luau/bench/tests/mesh-normal-scalar.lua
vegorov-rbx 97965c7c0a
Sync to upstream/release/576 (#928)
* `ClassType` can now have an indexer defined on it. This allows custom
types to be used in `t[x]` expressions.
* Fixed search for closest executable breakpoint line. Previously,
breakpoints might have been skipped in `else` blocks at the end of a
function
* Fixed how unification is performed for two optional types `a? <: b?`,
previously it might have unified either 'a' or 'b' with 'nil'. Note that
this fix is not enabled by default yet (see the list in
`ExperimentalFlags.h`)

In the new type solver, a concept of 'Type Families' has been
introduced.
Type families can be thought of as type aliases with custom type
inference/reduction logic included with them.
For example, we can have an `Add<T, U>` type family that will resolve
the type that is the result of adding two values together.
This will help type inference to figure out what 'T' and 'U' might be
when explicit type annotations are not provided.
In this update we don't define any type families, but they will be added
in the near future.
It is also possible for Luau embedders to define their own type families
in the global/environment scope.

Other changes include:
* Fixed scope used to find out which generic types should be included in
the function generic type list
* Fixed a crash after cyclic bound types were created during unification

And in native code generation (jit):
* Use of arm64 target on M1 now requires macOS 13
* Entry into native code has been optimized. This is especially
important for coroutine call/pcall performance as they involve going
through a C call frame
* LOP_LOADK(X) translation into IR has been improved to enable type
tag/constant propagation
* arm64 can use integer immediate values to synthesize floating-point
values
* x64 assembler removes duplicate 64bit numbers from the data section to
save space
* Linux `perf` can now be used to profile native Luau code (when running
with --codegen-perf CLI argument)
2023-05-12 10:50:47 -07:00

