Coord = OctahedronEncode(N); const float Scale = 0.5f * QuantizationMaxValue; const float Bias = 0.5f * QuantizationMaxValue; int32 NX = FMath::Clamp(int32(Coord.X * Scale + Bias), 0, QuantizationMaxValue); int32 NY = FMath::Clamp(int32(Coord.Y * Scale + Bias), 0, QuantizationMaxValue); float MinError = 1.0f; int32 BestNX = 0; int32 BestNY = 0; for (int32 OffsetY = 0; OffsetY < 2; OffsetY++) { for (int32 OffsetX = 0; OffsetX < 2; OffsetX++) { int32 TX = NX + OffsetX; int32 TY = NY + OffsetY; if (TX <= QuantizationMaxValue && TY <= QuantizationMaxValue) { FVector3f RN = OctahedronDecode(TX, TY, QuantizationBits); float Error = FMath::Abs(1.0f - (RN | N)); if (Error < MinError) { MinError = Error; BestNX = TX; BestNY = TY; } } } } X = BestNX; Y = BestNY; } FORCEINLINE static uint32 PackNormal(FVector3f Normal, uint32 QuantizationBits) { int32 X, Y; OctahedronEncodePreciseSIMD(Normal, X, Y, QuantizationBits); #if 0 // Test against non-SIMD version int32 X2, Y2; OctahedronEncodePrecise(Normal, X2, Y2, QuantizationBits); FVector3f N0 = OctahedronDecode( X, Y, QuantizationBits ); FVector3f N1 = OctahedronDecode( X2, Y2, QuantizationBits ); float dt0 = Normal | N0; float dt1 = Normal | N1; check( dt0 >= dt1*0.99999f ); #endif return (Y << QuantizationBits) | X; } static uint32 PackMaterialTableRange(uint32 TriStart, uint32 TriLength, uint32 MaterialIndex) { uint32 Packed = 0x00000000; // uint32 TriStart : 8; // max 128 triangles // uint32 TriLength : 8; // max 128 triangles // uint32 MaterialIndex : 6; // max 64 materials // uint32 Padding : 10; check(TriStart <= 128); check(TriLength <= 128); check(MaterialIndex < 64); Packed |= TriStart; Packed |= TriLength << 8; Packed |= MaterialIndex << 16; return Packed; } static uint32 PackMaterialFastPath(uint32 Material0Length, uint32 Material0Index, uint32 Material1Length, uint32 Material1Index, uint32 Material2Index) { uint32 Packed = 0x00000000; // Material Packed Range - Fast Path (32 bits) // uint Material0Index : 6; // max 64 materials (0:Material0Length) // uint Material1Index : 6; // max 64 materials (Material0Length:Material1Length) // uint Material2Index : 6; // max 64 materials (remainder) // uint Material0Length : 7; // max 128 triangles (num minus one) // uint Material1Length : 7; // max 64 triangles (materials are sorted, so at most 128/2) check(Material0Index < 64); check(Material1Index < 64); check(Material2Index < 64); check(Material0Length >= 1); check(Material0Length <= 128); check(Material1Length <= 64); check(Material1Length <= Material0Length); Packed |= Material0Index; Packed |= Material1Index << 6; Packed |= Material2Index << 12; Packed |= (Material0Length - 1u) << 18; Packed |= Material1Length << 25; return Packed; } static uint32 PackMaterialSlowPath(uint32 MaterialTableOffset, uint32 MaterialTableLength) { // Material Packed Range - Slow Path (32 bits) // uint BufferIndex : 19; // 2^19 max value (tons, it's per prim) // uint BufferLength : 6; // max 64 materials, so also at most 64 ranges (num minus one) // uint Padding : 7; // always 127 for slow path. corresponds to Material1Length=127 in fast path check(MaterialTableOffset < 524288); // 2^19 - 1 check(MaterialTableLength > 0); // clusters with 0 materials use fast path check(MaterialTableLength <= 64); uint32 Packed = MaterialTableOffset; Packed |= (MaterialTableLength - 1u) << 19; Packed |= (0xFE000000u); return Packed; } static uint32 CalcMaterialTableSize( const Nanite::FCluster& InCluster ) { uint32 NumMaterials = InCluster.MaterialRanges.Num(); return NumMaterials > 3 ? NumMaterials : 0; } static uint32 PackMaterialInfo(const Nanite::FCluster& InCluster, TArray& OutMaterialTable, uint32 MaterialTableStartOffset) { // Encode material ranges uint32 NumMaterialTriangles = 0; for (int32 RangeIndex = 0; RangeIndex < InCluster.MaterialRanges.Num(); ++RangeIndex) { check(InCluster.MaterialRanges[RangeIndex].RangeLength <= 128); check(InCluster.MaterialRanges[RangeIndex].RangeLength > 0); check(InCluster.MaterialRanges[RangeIndex].MaterialIndex < NANITE_MAX_CLUSTER_MATERIALS); NumMaterialTriangles += InCluster.MaterialRanges[RangeIndex].RangeLength; } // All triangles accounted for in material ranges? check(NumMaterialTriangles == InCluster.NumTris); uint32 PackedMaterialInfo = 0x00000000; // The fast inline path can encode up to 3 materials if (InCluster.MaterialRanges.Num() <= 3) { uint32 Material0Length = 0; uint32 Material0Index = 0; uint32 Material1Length = 0; uint32 Material1Index = 0; uint32 Material2Index = 0; if (InCluster.MaterialRanges.Num() > 0) { const FMaterialRange& Material0 = InCluster.MaterialRanges[0]; check(Material0.RangeStart == 0); Material0Length = Material0.RangeLength; Material0Index = Material0.MaterialIndex; } if (InCluster.MaterialRanges.Num() > 1) { const FMaterialRange& Material1 = InCluster.MaterialRanges[1]; check(Material1.RangeStart == InCluster.MaterialRanges[0].RangeLength); Material1Length = Material1.RangeLength; Material1Index = Material1.MaterialIndex; } if (InCluster.MaterialRanges.Num() > 2) { const FMaterialRange& Material2 = InCluster.MaterialRanges[2]; check(Material2.RangeStart == Material0Length + Material1Length); check(Material2.RangeLength == InCluster.NumTris - Material0Length - Material1Length); Material2Index = Material2.MaterialIndex; } PackedMaterialInfo = PackMaterialFastPath(Material0Length, Material0Index, Material1Length, Material1Index, Material2Index); } // Slow global table search path else { uint32 MaterialTableOffset = OutMaterialTable.Num() + MaterialTableStartOffset; uint32 MaterialTableLength = InCluster.MaterialRanges.Num(); check(MaterialTableLength > 0); for (int32 RangeIndex = 0; RangeIndex < InCluster.MaterialRanges.Num(); ++RangeIndex) { const FMaterialRange& Material = InCluster.MaterialRanges[RangeIndex]; OutMaterialTable.Add(PackMaterialTableRange(Material.RangeStart, Material.RangeLength, Material.MaterialIndex)); } PackedMaterialInfo = PackMaterialSlowPath(MaterialTableOffset, MaterialTableLength); } return PackedMaterialInfo; } static void PackCluster(Nanite::FPackedCluster& OutCluster, const Nanite::FCluster& InCluster, const FEncodingInfo& EncodingInfo, uint32 NumTexCoords) { FMemory::Memzero(OutCluster); // 0 OutCluster.SetNumVerts(InCluster.NumVerts); OutCluster.SetPositionOffset(0); OutCluster.SetNumTris(InCluster.NumTris); OutCluster.SetIndexOffset(0); OutCluster.ColorMin = EncodingInfo.ColorMin.X | (EncodingInfo.ColorMin.Y << 8) | (EncodingInfo.ColorMin.Z << 16) | (EncodingInfo.ColorMin.W << 24); OutCluster.SetColorBitsR(EncodingInfo.ColorBits.X); OutCluster.SetColorBitsG(EncodingInfo.ColorBits.Y); OutCluster.SetColorBitsB(EncodingInfo.ColorBits.Z); OutCluster.SetColorBitsA(EncodingInfo.ColorBits.W); OutCluster.SetGroupIndex(InCluster.GroupIndex); // 1 OutCluster.PosStart = InCluster.QuantizedPosStart; OutCluster.SetBitsPerIndex(EncodingInfo.BitsPerIndex); OutCluster.SetPosPrecision(InCluster.QuantizedPosPrecision); OutCluster.SetPosBitsX(InCluster.QuantizedPosBits.X); OutCluster.SetPosBitsY(InCluster.QuantizedPosBits.Y); OutCluster.SetPosBitsZ(InCluster.QuantizedPosBits.Z); // 2 OutCluster.LODBounds = FVector4f(InCluster.LODBounds.Center.X, InCluster.LODBounds.Center.Y, InCluster.LODBounds.Center.Z, InCluster.LODBounds.W); // 3 OutCluster.BoxBoundsCenter = (InCluster.Bounds.Min + InCluster.Bounds.Max) * 0.5f; OutCluster.LODErrorAndEdgeLength = FFloat16(InCluster.LODError).Encoded | (FFloat16(InCluster.EdgeLength).Encoded << 16); // 4 OutCluster.BoxBoundsExtent = (InCluster.Bounds.Max - InCluster.Bounds.Min) * 0.5f; OutCluster.Flags = NANITE_CLUSTER_FLAG_LEAF; // 5 check(NumTexCoords <= NANITE_MAX_UVS); static_assert(NANITE_MAX_UVS <= 4, "UV_Prev encoding only supports up to 4 channels"); OutCluster.SetBitsPerAttribute(EncodingInfo.BitsPerAttribute); OutCluster.SetNumUVs(NumTexCoords); OutCluster.SetColorMode(EncodingInfo.ColorMode); OutCluster.UV_Prec = EncodingInfo.UVPrec; OutCluster.PackedMaterialInfo = 0; // Filled out by WritePages } struct FHierarchyNode { FSphere3f LODBounds[NANITE_MAX_BVH_NODE_FANOUT]; FBounds3f Bounds[NANITE_MAX_BVH_NODE_FANOUT]; float MinLODErrors[NANITE_MAX_BVH_NODE_FANOUT]; float MaxParentLODErrors[NANITE_MAX_BVH_NODE_FANOUT]; uint32 ChildrenStartIndex[NANITE_MAX_BVH_NODE_FANOUT]; uint32 NumChildren[NANITE_MAX_BVH_NODE_FANOUT]; uint32 ClusterGroupPartIndex[NANITE_MAX_BVH_NODE_FANOUT]; }; static void PackHierarchyNode(Nanite::FPackedHierarchyNode& OutNode, const FHierarchyNode& InNode, const TArray& Groups, const TArray& GroupParts, const uint32 NumResourceRootPages) { static_assert(NANITE_MAX_RESOURCE_PAGES_BITS + NANITE_MAX_CLUSTERS_PER_GROUP_BITS + NANITE_MAX_GROUP_PARTS_BITS <= 32, ""); for (uint32 i = 0; i < NANITE_MAX_BVH_NODE_FANOUT; i++) { OutNode.LODBounds[i] = FVector4f(InNode.LODBounds[i].Center, InNode.LODBounds[i].W); const FBounds3f& Bounds = InNode.Bounds[i]; OutNode.Misc0[i].BoxBoundsCenter = Bounds.GetCenter(); OutNode.Misc1[i].BoxBoundsExtent = Bounds.GetExtent(); check(InNode.NumChildren[i] <= NANITE_MAX_CLUSTERS_PER_GROUP); OutNode.Misc0[i].MinLODError_MaxParentLODError = FFloat16( InNode.MinLODErrors[i] ).Encoded | ( FFloat16( InNode.MaxParentLODErrors[i] ).Encoded << 16 ); OutNode.Misc1[i].ChildStartReference = InNode.ChildrenStartIndex[i]; uint32 ResourcePageIndex_NumPages_GroupPartSize = 0; if( InNode.NumChildren[ i ] > 0 ) { if( InNode.ClusterGroupPartIndex[ i ] != INVALID_PART_INDEX ) { // Leaf node const FClusterGroup& Group = Groups[GroupParts[InNode.ClusterGroupPartIndex[i]].GroupIndex]; uint32 GroupPartSize = InNode.NumChildren[ i ]; // If group spans multiple pages, request all of them, except the root pages uint32 PageIndexStart = Group.PageIndexStart; uint32 PageIndexNum = Group.PageIndexNum; RemoveRootPagesFromRange(PageIndexStart, PageIndexNum, NumResourceRootPages); ResourcePageIndex_NumPages_GroupPartSize = (PageIndexStart << (NANITE_MAX_CLUSTERS_PER_GROUP_BITS + NANITE_MAX_GROUP_PARTS_BITS)) | (PageIndexNum << NANITE_MAX_CLUSTERS_PER_GROUP_BITS) | GroupPartSize; } else { // Hierarchy node. No resource page or group size. ResourcePageIndex_NumPages_GroupPartSize = 0xFFFFFFFFu; } } OutNode.Misc2[ i ].ResourcePageIndex_NumPages_GroupPartSize = ResourcePageIndex_NumPages_GroupPartSize; } } static int32 CalculateQuantizedPositionsUniformGrid(TArray< FCluster >& Clusters, const FBounds3f& MeshBounds, const FMeshNaniteSettings& Settings) { // Simple global quantization for EA const int32 MaxPositionQuantizedValue = (1 << NANITE_MAX_POSITION_QUANTIZATION_BITS) - 1; int32 PositionPrecision = Settings.PositionPrecision; if (PositionPrecision == MIN_int32) { // Auto: Guess required precision from bounds at leaf level const float MaxSize = MeshBounds.GetExtent().GetMax(); // Heuristic: We want higher resolution if the mesh is denser. // Use geometric average of cluster size as a proxy for density. // Alternative interpretation: Bit precision is average of what is needed by the clusters. // For roughly uniformly sized clusters this gives results very similar to the old quantization code. double TotalLogSize = 0.0; int32 TotalNum = 0; for (const FCluster& Cluster : Clusters) { if (Cluster.MipLevel == 0) { float ExtentSize = Cluster.Bounds.GetExtent().Size(); if (ExtentSize > 0.0) { TotalLogSize += FMath::Log2(ExtentSize); TotalNum++; } } } double AvgLogSize = TotalNum > 0 ? TotalLogSize / TotalNum : 0.0; PositionPrecision = 7 - FMath::RoundToInt(AvgLogSize); // Clamp precision. The user now needs to explicitly opt-in to the lowest precision settings. // These settings are likely to cause issues and contribute little to disk size savings (~0.4% on test project), // so we shouldn't pick them automatically. // Example: A very low resolution road or building frame that needs little precision to look right in isolation, // but still requires fairly high precision in a scene because smaller meshes are placed on it or in it. const int32 AUTO_MIN_PRECISION = 4; // 1/16cm PositionPrecision = FMath::Max(PositionPrecision, AUTO_MIN_PRECISION); } PositionPrecision = FMath::Clamp(PositionPrecision, NANITE_MIN_POSITION_PRECISION, NANITE_MAX_POSITION_PRECISION); float QuantizationScale = FMath::Exp2((float)PositionPrecision); // Make sure all clusters are encodable. A large enough cluster could hit the 21bpc limit. If it happens scale back until it fits. for (const FCluster& Cluster : Clusters) { const FBounds3f& Bounds = Cluster.Bounds; int32 Iterations = 0; while (true) { float MinX = FMath::RoundToFloat(Bounds.Min.X * QuantizationScale); float MinY = FMath::RoundToFloat(Bounds.Min.Y * QuantizationScale); float MinZ = FMath::RoundToFloat(Bounds.Min.Z * QuantizationScale); float MaxX = FMath::RoundToFloat(Bounds.Max.X * QuantizationScale); float MaxY = FMath::RoundToFloat(Bounds.Max.Y * QuantizationScale); float MaxZ = FMath::RoundToFloat(Bounds.Max.Z * QuantizationScale); if (MinX >= FLT_INT_MIN && MinY >= FLT_INT_MIN && MinZ >= FLT_INT_MIN && MaxX <= FLT_INT_MAX && MaxY <= FLT_INT_MAX && MaxZ <= FLT_INT_MAX && ((int64)MaxX - (int64)MinX) <= MaxPositionQuantizedValue && ((int64)MaxY - (int64)MinY) <= MaxPositionQuantizedValue && ((int64)MaxZ - (int64)MinZ) <= MaxPositionQuantizedValue) { break; } QuantizationScale *= 0.5f; PositionPrecision--; check(PositionPrecision >= NANITE_MIN_POSITION_PRECISION); check(++Iterations < 100); // Endless loop? } } const float RcpQuantizationScale = 1.0f / QuantizationScale; ParallelFor( TEXT("NaniteEncode.QuantizeClusterPositions.PF"), Clusters.Num(), 256, [&](uint32 ClusterIndex) { FCluster& Cluster = Clusters[ClusterIndex]; const uint32 NumClusterVerts = Cluster.NumVerts; Cluster.QuantizedPositions.SetNumUninitialized(NumClusterVerts); // Quantize positions FIntVector IntClusterMax = { MIN_int32, MIN_int32, MIN_int32 }; FIntVector IntClusterMin = { MAX_int32, MAX_int32, MAX_int32 }; for (uint32 i = 0; i < NumClusterVerts; i++) { const FVector3f Position = Cluster.GetPosition(i); FIntVector& IntPosition = Cluster.QuantizedPositions[i]; float PosX = FMath::RoundToFloat(Position.X * QuantizationScale); float PosY = FMath::RoundToFloat(Position.Y * QuantizationScale); float PosZ = FMath::RoundToFloat(Position.Z * QuantizationScale); IntPosition = FIntVector((int32)PosX, (int32)PosY, (int32)PosZ); IntClusterMax.X = FMath::Max(IntClusterMax.X, IntPosition.X); IntClusterMax.Y = FMath::Max(IntClusterMax.Y, IntPosition.Y); IntClusterMax.Z = FMath::Max(IntClusterMax.Z, IntPosition.Z); IntClusterMin.X = FMath::Min(IntClusterMin.X, IntPosition.X); IntClusterMin.Y = FMath::Min(IntClusterMin.Y, IntPosition.Y); IntClusterMin.Z = FMath::Min(IntClusterMin.Z, IntPosition.Z); } // Store in minimum number of bits const uint32 NumBitsX = FMath::CeilLogTwo(IntClusterMax.X - IntClusterMin.X + 1); const uint32 NumBitsY = FMath::CeilLogTwo(IntClusterMax.Y - IntClusterMin.Y + 1); const uint32 NumBitsZ = FMath::CeilLogTwo(IntClusterMax.Z - IntClusterMin.Z + 1); check(NumBitsX <= NANITE_MAX_POSITION_QUANTIZATION_BITS); check(NumBitsY <= NANITE_MAX_POSITION_QUANTIZATION_BITS); check(NumBitsZ <= NANITE_MAX_POSITION_QUANTIZATION_BITS); for (uint32 i = 0; i < NumClusterVerts; i++) { FIntVector& IntPosition = Cluster.QuantizedPositions[i]; // Update float position with quantized data Cluster.GetPosition(i) = FVector3f(IntPosition.X * RcpQuantizationScale, IntPosition.Y * RcpQuantizationScale, IntPosition.Z * RcpQuantizationScale); IntPosition.X -= IntClusterMin.X; IntPosition.Y -= IntClusterMin.Y; IntPosition.Z -= IntClusterMin.Z; check(IntPosition.X >= 0 && IntPosition.X < (1 << NumBitsX)); check(IntPosition.Y >= 0 && IntPosition.Y < (1 << NumBitsY)); check(IntPosition.Z >= 0 && IntPosition.Z < (1 << NumBitsZ)); } // Update bounds Cluster.Bounds.Min = FVector3f(IntClusterMin.X * RcpQuantizationScale, IntClusterMin.Y * RcpQuantizationScale, IntClusterMin.Z * RcpQuantizationScale); Cluster.Bounds.Max = FVector3f(IntClusterMax.X * RcpQuantizationScale, IntClusterMax.Y * RcpQuantizationScale, IntClusterMax.Z * RcpQuantizationScale); Cluster.QuantizedPosBits = FIntVector(NumBitsX, NumBitsY, NumBitsZ); Cluster.QuantizedPosStart = IntClusterMin; Cluster.QuantizedPosPrecision = PositionPrecision; } ); return PositionPrecision; } static void CalculateEncodingInfo(FEncodingInfo& Info, const Nanite::FCluster& Cluster, bool bHasColors, uint32 NumTexCoords) { const uint32 NumClusterVerts = Cluster.NumVerts; const uint32 NumClusterTris = Cluster.NumTris; FMemory::Memzero(Info); // Write triangles indices. Indices are stored in a dense packed bitstream using ceil(log2(NumClusterVerices)) bits per index. The shaders implement unaligned bitstream reads to support this. const uint32 BitsPerIndex = NumClusterVerts > 1 ? (FGenericPlatformMath::FloorLog2(NumClusterVerts - 1) + 1) : 0; const uint32 BitsPerTriangle = BitsPerIndex + 2 * 5; // Base index + two 5-bit offsets Info.BitsPerIndex = BitsPerIndex; FPageSections& GpuSizes = Info.GpuSizes; GpuSizes.Cluster = sizeof(FPackedCluster); GpuSizes.MaterialTable = CalcMaterialTableSize(Cluster) * sizeof(uint32); GpuSizes.DecodeInfo = NumTexCoords * sizeof(FUVRange); GpuSizes.Index = (NumClusterTris * BitsPerTriangle + 31) / 32 * 4; #if NANITE_USE_UNCOMPRESSED_VERTEX_DATA const uint32 AttribBytesPerVertex = (3 * sizeof(float) + sizeof(uint32) + NumTexCoords * 2 * sizeof(float)); Info.BitsPerAttribute = AttribBytesPerVertex * 8; Info.ColorMin = FIntVector4(0, 0, 0, 0); Info.ColorBits = FIntVector4(8, 8, 8, 8); Info.ColorMode = NANITE_VERTEX_COLOR_MODE_VARIABLE; Info.UVPrec = 0; GpuSizes.Position = NumClusterVerts * 3 * sizeof(float); GpuSizes.Attribute = NumClusterVerts * AttribBytesPerVertex; #else Info.BitsPerAttribute = 2 * NANITE_NORMAL_QUANTIZATION_BITS; check(NumClusterVerts > 0); const bool bIsLeaf = (Cluster.GeneratingGroupIndex == INVALID_GROUP_INDEX); // Vertex colors Info.ColorMode = NANITE_VERTEX_COLOR_MODE_WHITE; Info.ColorMin = FIntVector4(255, 255, 255, 255); if (bHasColors) { FIntVector4 ColorMin = FIntVector4( 255, 255, 255, 255); FIntVector4 ColorMax = FIntVector4( 0, 0, 0, 0); for (uint32 i = 0; i < NumClusterVerts; i++) { FColor Color = Cluster.GetColor(i).ToFColor(false); ColorMin.X = FMath::Min(ColorMin.X, (int32)Color.R); ColorMin.Y = FMath::Min(ColorMin.Y, (int32)Color.G); ColorMin.Z = FMath::Min(ColorMin.Z, (int32)Color.B); ColorMin.W = FMath::Min(ColorMin.W, (int32)Color.A); ColorMax.X = FMath::Max(ColorMax.X, (int32)Color.R); ColorMax.Y = FMath::Max(ColorMax.Y, (int32)Color.G); ColorMax.Z = FMath::Max(ColorMax.Z, (int32)Color.B); ColorMax.W = FMath::Max(ColorMax.W, (int32)Color.A); } const FIntVector4 ColorDelta = ColorMax - ColorMin; const int32 R_Bits = FMath::CeilLogTwo(ColorDelta.X + 1); const int32 G_Bits = FMath::CeilLogTwo(ColorDelta.Y + 1); const int32 B_Bits = FMath::CeilLogTwo(ColorDelta.Z + 1); const int32 A_Bits = FMath::CeilLogTwo(ColorDelta.W + 1); uint32 NumColorBits = R_Bits + G_Bits + B_Bits + A_Bits; Info.BitsPerAttribute += NumColorBits; Info.ColorMin = ColorMin; Info.ColorBits = FIntVector4(R_Bits, G_Bits, B_Bits, A_Bits); if (NumColorBits > 0) { Info.ColorMode = NANITE_VERTEX_COLOR_MODE_VARIABLE; } else { if (ColorMin.X == 255 && ColorMin.Y == 255 && ColorMin.Z == 255 && ColorMin.W == 255) Info.ColorMode = NANITE_VERTEX_COLOR_MODE_WHITE; else Info.ColorMode = NANITE_VERTEX_COLOR_MODE_CONSTANT; } } for( uint32 UVIndex = 0; UVIndex < NumTexCoords; UVIndex++ ) { FUVRange& UVRange = Info.UVRanges[UVIndex]; // Block compress texture coordinates // Texture coordinates are stored relative to the clusters min/max UV coordinates. // UV seams result in very large sparse bounding rectangles. To mitigate this the largest gap in U and V of the bounding rectangle are excluded from the coding space. // Decoding this is very simple: UV += (UV >= GapStart) ? GapRange : 0; // Generate sorted U and V arrays. TArray UValues; TArray VValues; UValues.AddUninitialized(NumClusterVerts); VValues.AddUninitialized(NumClusterVerts); for (uint32 i = 0; i < NumClusterVerts; i++) { const FVector2f& UV = Cluster.GetUVs(i)[ UVIndex ]; UValues[i] = UV.X; VValues[i] = UV.Y; } UValues.Sort(); VValues.Sort(); // Find largest gap between sorted UVs FVector2f LargestGapStart = FVector2f(UValues[0], VValues[0]); FVector2f LargestGapEnd = FVector2f(UValues[0], VValues[0]); for (uint32 i = 0; i < NumClusterVerts - 1; i++) { if (UValues[i + 1] - UValues[i] > LargestGapEnd.X - LargestGapStart.X) { LargestGapStart.X = UValues[i]; LargestGapEnd.X = UValues[i + 1]; } if (VValues[i + 1] - VValues[i] > LargestGapEnd.Y - LargestGapStart.Y) { LargestGapStart.Y = VValues[i]; LargestGapEnd.Y = VValues[i + 1]; } } const FVector2f UVMin = FVector2f(UValues[0], VValues[0]); const FVector2f UVMax = FVector2f(UValues[NumClusterVerts - 1], VValues[NumClusterVerts - 1]); const int32 MaxTexCoordQuantizedValue = (1 << NANITE_MAX_TEXCOORD_QUANTIZATION_BITS) - 1; int TexCoordPrecision = 14; { float QuantizationScale = FMath::Exp2((float)TexCoordPrecision); int32 Iterations = 0; while (true) { float MinU = FMath::RoundToFloat(UVMin.X * QuantizationScale); float MinV = FMath::RoundToFloat(UVMin.Y * QuantizationScale); float MaxU = FMath::RoundToFloat(UVMax.X * QuantizationScale); float MaxV = FMath::RoundToFloat(UVMax.Y * QuantizationScale); if (MinU >= FLT_INT_MIN && MinV >= FLT_INT_MIN && MaxU <= FLT_INT_MAX && MaxV <= FLT_INT_MAX) { float GapStartU = FMath::RoundToFloat(LargestGapStart.X * QuantizationScale); float GapStartV = FMath::RoundToFloat(LargestGapStart.Y * QuantizationScale); float GapEndU = FMath::RoundToFloat(LargestGapEnd.X * QuantizationScale); float GapEndV = FMath::RoundToFloat(LargestGapEnd.Y * QuantizationScale); // GapStartU const int64 IMinU = (int64)MinU; const int64 IMinV = (int64)MinV; const int64 IMaxU = (int64)MaxU; const int64 IMaxV = (int64)MaxV; const int64 IGapStartU = (int64)GapStartU; const int64 IGapStartV = (int64)GapStartV; const int64 IGapEndU = (int64)GapEndU; const int64 IGapEndV = (int64)GapEndV; int64 MaxDeltaU = IMaxU - IMinU - (IMaxU > IGapStartU ? (IGapEndU - IGapStartU - 1) : 0); int64 MaxDeltaV = IMaxV - IMinV - (IMaxV > IGapStartV ? (IGapEndV - IGapStartV - 1) : 0); if (MaxDeltaU <= MaxTexCoordQuantizedValue && MaxDeltaV <= MaxTexCoordQuantizedValue) { uint32 TexCoordBitsU = FMath::CeilLogTwo((int32)MaxDeltaU + 1); uint32 TexCoordBitsV = FMath::CeilLogTwo((int32)MaxDeltaV + 1); check(TexCoordBitsU <= NANITE_MAX_TEXCOORD_QUANTIZATION_BITS); check(TexCoordBitsV <= NANITE_MAX_TEXCOORD_QUANTIZATION_BITS); Info.UVPrec |= ((TexCoordBitsV << 4) | TexCoordBitsU) << (UVIndex * 8); Info.BitsPerAttribute += TexCoordBitsU + TexCoordBitsV; UVRange.Min = FIntPoint(IMinU, IMinV); UVRange.GapStart = FIntPoint(IGapStartU - MinU, IGapStartV - MinV); UVRange.GapLength = FIntPoint(IGapEndU - IGapStartU - 1, IGapEndV - IGapStartV - 1); UVRange.Precision = TexCoordPrecision; UVRange.Pad = 0; break; } } QuantizationScale *= 0.5f; TexCoordPrecision--; check(++Iterations < 256); // Endless loop? } } } const uint32 PositionBitsPerVertex = Cluster.QuantizedPosBits.X + Cluster.QuantizedPosBits.Y + Cluster.QuantizedPosBits.Z; GpuSizes.Position = (NumClusterVerts * PositionBitsPerVertex + 31) / 32 * 4; GpuSizes.Attribute = (NumClusterVerts * Info.BitsPerAttribute + 31) / 32 * 4; #endif } static void CalculateEncodingInfos(TArray& EncodingInfos, const TArray& Clusters, bool bHasColors, uint32 NumTexCoords) { uint32 NumClusters = Clusters.Num(); EncodingInfos.SetNumUninitialized(NumClusters); for (uint32 i = 0; i < NumClusters; i++) { CalculateEncodingInfo(EncodingInfos[i], Clusters[i], bHasColors, NumTexCoords); } } struct FVertexMapEntry { uint32 LocalClusterIndex; uint32 VertexIndex; }; static void EncodeGeometryData( const uint32 LocalClusterIndex, const FCluster& Cluster, const FEncodingInfo& EncodingInfo, uint32 NumTexCoords, TArray& StripBitmask, TArray& IndexData, TArray& PageClusterMapData, TArray& VertexRefBitmask, TArray& VertexRefData, TArray& PositionData, TArray& AttributeData, const TArrayView PageDependencies, const TArray>& PageVertexMaps, TMap& UniqueVertices, uint32& NumCodedVertices) { const uint32 NumClusterVerts = Cluster.NumVerts; const uint32 NumClusterTris = Cluster.NumTris; VertexRefBitmask.AddZeroed(NANITE_MAX_CLUSTER_VERTICES / 32); #if NANITE_USE_UNCOMPRESSED_VERTEX_DATA // Disable vertex references in uncompressed mode NumCodedVertices = NumClusterVerts; #else // Find vertices from same page we can reference instead of storing duplicates struct FVertexRef { uint32 PageIndex; uint32 LocalClusterIndex; uint32 VertexIndex; }; TArray VertexRefs; TArray UniqueToVertexIndex; for (uint32 VertexIndex = 0; VertexIndex < NumClusterVerts; VertexIndex++) { FVariableVertex Vertex; Vertex.Data = &Cluster.Verts[ VertexIndex * Cluster.GetVertSize() ]; Vertex.SizeInBytes = Cluster.GetVertSize() * sizeof(float); FVertexRef VertexRef = {}; bool bFound = false; // Look for vertex in parents for (int32 SrcPageIndexIndex = 0; SrcPageIndexIndex < PageDependencies.Num(); SrcPageIndexIndex++) { uint32 SrcPageIndex = PageDependencies[SrcPageIndexIndex]; const FVertexMapEntry* EntryPtr = PageVertexMaps[SrcPageIndex].Find(Vertex); if (EntryPtr) { VertexRef = FVertexRef{ (uint32)SrcPageIndexIndex + 1, EntryPtr->LocalClusterIndex, EntryPtr->VertexIndex }; bFound = true; break; } } if (!bFound) { // Look for vertex in current page uint32* VertexPtr = UniqueVertices.Find(Vertex); if (VertexPtr) { VertexRef = FVertexRef{ 0, (*VertexPtr >> NANITE_MAX_CLUSTER_VERTICES_BITS), *VertexPtr & NANITE_MAX_CLUSTER_VERTICES_MASK }; bFound = true; } } if(bFound) { VertexRefs.Add(VertexRef); const uint32 BitIndex = (LocalClusterIndex << NANITE_MAX_CLUSTER_VERTICES_BITS) + VertexIndex; VertexRefBitmask[BitIndex >> 5] |= 1u << (BitIndex & 31); } else { uint32 Val = (LocalClusterIndex << NANITE_MAX_CLUSTER_VERTICES_BITS) | (uint32)UniqueToVertexIndex.Num(); UniqueVertices.Add(Vertex, Val); UniqueToVertexIndex.Add(VertexIndex); } } NumCodedVertices = UniqueToVertexIndex.Num(); struct FClusterRef { uint32 PageIndex; uint32 ClusterIndex; bool operator==(const FClusterRef& Other) const { return PageIndex == Other.PageIndex && ClusterIndex == Other.ClusterIndex; } bool operator<(const FClusterRef& Other) const { return (PageIndex != Other.PageIndex) ? (PageIndex < Other.PageIndex) : (ClusterIndex == Other.ClusterIndex); } }; // Make list of unique Page-Cluster pairs TArray ClusterRefs; for (const FVertexRef& Ref : VertexRefs) ClusterRefs.AddUnique(FClusterRef{ Ref.PageIndex, Ref.LocalClusterIndex }); ClusterRefs.Sort(); for (const FClusterRef& Ref : ClusterRefs) { PageClusterMapData.Add((Ref.PageIndex << NANITE_MAX_CLUSTERS_PER_PAGE_BITS) | Ref.ClusterIndex); } // Write vertex refs using Page-Cluster index + vertex index for (const FVertexRef& Ref : VertexRefs) { uint32 PageClusterIndex = ClusterRefs.Find(FClusterRef{ Ref.PageIndex, Ref.LocalClusterIndex }); check(PageClusterIndex < 256); VertexRefData.Add((PageClusterIndex << NANITE_MAX_CLUSTER_VERTICES_BITS) | Ref.VertexIndex); } #endif const uint32 BitsPerIndex = EncodingInfo.BitsPerIndex; // Write triangle indices #if NANITE_USE_STRIP_INDICES for (uint32 i = 0; i < NANITE_MAX_CLUSTER_TRIANGLES / 32; i++) { StripBitmask.Add(Cluster.StripDesc.Bitmasks[i][0]); StripBitmask.Add(Cluster.StripDesc.Bitmasks[i][1]); StripBitmask.Add(Cluster.StripDesc.Bitmasks[i][2]); } IndexData.Append(Cluster.StripIndexData); #else for (uint32 i = 0; i < NumClusterTris * 3; i++) { uint32 Index = Cluster.Indexes[i]; IndexData.Add(Cluster.Indexes[i]); } #endif check(NumClusterVerts > 0); FBitWriter BitWriter_Position(PositionData); FBitWriter BitWriter_Attribute(AttributeData); #if NANITE_USE_UNCOMPRESSED_VERTEX_DATA for (uint32 VertexIndex = 0; VertexIndex < NumClusterVerts; VertexIndex++) { const FVector3f& Position = Cluster.GetPosition(VertexIndex); BitWriter_Position.PutBits(*(uint32*)&Position.X, 32); BitWriter_Position.PutBits(*(uint32*)&Position.Y, 32); BitWriter_Position.PutBits(*(uint32*)&Position.Z, 32); } BitWriter_Position.Flush(sizeof(uint32)); for (uint32 VertexIndex = 0; VertexIndex < NumClusterVerts; VertexIndex++) { // Normal const FVector3f& Normal = Cluster.GetNormal(VertexIndex); BitWriter_Attribute.PutBits(*(uint32*)&Normal.X, 32); BitWriter_Attribute.PutBits(*(uint32*)&Normal.Y, 32); BitWriter_Attribute.PutBits(*(uint32*)&Normal.Z, 32); // Color uint32 ColorDW = Cluster.bHasColors ? Cluster.GetColor(VertexIndex).ToFColor(false).DWColor() : 0xFFFFFFFFu; BitWriter_Attribute.PutBits(ColorDW, 32); // UVs const FVector2f* UVs = Cluster.GetUVs(VertexIndex); for (uint32 TexCoordIndex = 0; TexCoordIndex < NumTexCoords; TexCoordIndex++) { const FVector2f& UV = UVs[TexCoordIndex]; BitWriter_Attribute.PutBits(*(uint32*)&UV.X, 32); BitWriter_Attribute.PutBits(*(uint32*)&UV.Y, 32); } } BitWriter_Attribute.Flush(sizeof(uint32)); #else // Generate quantized texture coordinates TArray PackedUVs; PackedUVs.SetNumUninitialized( NumClusterVerts * NumTexCoords ); uint32 TexCoordBits[NANITE_MAX_UVS] = {}; for( uint32 UVIndex = 0; UVIndex < NumTexCoords; UVIndex++ ) { const int32 TexCoordBitsU = (EncodingInfo.UVPrec >> (UVIndex * 8 + 0)) & 15; const int32 TexCoordBitsV = (EncodingInfo.UVPrec >> (UVIndex * 8 + 4)) & 15; const int32 TexCoordMaxValueU = (1 << TexCoordBitsU) - 1; const int32 TexCoordMaxValueV = (1 << TexCoordBitsV) - 1; const FUVRange& UVRange = EncodingInfo.UVRanges[UVIndex]; const float QuantizationScale = FMath::Exp2((float)UVRange.Precision); for(uint32 i : UniqueToVertexIndex) { const FVector2f& UV = Cluster.GetUVs(i)[ UVIndex ]; int32 U = (int32)FMath::RoundToFloat(UV.X * QuantizationScale) - UVRange.Min.X; int32 V = (int32)FMath::RoundToFloat(UV.Y * QuantizationScale) - UVRange.Min.Y; if (U > UVRange.GapStart.X) { check(U >= UVRange.GapStart.X + UVRange.GapLength.X); U -= UVRange.GapLength.X; } if (V > UVRange.GapStart.Y) { check(V >= UVRange.GapStart.Y + UVRange.GapLength.Y); V -= UVRange.GapLength.Y; } check(U >= 0 && U <= TexCoordMaxValueU); check(V >= 0 && V <= TexCoordMaxValueV); PackedUVs[ NumClusterVerts * UVIndex + i ] = (uint32(V) << TexCoordBitsU) | uint32(U); } TexCoordBits[UVIndex] = TexCoordBitsU + TexCoordBitsV; } // Quantize and write positions for (uint32 VertexIndex : UniqueToVertexIndex) { const FIntVector& Position = Cluster.QuantizedPositions[VertexIndex]; BitWriter_Position.PutBits(Position.X, Cluster.QuantizedPosBits.X); BitWriter_Position.PutBits(Position.Y, Cluster.QuantizedPosBits.Y); BitWriter_Position.PutBits(Position.Z, Cluster.QuantizedPosBits.Z); BitWriter_Position.Flush(1); } BitWriter_Position.Flush(sizeof(uint32)); // Quantize and write remaining shading attributes for (uint32 VertexIndex : UniqueToVertexIndex) { // Normal uint32 PackedNormal = PackNormal(Cluster.GetNormal( VertexIndex ), NANITE_NORMAL_QUANTIZATION_BITS); BitWriter_Attribute.PutBits(PackedNormal, 2 * NANITE_NORMAL_QUANTIZATION_BITS); // Color if(EncodingInfo.ColorMode == NANITE_VERTEX_COLOR_MODE_VARIABLE) { FColor Color = Cluster.GetColor(VertexIndex).ToFColor(false); int32 R = Color.R - EncodingInfo.ColorMin.X; int32 G = Color.G - EncodingInfo.ColorMin.Y; int32 B = Color.B - EncodingInfo.ColorMin.Z; int32 A = Color.A - EncodingInfo.ColorMin.W; BitWriter_Attribute.PutBits(R, EncodingInfo.ColorBits.X); BitWriter_Attribute.PutBits(G, EncodingInfo.ColorBits.Y); BitWriter_Attribute.PutBits(B, EncodingInfo.ColorBits.Z); BitWriter_Attribute.PutBits(A, EncodingInfo.ColorBits.W); } // UVs for (uint32 TexCoordIndex = 0; TexCoordIndex < NumTexCoords; TexCoordIndex++) { uint32 PackedUV = PackedUVs[ NumClusterVerts * TexCoordIndex + VertexIndex ]; BitWriter_Attribute.PutBits(PackedUV, TexCoordBits[TexCoordIndex]); } BitWriter_Attribute.Flush(1); } BitWriter_Attribute.Flush(sizeof(uint32)); #endif } // Generate a permutation of cluster groups that is sorted first by mip level and then by Morton order x, y and z. // Sorting by mip level first ensure that there can be no cyclic dependencies between formed pages. static TArray CalculateClusterGroupPermutation( const TArray< FClusterGroup >& ClusterGroups ) { struct FClusterGroupSortEntry { int32 MipLevel; uint32 MortonXYZ; uint32 OldIndex; }; uint32 NumClusterGroups = ClusterGroups.Num(); TArray< FClusterGroupSortEntry > ClusterGroupSortEntries; ClusterGroupSortEntries.SetNumUninitialized( NumClusterGroups ); FVector3f MinCenter = FVector3f( FLT_MAX, FLT_MAX, FLT_MAX ); FVector3f MaxCenter = FVector3f( -FLT_MAX, -FLT_MAX, -FLT_MAX ); for( const FClusterGroup& ClusterGroup : ClusterGroups ) { const FVector3f& Center = ClusterGroup.LODBounds.Center; MinCenter = FVector3f::Min( MinCenter, Center ); MaxCenter = FVector3f::Max( MaxCenter, Center ); } for( uint32 i = 0; i < NumClusterGroups; i++ ) { const FClusterGroup& ClusterGroup = ClusterGroups[ i ]; FClusterGroupSortEntry& SortEntry = ClusterGroupSortEntries[ i ]; const FVector3f& Center = ClusterGroup.LODBounds.Center; const FVector3f ScaledCenter = ( Center - MinCenter ) / ( MaxCenter - MinCenter ) * 1023.0f + 0.5f; uint32 X = FMath::Clamp( (int32)ScaledCenter.X, 0, 1023 ); uint32 Y = FMath::Clamp( (int32)ScaledCenter.Y, 0, 1023 ); uint32 Z = FMath::Clamp( (int32)ScaledCenter.Z, 0, 1023 ); SortEntry.MipLevel = ClusterGroup.MipLevel; SortEntry.MortonXYZ = ( FMath::MortonCode3(Z) << 2 ) | ( FMath::MortonCode3(Y) << 1 ) | FMath::MortonCode3(X); SortEntry.OldIndex = i; } ClusterGroupSortEntries.Sort( []( const FClusterGroupSortEntry& A, const FClusterGroupSortEntry& B ) { if( A.MipLevel != B.MipLevel ) return A.MipLevel > B.MipLevel; return A.MortonXYZ < B.MortonXYZ; } ); TArray Permutation; Permutation.SetNumUninitialized( NumClusterGroups ); for( uint32 i = 0; i < NumClusterGroups; i++ ) Permutation[ i ] = ClusterGroupSortEntries[ i ].OldIndex; return Permutation; } static void SortGroupClusters(TArray& ClusterGroups, const TArray& Clusters) { for (FClusterGroup& Group : ClusterGroups) { FVector3f SortDirection = FVector3f(1.0f, 1.0f, 1.0f); Group.Children.Sort([&Clusters, SortDirection](uint32 ClusterIndexA, uint32 ClusterIndexB) { const FCluster& ClusterA = Clusters[ClusterIndexA]; const FCluster& ClusterB = Clusters[ClusterIndexB]; float DotA = FVector3f::DotProduct(ClusterA.SphereBounds.Center, SortDirection); float DotB = FVector3f::DotProduct(ClusterB.SphereBounds.Center, SortDirection); return DotA < DotB; }); } } /* Build streaming pages Page layout: Fixup Chunk (Only loaded to CPU memory) FPackedCluster MaterialRangeTable GeometryData */ static void AssignClustersToPages( TArray< FClusterGroup >& ClusterGroups, TArray< FCluster >& Clusters, const TArray< FEncodingInfo >& EncodingInfos, TArray& Pages, TArray& Parts, const uint32 MaxRootPages ) { check(Pages.Num() == 0); check(Parts.Num() == 0); const uint32 NumClusterGroups = ClusterGroups.Num(); Pages.AddDefaulted(); SortGroupClusters(ClusterGroups, Clusters); TArray ClusterGroupPermutation = CalculateClusterGroupPermutation(ClusterGroups); for (uint32 i = 0; i < NumClusterGroups; i++) { // Pick best next group // TODO uint32 GroupIndex = ClusterGroupPermutation[i]; FClusterGroup& Group = ClusterGroups[GroupIndex]; if( Group.bTrimmed ) continue; uint32 GroupStartPage = INVALID_PAGE_INDEX; for (uint32 ClusterIndex : Group.Children) { // Pick best next cluster // TODO FCluster& Cluster = Clusters[ClusterIndex]; const FEncodingInfo& EncodingInfo = EncodingInfos[ClusterIndex]; // Add to page FPage* Page = &Pages.Top(); bool bRootPage = (Pages.Num() - 1u) < MaxRootPages; if (Page->GpuSizes.GetTotal() + EncodingInfo.GpuSizes.GetTotal() > (bRootPage ? NANITE_ROOT_PAGE_GPU_SIZE : NANITE_STREAMING_PAGE_GPU_SIZE) || Page->NumClusters + 1 > NANITE_MAX_CLUSTERS_PER_PAGE) { // Page is full. Need to start a new one Pages.AddDefaulted(); Page = &Pages.Top(); } // Start a new part? if (Page->PartsNum == 0 || Parts[Page->PartsStartIndex + Page->PartsNum - 1].GroupIndex != GroupIndex) { if (Page->PartsNum == 0) { Page->PartsStartIndex = Parts.Num(); } Page->PartsNum++; FClusterGroupPart& Part = Parts.AddDefaulted_GetRef(); Part.GroupIndex = GroupIndex; } // Add cluster to page uint32 PageIndex = Pages.Num() - 1; uint32 PartIndex = Parts.Num() - 1; FClusterGroupPart& Part = Parts.Last(); if (Part.Clusters.Num() == 0) { Part.PageClusterOffset = Page->NumClusters; Part.PageIndex = PageIndex; } Part.Clusters.Add(ClusterIndex); check(Part.Clusters.Num() <= NANITE_MAX_CLUSTERS_PER_GROUP); Cluster.GroupPartIndex = PartIndex; if (GroupStartPage == INVALID_PAGE_INDEX) { GroupStartPage = PageIndex; } Page->GpuSizes += EncodingInfo.GpuSizes; Page->NumClusters++; } Group.PageIndexStart = GroupStartPage; Group.PageIndexNum = Pages.Num() - GroupStartPage; check(Group.PageIndexNum >= 1); check(Group.PageIndexNum <= NANITE_MAX_GROUP_PARTS_MASK); } // Recalculate bounds for group parts for (FClusterGroupPart& Part : Parts) { check(Part.Clusters.Num() <= NANITE_MAX_CLUSTERS_PER_GROUP); check(Part.PageIndex < (uint32)Pages.Num()); FBounds3f Bounds; for (uint32 ClusterIndex : Part.Clusters) { Bounds += Clusters[ClusterIndex].Bounds; } Part.Bounds = Bounds; } } // TODO: does unreal already have something like this? class FBlockPointer { uint8* StartPtr; uint8* EndPtr; uint8* Ptr; public: FBlockPointer(uint8* Ptr, uint32 SizeInBytes) : StartPtr(Ptr), EndPtr(Ptr + SizeInBytes), Ptr(Ptr) { } template T* Advance(uint32 Num) { T* Result = (T*)Ptr; Ptr += Num * sizeof(T); check(Ptr <= EndPtr); return Result; } template T* GetPtr() const { return (T*)Ptr; } uint32 Offset() const { return uint32(Ptr - StartPtr); } void Align(uint32 Alignment) { while (Offset() % Alignment) { *Advance(1) = 0; } } }; static uint32 CalculatePageDistancesToRootRecursive(TArray& PageDistances, FResources& Resources, uint32 PageIndex) { uint32 Distance = PageDistances[PageIndex]; if (Distance != MAX_uint32) { return Distance; } FPageStreamingState& PageStreamingState = Resources.PageStreamingStates[PageIndex]; const uint32 DependenciesStart = PageStreamingState.DependenciesStart; const uint32 DependenciesNum = PageStreamingState.DependenciesNum; for (uint32 i = 0; i < DependenciesNum; i++) { const uint32 DependencyIndex = Resources.PageDependencies[DependenciesStart + i]; const uint32 DependencyDistance = CalculatePageDistancesToRootRecursive(PageDistances, Resources, DependencyIndex); check(DependencyDistance != MAX_uint32); Distance = FMath::Min(Distance, DependencyDistance + 1u); } check(Distance != MAX_uint32); PageDistances[PageIndex] = Distance; return Distance; } static TArray CalculatePageDistancesToRoot(FResources& Resources) { const uint32 NumPages = Resources.PageStreamingStates.Num(); TArray PageDistances; PageDistances.Init(MAX_uint32, NumPages); // Mark roots as distance 0 for (uint32 PageIndex = 0; PageIndex < NumPages; PageIndex++) { if (Resources.PageStreamingStates[PageIndex].DependenciesNum == 0) { PageDistances[PageIndex] = 0; } } // Calculate distance too all other pages for (uint32 PageIndex = 0; PageIndex < NumPages; PageIndex++) { PageDistances[PageIndex] = CalculatePageDistancesToRootRecursive(PageDistances, Resources, PageIndex); } return PageDistances; } static TArray> BuildVertexMaps(const TArray& Pages, const TArray& Clusters, const TArray& Parts) { TArray> VertexMaps; VertexMaps.SetNum(Pages.Num()); ParallelFor( TEXT("NaniteEncode.BuildVertexMaps.PF"), Pages.Num(), 1, [&VertexMaps, &Pages, &Clusters, &Parts](int32 PageIndex) { const FPage& Page = Pages[PageIndex]; for (uint32 i = 0; i < Page.PartsNum; i++) { const FClusterGroupPart& Part = Parts[Page.PartsStartIndex + i]; for (uint32 j = 0; j < (uint32)Part.Clusters.Num(); j++) { const uint32 ClusterIndex = Part.Clusters[j]; const uint32 LocalClusterIndex = Part.PageClusterOffset + j; const FCluster& Cluster = Clusters[ClusterIndex]; for (uint32 VertexIndex = 0; VertexIndex < Cluster.NumVerts; VertexIndex++) { FVariableVertex Vertex; Vertex.Data = &Cluster.Verts[VertexIndex * Cluster.GetVertSize()]; Vertex.SizeInBytes = Cluster.GetVertSize() * sizeof(float); FVertexMapEntry Entry; Entry.LocalClusterIndex = LocalClusterIndex; Entry.VertexIndex = VertexIndex; VertexMaps[PageIndex].Add(Vertex, Entry); } } } }); return VertexMaps; } static void WritePages( FResources& Resources, TArray& Pages, const TArray& Groups, const TArray& Parts, TArray& Clusters, const TArray& EncodingInfos, uint32 NumTexCoords) { check(Resources.PageStreamingStates.Num() == 0); TArray< uint8 > StreamableBulkData; const uint32 NumPages = Pages.Num(); const uint32 NumClusters = Clusters.Num(); Resources.PageStreamingStates.SetNum(NumPages); TArray FixupChunks; FixupChunks.SetNum(NumPages); for (uint32 PageIndex = 0; PageIndex < NumPages; PageIndex++) { const FPage& Page = Pages[PageIndex]; FFixupChunk& FixupChunk = FixupChunks[PageIndex]; FixupChunk.Header.NumClusters = Page.NumClusters; uint32 NumHierarchyFixups = 0; for (uint32 i = 0; i < Page.PartsNum; i++) { const FClusterGroupPart& Part = Parts[Page.PartsStartIndex + i]; NumHierarchyFixups += Groups[Part.GroupIndex].PageIndexNum; } FixupChunk.Header.NumHierachyFixups = NumHierarchyFixups; // NumHierarchyFixups must be set before writing cluster fixups } // Add external fixups to pages for (const FClusterGroupPart& Part : Parts) { check(Part.PageIndex < NumPages); const FClusterGroup& Group = Groups[Part.GroupIndex]; for (uint32 ClusterPositionInPart = 0; ClusterPositionInPart < (uint32)Part.Clusters.Num(); ClusterPositionInPart++) { const FCluster& Cluster = Clusters[Part.Clusters[ClusterPositionInPart]]; if (Cluster.GeneratingGroupIndex != INVALID_GROUP_INDEX) { const FClusterGroup& GeneratingGroup = Groups[Cluster.GeneratingGroupIndex]; check(GeneratingGroup.PageIndexNum >= 1); uint32 PageDependencyStart = GeneratingGroup.PageIndexStart; uint32 PageDependencyNum = GeneratingGroup.PageIndexNum; RemoveRootPagesFromRange(PageDependencyStart, PageDependencyNum, Resources.NumRootPages); RemovePageFromRange(PageDependencyStart, PageDependencyNum, Part.PageIndex); if (PageDependencyNum == 0) continue; // Dependencies already met by current page and/or root pages const FClusterFixup ClusterFixup = FClusterFixup(Part.PageIndex, Part.PageClusterOffset + ClusterPositionInPart, PageDependencyStart, PageDependencyNum); for (uint32 i = 0; i < GeneratingGroup.PageIndexNum; i++) { //TODO: Implement some sort of FFixupPart to not redundantly store PageIndexStart/PageIndexNum? FFixupChunk& FixupChunk = FixupChunks[GeneratingGroup.PageIndexStart + i]; FixupChunk.GetClusterFixup(FixupChunk.Header.NumClusterFixups++) = ClusterFixup; } } } } // Generate page dependencies for (uint32 PageIndex = 0; PageIndex < NumPages; PageIndex++) { const FFixupChunk& FixupChunk = FixupChunks[PageIndex]; FPageStreamingState& PageStreamingState = Resources.PageStreamingStates[PageIndex]; PageStreamingState.DependenciesStart = Resources.PageDependencies.Num(); for (uint32 i = 0; i < FixupChunk.Header.NumClusterFixups; i++) { uint32 FixupPageIndex = FixupChunk.GetClusterFixup(i).GetPageIndex(); check(FixupPageIndex < NumPages); if (FixupPageIndex == PageIndex) // Never emit dependencies to ourselves continue; // Only add if not already in the set. // O(n^2), but number of dependencies should be tiny in practice. bool bFound = false; for (uint32 j = PageStreamingState.DependenciesStart; j < (uint32)Resources.PageDependencies.Num(); j++) { if (Resources.PageDependencies[j] == FixupPageIndex) { bFound = true; break; } } if (bFound) continue; Resources.PageDependencies.Add(FixupPageIndex); } PageStreamingState.DependenciesNum = Resources.PageDependencies.Num() - PageStreamingState.DependenciesStart; } auto PageVertexMaps = BuildVertexMaps(Pages, Clusters, Parts); TArray PageDistances = CalculatePageDistancesToRoot(Resources); // Process pages TArray< TArray > PageResults; PageResults.SetNum(NumPages); ParallelFor(TEXT("NaniteEncode.BuildPages.PF"), NumPages, 1, [&Resources, &Pages, &Groups, &Parts, &Clusters, &EncodingInfos, &FixupChunks, &PageVertexMaps, &PageDistances, &PageResults, NumTexCoords](int32 PageIndex) { const FPage& Page = Pages[PageIndex]; FFixupChunk& FixupChunk = FixupChunks[PageIndex]; Resources.PageStreamingStates[PageIndex].Flags = (PageDistances[PageIndex] >= MIN_PAGE_DISTANCE_FOR_RELATIVE_ENCODING) ? NANITE_PAGE_FLAG_RELATIVE_ENCODING : 0; // Add hierarchy fixups { // Parts include the hierarchy fixups for all the other parts of the same group. uint32 NumHierarchyFixups = 0; for (uint32 i = 0; i < Page.PartsNum; i++) { const FClusterGroupPart& Part = Parts[Page.PartsStartIndex + i]; const FClusterGroup& Group = Groups[Part.GroupIndex]; const uint32 HierarchyRootOffset = Resources.HierarchyRootOffsets[Group.MeshIndex]; uint32 PageDependencyStart = Group.PageIndexStart; uint32 PageDependencyNum = Group.PageIndexNum; RemoveRootPagesFromRange(PageDependencyStart, PageDependencyNum, Resources.NumRootPages); // Add fixups to all parts of the group for (uint32 j = 0; j < Group.PageIndexNum; j++) { const FPage& Page2 = Pages[Group.PageIndexStart + j]; for (uint32 k = 0; k < Page2.PartsNum; k++) { const FClusterGroupPart& Part2 = Parts[Page2.PartsStartIndex + k]; if (Part2.GroupIndex == Part.GroupIndex) { const uint32 GlobalHierarchyNodeIndex = HierarchyRootOffset + Part2.HierarchyNodeIndex; FixupChunk.GetHierarchyFixup(NumHierarchyFixups++) = FHierarchyFixup(Part2.PageIndex, GlobalHierarchyNodeIndex, Part2.HierarchyChildIndex, Part2.PageClusterOffset, PageDependencyStart, PageDependencyNum); break; } } } } check(NumHierarchyFixups == FixupChunk.Header.NumHierachyFixups); } // Pack clusters and generate material range data TArray CombinedStripBitmaskData; TArray CombinedPageClusterPairData; TArray CombinedVertexRefBitmaskData; TArray CombinedVertexRefData; TArray CombinedIndexData; TArray CombinedPositionData; TArray CombinedAttributeData; TArray MaterialRangeData; TArray CodedVerticesPerCluster; TArray NumPositionBytesPerCluster; TArray NumPageClusterPairsPerCluster; TArray PackedClusters; PackedClusters.SetNumUninitialized(Page.NumClusters); CodedVerticesPerCluster.SetNumUninitialized(Page.NumClusters); NumPositionBytesPerCluster.SetNumUninitialized(Page.NumClusters); NumPageClusterPairsPerCluster.SetNumUninitialized(Page.NumClusters); const uint32 NumPackedClusterDwords = Page.NumClusters * sizeof(FPackedCluster) / sizeof(uint32); const uint32 MaterialTableStartOffsetInDwords = (NANITE_GPU_PAGE_HEADER_SIZE / 4) + NumPackedClusterDwords; FPageSections GpuSectionOffsets = Page.GpuSizes.GetOffsets(); TMap UniqueVertices; for (uint32 i = 0; i < Page.PartsNum; i++) { const FClusterGroupPart& Part = Parts[Page.PartsStartIndex + i]; for (uint32 j = 0; j < (uint32)Part.Clusters.Num(); j++) { const uint32 ClusterIndex = Part.Clusters[j]; const FCluster& Cluster = Clusters[ClusterIndex]; const FEncodingInfo& EncodingInfo = EncodingInfos[ClusterIndex]; const uint32 LocalClusterIndex = Part.PageClusterOffset + j; FPackedCluster& PackedCluster = PackedClusters[LocalClusterIndex]; PackCluster(PackedCluster, Cluster, EncodingInfos[ClusterIndex], NumTexCoords); PackedCluster.PackedMaterialInfo = PackMaterialInfo(Cluster, MaterialRangeData, MaterialTableStartOffsetInDwords); check((GpuSectionOffsets.Index & 3) == 0); check((GpuSectionOffsets.Position & 3) == 0); check((GpuSectionOffsets.Attribute & 3) == 0); PackedCluster.SetIndexOffset(GpuSectionOffsets.Index); PackedCluster.SetPositionOffset(GpuSectionOffsets.Position); PackedCluster.SetAttributeOffset(GpuSectionOffsets.Attribute); PackedCluster.SetDecodeInfoOffset(GpuSectionOffsets.DecodeInfo); GpuSectionOffsets += EncodingInfo.GpuSizes; const FPageStreamingState& PageStreamingState = Resources.PageStreamingStates[PageIndex]; const uint32 DependenciesNum = (PageStreamingState.Flags & NANITE_PAGE_FLAG_RELATIVE_ENCODING) ? PageStreamingState.DependenciesNum : 0u; const TArrayView PageDependencies = TArrayView(Resources.PageDependencies.GetData() + PageStreamingState.DependenciesStart, DependenciesNum); const uint32 PrevPositionBytes = CombinedPositionData.Num(); const uint32 PrevPageClusterPairs = CombinedPageClusterPairData.Num(); uint32 NumCodedVertices = 0; EncodeGeometryData( LocalClusterIndex, Cluster, EncodingInfo, NumTexCoords, CombinedStripBitmaskData, CombinedIndexData, CombinedPageClusterPairData, CombinedVertexRefBitmaskData, CombinedVertexRefData, CombinedPositionData, CombinedAttributeData, PageDependencies, PageVertexMaps, UniqueVertices, NumCodedVertices); NumPositionBytesPerCluster[LocalClusterIndex] = CombinedPositionData.Num() - PrevPositionBytes; NumPageClusterPairsPerCluster[LocalClusterIndex] = CombinedPageClusterPairData.Num() - PrevPageClusterPairs; CodedVerticesPerCluster[LocalClusterIndex] = NumCodedVertices; } } check(GpuSectionOffsets.Cluster == Page.GpuSizes.GetMaterialTableOffset()); check(Align(GpuSectionOffsets.MaterialTable, 16) == Page.GpuSizes.GetDecodeInfoOffset()); check(GpuSectionOffsets.DecodeInfo == Page.GpuSizes.GetIndexOffset()); check(GpuSectionOffsets.Index == Page.GpuSizes.GetPositionOffset()); check(GpuSectionOffsets.Position == Page.GpuSizes.GetAttributeOffset()); check(GpuSectionOffsets.Attribute == Page.GpuSizes.GetTotal()); // Dword align index data CombinedIndexData.SetNumZeroed((CombinedIndexData.Num() + 3) & -4); // Perform page-internal fix up directly on PackedClusters for (uint32 LocalPartIndex = 0; LocalPartIndex < Page.PartsNum; LocalPartIndex++) { const FClusterGroupPart& Part = Parts[Page.PartsStartIndex + LocalPartIndex]; const FClusterGroup& Group = Groups[Part.GroupIndex]; for (uint32 ClusterPositionInPart = 0; ClusterPositionInPart < (uint32)Part.Clusters.Num(); ClusterPositionInPart++) { const FCluster& Cluster = Clusters[Part.Clusters[ClusterPositionInPart]]; if (Cluster.GeneratingGroupIndex != INVALID_GROUP_INDEX) { const FClusterGroup& GeneratingGroup = Groups[Cluster.GeneratingGroupIndex]; uint32 PageDependencyStart = GeneratingGroup.PageIndexStart; uint32 PageDependencyNum = GeneratingGroup.PageIndexNum; RemoveRootPagesFromRange(PageDependencyStart, PageDependencyNum, Resources.NumRootPages); RemovePageFromRange(PageDependencyStart, PageDependencyNum, PageIndex); if (PageDependencyNum == 0) { // Dependencies already met by current page and/or root pages. Fixup directly. PackedClusters[Part.PageClusterOffset + ClusterPositionInPart].Flags &= ~NANITE_CLUSTER_FLAG_LEAF; // Mark parent as no longer leaf } } } } // Begin page TArray& PageResult = PageResults[PageIndex]; PageResult.SetNum(NANITE_MAX_PAGE_DISK_SIZE); FBlockPointer PagePointer(PageResult.GetData(), PageResult.Num()); // Disk header FPageDiskHeader* PageDiskHeader = PagePointer.Advance(1); // 16-byte align material range data to make it easy to copy during GPU transcoding MaterialRangeData.SetNum(Align(MaterialRangeData.Num(), 4)); static_assert(sizeof(FPageGPUHeader) % 16 == 0, "sizeof(FGPUPageHeader) must be a multiple of 16"); static_assert(sizeof(FUVRange) % 16 == 0, "sizeof(FUVRange) must be a multiple of 16"); static_assert(sizeof(FPackedCluster) % 16 == 0, "sizeof(FPackedCluster) must be a multiple of 16"); PageDiskHeader->NumClusters = Page.NumClusters; PageDiskHeader->GpuSize = Page.GpuSizes.GetTotal(); PageDiskHeader->NumRawFloat4s = sizeof(FPageGPUHeader) / 16 + Page.NumClusters * (sizeof(FPackedCluster) + NumTexCoords * sizeof(FUVRange)) / 16 + MaterialRangeData.Num() / 4; PageDiskHeader->NumTexCoords = NumTexCoords; // Cluster headers FClusterDiskHeader* ClusterDiskHeaders = PagePointer.Advance(Page.NumClusters); // GPU page header FPageGPUHeader* GPUPageHeader = PagePointer.Advance(1); *GPUPageHeader = FPageGPUHeader{}; GPUPageHeader->NumClusters = Page.NumClusters; // Write clusters in SOA layout { const uint32 NumClusterFloat4Propeties = sizeof(FPackedCluster) / 16; for (uint32 float4Index = 0; float4Index < NumClusterFloat4Propeties; float4Index++) { for (const FPackedCluster& PackedCluster : PackedClusters) { uint8* Dst = PagePointer.Advance(16); FMemory::Memcpy(Dst, (uint8*)&PackedCluster + float4Index * 16, 16); } } } // Material table uint32 MaterialTableSize = MaterialRangeData.Num() * MaterialRangeData.GetTypeSize(); uint8* MaterialTable = PagePointer.Advance(MaterialTableSize); FMemory::Memcpy(MaterialTable, MaterialRangeData.GetData(), MaterialTableSize); check(MaterialTableSize == Page.GpuSizes.GetMaterialTableSize()); // Decode information PageDiskHeader->DecodeInfoOffset = PagePointer.Offset(); for (uint32 i = 0; i < Page.PartsNum; i++) { const FClusterGroupPart& Part = Parts[Page.PartsStartIndex + i]; for (uint32 j = 0; j < (uint32)Part.Clusters.Num(); j++) { const uint32 ClusterIndex = Part.Clusters[j]; FUVRange* DecodeInfo = PagePointer.Advance(NumTexCoords); for (uint32 k = 0; k < NumTexCoords; k++) { DecodeInfo[k] = EncodingInfos[ClusterIndex].UVRanges[k]; } } } // Index data { uint8* IndexData = PagePointer.GetPtr(); #if NANITE_USE_STRIP_INDICES for (uint32 i = 0; i < Page.PartsNum; i++) { const FClusterGroupPart& Part = Parts[Page.PartsStartIndex + i]; for (uint32 j = 0; j < (uint32)Part.Clusters.Num(); j++) { const uint32 LocalClusterIndex = Part.PageClusterOffset + j; const uint32 ClusterIndex = Part.Clusters[j]; const FCluster& Cluster = Clusters[ClusterIndex]; ClusterDiskHeaders[LocalClusterIndex].IndexDataOffset = PagePointer.Offset(); ClusterDiskHeaders[LocalClusterIndex].NumPrevNewVerticesBeforeDwords = Cluster.StripDesc.NumPrevNewVerticesBeforeDwords; ClusterDiskHeaders[LocalClusterIndex].NumPrevRefVerticesBeforeDwords = Cluster.StripDesc.NumPrevRefVerticesBeforeDwords; PagePointer.Advance(Cluster.StripIndexData.Num()); } } uint32 IndexDataSize = CombinedIndexData.Num() * CombinedIndexData.GetTypeSize(); FMemory::Memcpy(IndexData, CombinedIndexData.GetData(), IndexDataSize); PagePointer.Align(sizeof(uint32)); PageDiskHeader->StripBitmaskOffset = PagePointer.Offset(); uint32 StripBitmaskDataSize = CombinedStripBitmaskData.Num() * CombinedStripBitmaskData.GetTypeSize(); uint8* StripBitmaskData = PagePointer.Advance(StripBitmaskDataSize); FMemory::Memcpy(StripBitmaskData, CombinedStripBitmaskData.GetData(), StripBitmaskDataSize); #else for (uint32 i = 0; i < Page.NumClusters; i++) { ClusterDiskHeaders[i].IndexDataOffset = PagePointer.Offset(); PagePointer.Advance(PackedClusters[i].GetNumTris() * 3); } PagePointer.Align(sizeof(uint32)); uint32 IndexDataSize = CombinedIndexData.Num() * CombinedIndexData.GetTypeSize(); FMemory::Memcpy(IndexData, CombinedIndexData.GetData(), IndexDataSize); #endif } // Write PageCluster Map { uint8* PageClusterMapPtr = PagePointer.GetPtr(); for (uint32 i = 0; i < Page.NumClusters; i++) { ClusterDiskHeaders[i].PageClusterMapOffset = PagePointer.Offset(); PagePointer.Advance(NumPageClusterPairsPerCluster[i]); } check((PagePointer.GetPtr() - PageClusterMapPtr) == CombinedPageClusterPairData.Num() * CombinedPageClusterPairData.GetTypeSize()); FMemory::Memcpy(PageClusterMapPtr, CombinedPageClusterPairData.GetData(), CombinedPageClusterPairData.Num() * CombinedPageClusterPairData.GetTypeSize()); } // Write Vertex Reference Bitmask { PageDiskHeader->VertexRefBitmaskOffset = PagePointer.Offset(); const uint32 VertexRefBitmaskSize = Page.NumClusters * (NANITE_MAX_CLUSTER_VERTICES / 8); uint8* VertexRefBitmask = PagePointer.Advance(VertexRefBitmaskSize); FMemory::Memcpy(VertexRefBitmask, CombinedVertexRefBitmaskData.GetData(), VertexRefBitmaskSize); check(CombinedVertexRefBitmaskData.Num() * CombinedVertexRefBitmaskData.GetTypeSize() == VertexRefBitmaskSize); } // Write Vertex References { PageDiskHeader->NumVertexRefs = CombinedVertexRefData.Num(); uint8* VertexRefs = PagePointer.GetPtr(); for (uint32 i = 0; i < Page.NumClusters; i++) { ClusterDiskHeaders[i].VertexRefDataOffset = PagePointer.Offset(); const uint32 NumVertexRefs = PackedClusters[i].GetNumVerts() - CodedVerticesPerCluster[i]; ClusterDiskHeaders[i].NumVertexRefs = NumVertexRefs; PagePointer.Advance(NumVertexRefs); } PagePointer.Advance(CombinedVertexRefData.Num()); // Low bytes PagePointer.Align(sizeof(uint32)); // Split low and high bytes for better compression for (int32 i = 0; i < CombinedVertexRefData.Num(); i++) { VertexRefs[i] = CombinedVertexRefData[i] >> 8; VertexRefs[i + CombinedVertexRefData.Num()] = CombinedVertexRefData[i] & 0xFF; } } // Write Positions { uint8* PositionData = PagePointer.GetPtr(); for (uint32 i = 0; i < Page.NumClusters; i++) { ClusterDiskHeaders[i].PositionDataOffset = PagePointer.Offset(); PagePointer.Advance(NumPositionBytesPerCluster[i]); } check( (PagePointer.GetPtr() - PositionData) == CombinedPositionData.Num() * CombinedPositionData.GetTypeSize()); FMemory::Memcpy(PositionData, CombinedPositionData.GetData(), CombinedPositionData.Num() * CombinedPositionData.GetTypeSize()); } // Write Attributes { uint8* AttribData = PagePointer.GetPtr(); for (uint32 i = 0; i < Page.NumClusters; i++) { const uint32 BytesPerAttribute = (PackedClusters[i].GetBitsPerAttribute() + 7) / 8; ClusterDiskHeaders[i].AttributeDataOffset = PagePointer.Offset(); PagePointer.Advance(Align(CodedVerticesPerCluster[i] * BytesPerAttribute, 4)); } check((uint32)(PagePointer.GetPtr() - AttribData) == CombinedAttributeData.Num() * CombinedAttributeData.GetTypeSize()); FMemory::Memcpy(AttribData, CombinedAttributeData.GetData(), CombinedAttributeData.Num()* CombinedAttributeData.GetTypeSize()); } PageResult.SetNum(PagePointer.Offset(), false); }); // Write pages uint32 NumRootPages = 0; uint32 TotalRootGPUSize = 0; uint32 TotalRootDiskSize = 0; uint32 NumStreamingPages = 0; uint32 TotalStreamingGPUSize = 0; uint32 TotalStreamingDiskSize = 0; uint32 TotalFixupSize = 0; for (uint32 PageIndex = 0; PageIndex < NumPages; PageIndex++) { const FPage& Page = Pages[PageIndex]; const bool bRootPage = Resources.IsRootPage(PageIndex); FFixupChunk& FixupChunk = FixupChunks[PageIndex]; TArray& BulkData = bRootPage ? Resources.RootData : StreamableBulkData; FPageStreamingState& PageStreamingState = Resources.PageStreamingStates[PageIndex]; PageStreamingState.BulkOffset = BulkData.Num(); // Write fixup chunk uint32 FixupChunkSize = FixupChunk.GetSize(); check(FixupChunk.Header.NumHierachyFixups < NANITE_MAX_CLUSTERS_PER_PAGE); check(FixupChunk.Header.NumClusterFixups < NANITE_MAX_CLUSTERS_PER_PAGE); BulkData.Append((uint8*)&FixupChunk, FixupChunkSize); TotalFixupSize += FixupChunkSize; // Copy page to BulkData TArray& PageData = PageResults[PageIndex]; BulkData.Append(PageData.GetData(), PageData.Num()); if (bRootPage) { TotalRootGPUSize += Page.GpuSizes.GetTotal(); TotalRootDiskSize += PageData.Num(); NumRootPages++; } else { TotalStreamingGPUSize += Page.GpuSizes.GetTotal(); TotalStreamingDiskSize += PageData.Num(); NumStreamingPages++; } PageStreamingState.BulkSize = BulkData.Num() - PageStreamingState.BulkOffset; PageStreamingState.PageSize = PageData.Num(); } const uint32 TotalPageGPUSize = TotalRootGPUSize + TotalStreamingGPUSize; const uint32 TotalPageDiskSize = TotalRootDiskSize + TotalStreamingDiskSize; UE_LOG(LogStaticMesh, Log, TEXT("WritePages:"), NumPages); UE_LOG(LogStaticMesh, Log, TEXT(" Root: GPU size: %d bytes. %d Pages. %.3f bytes per page (%.3f%% utilization)."), TotalRootGPUSize, NumRootPages, TotalRootGPUSize / (float)NumRootPages, TotalRootGPUSize / (float(NumRootPages) * NANITE_ROOT_PAGE_GPU_SIZE) * 100.0f); if(NumStreamingPages > 0) { UE_LOG(LogStaticMesh, Log, TEXT(" Streaming: GPU size: %d bytes. %d Pages. %.3f bytes per page (%.3f%% utilization)."), TotalStreamingGPUSize, NumStreamingPages, TotalStreamingGPUSize / float(NumStreamingPages), TotalStreamingGPUSize / (float(NumStreamingPages) * NANITE_STREAMING_PAGE_GPU_SIZE) * 100.0f); } else { UE_LOG(LogStaticMesh, Log, TEXT(" Streaming: 0 bytes.")); } UE_LOG(LogStaticMesh, Log, TEXT(" Page data disk size: %d bytes. Fixup data size: %d bytes."), TotalPageDiskSize, TotalFixupSize); UE_LOG(LogStaticMesh, Log, TEXT(" Total GPU size: %d bytes, Total disk size: %d bytes."), TotalPageGPUSize, TotalPageDiskSize + TotalFixupSize); // Store PageData Resources.StreamablePages.Lock(LOCK_READ_WRITE); uint8* Ptr = (uint8*)Resources.StreamablePages.Realloc(StreamableBulkData.Num()); FMemory::Memcpy(Ptr, StreamableBulkData.GetData(), StreamableBulkData.Num()); Resources.StreamablePages.Unlock(); Resources.StreamablePages.SetBulkDataFlags(BULKDATA_Force_NOT_InlinePayload); } struct FIntermediateNode { uint32 PartIndex = MAX_uint32; uint32 MipLevel = MAX_int32; bool bLeaf = false; FBounds3f Bound; TArray< uint32 > Children; }; static uint32 BuildHierarchyRecursive(TArray& HierarchyNodes, const TArray& Nodes, const TArray& Groups, TArray& Parts, uint32 CurrentNodeIndex) { const FIntermediateNode& INode = Nodes[ CurrentNodeIndex ]; check( INode.PartIndex == MAX_uint32 ); check( !INode.bLeaf ); uint32 HNodeIndex = HierarchyNodes.Num(); HierarchyNodes.AddZeroed(); uint32 NumChildren = INode.Children.Num(); check( NumChildren > 0 && NumChildren <= NANITE_MAX_BVH_NODE_FANOUT ); for( uint32 ChildIndex = 0; ChildIndex < NumChildren; ChildIndex++ ) { uint32 ChildNodeIndex = INode.Children[ ChildIndex ]; const FIntermediateNode& ChildNode = Nodes[ ChildNodeIndex ]; if( ChildNode.bLeaf ) { // Cluster Group check(ChildNode.bLeaf); FClusterGroupPart& Part = Parts[ChildNode.PartIndex]; const FClusterGroup& Group = Groups[Part.GroupIndex]; FHierarchyNode& HNode = HierarchyNodes[HNodeIndex]; HNode.Bounds[ChildIndex] = Part.Bounds; HNode.LODBounds[ChildIndex] = Group.LODBounds; HNode.MinLODErrors[ChildIndex] = Group.MinLODError; HNode.MaxParentLODErrors[ChildIndex] = Group.MaxParentLODError; HNode.ChildrenStartIndex[ChildIndex] = 0xFFFFFFFFu; HNode.NumChildren[ChildIndex] = Part.Clusters.Num(); HNode.ClusterGroupPartIndex[ChildIndex] = ChildNode.PartIndex; check(HNode.NumChildren[ChildIndex] <= NANITE_MAX_CLUSTERS_PER_GROUP); Part.HierarchyNodeIndex = HNodeIndex; Part.HierarchyChildIndex = ChildIndex; } else { // Hierarchy node uint32 ChildHierarchyNodeIndex = BuildHierarchyRecursive(HierarchyNodes, Nodes, Groups, Parts, ChildNodeIndex); const Nanite::FHierarchyNode& ChildHNode = HierarchyNodes[ChildHierarchyNodeIndex]; FBounds3f Bounds; TArray< FSphere3f, TInlineAllocator > LODBoundSpheres; float MinLODError = MAX_flt; float MaxParentLODError = 0.0f; for (uint32 GrandChildIndex = 0; GrandChildIndex < NANITE_MAX_BVH_NODE_FANOUT && ChildHNode.NumChildren[GrandChildIndex] != 0; GrandChildIndex++) { Bounds += ChildHNode.Bounds[GrandChildIndex]; LODBoundSpheres.Add(ChildHNode.LODBounds[GrandChildIndex]); MinLODError = FMath::Min(MinLODError, ChildHNode.MinLODErrors[GrandChildIndex]); MaxParentLODError = FMath::Max(MaxParentLODError, ChildHNode.MaxParentLODErrors[GrandChildIndex]); } FSphere3f LODBounds = FSphere3f(LODBoundSpheres.GetData(), LODBoundSpheres.Num()); Nanite::FHierarchyNode& HNode = HierarchyNodes[HNodeIndex]; HNode.Bounds[ChildIndex] = Bounds; HNode.LODBounds[ChildIndex] = LODBounds; HNode.MinLODErrors[ChildIndex] = MinLODError; HNode.MaxParentLODErrors[ChildIndex] = MaxParentLODError; HNode.ChildrenStartIndex[ChildIndex] = ChildHierarchyNodeIndex; HNode.NumChildren[ChildIndex] = NANITE_MAX_CLUSTERS_PER_GROUP; HNode.ClusterGroupPartIndex[ChildIndex] = INVALID_GROUP_INDEX; } } return HNodeIndex; } #define BVH_BUILD_WRITE_GRAPHVIZ 0 #if BVH_BUILD_WRITE_GRAPHVIZ static void WriteDotGraph(const TArray& Nodes) { FGenericPlatformMisc::LowLevelOutputDebugString(TEXT("digraph {\n")); const uint32 NumNodes = Nodes.Num(); for (uint32 NodeIndex = 0; NodeIndex < NumNodes; NodeIndex++) { const FIntermediateNode& Node = Nodes[NodeIndex]; if (!Node.bLeaf) { uint32 NumLeaves = 0; for (uint32 ChildIndex : Node.Children) { if(Nodes[ChildIndex].bLeaf) { NumLeaves++; } else { FGenericPlatformMisc::LowLevelOutputDebugStringf(TEXT("\tn%d -> n%d;\n"), NodeIndex, ChildIndex); } } FGenericPlatformMisc::LowLevelOutputDebugStringf(TEXT("\tn%d [label=\"%d, %d\"];\n"), NodeIndex, Node.Children.Num(), NumLeaves); } } FGenericPlatformMisc::LowLevelOutputDebugString(TEXT("}\n")); } #endif static float BVH_Cost(const TArray& Nodes, TArrayView NodeIndices) { FBounds3f Bound; for (uint32 NodeIndex : NodeIndices) { Bound += Nodes[NodeIndex].Bound; } return Bound.GetSurfaceArea(); } static void BVH_SortNodes(const TArray& Nodes, TArrayView NodeIndices, const TArray& ChildSizes) { // Perform NANITE_MAX_BVH_NODE_FANOUT_BITS binary splits for (uint32 Level = 0; Level < NANITE_MAX_BVH_NODE_FANOUT_BITS; Level++) { const uint32 NumBuckets = 1 << Level; const uint32 NumChildrenPerBucket = NANITE_MAX_BVH_NODE_FANOUT >> Level; const uint32 NumChildrenPerBucketHalf = NumChildrenPerBucket >> 1; uint32 BucketStartIndex = 0; for (uint32 BucketIndex = 0; BucketIndex < NumBuckets; BucketIndex++) { const uint32 FirstChild = NumChildrenPerBucket * BucketIndex; uint32 Sizes[2] = {}; for (uint32 i = 0; i < NumChildrenPerBucketHalf; i++) { Sizes[0] += ChildSizes[FirstChild + i]; Sizes[1] += ChildSizes[FirstChild + i + NumChildrenPerBucketHalf]; } TArrayView NodeIndices01 = NodeIndices.Slice(BucketStartIndex, Sizes[0] + Sizes[1]); TArrayView NodeIndices0 = NodeIndices.Slice(BucketStartIndex, Sizes[0]); TArrayView NodeIndices1 = NodeIndices.Slice(BucketStartIndex + Sizes[0], Sizes[1]); BucketStartIndex += Sizes[0] + Sizes[1]; auto SortByAxis = [&](uint32 AxisIndex) { if (AxisIndex == 0) NodeIndices01.Sort([&Nodes](uint32 A, uint32 B) { return Nodes[A].Bound.GetCenter().X < Nodes[B].Bound.GetCenter().X; }); else if (AxisIndex == 1) NodeIndices01.Sort([&Nodes](uint32 A, uint32 B) { return Nodes[A].Bound.GetCenter().Y < Nodes[B].Bound.GetCenter().Y; }); else if (AxisIndex == 2) NodeIndices01.Sort([&Nodes](uint32 A, uint32 B) { return Nodes[A].Bound.GetCenter().Z < Nodes[B].Bound.GetCenter().Z; }); else check(false); }; float BestCost = MAX_flt; uint32 BestAxisIndex = 0; // Try sorting along different axes and pick the best one const uint32 NumAxes = 3; for (uint32 AxisIndex = 0; AxisIndex < NumAxes; AxisIndex++) { SortByAxis(AxisIndex); float Cost = BVH_Cost(Nodes, NodeIndices0) + BVH_Cost(Nodes, NodeIndices1); if (Cost < BestCost) { BestCost = Cost; BestAxisIndex = AxisIndex; } } // Resort if we the best one wasn't the last one if (BestAxisIndex != NumAxes - 1) { SortByAxis(BestAxisIndex); } } } } // Build hierarchy using a top-down splitting approach. // WIP: So far it just focuses on minimizing worst-case tree depth/latency. // It does this by building a complete tree with at most one partially filled level. // At most one node is partially filled. //TODO: Experiment with sweeping, even if it results in more total nodes and/or makes some paths slightly longer. static uint32 BuildHierarchyTopDown(TArray& Nodes, TArrayView NodeIndices, bool bSort) { const uint32 N = NodeIndices.Num(); if (N == 1) { return NodeIndices[0]; } const uint32 NewRootIndex = Nodes.Num(); Nodes.AddDefaulted_GetRef(); if (N <= NANITE_MAX_BVH_NODE_FANOUT) { Nodes[NewRootIndex].Children = NodeIndices; return NewRootIndex; } // Where does the last (incomplete) level start uint32 TopSize = NANITE_MAX_BVH_NODE_FANOUT; while (TopSize * NANITE_MAX_BVH_NODE_FANOUT <= N) { TopSize *= NANITE_MAX_BVH_NODE_FANOUT; } const uint32 LargeChildSize = TopSize; const uint32 SmallChildSize = TopSize / NANITE_MAX_BVH_NODE_FANOUT; const uint32 MaxExcessPerChild = LargeChildSize - SmallChildSize; TArray ChildSizes; ChildSizes.SetNum(NANITE_MAX_BVH_NODE_FANOUT); uint32 Excess = N - TopSize; for (int32 i = NANITE_MAX_BVH_NODE_FANOUT-1; i >= 0; i--) { const uint32 ChildExcess = FMath::Min(Excess, MaxExcessPerChild); ChildSizes[i] = SmallChildSize + ChildExcess; Excess -= ChildExcess; } check(Excess == 0); if (bSort) { BVH_SortNodes(Nodes, NodeIndices, ChildSizes); } uint32 Offset = 0; for (uint32 i = 0; i < NANITE_MAX_BVH_NODE_FANOUT; i++) { uint32 ChildSize = ChildSizes[i]; uint32 NodeIndex = BuildHierarchyTopDown(Nodes, NodeIndices.Slice(Offset, ChildSize), bSort); // Needs to be separated from next statement with sequence point to order access to Nodes array. Nodes[NewRootIndex].Children.Add(NodeIndex); Offset += ChildSize; } return NewRootIndex; } static void BuildHierarchies(FResources& Resources, const TArray& Groups, TArray& Parts, uint32 NumMeshes) { TArray> PartsByMesh; PartsByMesh.SetNum(NumMeshes); // Assign group parts to the meshes they belong to const uint32 NumTotalParts = Parts.Num(); for (uint32 PartIndex = 