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ComputeMeshlets
Chuck Walbourn edited this page Jun 1, 2020
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20 revisions
Computes meshlets from mesh subsets for use with DirectX 12 Mesh Shaders.
Computing meshlets for a single submesh:
HRESULT ComputeMeshlets(
const uint16_t* indices, size_t nFaces,
const XMFLOAT3* positions, size_t nVerts,
const uint32_t* adjacency,
std::vector<Meshlet>& meshlets,
std::vector<uint8_t>& uniqueVertexIndices,
std::vector<MeshletTriangle>& primitiveIndices,
size_t maxVerts = MESHLET_DEFAULT_MAX_VERTS,
size_t maxPrims = MESHLET_DEFAULT_MAX_PRIMS);
HRESULT ComputeMeshlets(
const uint32_t* indices, size_t nFaces,
const XMFLOAT3* positions, size_t nVerts,
const uint32_t* adjacency,
std::vector<Meshlet>& meshlets,
std::vector<uint8_t>& uniqueVertexIndices,
std::vector<MeshletTriangle>& primitiveIndices,
size_t maxVerts = MESHLET_DEFAULT_MAX_VERTS,
size_t maxPrims = MESHLET_DEFAULT_MAX_PRIMS);Computing meshlets for multiple subsets of a mesh:
HRESULT ComputeMeshlets(
const uint16_t* indices, size_t nFaces,
const XMFLOAT3* positions, size_t nVerts,
const std::pair<size_t, size_t>* indexSubsets, size_t nSubsets,
_In_reads_opt_(nFaces * 3) const uint32_t* adjacency,
std::vector<Meshlet>& meshlets,
std::vector<uint8_t>& uniqueVertexIndices,
std::vector<MeshletTriangle>& primitiveIndices,
std::pair<size_t, size_t>* meshletSubsets,
size_t maxVerts = MESHLET_DEFAULT_MAX_VERTS,
size_t maxPrims = MESHLET_DEFAULT_MAX_PRIMS);
HRESULT __cdecl ComputeMeshlets(
const uint32_t* indices, size_t nFaces,
const XMFLOAT3* positions, size_t nVerts,
const std::pair<size_t, size_t>* subsets, size_t nSubsets,
const uint32_t* adjacency,
std::vector<Meshlet>& meshlets,
std::vector<uint8_t>& uniqueVertexIndices,
std::vector<MeshletTriangle>& primitiveIndices,
std::pair<size_t, size_t>* meshletSubsets,
size_t maxVerts = MESHLET_DEFAULT_MAX_VERTS,
size_t maxPrims = MESHLET_DEFAULT_MAX_PRIMS);auto mesh = std::make_unique<WaveFrontReader<uint16_t>>();
if ( FAILED( mesh->Load( L"test.obj" ) ) )
// Error
size_t nFaces = mesh->indices.size() / 3;
size_t nVerts = mesh->vertices.size();
std::unique_ptr<XMFLOAT3[]> pos( new XMFLOAT3[ nVerts ] );
for( size_t j = 0; j < nVerts; ++j )
pos[ j ] = mesh->vertices[ j ].position;
std::vector<Meshlet> meshlets;
std::vector<uint8_t> uniqueVertexIndices;
std::vector<MeshletTriangle> primitiveIndices;
if ( FAILED( ComputeMeshlets( mesh->indices.data(), nFaces,
pos.get(), nVerts,
nullptr,
meshlets, uniqueVertexIndices, primitiveIndices) )
// Error
auto ib = reinterpret_cast<const uint16_t*>(uniqueVertexIndices.data());
size_t count = uniqueVertexIndices.size() / sizeof(uint16_t);All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
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DirectX Tool Kit for DirectX 11