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Seele/src/Engine/Graphics/VertexData.cpp
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#include "VertexData.h"
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#include "Graphics/Enums.h"
#include "Graphics/Initializer.h"
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#include "Material/Material.h"
#include "Graphics/Graphics.h"
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#include "Graphics/Descriptor.h"
#include "Component/Mesh.h"
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#include "Graphics/Shader.h"
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#include <set>
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using namespace Seele;
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constexpr static uint64 NUM_DEFAULT_ELEMENTS = 1024 * 1024;
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void VertexData::resetMeshData()
{
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for (auto& [_, mat] : materialData)
{
mat.material->getDescriptorLayout()->reset();
}
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materialData.clear();
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if (dirty)
{
updateBuffers();
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dirty = false;
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}
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}
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void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
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{
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PMaterial mat = mesh->referencedMaterial->getHandle()->getBaseMaterial();
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MaterialData& matData = materialData[mat->getName()];
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matData.material = mat;
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MaterialInstanceData& matInstanceData = matData.instances[mesh->referencedMaterial->getHandle()->getId()];
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for (auto& data : meshData[mesh->id])
{
matInstanceData.meshes.add(MeshInstanceData{
.instance = InstanceData {
.transformMatrix = transform.toMatrix(),
},
.data = data
});
}
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matInstanceData.materialInstance = mesh->referencedMaterial->getHandle();
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}
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void VertexData::createDescriptors()
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{
instanceDataLayout->reset();
for (const auto& [_, mat] : materialData)
{
for (auto& [_, matInst] : mat.instances)
{
Array<InstanceData> instanceData;
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Array<MeshData> meshes;
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for (auto& inst : matInst.meshes)
{
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meshes.add(inst.data);
instanceData.add(inst.instance);
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}
matInst.instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(InstanceData) * instanceData.size(),
.data = (uint8*)instanceData.data(),
},
.numElements = instanceData.size(),
.dynamic = false,
});
matInst.descriptorSet = instanceDataLayout->allocateDescriptorSet();
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matInst.meshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshData) * meshes.size(),
.data = (uint8*)meshes.data(),
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},
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.numElements = meshes.size(),
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.dynamic = false,
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});
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matInst.descriptorSet->updateBuffer(0, matInst.instanceBuffer);
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matInst.descriptorSet->updateBuffer(1, matInst.meshDataBuffer);
matInst.descriptorSet->updateBuffer(2, meshletBuffer);
matInst.descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
matInst.descriptorSet->updateBuffer(4, vertexIndicesBuffer);
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matInst.descriptorSet->writeChanges();
}
}
}
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void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets)
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{
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meshlets.reserve(meshlets.size() + loadedMeshlets.size());
vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
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primitiveIndices.reserve(primitiveIndices.size() + loadedMeshlets.size() * Gfx::numPrimitivesPerMeshlet * 3);
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uint32 currentMesh = 0;
while (currentMesh < loadedMeshlets.size())
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{
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uint32 numMeshlets = std::min<uint32>(512, loadedMeshlets.size() - currentMesh);
uint32 meshletOffset = meshlets.size();
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AABB meshAABB;
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for (uint32 i = 0; i < numMeshlets; ++i)
{
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Meshlet& m = loadedMeshlets[currentMesh + i];
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meshAABB = meshAABB.combine(m.boundingBox);
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uint32 vertexOffset = vertexIndices.size();
vertexIndices.resize(vertexOffset + m.numVertices);
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std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
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uint32 primitiveOffset = primitiveIndices.size();
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
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std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
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meshlets.add(MeshletDescription{
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.boundingBox = m.boundingBox,
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.vertexCount = m.numVertices,
.primitiveCount = m.numPrimitives,
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.vertexOffset = vertexOffset,
.primitiveOffset = primitiveOffset,
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});
}
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meshData[id].add(MeshData{
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.boundingBox = meshAABB,
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.numMeshlets = numMeshlets,
.meshletOffset = meshletOffset,