0; PartIndex < NumTotalParts; PartIndex++) { FClusterGroupPart& Part = Parts[PartIndex]; PartsByMesh[Groups[Part.GroupIndex].MeshIndex].Add(PartIndex); } for (uint32 MeshIndex = 0; MeshIndex < NumMeshes; MeshIndex++) { const TArray& PartIndices = PartsByMesh[MeshIndex]; const uint32 NumParts = PartIndices.Num(); int32 MaxMipLevel = 0; for (uint32 i = 0; i < NumParts; i++) { MaxMipLevel = FMath::Max(MaxMipLevel, Groups[Parts[PartIndices[i]].GroupIndex].MipLevel); } TArray< FIntermediateNode > Nodes; Nodes.SetNum(NumParts); // Build leaf nodes for each LOD level of the mesh TArray> NodesByMip; NodesByMip.SetNum(MaxMipLevel + 1); for (uint32 i = 0; i < NumParts; i++) { const uint32 PartIndex = PartIndices[i]; const FClusterGroupPart& Part = Parts[PartIndex]; const FClusterGroup& Group = Groups[Part.GroupIndex]; const int32 MipLevel = Group.MipLevel; FIntermediateNode& Node = Nodes[i]; Node.Bound = Part.Bounds; Node.PartIndex = PartIndex; Node.MipLevel = Group.MipLevel; Node.bLeaf = true; NodesByMip[Group.MipLevel].Add(i); } uint32 RootIndex = 0; if (Nodes.Num() == 1) { // Just a single leaf. // Needs to be special-cased as root should always be an inner node. FIntermediateNode& Node = Nodes.AddDefaulted_GetRef(); Node.Children.Add(0); Node.Bound = Nodes[0].Bound; RootIndex = 1; } else { // Build hierarchy: // Nanite meshes contain cluster data for many levels of detail. Clusters from different levels // of detail can vary wildly in size, which can already be challenge for building a good hierarchy. // Apart from the visibility bounds, the hierarchy also tracks conservative LOD error metrics for the child nodes. // The runtime traversal descends into children as long as they are visible and the conservative LOD error is not // more detailed than what we are looking for. We have to be very careful when mixing clusters from different LODs // as less detailed clusters can easily end up bloating both bounds and error metrics. // We have experimented with a bunch of mixed LOD approached, but currently, it seems, building separate hierarchies // for each LOD level and then building a hierarchy of those hierarchies gives the best and most predictable results. // TODO: The roots of these hierarchies all share the same visibility and LOD bounds, or at least close enough that we could // make a shared conservative bound without losing much. This makes a lot of the work around the root node fairly // redundant. Perhaps we should consider evaluating a shared root during instance cull instead and enable/disable // the per-level hierarchies based on 1D range tests for LOD error. TArray LevelRoots; for (int32 MipLevel = 0; MipLevel <= MaxMipLevel; MipLevel++) { if (NodesByMip[MipLevel].Num() > 0) { // Build a hierarchy for the mip level uint32 NodeIndex = BuildHierarchyTopDown(Nodes, NodesByMip[MipLevel], true); if (Nodes[NodeIndex].bLeaf || Nodes[NodeIndex].Children.Num() == NANITE_MAX_BVH_NODE_FANOUT) { // Leaf or filled node. Just add it. LevelRoots.Add(NodeIndex); } else { // Incomplete node. Discard the code and add the children as roots instead. LevelRoots.Append(Nodes[NodeIndex].Children); } } } // Build top hierarchy. A hierarchy of MIP hierarchies. RootIndex = BuildHierarchyTopDown(Nodes, LevelRoots, false); } check(Nodes.Num() > 0); #if BVH_BUILD_WRITE_GRAPHVIZ WriteDotGraph(Nodes); #endif TArray< FHierarchyNode > HierarchyNodes; BuildHierarchyRecursive(HierarchyNodes, Nodes, Groups, Parts, RootIndex); // Convert hierarchy to packed format const uint32 NumHierarchyNodes = HierarchyNodes.Num(); const uint32 PackedBaseIndex = Resources.HierarchyNodes.Num(); Resources.HierarchyRootOffsets.Add(PackedBaseIndex); Resources.HierarchyNodes.AddDefaulted(NumHierarchyNodes); for (uint32 i = 0; i < NumHierarchyNodes; i++) { PackHierarchyNode(Resources.HierarchyNodes[PackedBaseIndex + i], HierarchyNodes[i], Groups, Parts, Resources.NumRootPages); } } } void BuildMaterialRanges( const TArray& TriangleIndices, const TArray& MaterialIndices, TArray>& MaterialTris, TArray>& MaterialRanges) { check(MaterialTris.Num() == 0); check(MaterialRanges.Num() == 0); check(MaterialIndices.Num() * 3 == TriangleIndices.Num()); const uint32 TriangleCount = MaterialIndices.Num(); TArray> MaterialCounts; MaterialCounts.AddZeroed(64); // Tally up number tris per material index for (uint32 i = 0; i < TriangleCount; i++) { const uint32 MaterialIndex = MaterialIndices[i]; ++MaterialCounts[MaterialIndex]; } for (uint32 i = 0; i < TriangleCount; i++) { FMaterialTriangle MaterialTri; MaterialTri.Index0 = TriangleIndices[(i * 3) + 0]; MaterialTri.Index1 = TriangleIndices[(i * 3) + 1]; MaterialTri.Index2 = TriangleIndices[(i * 3) + 2]; MaterialTri.MaterialIndex = MaterialIndices[i]; MaterialTri.RangeCount = MaterialCounts[MaterialTri.MaterialIndex]; check(MaterialTri.RangeCount > 0); MaterialTris.Add(MaterialTri); } // Sort by triangle range count descending, and material index ascending. // This groups the material ranges from largest to smallest, which is // more efficient for evaluating the sequences on the GPU, and also makes // the minus one encoding work (the first range must have more than 1 tri). MaterialTris.Sort( [](const FMaterialTriangle& A, const FMaterialTriangle& B) { if (A.RangeCount != B.RangeCount) { return (A.RangeCount > B.RangeCount); } return (A.MaterialIndex < B.MaterialIndex); } ); FMaterialRange CurrentRange; CurrentRange.RangeStart = 0; CurrentRange.RangeLength = 0; CurrentRange.MaterialIndex = MaterialTris.Num() > 0 ? MaterialTris[0].MaterialIndex : 0; for (int32 TriIndex = 0; TriIndex < MaterialTris.Num(); ++TriIndex) { const FMaterialTriangle& Triangle = MaterialTris[TriIndex]; // Material changed, so add current range and reset if (CurrentRange.RangeLength > 0 && Triangle.MaterialIndex != CurrentRange.MaterialIndex) { MaterialRanges.Add(CurrentRange); CurrentRange.RangeStart = TriIndex; CurrentRange.RangeLength = 1; CurrentRange.MaterialIndex = Triangle.MaterialIndex; } else { ++CurrentRange.RangeLength; } } // Add last triangle to range if (CurrentRange.RangeLength > 0) { MaterialRanges.Add(CurrentRange); } check(MaterialTris.Num() == TriangleCount); } static void BuildMaterialRanges(FCluster& Cluster) { check(Cluster.MaterialRanges.Num() == 0); check(Cluster.NumTris <= NANITE_MAX_CLUSTER_TRIANGLES); check(Cluster.NumTris * 3 == Cluster.Indexes.Num()); TArray> MaterialTris; BuildMaterialRanges( Cluster.Indexes, Cluster.MaterialIndexes, MaterialTris, Cluster.MaterialRanges); // Write indices back to clusters for (uint32 Triangle = 0; Triangle < Cluster.NumTris; ++Triangle) { Cluster.Indexes[Triangle * 3 + 0] = MaterialTris[Triangle].Index0; Cluster.Indexes[Triangle * 3 + 1] = MaterialTris[Triangle].Index1; Cluster.Indexes[Triangle * 3 + 2] = MaterialTris[Triangle].Index2; Cluster.MaterialIndexes[Triangle] = MaterialTris[Triangle].MaterialIndex; } } // Sort cluster triangles into material ranges. Add Material ranges to clusters. static void BuildMaterialRanges( TArray& Clusters ) { //const uint32 NumClusters = Clusters.Num(); //for( uint32 ClusterIndex = 0; ClusterIndex < NumClusters; ClusterIndex++ ) ParallelFor(TEXT("NaniteEncode.BuildMaterialRanges.PF"), Clusters.Num(), 256, [&]( uint32 ClusterIndex ) { BuildMaterialRanges( Clusters[ ClusterIndex ] ); } ); } // Prints material range stats. This has to happen separate from BuildMaterialRanges as materials might be recalculated because of cluster splitting. static void PrintMaterialRangeStats( TArray& Clusters ) { TFixedBitVector UsedMaterialIndices; UsedMaterialIndices.Clear(); uint32 NumClusterMaterials[ 4 ] = { 0, 0, 0, 0 }; // 1, 2, 3, >= 4 const uint32 NumClusters = Clusters.Num(); for( uint32 ClusterIndex = 0; ClusterIndex < NumClusters; ClusterIndex++ ) { FCluster& Cluster = Clusters[ ClusterIndex ]; // TODO: Valid assumption? All null materials should have been assigned default material at this point. check( Cluster.MaterialRanges.Num() > 0 ); NumClusterMaterials[ FMath::Min( Cluster.MaterialRanges.Num() - 1, 3 ) ]++; for( const FMaterialRange& MaterialRange : Cluster.MaterialRanges ) { UsedMaterialIndices.SetBit( MaterialRange.MaterialIndex ); } } UE_LOG( LogStaticMesh, Log, TEXT( "Material Stats - Unique Materials: %d, Fast Path Clusters: %d, Slow Path Clusters: %d, 1 Material: %d, 2 Materials: %d, 3 Materials: %d, At Least 4 Materials: %d" ), UsedMaterialIndices.CountBits(), Clusters.Num() - NumClusterMaterials[ 3 ], NumClusterMaterials[ 3 ], NumClusterMaterials[ 0 ], NumClusterMaterials[ 1 ], NumClusterMaterials[ 2 ], NumClusterMaterials[ 3 ] ); #if 0 for( uint32 MaterialIndex = 0; MaterialIndex < MAX_CLUSTER_MATERIALS; ++MaterialIndex ) { if( UsedMaterialIndices.GetBit( MaterialIndex ) > 0 ) { UE_LOG( LogStaticMesh, Log, TEXT( " Material Index: %d" ), MaterialIndex ); } } #endif } #if DO_CHECK static void VerifyClusterConstaints( const FCluster& Cluster ) { check( Cluster.NumTris * 3 == Cluster.Indexes.Num() ); check( Cluster.NumVerts <= 256 ); const uint32 NumTriangles = Cluster.NumTris; uint32 MaxVertexIndex = 0; for( uint32 i = 0; i < NumTriangles; i++ ) { uint32 Index0 = Cluster.Indexes[ i * 3 + 0 ]; uint32 Index1 = Cluster.Indexes[ i * 3 + 1 ]; uint32 Index2 = Cluster.Indexes[ i * 3 + 2 ]; MaxVertexIndex = FMath::Max( MaxVertexIndex, FMath::Max3( Index0, Index1, Index2 ) ); check( MaxVertexIndex - Index0 < CONSTRAINED_CLUSTER_CACHE_SIZE ); check( MaxVertexIndex - Index1 < CONSTRAINED_CLUSTER_CACHE_SIZE ); check( MaxVertexIndex - Index2 < CONSTRAINED_CLUSTER_CACHE_SIZE ); } } #endif // Weights for individual cache entries based on simulated annealing optimization on DemoLevel. static int16 CacheWeightTable[ CONSTRAINED_CLUSTER_CACHE_SIZE ] = { 577, 616, 641, 512, 614, 635, 478, 651, 65, 213, 719, 490, 213, 726, 863, 745, 172, 939, 805, 885, 958, 1208, 1319, 1318, 1475, 1779, 2342, 159, 2307, 1998, 1211, 932 }; // Constrain cluster to only use vertex references that are within a fixed sized trailing window from the current highest encountered vertex index. // Triangles are reordered based on a FIFO-style cache optimization to minimize the number of vertices that need to be duplicated. static void ConstrainClusterFIFO( FCluster& Cluster ) { uint32 NumOldTriangles = Cluster.NumTris; uint32 NumOldVertices = Cluster.NumVerts; const uint32 MAX_CLUSTER_TRIANGLES_IN_DWORDS = (NANITE_MAX_CLUSTER_TRIANGLES + 31 ) / 32; uint32 VertexToTriangleMasks[NANITE_MAX_CLUSTER_TRIANGLES * 3][MAX_CLUSTER_TRIANGLES_IN_DWORDS] = {}; // Generate vertex to triangle masks for( uint32 i = 0; i < NumOldTriangles; i++ ) { uint32 i0 = Cluster.Indexes[ i * 3 + 0 ]; uint32 i1 = Cluster.Indexes[ i * 3 + 1 ]; uint32 i2 = Cluster.Indexes[ i * 3 + 2 ]; check( i0 != i1 && i1 != i2 && i2 != i0 ); // Degenerate input triangle! VertexToTriangleMasks[ i0 ][ i >> 5 ] |= 1 << ( i & 31 ); VertexToTriangleMasks[ i1 ][ i >> 5 ] |= 1 << ( i & 31 ); VertexToTriangleMasks[ i2 ][ i >> 5 ] |= 1 << ( i & 31 ); } uint32 TrianglesEnabled[ MAX_CLUSTER_TRIANGLES_IN_DWORDS ] = {}; // Enabled triangles are in the current material range and have not yet been visited. uint32 TrianglesTouched[ MAX_CLUSTER_TRIANGLES_IN_DWORDS ] = {}; // Touched triangles have had at least one of their vertices visited. uint16 OptimizedIndices[NANITE_MAX_CLUSTER_TRIANGLES * 3 ]; uint32 NumNewVertices = 0; uint32 NumNewTriangles = 0; uint16 OldToNewVertex[NANITE_MAX_CLUSTER_TRIANGLES * 3]; uint16 NewToOldVertex[NANITE_MAX_CLUSTER_TRIANGLES * 3] = {}; // Initialize to make static analysis happy FMemory::Memset( OldToNewVertex, -1, sizeof( OldToNewVertex ) ); auto ScoreVertex = [ &OldToNewVertex, &NumNewVertices ] ( uint32 OldVertex ) { uint16 NewIndex = OldToNewVertex[ OldVertex ]; int32 CacheScore = 0; if( NewIndex != 0xFFFF ) { uint32 CachePosition = ( NumNewVertices - 1 ) - NewIndex; if( CachePosition < CONSTRAINED_CLUSTER_CACHE_SIZE ) CacheScore = CacheWeightTable[ CachePosition ]; } return CacheScore; }; uint32 RangeStart = 0; for( FMaterialRange& MaterialRange : Cluster.MaterialRanges ) { check( RangeStart == MaterialRange.RangeStart ); uint32 RangeLength = MaterialRange.RangeLength; // Enable triangles from current range for( uint32 i = 0; i < MAX_CLUSTER_TRIANGLES_IN_DWORDS; i++ ) { int32 RangeStartRelativeToDword = (int32)RangeStart - (int32)i * 32; int32 BitStart = FMath::Max( RangeStartRelativeToDword, 0 ); int32 BitEnd = FMath::Max( RangeStartRelativeToDword + (int32)RangeLength, 0 ); uint32 StartMask = BitStart < 32 ? ( ( 1u << BitStart ) - 1u ) : 0xFFFFFFFFu; uint32 EndMask = BitEnd < 32 ? ( ( 1u << BitEnd ) - 1u ) : 0xFFFFFFFFu; TrianglesEnabled[ i ] |= StartMask ^ EndMask; } while( true ) { uint32 NextTriangleIndex = 0xFFFF; int32 NextTriangleScore = 0; // Pick highest scoring available triangle for( uint32 TriangleDwordIndex = 0; TriangleDwordIndex < MAX_CLUSTER_TRIANGLES_IN_DWORDS; TriangleDwordIndex++ ) { uint32 CandidateMask = TrianglesTouched[ TriangleDwordIndex ] & TrianglesEnabled[ TriangleDwordIndex ]; while( CandidateMask ) { uint32 TriangleDwordOffset = FMath::CountTrailingZeros( CandidateMask ); CandidateMask &= CandidateMask - 1; int32 TriangleIndex = ( TriangleDwordIndex << 5 ) + TriangleDwordOffset; int32 TriangleScore = 0; TriangleScore += ScoreVertex( Cluster.Indexes[ TriangleIndex * 3 + 0 ] ); TriangleScore += ScoreVertex( Cluster.Indexes[ TriangleIndex * 3 + 1 ] ); TriangleScore += ScoreVertex( Cluster.Indexes[ TriangleIndex * 3 + 2 ] ); if( TriangleScore > NextTriangleScore ) { NextTriangleIndex = TriangleIndex; NextTriangleScore = TriangleScore; } } } if( NextTriangleIndex == 0xFFFF ) { // If we didn't find a triangle. It might be because it is part of a separate component. Look for an unvisited triangle to restart from. for( uint32 TriangleDwordIndex = 0; TriangleDwordIndex < MAX_CLUSTER_TRIANGLES_IN_DWORDS; TriangleDwordIndex++ ) { uint32 EnableMask = TrianglesEnabled[ TriangleDwordIndex ]; if( EnableMask ) { NextTriangleIndex = ( TriangleDwordIndex << 5 ) + FMath::CountTrailingZeros( EnableMask ); break; } } if( NextTriangleIndex == 0xFFFF ) break; } uint32 OldIndex0 = Cluster.Indexes[ NextTriangleIndex * 3 + 0 ]; uint32 OldIndex1 = Cluster.Indexes[ NextTriangleIndex * 3 + 1 ]; uint32 OldIndex2 = Cluster.Indexes[ NextTriangleIndex * 3 + 2 ]; // Mark incident triangles for( uint32 i = 0; i < MAX_CLUSTER_TRIANGLES_IN_DWORDS; i++ ) { TrianglesTouched[ i ] |= VertexToTriangleMasks[ OldIndex0 ][ i ] | VertexToTriangleMasks[ OldIndex1 ][ i ] | VertexToTriangleMasks[ OldIndex2 ][ i ]; } uint16& NewIndex0 = OldToNewVertex[OldIndex0]; uint16& NewIndex1 = OldToNewVertex[OldIndex1]; uint16& NewIndex2 = OldToNewVertex[OldIndex2]; // Generate new indices such that they are all within a trailing window of CONSTRAINED_CLUSTER_CACHE_SIZE of NumNewVertices. // This can require multiple iterations as new/duplicate vertices can push other vertices outside the window. uint32 TestNumNewVertices = NumNewVertices; TestNumNewVertices += (NewIndex0 == 0xFFFF) + (NewIndex1 == 0xFFFF) + (NewIndex2 == 0xFFFF); while(true) { if (NewIndex0 != 0xFFFF && TestNumNewVertices - NewIndex0 >= CONSTRAINED_CLUSTER_CACHE_SIZE) { NewIndex0 = 0xFFFF; TestNumNewVertices++; continue; } if (NewIndex1 != 0xFFFF && TestNumNewVertices - NewIndex1 >= CONSTRAINED_CLUSTER_CACHE_SIZE) { NewIndex1 = 0xFFFF; TestNumNewVertices++; continue; } if (NewIndex2 != 0xFFFF && TestNumNewVertices - NewIndex2 >= CONSTRAINED_CLUSTER_CACHE_SIZE) { NewIndex2 = 0xFFFF; TestNumNewVertices++; continue; } break; } if (NewIndex0 == 0xFFFF) { NewIndex0 = NumNewVertices++; } if (NewIndex1 == 0xFFFF) { NewIndex1 = NumNewVertices++; } if (NewIndex2 == 0xFFFF) { NewIndex2 = NumNewVertices++; } NewToOldVertex[NewIndex0] = OldIndex0; NewToOldVertex[NewIndex1] = OldIndex1; NewToOldVertex[NewIndex2] = OldIndex2; // Output triangle OptimizedIndices[ NumNewTriangles * 3 + 0 ] = NewIndex0; OptimizedIndices[ NumNewTriangles * 3 + 1 ] = NewIndex1; OptimizedIndices[ NumNewTriangles * 3 + 2 ] = NewIndex2; NumNewTriangles++; // Disable selected triangle TrianglesEnabled[ NextTriangleIndex >> 5 ] &= ~( 1 << ( NextTriangleIndex & 31 ) ); } RangeStart += RangeLength; } check( NumNewTriangles == NumOldTriangles ); // Write back new triangle order for( uint32 i = 0; i < NumNewTriangles * 3; i++ ) { Cluster.Indexes[ i ] = OptimizedIndices[ i ]; } // Write back new vertex order including possibly duplicates TArray< float > OldVertices; Swap( OldVertices, Cluster.Verts ); uint32 VertStride = Cluster.GetVertSize(); Cluster.Verts.AddUninitialized( NumNewVertices * VertStride ); for( uint32 i = 0; i < NumNewVertices; i++ ) { FMemory::Memcpy( &Cluster.GetPosition(i), &OldVertices[ NewToOldVertex[ i ] * VertStride ], VertStride * sizeof( float ) ); } Cluster.NumVerts = NumNewVertices; } // Experimental alternative to ConstrainClusterFIFO based on geodesic distance. It tries to maximize reuse between material ranges by // guiding triangle traversal order by geodesic distance to previous and next range triangles. static void ConstrainClusterGeodesic( FCluster& Cluster ) { uint32 NumOldTriangles = Cluster.NumTris; uint32 NumOldVertices = Cluster.NumVerts; const uint32 MAX_CLUSTER_TRIANGLES_IN_DWORDS = (NANITE_MAX_CLUSTER_TRIANGLES + 31) / 32; const uint32 MAX_DISTANCE = 0xFF; static_assert(NANITE_MAX_CLUSTER_MATERIALS <= 64, "NANITE_MAX_CLUSTER_MATERIALS is assumed to fit in uint64 (1 bit per material)" ); uint64 VertexRangesMask[NANITE_MAX_CLUSTER_TRIANGLES * 3] = { }; uint8 VertexValences[NANITE_MAX_CLUSTER_TRIANGLES * 3] = {}; // Calculate vertex valence and mark which ranges each vertex is in. const uint32 NumRanges = Cluster.MaterialRanges.Num(); for( uint32 RangeIndex = 0; RangeIndex < NumRanges; RangeIndex++ ) { const FMaterialRange& MaterialRange = Cluster.MaterialRanges[ RangeIndex ]; for( uint32 i = 0; i < MaterialRange.RangeLength; i++ ) { uint32 TriangleIndex = MaterialRange.RangeStart + i; uint32 OldIndex0 = Cluster.Indexes[ TriangleIndex * 3 + 0 ]; uint32 OldIndex1 = Cluster.Indexes[ TriangleIndex * 3 + 1 ]; uint32 OldIndex2 = Cluster.Indexes[ TriangleIndex * 3 + 2 ]; check( OldIndex1 != OldIndex0 && OldIndex2 != OldIndex0 && OldIndex2 != OldIndex1 ); uint64 Mask = 1ull << RangeIndex; VertexRangesMask[ OldIndex0 ] |= Mask; VertexRangesMask[ OldIndex1 ] |= Mask; VertexRangesMask[ OldIndex2 ] |= Mask; VertexValences[ OldIndex0 ]++; VertexValences[ OldIndex1 ]++; VertexValences[ OldIndex2 ]++; } } uint16 OptimizedIndices[NANITE_MAX_CLUSTER_TRIANGLES * 3 ]; uint32 NumNewVertices = 0; uint32 NumNewTriangles = 0; uint16 OldToNewVertex[NANITE_MAX_CLUSTER_TRIANGLES * 3 ]; uint16 NewToOldVertex[NANITE_MAX_CLUSTER_TRIANGLES * 3 ]; FMemory::Memset( OldToNewVertex, -1, sizeof( OldToNewVertex ) ); uint16 ComponentStartScoreAndVertex[NANITE_MAX_CLUSTER_TRIANGLES ]; // (score << 9) | vertex FMemory::Memset( ComponentStartScoreAndVertex, -1, sizeof( ComponentStartScoreAndVertex ) ); for( uint32 RangeIndex = 0; RangeIndex < NumRanges; RangeIndex++ ) { const FMaterialRange& MaterialRange = Cluster.MaterialRanges[ RangeIndex ]; uint32 RangeStart = MaterialRange.RangeStart; uint32 RangeLength = MaterialRange.RangeLength; uint8 VertexToComponent[NANITE_MAX_CLUSTER_TRIANGLES * 3 ]; FMemory::Memset( VertexToComponent, -1, sizeof( VertexToComponent ) ); // Associate every vertex with component ID by repeated relaxation. The component ID is the lowest triangle ID it is connected to. { bool bHasChanged; do { bHasChanged = false; for( uint32 i = 0; i < RangeLength; i++ ) { uint32 TriangleIndex = RangeStart + i; uint8& Component0 = VertexToComponent[ Cluster.Indexes[ TriangleIndex * 3 + 0 ] ]; uint8& Component1 = VertexToComponent[ Cluster.Indexes[ TriangleIndex * 3 + 1 ] ]; uint8& Component2 = VertexToComponent[ Cluster.Indexes[ TriangleIndex * 3 + 2 ] ]; uint32 MinTriangle = FMath::Min( TriangleIndex, (uint32)FMath::Min3( Component0, Component1, Component2 ) ); if( MinTriangle < Component0 ) { Component0 = MinTriangle; bHasChanged = true; } if( MinTriangle < Component1 ) { Component1 = MinTriangle; bHasChanged = true; } if( MinTriangle < Component2 ) { Component2 = MinTriangle; bHasChanged = true; } } } while (bHasChanged); } bool bSeenComponent[NANITE_MAX_CLUSTER_TRIANGLES ] = { }; uint32 NumSeenComponents = 0; // Score triangles and determine best scoring vertex for every component for( uint32 i = 0; i < RangeLength; i++ ) { uint32 TriangleIndex = RangeStart + i; uint32 OldIndex0 = Cluster.Indexes[ TriangleIndex * 3 + 0 ]; uint32 OldIndex1 = Cluster.Indexes[ TriangleIndex * 3 + 1 ]; uint32 OldIndex2 = Cluster.Indexes[ TriangleIndex * 3 + 2 ]; uint32 Valence0 = VertexValences[ OldIndex0 ]; uint32 Valence1 = VertexValences[ OldIndex1 ]; uint32 Valence2 = VertexValences[ OldIndex2 ]; uint32 Component = VertexToComponent[ OldIndex0 ]; check( Component == VertexToComponent[ OldIndex1 ] && Component == VertexToComponent[ OldIndex2 ] ); if( !bSeenComponent[ Component ] ) { bSeenComponent[ Component ] = true; NumSeenComponents++; } uint32 Score = Valence0 + Valence1 + Valence2; uint32 StartVertex; if( Valence0 <= Valence1 && Valence0 <= Valence2 ) StartVertex = OldIndex0; else if( Valence1 <= Valence0 && Valence1 <= Valence2 ) StartVertex = OldIndex1; else StartVertex = OldIndex2; uint16 ScoreAndVertex = ( Score << 9 ) | StartVertex; ComponentStartScoreAndVertex[ Component ] = FMath::Min( ComponentStartScoreAndVertex[ Component ], ScoreAndVertex ); } uint8 VertexDistances[NANITE_MAX_CLUSTER_TRIANGLES * 3 ][ 3 ]; // 0: Distance to previous range, 1: Distance to next range, 2: Distance to start triangle // Mark material boundary vertices for( uint32 i = 0; i < RangeLength; i++ ) { uint64 RangeBit = 1ull << RangeIndex; uint64 MaskLow = RangeBit - 1; uint64 MaskHigh = ~MaskLow ^ RangeBit; for( uint32 j = 0; j < 3; j++ ) { uint32 OldIndex = Cluster.Indexes[ (RangeStart + i) * 3 + j ]; uint64 RangesMask = VertexRangesMask[ OldIndex ]; uint32 Component = VertexToComponent[ OldIndex ]; uint32 ComponentStartVertex = ComponentStartScoreAndVertex[ Component ] & 0x1FF; check(OldIndex < NANITE_MAX_CLUSTER_INDICES); VertexDistances[ OldIndex ][ 0 ] = ( RangesMask & MaskLow ) ? 0 : MAX_DISTANCE; VertexDistances[ OldIndex ][ 1 ] = ( RangesMask & MaskHigh ) ? 0 : MAX_DISTANCE; VertexDistances[ OldIndex ][ 2 ] = OldIndex == ComponentStartVertex ? 0 : MAX_DISTANCE; } } // Relaxation to find minimum distance to next and previous range. bool bWasUpdated; do { bWasUpdated = false; for( uint32 i = 0; i < RangeLength; i++ ) { uint32 TriangleIndex = RangeStart + i; uint32 OldIndex0 = Cluster.Indexes[ TriangleIndex * 3 + 0 ]; uint32 OldIndex1 = Cluster.Indexes[ TriangleIndex * 3 + 1 ]; uint32 OldIndex2 = Cluster.Indexes[ TriangleIndex * 3 + 2 ]; for( uint32 j = 0; j < 3; j++ ) { uint32 MinDist = FMath::Min3( VertexDistances[ OldIndex0 ][ j ], VertexDistances[ OldIndex1 ][ j ], VertexDistances[ OldIndex2 ][ j ] ) + 1; if( MinDist < VertexDistances[ OldIndex0 ][ j ] ) { VertexDistances[ OldIndex0 ][ j ] = MinDist; bWasUpdated = true; } if( MinDist < VertexDistances[ OldIndex1 ][ j ] ) { VertexDistances[ OldIndex1 ][ j ] = MinDist; bWasUpdated = true; } if( MinDist < VertexDistances[ OldIndex2 ][ j ] ) { VertexDistances[ OldIndex2 ][ j ] = MinDist; bWasUpdated = true; } } } } while (bWasUpdated); // Generate sort entries uint32 TriangleSortEntries[NANITE_MAX_CLUSTER_TRIANGLES ]; for( uint32 i = 0; i < RangeLength; i++ ) { uint32 TriangleIndex = RangeStart + i; uint32 OldIndex0 = Cluster.Indexes[ TriangleIndex * 3 + 0 ]; uint32 OldIndex1 = Cluster.Indexes[ TriangleIndex * 3 + 1 ]; uint32 OldIndex2 = Cluster.Indexes[ TriangleIndex * 3 + 2 ]; bool bConnectedToPrev = VertexDistances[ OldIndex0 ][ 0 ] != MAX_DISTANCE; bool bConnectedToNext = VertexDistances[ OldIndex0 ][ 1 ] != MAX_DISTANCE; bool bConnectedToPrev1 = VertexDistances[ OldIndex1 ][ 0 ] != MAX_DISTANCE; bool bConnectedToPrev2 = VertexDistances[ OldIndex2 ][ 0 ] != MAX_DISTANCE; bool bConnectedToNext1 = VertexDistances[ OldIndex1 ][ 1 ] != MAX_DISTANCE; bool bConnectedToNext2 = VertexDistances[ OldIndex2 ][ 1 ] != MAX_DISTANCE; check( bConnectedToPrev == bConnectedToPrev1 && bConnectedToPrev == bConnectedToPrev2 ); check( bConnectedToNext == bConnectedToNext1 && bConnectedToNext == bConnectedToNext2 ); uint32 Component = bConnectedToPrev ? 0 : bConnectedToNext ? (NANITE_MAX_CLUSTER_TRIANGLES + 1 ) : VertexToComponent[ OldIndex0 ] + 1; // prev first, next last and everything else in the middle. uint32 Distance = 0x8000; if( bConnectedToPrev || bConnectedToNext ) { // Connected to prev or next. Use distance from either or both for sorting Distance += VertexDistances[ OldIndex0 ][ 0 ] + VertexDistances[ OldIndex1 ][ 0 ] + VertexDistances[ OldIndex2 ][ 0 ]; Distance -= VertexDistances[ OldIndex0 ][ 1 ] + VertexDistances[ OldIndex1 ][ 1 ] + VertexDistances[ OldIndex2 ][ 1 ]; } else { // Independent component. Use distance from lowest valence vertex. Distance += VertexDistances[ OldIndex0 ][ 2 ] + VertexDistances[ OldIndex1 ][ 2 ] + VertexDistances[ OldIndex2 ][ 2 ]; } TriangleSortEntries[ i ] = (Component << 24) | (Distance << 8) | TriangleIndex; } Sort( TriangleSortEntries, RangeLength ); for(uint32 i = 0; i < RangeLength; i++) { uint32 TriangleIndex = TriangleSortEntries[ i ] & 0xFF; uint32 OldIndex0 = Cluster.Indexes[ TriangleIndex * 3 + 0 ]; uint32 OldIndex1 = Cluster.Indexes[ TriangleIndex * 3 + 1 ]; uint32 OldIndex2 = Cluster.Indexes[ TriangleIndex * 3 + 2 ]; uint16& NewIndex0 = OldToNewVertex[ OldIndex0 ]; uint16& NewIndex1 = OldToNewVertex[ OldIndex1 ]; uint16& NewIndex2 = OldToNewVertex[ OldIndex2 ]; // Generate new indices such that they are all within a trailing window of size CONSTRAINED_CLUSTER_CACHE_SIZE of NumNewVertices. // This can require multiple iterations as new or duplicate vertices can push other uint32 PrevNumVewVertices; do { PrevNumVewVertices = NumNewVertices; if( NewIndex0 == 0xFFFF || NumNewVertices - NewIndex0 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) { NewIndex0 = NumNewVertices++; NewToOldVertex[ NewIndex0 ] = OldIndex0; } if( NewIndex1 == 0xFFFF || NumNewVertices - NewIndex1 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) { NewIndex1 = NumNewVertices++; NewToOldVertex[ NewIndex1 ] = OldIndex1; } if( NewIndex2 == 0xFFFF || NumNewVertices - NewIndex2 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) { NewIndex2 = NumNewVertices++; NewToOldVertex[ NewIndex2 ] = OldIndex2; } } while( NumNewVertices > PrevNumVewVertices ); // Output triangle OptimizedIndices[ NumNewTriangles * 3 + 0 ] = NewIndex0; OptimizedIndices[ NumNewTriangles * 3 + 1 ] = NewIndex1; OptimizedIndices[ NumNewTriangles * 3 + 2 ] = NewIndex2; NumNewTriangles++; } } check( NumNewTriangles == NumOldTriangles ); // Write back new triangle order for( uint32 i = 0; i < NumNewTriangles * 3; i++ ) { Cluster.Indexes[ i ] = OptimizedIndices[ i ]; } // Write back new vertex order including possibly duplicates TArray< float > OldVertices; Swap( OldVertices, Cluster.Verts ); uint32 VertStride = Cluster.GetVertSize(); Cluster.Verts.AddUninitialized( NumNewVertices * VertStride ); for( uint32 i = 0; i < NumNewVertices; i++ ) { FMemory::Memcpy( &Cluster.GetPosition(i), &OldVertices[ NewToOldVertex[ i ] * VertStride ], VertStride * sizeof( float ) ); } Cluster.NumVerts = NumNewVertices; } static FORCEINLINE uint32 SetCorner( uint32 Triangle, uint32 LocalCorner ) { return ( Triangle << 2 ) | LocalCorner; } static FORCEINLINE uint32 CornerToTriangle( uint32 Corner ) { return Corner >> 2; } static FORCEINLINE uint32 NextCorner( uint32 Corner ) { if( ( Corner & 3 ) == 2 ) Corner &= ~3; else Corner++; return Corner; } static FORCEINLINE uint32 PrevCorner( uint32 Corner ) { if( ( Corner & 3 ) == 0 ) Corner |= 2; else Corner--; return Corner; } static FORCEINLINE uint32 CornerToIndex( uint32 Corner ) { return ( Corner >> 2 ) * 3 + ( Corner & 3 ); } struct FStripifyWeights { int32 Weights[ 2 ][ 2 ][ 2 ][ 2 ][ CONSTRAINED_CLUSTER_CACHE_SIZE ]; }; static const FStripifyWeights DefaultStripifyWeights = { { { { { // IsStart=0, HasOpposite=0, HasLeft=0, HasRight=0 { 142, 124, 131, 184, 138, 149, 148, 127, 154, 148, 152, 133, 133, 132, 170, 141, 109, 148, 138, 117, 126, 112, 144, 126, 116, 139, 122, 141, 122, 133, 134, 137 }, // IsStart=0, HasOpposite=0, HasLeft=0, HasRight=1 { 128, 144, 134, 122, 130, 133, 129, 122, 128, 107, 127, 126, 89, 135, 88, 130, 94, 134, 103, 118, 128, 96, 90, 139, 89, 139, 113, 100, 119, 131, 113, 121 }, }, { // IsStart=0, HasOpposite=0, HasLeft=1, HasRight=0 { 128, 144, 134, 129, 110, 142, 111, 140, 116, 139, 98, 110, 125, 143, 122, 109, 127, 154, 113, 119, 126, 131, 123, 127, 93, 118, 101, 93, 131, 139, 130, 139 }, // IsStart=0, HasOpposite=0, HasLeft=1, HasRight=1 { 120, 128, 137, 105, 113, 121, 120, 120, 112, 117, 124, 129, 129, 98, 137, 133, 122, 159, 141, 104, 129, 119, 98, 111, 110, 115, 114, 125, 115, 140, 109, 137 }, } }, { { // IsStart=0, HasOpposite=1, HasLeft=0, HasRight=0 { 128, 137, 154, 169, 140, 162, 156, 157, 164, 144, 171, 145, 148, 146, 124, 138, 144, 158, 140, 137, 141, 145, 140, 148, 110, 160, 128, 129, 144, 155, 125, 123 }, // IsStart=0, HasOpposite=1, HasLeft=0, HasRight=1 { 124, 115, 136, 131, 145, 143, 159, 144, 158, 165, 128, 191, 135, 173, 147, 137, 128, 163, 164, 151, 162, 178, 161, 143, 168, 166, 122, 160, 170, 175, 132, 109 }, }, { // IsStart=0, HasOpposite=1, HasLeft=1, HasRight=0 { 134, 112, 132, 123, 126, 138, 148, 138, 145, 136, 146, 133, 141, 165, 139, 145, 119, 167, 135, 120, 146, 120, 117, 136, 102, 156, 128, 120, 132, 143, 91, 136 }, // IsStart=0, HasOpposite=1, HasLeft=1, HasRight=1 { 140, 95, 118, 117, 127, 102, 119, 119, 134, 107, 135, 128, 109, 133, 120, 122, 132, 150, 152, 119, 128, 137, 119, 128, 131, 165, 156, 143, 135, 134, 135, 154 }, } } }, { { { // IsStart=1, HasOpposite=0, HasLeft=0, HasRight=0 { 139, 132, 139, 133, 130, 134, 135, 131, 133, 139, 141, 139, 132, 136, 139, 150, 140, 137, 143, 157, 149, 157, 168, 155, 159, 181, 176, 185, 219, 167, 133, 143 }, // IsStart=1, HasOpposite=0, HasLeft=0, HasRight=1 { 125, 127, 126, 131, 128, 114, 130, 126, 129, 131, 125, 127, 131, 126, 137, 129, 140, 99, 142, 99, 149, 121, 155, 118, 131, 156, 168, 144, 175, 155, 112, 129 }, }, { // IsStart=1, HasOpposite=0, HasLeft=1, HasRight=0 { 129, 129, 128, 128, 128, 129, 128, 129, 130, 127, 131, 130, 131, 130, 134, 133, 136, 134, 134, 138, 144, 139, 137, 154, 147, 141, 175, 214, 140, 140, 130, 122 }, // IsStart=1, HasOpposite=0, HasLeft=1, HasRight=1 { 128, 128, 124, 123, 125, 107, 127, 128, 125, 128, 128, 128, 128, 128, 128, 130, 107, 124, 136, 119, 139, 127, 132, 140, 125, 150, 133, 150, 138, 130, 127, 127 }, } }, { { // IsStart=1, HasOpposite=1, HasLeft=0, HasRight=0 { 104, 125, 126, 129, 126, 122, 128, 126, 126, 127, 125, 122, 130, 126, 130, 131, 130, 132, 118, 101, 119, 121, 143, 114, 122, 145, 132, 144, 116, 142, 114, 127 }, // IsStart=1, HasOpposite=1, HasLeft=0, HasRight=1 { 128, 124, 93, 126, 108, 128, 127, 122, 128, 126, 128, 123, 92, 125, 98, 99, 127, 131, 126, 128, 121, 133, 113, 121, 122, 137, 145, 138, 137, 109, 129, 100 }, }, { // IsStart=1, HasOpposite=1, HasLeft=1, HasRight=0 { 119, 128, 122, 128, 127, 123, 126, 128, 126, 122, 120, 127, 128, 122, 130, 121, 138, 122, 136, 130, 133, 124, 139, 134, 138, 118, 139, 145, 132, 122, 124, 86 }, // IsStart=1, HasOpposite=1, HasLeft=1, HasRight=1 { 116, 124, 119, 126, 118, 113, 114, 125, 128, 111, 129, 122, 129, 129, 135, 130, 138, 132, 115, 138, 114, 119, 122, 136, 138, 128, 141, 119, 139, 119, 130, 128 }, } } } } }; static uint32 countbits( uint32 x ) { return FMath::CountBits( x ); } static uint32 firstbithigh( uint32 x ) { return FMath::FloorLog2( x ); } static int32 BitFieldExtractI32( int32 Data, int32 NumBits, int32 StartBit ) { return ( Data << ( 32 - StartBit - NumBits ) ) >> ( 32 - NumBits ); } static uint32 BitFieldExtractU32( uint32 Data, int32 NumBits, int32 StartBit ) { return ( Data << ( 32 - StartBit - NumBits ) ) >> ( 32 - NumBits ); } static uint32 ReadUnalignedDword( const uint8* SrcPtr, int32 BitOffset ) // Note: Only guarantees 25 valid bits { if( BitOffset < 0 ) { // Workaround for reading slightly out of bounds check( BitOffset > -8 ); return *(const uint32*)( SrcPtr ) << ( 8 - ( BitOffset & 7 ) ); } else { const uint32* DwordPtr = (const uint32*)( SrcPtr + ( BitOffset >> 3 ) ); return *DwordPtr >> ( BitOffset & 7 ); } } static void UnpackTriangleIndices( const FStripDesc& StripDesc, const uint8* StripIndexData, uint32 TriIndex, uint32* OutIndices ) { const uint32 DwordIndex = TriIndex >> 5; const uint32 BitIndex = TriIndex & 31u; //Bitmask.x: bIsStart, Bitmask.y: bIsRight, Bitmask.z: bIsNewVertex const uint32 SMask = StripDesc.Bitmasks[ DwordIndex ][ 0 ]; const uint32 LMask = StripDesc.Bitmasks[ DwordIndex ][ 1 ]; const uint32 WMask = StripDesc.Bitmasks[ DwordIndex ][ 2 ]; const uint32 SLMask = SMask & LMask; //const uint HeadRefVertexMask = ( SMask & LMask & WMask ) | ( ~SMask & WMask ); const uint32 HeadRefVertexMask = ( SLMask | ~SMask ) & WMask; // 1 if head of triangle is ref. S case with 3 refs or L/R case with 1 ref. const uint32 PrevBitsMask = ( 1u << BitIndex ) - 1u; const uint32 NumPrevRefVerticesBeforeDword = DwordIndex ? BitFieldExtractU32(StripDesc.NumPrevRefVerticesBeforeDwords, 10u, DwordIndex * 10u - 10u) : 0u; const uint32 NumPrevNewVerticesBeforeDword = DwordIndex ? BitFieldExtractU32(StripDesc.NumPrevNewVerticesBeforeDwords, 10u, DwordIndex * 10u - 10u) : 0u; int32 CurrentDwordNumPrevRefVertices = ( countbits( SLMask & PrevBitsMask ) << 1 ) + countbits( WMask & PrevBitsMask ); int32 CurrentDwordNumPrevNewVertices = ( countbits( SMask & PrevBitsMask ) << 1 ) + BitIndex - CurrentDwordNumPrevRefVertices; int32 NumPrevRefVertices = NumPrevRefVerticesBeforeDword + CurrentDwordNumPrevRefVertices; int32 NumPrevNewVertices = NumPrevNewVerticesBeforeDword + CurrentDwordNumPrevNewVertices; const int32 IsStart = BitFieldExtractI32( SMask, 1, BitIndex); // -1: true, 0: false const int32 IsLeft = BitFieldExtractI32( LMask, 1, BitIndex ); // -1: true, 0: false const int32 IsRef = BitFieldExtractI32( WMask, 1, BitIndex ); // -1: true, 0: false const uint32 