254 lines
7.1 KiB
Lua

--!strict
local bench = script and require(script.Parent.bench_support) or require("bench_support")
function test()
type Vertex = {
pX: number, pY: number, pZ: number,
uvX: number, uvY: number, uvZ: number,
nX: number, nY: number, nZ: number,
tX: number, tY: number, tZ: number,
bX: number, bY: number, bZ: number,
h: number
}
local grid_size = 100
local mesh: {
vertices: {Vertex},
indices: {number},
triangle_cone_p: {{x: number, y: number, z: number}},
triangle_cone_n: {{x: number, y: number, z: number}}
} = {
vertices = table.create(grid_size * grid_size),
indices = table.create((grid_size - 1) * (grid_size - 1) * 6),
triangle_cone_p = table.create((grid_size - 1) * (grid_size - 1) * 2),
triangle_cone_n = table.create((grid_size - 1) * (grid_size - 1) * 2)
}
local function init_vertices()
local i = 1
for y = 1,grid_size do
for x = 1,grid_size do
local v: Vertex = {}
v.pX = x
v.pY = y
v.pZ = math.cos(x) + math.sin(y)
v.uvX = (x-1)/(grid_size-1)
v.uvY = (y-1)/(grid_size-1)
v.uvZ = 0
v.nX = 0
v.nY = 0
v.nZ = 0
v.bX = 0
v.bY = 0
v.bZ = 0
v.tX = 0
v.tY = 0
v.tZ = 0
v.h = 0
mesh.vertices[i] = v
i += 1
end
end
end
local function init_indices()
local i = 1
for y = 1,grid_size-1 do
for x = 1,grid_size-1 do
mesh.indices[i] = x + (y-1)*grid_size
i += 1
mesh.indices[i] = x + y*grid_size
i += 1
mesh.indices[i] = (x+1) + (y-1)*grid_size
i += 1
mesh.indices[i] = (x+1) + (y-1)*grid_size
i += 1
mesh.indices[i] = x + y*grid_size
i += 1
mesh.indices[i] = (x+1) + y*grid_size
i += 1
end
end
end
local function calculate_normals()
local norm_sum = 0
for i = 1,#mesh.indices,3 do
local a = mesh.vertices[mesh.indices[i]]
local b = mesh.vertices[mesh.indices[i + 1]]
local c = mesh.vertices[mesh.indices[i + 2]]
local abx = a.pX - b.pX
local aby = a.pY - b.pY
local abz = a.pZ - b.pZ
local acx = a.pX - c.pX
local acy = a.pY - c.pY
local acz = a.pZ - c.pZ
local nx = aby * acz - abz * acy;
local ny = abz * acx - abx * acz;
local nz = abx * acy - aby * acx;
a.nX += nx
a.nY += ny
a.nZ += nz
b.nX += nx
b.nY += ny
b.nZ += nz
c.nX += nx
c.nY += ny
c.nZ += nz
end
for _,v in mesh.vertices do
local magnitude = math.sqrt(v.nX * v.nX + v.nY * v.nY + v.nZ * v.nZ)
v.nX /= magnitude
v.nY /= magnitude
v.nZ /= magnitude
norm_sum += v.nX * v.nX + v.nY * v.nY + v.nZ * v.nZ
end
return norm_sum
end
local function compute_triangle_cones()
local mesh_area = 0
local pos = 1
for i = 1,#mesh.indices,3 do
local p0 = mesh.vertices[mesh.indices[i]]
local p1 = mesh.vertices[mesh.indices[i + 1]]
local p2 = mesh.vertices[mesh.indices[i + 2]]
local p10x = p1.pX - p0.pX
local p10y = p1.pY - p0.pY
local p10z = p1.pZ - p0.pZ
local p20x = p2.pX - p0.pX
local p20y = p2.pY - p0.pY
local p20z = p2.pZ - p0.pZ
local normalx = p10y * p20z - p10z * p20y;
local normaly = p10z * p20x - p10x * p20z;
local normalz = p10x * p20y - p10y * p20x;
local area = math.sqrt(normalx * normalx + normaly * normaly + normalz * normalz)
local invarea = if area == 0 then 0 else 1 / area;
local rx = (p0.pX + p1.pX + p2.pX) / 3
local ry = (p0.pY + p1.pY + p2.pY) / 3
local rz = (p0.pZ + p1.pZ + p2.pZ) / 3
mesh.triangle_cone_p[pos] = { x = rx, y = ry, z = rz }
mesh.triangle_cone_n[pos] = { x = normalx * invarea, y = normaly * invarea, z = normalz * invarea}
pos += 1
mesh_area += area
end
return mesh_area
end
local function compute_tangent_space()
local checksum = 0
for i = 1,#mesh.indices,3 do
local a = mesh.vertices[mesh.indices[i]]
local b = mesh.vertices[mesh.indices[i + 1]]
local c = mesh.vertices[mesh.indices[i + 2]]
local x1 = b.pX - a.pX
local x2 = c.pX - a.pX
local y1 = b.pY - a.pY
local y2 = c.pY - a.pY
local z1 = b.pZ - a.pZ
local z2 = c.pZ - a.pZ
local s1 = b.uvX - a.uvX
local s2 = c.uvX - a.uvX
local t1 = b.uvY - a.uvY
local t2 = c.uvY - a.uvY
local r = 1.0 / (s1 * t2 - s2 * t1);
local sdirX = (t2 * x1 - t1 * x2) * r
local sdirY = (t2 * y1 - t1 * y2) * r
local sdirZ = (t2 * z1 - t1 * z2) * r
local tdirX = (s1 * x2 - s2 * x1) * r
local tdirY = (s1 * y2 - s2 * y1) * r
local tdirZ = (s1 * z2 - s2 * z1) * r
a.tX += sdirX
a.tY += sdirY
a.tZ += sdirZ
b.tX += sdirX
b.tY += sdirY
b.tZ += sdirZ
c.tX += sdirX
c.tY += sdirY
c.tZ += sdirZ
a.bX += tdirX
a.bY += tdirY
a.bZ += tdirZ
b.bX += tdirX
b.bY += tdirY
b.bZ += tdirZ
c.bX += tdirX
c.bY += tdirY
c.bZ += tdirZ
end
for _,v in mesh.vertices do
local tX = v.tX
local tY = v.tY
local tZ = v.tZ
-- Gram-Schmidt orthogonalize
local ndt = v.nX * tX + v.nY * tY + v.nZ * tZ
local tmnsX = tX - v.nX * ndt
local tmnsY = tY - v.nY * ndt
local tmnsZ = tZ - v.nZ * ndt
local l = math.sqrt(tmnsX * tmnsX + tmnsY * tmnsY + tmnsZ * tmnsZ)
local invl = 1 / l
v.tX = tmnsX * invl
v.tY = tmnsY * invl
v.tZ = tmnsZ * invl
local normalx = v.nY * tZ - v.nZ * tY;
local normaly = v.nZ * tX - v.nX * tZ;
local normalz = v.nX * tY - v.nY * tX;
local ht = normalx * v.bX + normaly * v.bY + normalz * v.bZ
v.h = ht < 0 and -1 or 1
checksum += v.tX + v.h
end
return checksum
end
init_vertices()
init_indices()
calculate_normals()
compute_triangle_cones()
compute_tangent_space()
end
bench.runCode(test, "mesh-normal-scalar")