Trying to switch to 16 bit indices

This commit is contained in:
Dynamitos
2024-04-06 08:29:15 +02:00
parent 505e7d6547
commit 7a713afdb4
12 changed files with 81 additions and 99 deletions
+44 -44
View File
@@ -44,43 +44,43 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
},
.data = data,
});
//for (size_t i = 0; i < data.numMeshlets; ++i)
//{
// auto bounding = meshlets[data.meshletOffset + i].bounding;
// StaticArray<Vector, 8> corners;
// corners[0] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.min.z, 1);
// corners[1] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.max.z, 1);
// corners[2] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.min.z, 1);
// corners[3] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.max.z, 1);
// corners[4] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.min.z, 1);
// corners[5] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.max.z, 1);
// corners[6] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.min.z, 1);
// corners[7] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.max.z, 1);
// addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
// addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
//}
for (size_t i = 0; i < data.numMeshlets; ++i)
{
auto bounding = meshlets[data.meshletOffset + i].bounding;
StaticArray<Vector, 8> corners;
corners[0] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.min.z, 1);
corners[1] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.max.z, 1);
corners[2] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.min.z, 1);
corners[3] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.max.z, 1);
corners[4] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.min.z, 1);
corners[5] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.max.z, 1);
corners[6] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.min.z, 1);
corners[7] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.max.z, 1);
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
}
}
matInstanceData.materialInstance = referencedInstance;
referencedInstance->updateDescriptor();
@@ -142,7 +142,7 @@ void VertexData::createDescriptors()
}
}
void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets)
void VertexData::loadMesh(MeshId id, Array<uint16> loadedIndices, Array<Meshlet> loadedMeshlets)
{
meshlets.reserve(meshlets.size() + loadedMeshlets.size());
vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
@@ -164,7 +164,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
meshlets.add(MeshletDescription{
.bounding = m.boundingBox.toSphere(),
.bounding = m.boundingBox,//.toSphere(),
.vertexCount = m.numVertices,
.primitiveCount = m.numPrimitives,
.vertexOffset = vertexOffset,
@@ -173,7 +173,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
});
}
meshData[id].add(MeshData{
.bounding = meshAABB.toSphere(),
.bounding = meshAABB,//.toSphere(),
.numMeshlets = numMeshlets,
.meshletOffset = meshletOffset,
.indicesOffset = (uint32)meshOffsets[id],
@@ -183,13 +183,13 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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));
std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint16));
indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
.sourceData = {
.size = sizeof(uint32) * indices.size(),
.size = sizeof(uint16) * indices.size(),
.data = (uint8*)indices.data(),
},
.indexType = Gfx::SE_INDEX_TYPE_UINT32,
.indexType = Gfx::SE_INDEX_TYPE_UINT16,
});
meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
@@ -201,7 +201,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
});
vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(uint32) * vertexIndices.size(),
.size = sizeof(uint16) * vertexIndices.size(),
.data = (uint8*)vertexIndices.data(),
},
.numElements = vertexIndices.size(),