BaseVertex = NumPrevNewVertices - 1u; uint32 IndexData = ReadUnalignedDword( StripIndexData, ( NumPrevRefVertices + ~IsStart ) * 5 ); // -1 if not Start if( IsStart ) { const int32 MinusNumRefVertices = ( IsLeft << 1 ) + IsRef; uint32 NextVertex = NumPrevNewVertices; if( MinusNumRefVertices <= -1 ) { OutIndices[ 0 ] = BaseVertex - ( IndexData & 31u ); IndexData >>= 5; } else { OutIndices[ 0 ] = NextVertex++; } if( MinusNumRefVertices <= -2 ) { OutIndices[ 1 ] = BaseVertex - ( IndexData & 31u ); IndexData >>= 5; } else { OutIndices[ 1 ] = NextVertex++; } if( MinusNumRefVertices <= -3 ) { OutIndices[ 2 ] = BaseVertex - ( IndexData & 31u ); } else { OutIndices[ 2 ] = NextVertex++; } } else { // Handle two first vertices const uint32 PrevBitIndex = BitIndex - 1u; const int32 IsPrevStart = BitFieldExtractI32( SMask, 1, PrevBitIndex); const int32 IsPrevHeadRef = BitFieldExtractI32( HeadRefVertexMask, 1, PrevBitIndex ); //const int NumPrevNewVerticesInTriangle = IsPrevStart ? ( 3u - ( bfe_u32( /*SLMask*/ LMask, PrevBitIndex, 1 ) << 1 ) - bfe_u32( /*SMask &*/ WMask, PrevBitIndex, 1 ) ) : /*1u - IsPrevRefVertex*/ 0u; const int32 NumPrevNewVerticesInTriangle = IsPrevStart & ( 3u - ( (BitFieldExtractU32( /*SLMask*/ LMask, 1, PrevBitIndex) << 1 ) | BitFieldExtractU32( /*SMask &*/ WMask, 1, PrevBitIndex) ) ); //OutIndices[ 1 ] = IsPrevRefVertex ? ( BaseVertex - ( IndexData & 31u ) + NumPrevNewVerticesInTriangle ) : BaseVertex; // BaseVertex = ( NumPrevNewVertices - 1 ); OutIndices[ 1 ] = BaseVertex + ( IsPrevHeadRef & ( NumPrevNewVerticesInTriangle - ( IndexData & 31u ) ) ); //OutIndices[ 2 ] = IsRefVertex ? ( BaseVertex - bfe_u32( IndexData, 5, 5 ) ) : NumPrevNewVertices; OutIndices[ 2 ] = NumPrevNewVertices + ( IsRef & ( -1 - BitFieldExtractU32( IndexData, 5, 5 ) ) ); // We have to search for the third vertex. // Left triangles search for previous Right/Start. Right triangles search for previous Left/Start. const uint32 SearchMask = SMask | ( LMask ^ IsLeft ); // SMask | ( IsRight ? LMask : RMask ); const uint32 FoundBitIndex = firstbithigh( SearchMask & PrevBitsMask ); const int32 IsFoundCaseS = BitFieldExtractI32( SMask, 1, FoundBitIndex ); // -1: true, 0: false const uint32 FoundPrevBitsMask = ( 1u << FoundBitIndex ) - 1u; int32 FoundCurrentDwordNumPrevRefVertices = ( countbits( SLMask & FoundPrevBitsMask ) << 1 ) + countbits( WMask & FoundPrevBitsMask ); int32 FoundCurrentDwordNumPrevNewVertices = ( countbits( SMask & FoundPrevBitsMask ) << 1 ) + FoundBitIndex - FoundCurrentDwordNumPrevRefVertices; int32 FoundNumPrevNewVertices = NumPrevNewVerticesBeforeDword + FoundCurrentDwordNumPrevNewVertices; int32 FoundNumPrevRefVertices = NumPrevRefVerticesBeforeDword + FoundCurrentDwordNumPrevRefVertices; const uint32 FoundNumRefVertices = (BitFieldExtractU32( LMask, 1, FoundBitIndex ) << 1 ) + BitFieldExtractU32( WMask, 1, FoundBitIndex ); const uint32 IsBeforeFoundRefVertex = BitFieldExtractU32( HeadRefVertexMask, 1, FoundBitIndex - 1 ); // ReadOffset: Where is the vertex relative to triangle we searched for? const int32 ReadOffset = IsFoundCaseS ? IsLeft : 1; const uint32 FoundIndexData = ReadUnalignedDword( StripIndexData, ( FoundNumPrevRefVertices - ReadOffset ) * 5 ); const uint32 FoundIndex = ( FoundNumPrevNewVertices - 1u ) - BitFieldExtractU32( FoundIndexData, 5, 0 ); bool bCondition = IsFoundCaseS ? ( (int32)FoundNumRefVertices >= 1 - IsLeft ) : (IsBeforeFoundRefVertex != 0u); int32 FoundNewVertex = FoundNumPrevNewVertices + ( IsFoundCaseS ? ( IsLeft & ( FoundNumRefVertices == 0 ) ) : -1 ); OutIndices[ 0 ] = bCondition ? FoundIndex : FoundNewVertex; // Would it be better to code New verts instead of Ref verts? // HeadRefVertexMask would just be WMask? // TODO: could we do better with non-generalized strips? /* if( IsFoundCaseS ) { if( IsRight ) { OutIndices[ 0 ] = ( FoundNumRefVertices >= 1 ) ? FoundIndex : FoundNumPrevNewVertices; // OutIndices[ 0 ] = ( FoundNumRefVertices >= 1 ) ? ( FoundBaseVertex - Cluster.StripIndices[ FoundNumPrevRefVertices ] ) : FoundNumPrevNewVertices; } else { OutIndices[ 0 ] = ( FoundNumRefVertices >= 2 ) ? FoundIndex : ( FoundNumPrevNewVertices + ( FoundNumRefVertices == 0 ? 1 : 0 ) ); // OutIndices[ 0 ] = ( FoundNumRefVertices >= 2 ) ? ( FoundBaseVertex - Cluster.StripIndices[ FoundNumPrevRefVertices + 1 ] ) : ( FoundNumPrevNewVertices + ( FoundNumRefVertices == 0 ? 1 : 0 ) ); } } else { OutIndices[ 0 ] = IsBeforeFoundRefVertex ? FoundIndex : ( FoundNumPrevNewVertices - 1 ); // OutIndices[ 0 ] = IsBeforeFoundRefVertex ? ( FoundBaseVertex - Cluster.StripIndices[ FoundNumPrevRefVertices - 1 ] ) : ( FoundNumPrevNewVertices - 1 ); } */ if( IsLeft ) { // swap std::swap( OutIndices[ 1 ], OutIndices[ 2 ] ); } check(OutIndices[0] != OutIndices[1] && OutIndices[0] != OutIndices[2] && OutIndices[1] != OutIndices[2]); } } // Class to simultaneously constrain and stripify a cluster class FStripifier { static const uint32 MAX_CLUSTER_TRIANGLES_IN_DWORDS = (NANITE_MAX_CLUSTER_TRIANGLES + 31 ) / 32; static const uint32 INVALID_INDEX = 0xFFFFu; static const uint32 INVALID_CORNER = 0xFFFFu; static const uint32 INVALID_NODE = 0xFFFFu; static const uint32 INVALID_NODE_MEMSET = 0xFFu; uint32 VertexToTriangleMasks[NANITE_MAX_CLUSTER_TRIANGLES * 3 ][ MAX_CLUSTER_TRIANGLES_IN_DWORDS ]; uint16 OppositeCorner[NANITE_MAX_CLUSTER_TRIANGLES * 3 ]; float TrianglePriorities[NANITE_MAX_CLUSTER_TRIANGLES ]; class FContext { public: bool TriangleEnabled( uint32 TriangleIndex ) const { return ( TrianglesEnabled[ TriangleIndex >> 5 ] & ( 1u << ( TriangleIndex & 31u ) ) ) != 0u; } uint16 OldToNewVertex[NANITE_MAX_CLUSTER_TRIANGLES * 3 ]; uint16 NewToOldVertex[NANITE_MAX_CLUSTER_TRIANGLES * 3 ]; uint32 TrianglesEnabled[ MAX_CLUSTER_TRIANGLES_IN_DWORDS ]; // Enabled triangles are in the current material range and have not yet been visited. uint32 TrianglesTouched[ MAX_CLUSTER_TRIANGLES_IN_DWORDS ]; // Touched triangles have had at least one of their vertices visited. uint32 StripBitmasks[ 4 ][ 3 ]; // [4][Reset, IsLeft, IsRef] uint32 NumTriangles; uint32 NumVertices; }; void BuildTables( const FCluster& Cluster ) { struct FEdgeNode { uint16 Corner; // (Triangle << 2) | LocalCorner uint16 NextNode; }; FEdgeNode EdgeNodes[NANITE_MAX_CLUSTER_INDICES ]; uint16 EdgeNodeHeads[NANITE_MAX_CLUSTER_INDICES * NANITE_MAX_CLUSTER_INDICES ]; // Linked list per edge to support more than 2 triangles per edge. FMemory::Memset( EdgeNodeHeads, INVALID_NODE_MEMSET ); FMemory::Memset( VertexToTriangleMasks, 0 ); uint32 NumTriangles = Cluster.NumTris; uint32 NumVertices = Cluster.NumVerts; // Add triangles to edge lists and update valence for( uint32 i = 0; i < NumTriangles; i++ ) { uint32 i0 = Cluster.Indexes[ i * 3 + 0 ]; uint32 i1 = Cluster.Indexes[ i * 3 + 1 ]; uint32 i2 = Cluster.Indexes[ i * 3 + 2 ]; check( i0 != i1 && i1 != i2 && i2 != i0 ); check( i0 < NumVertices && i1 < NumVertices && i2 < NumVertices ); VertexToTriangleMasks[ i0 ][ i >> 5 ] |= 1 << ( i & 31 ); VertexToTriangleMasks[ i1 ][ i >> 5 ] |= 1 << ( i & 31 ); VertexToTriangleMasks[ i2 ][ i >> 5 ] |= 1 << ( i & 31 ); FVector3f ScaledCenter = Cluster.GetPosition( i0 ) + Cluster.GetPosition( i1 ) + Cluster.GetPosition( i2 ); TrianglePriorities[ i ] = ScaledCenter.X; //TODO: Find a good direction to sort by instead of just picking x? FEdgeNode& Node0 = EdgeNodes[ i * 3 + 0 ]; Node0.Corner = SetCorner( i, 0 ); Node0.NextNode = EdgeNodeHeads[ i1 * NANITE_MAX_CLUSTER_INDICES + i2 ]; EdgeNodeHeads[ i1 * NANITE_MAX_CLUSTER_INDICES + i2 ] = i * 3 + 0; FEdgeNode& Node1 = EdgeNodes[ i * 3 + 1 ]; Node1.Corner = SetCorner( i, 1 ); Node1.NextNode = EdgeNodeHeads[ i2 * NANITE_MAX_CLUSTER_INDICES + i0 ]; EdgeNodeHeads[ i2 * NANITE_MAX_CLUSTER_INDICES + i0 ] = i * 3 + 1; FEdgeNode& Node2 = EdgeNodes[ i * 3 + 2 ]; Node2.Corner = SetCorner( i, 2 ); Node2.NextNode = EdgeNodeHeads[ i0 * NANITE_MAX_CLUSTER_INDICES + i1 ]; EdgeNodeHeads[ i0 * NANITE_MAX_CLUSTER_INDICES + i1 ] = i * 3 + 2; } // Gather adjacency from edge lists for( uint32 i = 0; i < NumTriangles; i++ ) { uint32 i0 = Cluster.Indexes[ i * 3 + 0 ]; uint32 i1 = Cluster.Indexes[ i * 3 + 1 ]; uint32 i2 = Cluster.Indexes[ i * 3 + 2 ]; uint16& Node0 = EdgeNodeHeads[ i2 * NANITE_MAX_CLUSTER_INDICES + i1 ]; uint16& Node1 = EdgeNodeHeads[ i0 * NANITE_MAX_CLUSTER_INDICES + i2 ]; uint16& Node2 = EdgeNodeHeads[ i1 * NANITE_MAX_CLUSTER_INDICES + i0 ]; if( Node0 != INVALID_NODE ) { OppositeCorner[ i * 3 + 0 ] = EdgeNodes[ Node0 ].Corner; Node0 = EdgeNodes[ Node0 ].NextNode; } else { OppositeCorner[ i * 3 + 0 ] = INVALID_CORNER; } if( Node1 != INVALID_NODE ) { OppositeCorner[ i * 3 + 1 ] = EdgeNodes[ Node1 ].Corner; Node1 = EdgeNodes[ Node1 ].NextNode; } else { OppositeCorner[ i * 3 + 1 ] = INVALID_CORNER; } if( Node2 != INVALID_NODE ) { OppositeCorner[ i * 3 + 2 ] = EdgeNodes[ Node2 ].Corner; Node2 = EdgeNodes[ Node2 ].NextNode; } else { OppositeCorner[ i * 3 + 2 ] = INVALID_CORNER; } } // Generate vertex to triangle masks for( uint32 i = 0; i < NumTriangles; i++ ) { uint32 i0 = Cluster.Indexes[ i * 3 + 0 ]; uint32 i1 = Cluster.Indexes[ i * 3 + 1 ]; uint32 i2 = Cluster.Indexes[ i * 3 + 2 ]; check( i0 != i1 && i1 != i2 && i2 != i0 ); VertexToTriangleMasks[ i0 ][ i >> 5 ] |= 1 << ( i & 31 ); VertexToTriangleMasks[ i1 ][ i >> 5 ] |= 1 << ( i & 31 ); VertexToTriangleMasks[ i2 ][ i >> 5 ] |= 1 << ( i & 31 ); } } public: void ConstrainAndStripifyCluster( FCluster& Cluster ) { const FStripifyWeights& Weights = DefaultStripifyWeights; uint32 NumOldTriangles = Cluster.NumTris; uint32 NumOldVertices = Cluster.NumVerts; BuildTables( Cluster ); uint32 NumStrips = 0; FContext Context = {}; FMemory::Memset( Context.OldToNewVertex, -1 ); auto NewScoreVertex = [ &Weights ] ( const FContext& Context, uint32 OldVertex, bool bStart, bool bHasOpposite, bool bHasLeft, bool bHasRight ) { uint16 NewIndex = Context.OldToNewVertex[ OldVertex ]; int32 CacheScore = 0; if( NewIndex != INVALID_INDEX ) { uint32 CachePosition = ( Context.NumVertices - 1 ) - NewIndex; if( CachePosition < CONSTRAINED_CLUSTER_CACHE_SIZE ) CacheScore = Weights.Weights[ bStart ][ bHasOpposite ][ bHasLeft ][ bHasRight ][ CachePosition ]; } return CacheScore; }; auto NewScoreTriangle = [ &Cluster, &NewScoreVertex ] ( const FContext& Context, uint32 TriangleIndex, bool bStart, bool bHasOpposite, bool bHasLeft, bool bHasRight ) { const uint32 OldIndex0 = Cluster.Indexes[ TriangleIndex * 3 + 0 ]; const uint32 OldIndex1 = Cluster.Indexes[ TriangleIndex * 3 + 1 ]; const uint32 OldIndex2 = Cluster.Indexes[ TriangleIndex * 3 + 2 ]; return NewScoreVertex( Context, OldIndex0, bStart, bHasOpposite, bHasLeft, bHasRight ) + NewScoreVertex( Context, OldIndex1, bStart, bHasOpposite, bHasLeft, bHasRight ) + NewScoreVertex( Context, OldIndex2, bStart, bHasOpposite, bHasLeft, bHasRight ); }; auto VisitTriangle = [ this, &Cluster ] ( FContext& Context, uint32 TriangleCorner, bool bStart, bool bRight) { const uint32 OldIndex0 = Cluster.Indexes[ CornerToIndex( NextCorner( TriangleCorner ) ) ]; const uint32 OldIndex1 = Cluster.Indexes[ CornerToIndex( PrevCorner( TriangleCorner ) ) ]; const uint32 OldIndex2 = Cluster.Indexes[ CornerToIndex( TriangleCorner ) ]; // Mark incident triangles for( uint32 i = 0; i < MAX_CLUSTER_TRIANGLES_IN_DWORDS; i++ ) { Context.TrianglesTouched[ i ] |= VertexToTriangleMasks[ OldIndex0 ][ i ] | VertexToTriangleMasks[ OldIndex1 ][ i ] | VertexToTriangleMasks[ OldIndex2 ][ i ]; } uint16& NewIndex0 = Context.OldToNewVertex[ OldIndex0 ]; uint16& NewIndex1 = Context.OldToNewVertex[ OldIndex1 ]; uint16& NewIndex2 = Context.OldToNewVertex[ OldIndex2 ]; uint32 OrgIndex0 = NewIndex0; uint32 OrgIndex1 = NewIndex1; uint32 OrgIndex2 = NewIndex2; uint32 NextVertexIndex = Context.NumVertices + ( NewIndex0 == INVALID_INDEX ) + ( NewIndex1 == INVALID_INDEX ) + ( NewIndex2 == INVALID_INDEX ); while(true) { if( NewIndex0 != INVALID_INDEX && NextVertexIndex - NewIndex0 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) { NewIndex0 = INVALID_INDEX; NextVertexIndex++; continue; } if( NewIndex1 != INVALID_INDEX && NextVertexIndex - NewIndex1 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) { NewIndex1 = INVALID_INDEX; NextVertexIndex++; continue; } if( NewIndex2 != INVALID_INDEX && NextVertexIndex - NewIndex2 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) { NewIndex2 = INVALID_INDEX; NextVertexIndex++; continue; } break; } uint32 NewTriangleIndex = Context.NumTriangles; uint32 NumNewVertices = ( NewIndex0 == INVALID_INDEX ) + ( NewIndex1 == INVALID_INDEX ) + ( NewIndex2 == INVALID_INDEX ); if( bStart ) { check( ( NewIndex2 == INVALID_INDEX ) >= ( NewIndex1 == INVALID_INDEX ) ); check( ( NewIndex1 == INVALID_INDEX ) >= ( NewIndex0 == INVALID_INDEX ) ); uint32 NumWrittenIndices = 3u - NumNewVertices; uint32 LowBit = NumWrittenIndices & 1u; uint32 HighBit = (NumWrittenIndices >> 1) & 1u; Context.StripBitmasks[ NewTriangleIndex >> 5 ][ 0 ] |= ( 1u << ( NewTriangleIndex & 31u ) ); Context.StripBitmasks[ NewTriangleIndex >> 5 ][ 1 ] |= ( HighBit << ( NewTriangleIndex & 31u ) ); Context.StripBitmasks[ NewTriangleIndex >> 5 ][ 2 ] |= ( LowBit << ( NewTriangleIndex & 31u ) ); } else { check( NewIndex0 != INVALID_INDEX ); check( NewIndex1 != INVALID_INDEX ); if( !bRight ) { Context.StripBitmasks[ NewTriangleIndex >> 5 ][ 1 ] |= ( 1 << ( NewTriangleIndex & 31u ) ); } if(NewIndex2 != INVALID_INDEX) { Context.StripBitmasks[ NewTriangleIndex >> 5 ][ 2 ] |= ( 1 << ( NewTriangleIndex & 31u ) ); } } if( NewIndex0 == INVALID_INDEX ) { NewIndex0 = Context.NumVertices++; Context.NewToOldVertex[ NewIndex0 ] = OldIndex0; } if( NewIndex1 == INVALID_INDEX ) { NewIndex1 = Context.NumVertices++; Context.NewToOldVertex[ NewIndex1 ] = OldIndex1; } if( NewIndex2 == INVALID_INDEX ) { NewIndex2 = Context.NumVertices++; Context.NewToOldVertex[ NewIndex2 ] = OldIndex2; } // Output triangle Context.NumTriangles++; // Disable selected triangle const uint32 OldTriangleIndex = CornerToTriangle( TriangleCorner ); Context.TrianglesEnabled[ OldTriangleIndex >> 5 ] &= ~( 1 << ( OldTriangleIndex & 31u ) ); return NumNewVertices; }; Cluster.StripIndexData.Empty(); FBitWriter BitWriter( Cluster.StripIndexData ); FStripDesc& StripDesc = Cluster.StripDesc; FMemory::Memset(StripDesc, 0); uint32 NumNewVerticesInDword[ 4 ] = {}; uint32 NumRefVerticesInDword[ 4 ] = {}; uint32 RangeStart = 0; for( const FMaterialRange& MaterialRange : Cluster.MaterialRanges ) { check( RangeStart == MaterialRange.RangeStart ); uint32 RangeLength = MaterialRange.RangeLength; // Enable triangles from current range for( uint32 i = 0; i < MAX_CLUSTER_TRIANGLES_IN_DWORDS; i++ ) { int32 RangeStartRelativeToDword = (int32)RangeStart - (int32)i * 32; int32 BitStart = FMath::Max( RangeStartRelativeToDword, 0 ); int32 BitEnd = FMath::Max( RangeStartRelativeToDword + (int32)RangeLength, 0 ); uint32 StartMask = BitStart < 32 ? ( ( 1u << BitStart ) - 1u ) : 0xFFFFFFFFu; uint32 EndMask = BitEnd < 32 ? ( ( 1u << BitEnd ) - 1u ) : 0xFFFFFFFFu; Context.TrianglesEnabled[ i ] |= StartMask ^ EndMask; } // While a strip can be started while( true ) { // Pick a start location for the strip uint32 StartCorner = INVALID_CORNER; int32 BestScore = -1; float BestPriority = INT_MIN; { for( uint32 TriangleDwordIndex = 0; TriangleDwordIndex < MAX_CLUSTER_TRIANGLES_IN_DWORDS; TriangleDwordIndex++ ) { uint32 CandidateMask = Context.TrianglesEnabled[ TriangleDwordIndex ]; while( CandidateMask ) { uint32 TriangleIndex = ( TriangleDwordIndex << 5 ) + FMath::CountTrailingZeros( CandidateMask ); CandidateMask &= CandidateMask - 1u; for( uint32 Corner = 0; Corner < 3; Corner++ ) { uint32 TriangleCorner = SetCorner( TriangleIndex, Corner ); { // Is it viable WRT the constraint that new vertices should always be at the end. uint32 OldIndex0 = Cluster.Indexes[ CornerToIndex( NextCorner( TriangleCorner ) ) ]; uint32 OldIndex1 = Cluster.Indexes[ CornerToIndex( PrevCorner( TriangleCorner ) ) ]; uint32 OldIndex2 = Cluster.Indexes[ CornerToIndex( TriangleCorner ) ]; uint32 NewIndex0 = Context.OldToNewVertex[ OldIndex0 ]; uint32 NewIndex1 = Context.OldToNewVertex[ OldIndex1 ]; uint32 NewIndex2 = Context.OldToNewVertex[ OldIndex2 ]; uint32 NumVerts = Context.NumVertices + ( NewIndex0 == INVALID_INDEX ) + ( NewIndex1 == INVALID_INDEX ) + ( NewIndex2 == INVALID_INDEX ); while(true) { if( NewIndex0 != INVALID_INDEX && NumVerts - NewIndex0 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) { NewIndex0 = INVALID_INDEX; NumVerts++; continue; } if( NewIndex1 != INVALID_INDEX && NumVerts - NewIndex1 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) { NewIndex1 = INVALID_INDEX; NumVerts++; continue; } if( NewIndex2 != INVALID_INDEX && NumVerts - NewIndex2 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) { NewIndex2 = INVALID_INDEX; NumVerts++; continue; } break; } uint32 Mask = ( NewIndex0 == INVALID_INDEX ? 1u : 0u ) | ( NewIndex1 == INVALID_INDEX ? 2u : 0u ) | ( NewIndex2 == INVALID_INDEX ? 