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Seele/src/Engine/Graphics/VertexData.cpp
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#include "VertexData.h"
#include "Material/Material.h"
#include "Graphics/Graphics.h"
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#include "Graphics/Descriptor.h"
#include "Component/Mesh.h"
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using namespace Seele;
void VertexData::resetMeshData()
{
materialData.clear();
}
void VertexData::updateMesh(const Component::Transform& transform, const Component::Mesh& mesh)
{
PMaterial mat = mesh.instance->getBaseMaterial();
MaterialData& matData = materialData[mat->getName()];
MaterialInstanceData& matInstanceData = matData.instances[mesh.instance->getId()];
matInstanceData.meshes.add(MeshInstanceData{
.id = mesh.id,
.instance = InstanceData {
.transformMatrix = transform.toMatrix(),
}
});
}
void VertexData::createDescriptors()
{
for (const auto& [_, mat] : materialData)
{
for (auto& [_, matInst] : mat.instances)
{
Array<InstanceData> instanceData;
Array<MeshData> meshes;
for (const auto& inst : matInst.meshes)
{
for (const auto& mesh : meshData[inst.id])
{
instanceData.add(inst.instance);
meshes.add(mesh);
}
}
Gfx::PShaderBuffer instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.resourceData = {
.size = sizeof(InstanceData) * instanceData.size(),
.data = (uint8*)instanceData.data(),
},
.stride = sizeof(InstanceData)
});
Gfx::PShaderBuffer meshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.resourceData = {
.size = sizeof(MeshData) * meshes.size(),
.data = (uint8*)meshes.data(),
},
.stride = sizeof(MeshData)
});
matInst.descriptorSet = instanceDataLayout->allocateDescriptorSet();
matInst.descriptorSet->updateBuffer(0, instanceBuffer);
if (Gfx::useMeshShading)
{
matInst.descriptorSet->updateBuffer(1, meshDataBuffer);
matInst.descriptorSet->updateBuffer(2, meshletBuffer);
}
matInst.descriptorSet->writeChanges();
matInst.numMeshes = meshes.size();
}
}
}
List<VertexData*> vertexDataList;
List<VertexData*> VertexData::getList()
{
return vertexDataList;
}
VertexData::VertexData(Gfx::PGraphics graphics)
: graphics(graphics)
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, idCounter(0)
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{
instanceDataLayout = graphics->createDescriptorLayout("VertexDataInstanceLayout");
instanceDataLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
if (Gfx::useMeshShading)
{
// meshData
instanceDataLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// meshletData
instanceDataLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.resourceData = {
.size = sizeof(MeshletData),
.data = nullptr,
},
.bDynamic = true,
});
}
instanceDataLayout->create();
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}