.indicesOffset = static_cast<uint32>(meshOffsets[id]),
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});
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currentMesh += numMeshlets;
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}
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meshData[id][0].firstIndex = indices.size();
meshData[id][0].numIndices = loadedIndices.size();
indices.resize(indices.size() + loadedIndices.size());
std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
.sourceData = {
.size = sizeof(uint32) * indices.size(),
.data = (uint8*)indices.data(),
},
.indexType = Gfx::SE_INDEX_TYPE_UINT32,
});
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meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshletDescription) * meshlets.size(),
.data = (uint8*)meshlets.data()
},
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.numElements = meshlets.size(),
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.dynamic = false,
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});
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vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint32) * vertexIndices.size(),
.data = (uint8*)vertexIndices.data(),
},
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.numElements = vertexIndices.size(),
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.dynamic = false,
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});
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primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint8) * primitiveIndices.size(),
.data = (uint8*)primitiveIndices.data(),
},
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.numElements = primitiveIndices.size(),
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.dynamic = false,
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});
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}
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MeshId VertexData::allocateVertexData(uint64 numVertices)
{
MeshId res{ idCounter++ };
meshOffsets[res] = head;
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meshVertexCounts[res] = numVertices;
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head += numVertices;
if (head > verticesAllocated)
{
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verticesAllocated = std::max(head, verticesAllocated + NUM_DEFAULT_ELEMENTS);
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resizeBuffers();
}
return res;
}
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uint64 VertexData::getMeshOffset(MeshId id)
{
return meshOffsets[id];
}
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uint64 VertexData::getMeshVertexCount(MeshId id)
{
return meshVertexCounts[id];
}
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List<VertexData*> vertexDataList;
List<VertexData*> VertexData::getList()
{
return vertexDataList;
}
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VertexData* Seele::VertexData::findByTypeName(std::string name)
{
for (auto vd : vertexDataList)
{
if (vd->getTypeName() == name)
{
return vd;
}
}
return nullptr;
}
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void Seele::VertexData::init(Gfx::PGraphics _graphics)
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{
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graphics = _graphics;
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verticesAllocated = NUM_DEFAULT_ELEMENTS;
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instanceDataLayout = graphics->createDescriptorLayout("VertexDataInstanceLayout");
instanceDataLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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// meshData
instanceDataLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// meshletData
instanceDataLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// primitiveIndices
instanceDataLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// vetexIndices
instanceDataLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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instanceDataLayout->create();
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resizeBuffers();
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graphics->getShaderCompiler()->registerVertexData(this);
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}
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VertexData::VertexData()
: idCounter(0)
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, head(0)
, verticesAllocated(0)
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, dirty(false)
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{
}
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void Meshlet::build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets)
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{
std::set<uint32> uniqueVertices;
Meshlet current = {
.numVertices = 0,
.numPrimitives = 0,
};
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auto insertAndGetIndex = [&positions, &uniqueVertices, &current](uint32 index) -> int8_t
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{
auto [it, inserted] = uniqueVertices.insert(index);
if (inserted)
{
if (current.numVertices == Gfx::numVerticesPerMeshlet)
{
return -1;
}
current.uniqueVertices[current.numVertices] = index;
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current.boundingBox.adjust(positions[index]);
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return current.numVertices++;
}
else
{
for (uint32 i = 0; i < current.numVertices; ++i)
{
if (current.uniqueVertices[i] == index)
{
return i;
}
}
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// it could be in unique vertices but not in meshlet vertices
return -1;
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}
};
auto completeMeshlet = [&meshlets, &current, &uniqueVertices]() {
meshlets.add(current);
current = {
.numVertices = 0,
.numPrimitives = 0,
};
uniqueVertices.clear();
};
for (size_t faceIndex = 0; faceIndex < indices.size() / 3; ++faceIndex)
{
auto i1 = insertAndGetIndex(indices[faceIndex * 3 + 0]);
auto i2 = insertAndGetIndex(indices[faceIndex * 3 + 1]);
auto i3 = insertAndGetIndex(indices[faceIndex * 3 + 2]);
if (i1 == -1 || i2 == -1 || i3 == -1)
{
completeMeshlet();
i1 = insertAndGetIndex(indices[faceIndex * 3 + 0]);
i2 = insertAndGetIndex(indices[faceIndex * 3 + 1]);
i3 = insertAndGetIndex(indices[faceIndex * 3 + 2]);
}
current.primitiveLayout[current.numPrimitives * 3 + 0] = i1;
current.primitiveLayout[current.numPrimitives * 3 + 1] = i2;
current.primitiveLayout[current.numPrimitives * 3 + 2] = i3;
current.numPrimitives++;
if (current.numPrimitives == Gfx::numPrimitivesPerMeshlet)
{
completeMeshlet();
}
}
if (!uniqueVertices.empty())
{
completeMeshlet();
}
}