4u : 0u ); if( Mask != 0u && Mask != 4u && Mask != 6u && Mask != 7u ) { continue; } } uint32 Opposite = OppositeCorner[ CornerToIndex( TriangleCorner ) ]; uint32 LeftCorner = OppositeCorner[ CornerToIndex( NextCorner( TriangleCorner ) ) ]; uint32 RightCorner = OppositeCorner[ CornerToIndex( PrevCorner( TriangleCorner ) ) ]; bool bHasOpposite = Opposite != INVALID_CORNER && Context.TriangleEnabled( CornerToTriangle( Opposite ) ); bool bHasLeft = LeftCorner != INVALID_CORNER && Context.TriangleEnabled( CornerToTriangle( LeftCorner ) ); bool bHasRight = RightCorner != INVALID_CORNER && Context.TriangleEnabled( CornerToTriangle( RightCorner ) ); int32 Score = NewScoreTriangle( Context, TriangleIndex, true, bHasOpposite, bHasLeft, bHasRight ); if( Score > BestScore ) { StartCorner = TriangleCorner; BestScore = Score; } else if( Score == BestScore ) { float Priority = TrianglePriorities[ TriangleIndex ]; if( Priority > BestPriority ) { StartCorner = TriangleCorner; BestScore = Score; BestPriority = Priority; } } } } } if( StartCorner == INVALID_CORNER ) break; } uint32 StripLength = 1; { uint32 TriangleDword = Context.NumTriangles >> 5; uint32 BaseVertex = Context.NumVertices - 1; uint32 NumNewVertices = VisitTriangle( Context, StartCorner, true, false ); if( NumNewVertices < 3 ) { uint32 Index = Context.OldToNewVertex[ Cluster.Indexes[ CornerToIndex( NextCorner( StartCorner ) ) ] ]; BitWriter.PutBits( BaseVertex - Index, 5 ); } if( NumNewVertices < 2 ) { uint32 Index = Context.OldToNewVertex[ Cluster.Indexes[ CornerToIndex( PrevCorner( StartCorner ) ) ] ]; BitWriter.PutBits( BaseVertex - Index, 5 ); } if( NumNewVertices < 1 ) { uint32 Index = Context.OldToNewVertex[ Cluster.Indexes[ CornerToIndex( StartCorner ) ] ]; BitWriter.PutBits( BaseVertex - Index, 5 ); } NumNewVerticesInDword[ TriangleDword ] += NumNewVertices; NumRefVerticesInDword[ TriangleDword ] += 3u - NumNewVertices; } // Extend strip as long as we can uint32 CurrentCorner = StartCorner; while( true ) { if( ( Context.NumTriangles & 31u ) == 0u ) break; uint32 LeftCorner = OppositeCorner[ CornerToIndex( NextCorner( CurrentCorner ) ) ]; uint32 RightCorner = OppositeCorner[ CornerToIndex( PrevCorner( CurrentCorner ) ) ]; CurrentCorner = INVALID_CORNER; int32 LeftScore = INT_MIN; if( LeftCorner != INVALID_CORNER && Context.TriangleEnabled( CornerToTriangle( LeftCorner ) ) ) { uint32 LeftLeftCorner = OppositeCorner[ CornerToIndex( NextCorner( LeftCorner ) ) ]; uint32 LeftRightCorner = OppositeCorner[ CornerToIndex( PrevCorner( LeftCorner ) ) ]; bool bLeftLeftCorner = LeftLeftCorner != INVALID_CORNER && Context.TriangleEnabled( CornerToTriangle( LeftLeftCorner ) ); bool bLeftRightCorner = LeftRightCorner != INVALID_CORNER && Context.TriangleEnabled( CornerToTriangle( LeftRightCorner ) ); LeftScore = NewScoreTriangle( Context, CornerToTriangle( LeftCorner ), false, true, bLeftLeftCorner, bLeftRightCorner ); CurrentCorner = LeftCorner; } bool bIsRight = false; if( RightCorner != INVALID_CORNER && Context.TriangleEnabled( CornerToTriangle( RightCorner ) ) ) { uint32 RightLeftCorner = OppositeCorner[ CornerToIndex( NextCorner( RightCorner ) ) ]; uint32 RightRightCorner = OppositeCorner[ CornerToIndex( PrevCorner( RightCorner ) ) ]; bool bRightLeftCorner = RightLeftCorner != INVALID_CORNER && Context.TriangleEnabled( CornerToTriangle( RightLeftCorner ) ); bool bRightRightCorner = RightRightCorner != INVALID_CORNER && Context.TriangleEnabled( CornerToTriangle( RightRightCorner ) ); int32 Score = NewScoreTriangle( Context, CornerToTriangle( RightCorner ), false, false, bRightLeftCorner, bRightRightCorner ); if( Score > LeftScore ) { CurrentCorner = RightCorner; bIsRight = true; } } if( CurrentCorner == INVALID_CORNER ) break; { const uint32 OldIndex0 = Cluster.Indexes[ CornerToIndex( NextCorner( CurrentCorner ) ) ]; const uint32 OldIndex1 = Cluster.Indexes[ CornerToIndex( PrevCorner( CurrentCorner ) ) ]; const uint32 OldIndex2 = Cluster.Indexes[ CornerToIndex( CurrentCorner ) ]; const uint32 NewIndex0 = Context.OldToNewVertex[ OldIndex0 ]; const uint32 NewIndex1 = Context.OldToNewVertex[ OldIndex1 ]; const uint32 NewIndex2 = Context.OldToNewVertex[ OldIndex2 ]; check( NewIndex0 != INVALID_INDEX ); check( NewIndex1 != INVALID_INDEX ); const uint32 NextNumVertices = Context.NumVertices + ( ( NewIndex2 == INVALID_INDEX || Context.NumVertices - NewIndex2 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) ? 1u : 0u ); if( NextNumVertices - NewIndex0 >= CONSTRAINED_CLUSTER_CACHE_SIZE || NextNumVertices - NewIndex1 >= CONSTRAINED_CLUSTER_CACHE_SIZE ) break; } { uint32 TriangleDword = Context.NumTriangles >> 5; uint32 BaseVertex = Context.NumVertices - 1; uint32 NumNewVertices = VisitTriangle( Context, CurrentCorner, false, bIsRight ); check(NumNewVertices <= 1u); if( NumNewVertices == 0 ) { uint32 Index = Context.OldToNewVertex[ Cluster.Indexes[ CornerToIndex( CurrentCorner ) ] ]; BitWriter.PutBits( BaseVertex - Index, 5 ); } NumNewVerticesInDword[ TriangleDword ] += NumNewVertices; NumRefVerticesInDword[ TriangleDword ] += 1u - NumNewVertices; } StripLength++; } } RangeStart += RangeLength; } BitWriter.Flush(sizeof(uint32)); // Reorder vertices const uint32 NumNewVertices = Context.NumVertices; TArray< float > OldVertices; Swap( OldVertices, Cluster.Verts ); uint32 VertStride = Cluster.GetVertSize(); Cluster.Verts.AddUninitialized( NumNewVertices * VertStride ); for( uint32 i = 0; i < NumNewVertices; i++ ) { FMemory::Memcpy( &Cluster.GetPosition(i), &OldVertices[ Context.NewToOldVertex[ i ] * VertStride ], VertStride * sizeof( float ) ); } check( Context.NumTriangles == NumOldTriangles ); Cluster.NumVerts = Context.NumVertices; uint32 NumPrevNewVerticesBeforeDwords1 = NumNewVerticesInDword[ 0 ]; uint32 NumPrevNewVerticesBeforeDwords2 = NumNewVerticesInDword[ 1 ] + NumPrevNewVerticesBeforeDwords1; uint32 NumPrevNewVerticesBeforeDwords3 = NumNewVerticesInDword[ 2 ] + NumPrevNewVerticesBeforeDwords2; check(NumPrevNewVerticesBeforeDwords1 < 1024 && NumPrevNewVerticesBeforeDwords2 < 1024 && NumPrevNewVerticesBeforeDwords3 < 1024); StripDesc.NumPrevNewVerticesBeforeDwords = ( NumPrevNewVerticesBeforeDwords3 << 20 ) | ( NumPrevNewVerticesBeforeDwords2 << 10 ) | NumPrevNewVerticesBeforeDwords1; uint32 NumPrevRefVerticesBeforeDwords1 = NumRefVerticesInDword[0]; uint32 NumPrevRefVerticesBeforeDwords2 = NumRefVerticesInDword[1] + NumPrevRefVerticesBeforeDwords1; uint32 NumPrevRefVerticesBeforeDwords3 = NumRefVerticesInDword[2] + NumPrevRefVerticesBeforeDwords2; check( NumPrevRefVerticesBeforeDwords1 < 1024 && NumPrevRefVerticesBeforeDwords2 < 1024 && NumPrevRefVerticesBeforeDwords3 < 1024); StripDesc.NumPrevRefVerticesBeforeDwords = (NumPrevRefVerticesBeforeDwords3 << 20) | (NumPrevRefVerticesBeforeDwords2 << 10) | NumPrevRefVerticesBeforeDwords1; static_assert(sizeof(StripDesc.Bitmasks) == sizeof(Context.StripBitmasks), ""); FMemory::Memcpy( StripDesc.Bitmasks, Context.StripBitmasks, sizeof(StripDesc.Bitmasks) ); const uint32 PaddedSize = Cluster.StripIndexData.Num() + 5; TArray PaddedStripIndexData; PaddedStripIndexData.Reserve( PaddedSize ); PaddedStripIndexData.Add( 0 ); // TODO: Workaround for empty list and reading from negative offset PaddedStripIndexData.Append( Cluster.StripIndexData ); // UnpackTriangleIndices is 1:1 with the GPU implementation. // It can end up over-fetching because it is branchless. The over-fetched data is never actually used. // On the GPU index data is followed by other page data, so it is safe. // Here we have to pad to make it safe to perform a DWORD read after the end. PaddedStripIndexData.SetNumZeroed( PaddedSize ); // Unpack strip for( uint32 i = 0; i < NumOldTriangles; i++ ) { UnpackTriangleIndices( StripDesc, (const uint8*)(PaddedStripIndexData.GetData() + 1), i, &Cluster.Indexes[ i * 3 ] ); } } }; static void BuildClusterFromClusterTriangleRange( const FCluster& InCluster, FCluster& OutCluster, uint32 StartTriangle, uint32 NumTriangles ) { OutCluster = InCluster; OutCluster.Indexes.Empty(); OutCluster.MaterialIndexes.Empty(); OutCluster.MaterialRanges.Empty(); // Copy triangle indices and material indices. // Ignore that some of the vertices will no longer be referenced as that will be cleaned up in ConstrainCluster* pass OutCluster.Indexes.SetNumUninitialized( NumTriangles * 3 ); OutCluster.MaterialIndexes.SetNumUninitialized( NumTriangles ); for( uint32 i = 0; i < NumTriangles; i++ ) { uint32 TriangleIndex = StartTriangle + i; OutCluster.MaterialIndexes[ i ] = InCluster.MaterialIndexes[ TriangleIndex ]; OutCluster.Indexes[ i * 3 + 0 ] = InCluster.Indexes[ TriangleIndex * 3 + 0 ]; OutCluster.Indexes[ i * 3 + 1 ] = InCluster.Indexes[ TriangleIndex * 3 + 1 ]; OutCluster.Indexes[ i * 3 + 2 ] = InCluster.Indexes[ TriangleIndex * 3 + 2 ]; } OutCluster.NumTris = NumTriangles; // Rebuild material range and reconstrain BuildMaterialRanges( OutCluster ); #if NANITE_USE_STRIP_INDICES FStripifier Stripifier; Stripifier.ConstrainAndStripifyCluster(OutCluster); #else ConstrainClusterFIFO(OutCluster); #endif } #if 0 // Dump Cluster to .obj for debugging static void DumpClusterToObj( const char* Filename, const FCluster& Cluster) { FILE* File = nullptr; fopen_s( &File, Filename, "wb" ); for( const VertType& Vert : Cluster.Verts ) { fprintf( File, "v %f %f %f\n", Vert.Position.X, Vert.Position.Y, Vert.Position.Z ); } uint32 NumRanges = Cluster.MaterialRanges.Num(); uint32 NumTriangles = Cluster.Indexes.Num() / 3; for( uint32 RangeIndex = 0; RangeIndex < NumRanges; RangeIndex++ ) { const FMaterialRange& MaterialRange = Cluster.MaterialRanges[ RangeIndex ]; fprintf( File, "newmtl range%d\n", RangeIndex ); float r = ( RangeIndex + 0.5f ) / NumRanges; fprintf( File, "Kd %f %f %f\n", r, 0.0f, 0.0f ); fprintf( File, "Ks 0.0, 0.0, 0.0\n" ); fprintf( File, "Ns 18.0\n" ); fprintf( File, "usemtl range%d\n", RangeIndex ); for( uint32 i = 0; i < MaterialRange.RangeLength; i++ ) { uint32 TriangleIndex = MaterialRange.RangeStart + i; fprintf( File, "f %d %d %d\n", Cluster.Indexes[ TriangleIndex * 3 + 0 ] + 1, Cluster.Indexes[ TriangleIndex * 3 + 1 ] + 1, Cluster.Indexes[ TriangleIndex * 3 + 2 ] + 1 ); } } fclose( File ); } static void DumpClusterNormals(const char* Filename, const FCluster& Cluster) { uint32 NumVertices = Cluster.NumVerts; TArray Points; Points.SetNumUninitialized(NumVertices); for (uint32 i = 0; i < NumVertices; i++) { OctahedronEncodePreciseSIMD(Cluster.Verts[i].Normal, Points[i].X, Points[i].Y, NANITE_NORMAL_QUANTIZATION_BITS); } FILE* File = nullptr; fopen_s(&File, Filename, "wb"); fputs( "import numpy as np\n" "import matplotlib.pyplot as plt\n\n", File); fputs("x = [", File); for (uint32 i = 0; i < NumVertices; i++) { fprintf(File, "%d", Points[i].X); if (i + 1 != NumVertices) fputs(", ", File); } fputs("]\n", File); fputs("y = [", File); for (uint32 i = 0; i < NumVertices; i++) { fprintf(File, "%d", Points[i].Y); if (i + 1 != NumVertices) fputs(", ", File); } fputs("]\n", File); fputs( "plt.xlim(0, 511)\n" "plt.ylim(0, 511)\n" "plt.scatter(x, y)\n" "plt.xlabel('x')\n" "plt.ylabel('y')\n" "plt.show()\n", File); fclose(File); } static void DumpClusterNormals(const char* Filename, const TArray& Clusters) { for (int32 i = 0; i < Clusters.Num(); i++) { char Filename[128]; static int Index = 0; sprintf(Filename, "D:\\NormalPlots\\plot%d.py", Index++); DumpClusterNormals(Filename, Clusters[i]); } } #endif // Remove degenerate triangles static void RemoveDegenerateTriangles(FCluster& Cluster) { uint32 NumOldTriangles = Cluster.NumTris; uint32 NumNewTriangles = 0; for (uint32 OldTriangleIndex = 0; OldTriangleIndex < NumOldTriangles; OldTriangleIndex++) { uint32 i0 = Cluster.Indexes[OldTriangleIndex * 3 + 0]; uint32 i1 = Cluster.Indexes[OldTriangleIndex * 3 + 1]; uint32 i2 = Cluster.Indexes[OldTriangleIndex * 3 + 2]; uint32 mi = Cluster.MaterialIndexes[OldTriangleIndex]; if (i0 != i1 && i0 != i2 && i1 != i2) { Cluster.Indexes[NumNewTriangles * 3 + 0] = i0; Cluster.Indexes[NumNewTriangles * 3 + 1] = i1; Cluster.Indexes[NumNewTriangles * 3 + 2] = i2; Cluster.MaterialIndexes[NumNewTriangles] = mi; NumNewTriangles++; } } Cluster.NumTris = NumNewTriangles; Cluster.Indexes.SetNum(NumNewTriangles * 3); Cluster.MaterialIndexes.SetNum(NumNewTriangles); } static void RemoveDegenerateTriangles(TArray& Clusters) { ParallelFor(TEXT("NaniteEncode.RemoveDegenerateTriangles.PF"), Clusters.Num(), 512, [&]( uint32 ClusterIndex ) { RemoveDegenerateTriangles( Clusters[ ClusterIndex ] ); } ); } static void ConstrainClusters( TArray< FClusterGroup >& ClusterGroups, TArray< FCluster >& Clusters ) { // Calculate stats uint32 TotalOldTriangles = 0; uint32 TotalOldVertices = 0; for( const FCluster& Cluster : Clusters ) { TotalOldTriangles += Cluster.NumTris; TotalOldVertices += Cluster.NumVerts; } ParallelFor(TEXT("NaniteEncode.ConstrainClusters.PF"), Clusters.Num(), 8, [&]( uint32 i ) { #if NANITE_USE_STRIP_INDICES FStripifier Stripifier; Stripifier.ConstrainAndStripifyCluster(Clusters[i]); #else ConstrainClusterFIFO(Clusters[i]); #endif } ); uint32 TotalNewTriangles = 0; uint32 TotalNewVertices = 0; // Constrain clusters const uint32 NumOldClusters = Clusters.Num(); for( uint32 i = 0; i < NumOldClusters; i++ ) { TotalNewTriangles += Clusters[ i ].NumTris; TotalNewVertices += Clusters[ i ].NumVerts; // Split clusters with too many verts if( Clusters[ i ].NumVerts > 256 ) { FCluster ClusterA, ClusterB; uint32 NumTrianglesA = Clusters[ i ].NumTris / 2; uint32 NumTrianglesB = Clusters[ i ].NumTris - NumTrianglesA; BuildClusterFromClusterTriangleRange( Clusters[ i ], ClusterA, 0, NumTrianglesA ); BuildClusterFromClusterTriangleRange( Clusters[ i ], ClusterB, NumTrianglesA, NumTrianglesB ); Clusters[ i ] = ClusterA; ClusterGroups[ ClusterB.GroupIndex ].Children.Add( Clusters.Num() ); Clusters.Add( ClusterB ); } } // Calculate stats uint32 TotalNewTrianglesWithSplits = 0; uint32 TotalNewVerticesWithSplits = 0; for( const FCluster& Cluster : Clusters ) { TotalNewTrianglesWithSplits += Cluster.NumTris; TotalNewVerticesWithSplits += Cluster.NumVerts; } UE_LOG( LogStaticMesh, Log, TEXT("ConstrainClusters:") ); UE_LOG( LogStaticMesh, Log, TEXT(" Input: %d Clusters, %d Triangles and %d Vertices"), NumOldClusters, TotalOldTriangles, TotalOldVertices ); UE_LOG( LogStaticMesh, Log, TEXT(" Output without splits: %d Clusters, %d Triangles and %d Vertices"), NumOldClusters, TotalNewTriangles, TotalNewVertices ); UE_LOG( LogStaticMesh, Log, TEXT(" Output with splits: %d Clusters, %d Triangles and %d Vertices"), Clusters.Num(), TotalNewTrianglesWithSplits, TotalNewVerticesWithSplits ); } #if DO_CHECK static void VerifyClusterContraints( const TArray< FCluster >& Clusters ) { ParallelFor(TEXT("NaniteEncode.VerifyClusterConstraints.PF"), Clusters.Num(), 1024, [&]( uint32 i ) { VerifyClusterConstaints( Clusters[i] ); } ); } #endif static uint32 CalculateMaxRootPages(uint32 TargetResidencyInKB) { const uint64 SizeInBytes = uint64(TargetResidencyInKB) << 10; return (uint32)FMath::Clamp((SizeInBytes + NANITE_ROOT_PAGE_GPU_SIZE - 1u) >> NANITE_ROOT_PAGE_GPU_SIZE_BITS, 1llu, (uint64)MAX_uint32); } void Encode( FResources& Resources, const FMeshNaniteSettings& Settings, TArray< FCluster >& Clusters, TArray< FClusterGroup >& Groups, const FBounds3f& MeshBounds, uint32 NumMeshes, uint32 NumTexCoords, bool bHasColors) { const uint32 MaxRootPages = CalculateMaxRootPages(Settings.TargetMinimumResidencyInKB); { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::RemoveDegenerateTriangles); // TODO: is this still necessary? RemoveDegenerateTriangles( Clusters ); } { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::BuildMaterialRanges); BuildMaterialRanges( Clusters ); } #if NANITE_USE_CONSTRAINED_CLUSTERS { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::ConstrainClusters); ConstrainClusters( Groups, Clusters ); } #if DO_CHECK { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::VerifyClusterConstraints); VerifyClusterContraints( Clusters ); } #endif #endif { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::CalculateQuantizedPositions); Resources.PositionPrecision = CalculateQuantizedPositionsUniformGrid( Clusters, MeshBounds, Settings ); // Needs to happen after clusters have been constrained and split. } { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::PrintMaterialRangeStats); PrintMaterialRangeStats( Clusters ); } TArray Pages; TArray GroupParts; TArray EncodingInfos; { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::CalculateEncodingInfos); CalculateEncodingInfos(EncodingInfos, Clusters, bHasColors, NumTexCoords); } { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::AssignClustersToPages); AssignClustersToPages(Groups, Clusters, EncodingInfos, Pages, GroupParts, MaxRootPages); Resources.NumRootPages = FMath::Min((uint32)Pages.Num(), MaxRootPages); } { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::BuildHierarchyNodes); BuildHierarchies(Resources, Groups, GroupParts, NumMeshes); } { TRACE_CPUPROFILER_EVENT_SCOPE(Nanite::Build::WritePages); WritePages(Resources, Pages, Groups, GroupParts, Clusters, EncodingInfos, NumTexCoords); } } } // namespace Nanite