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
+1 -3
View File
@@ -47,12 +47,10 @@ struct AABB
corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f));
for(int i = 0; i < 8; ++i)
{
float3 adjusted = corners[i].xyz / corners[i].w;
if(frustum.pointInside(adjusted))
if(frustum.pointInside(corners[i].xyz))
{
return true;
}
}
return false;
}
+3 -3
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@@ -2,7 +2,7 @@ import Bounding;
struct MeshletDescription
{
BoundingSphere bounding;
AABB bounding;
uint32_t vertexCount;
uint32_t primitiveCount;
uint32_t vertexOffset;
@@ -13,7 +13,7 @@ struct MeshletDescription
struct MeshData
{
BoundingSphere bounding;
AABB bounding;
uint32_t numMeshlets;
uint32_t meshletOffset;
uint32_t firstIndex;
@@ -39,7 +39,7 @@ struct Scene
StructuredBuffer<MeshData> meshData;
StructuredBuffer<MeshletDescription> meshletInfos;
StructuredBuffer<uint8_t> primitiveIndices;
StructuredBuffer<uint32_t> vertexIndices;
StructuredBuffer<uint16_t> vertexIndices;
};
ParameterBlock<Scene> pScene;
+4 -1
View File
@@ -258,9 +258,12 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
vertexData->loadBiTangents(id, biTangents);
vertexData->loadColors(id, colors);
Array<uint32> indices(mesh->mNumFaces * 3);
Array<uint16> indices(mesh->mNumFaces * 3);
for (size_t faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
{
assert(mesh->mFaces[faceIndex].mIndices[0] < std::numeric_limits<uint16>::max());
assert(mesh->mFaces[faceIndex].mIndices[1] < std::numeric_limits<uint16>::max());
assert(mesh->mFaces[faceIndex].mIndices[2] < std::numeric_limits<uint16>::max());
indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
+4 -4
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@@ -127,7 +127,7 @@ void computeFaceIntegrals(Face& f, ComputationState& state)
+ w * (2 * (n[state.A] * state.Paa + n[state.B] * state.Pab) + w * state.Pa));
}
void computeVolumeIntegrals(const Array<Vector> vertices, const Array<uint32>& indices, ComputationState& state)
void computeVolumeIntegrals(const Array<Vector> vertices, const Array<uint16>& indices, ComputationState& state)
{
std::memset(&state, 0, sizeof(ComputationState));
for (size_t i = 0; i < indices.size(); i+=3)
@@ -172,7 +172,7 @@ void computeVolumeIntegrals(const Array<Vector> vertices, const Array<uint32>& i
state.TP /= 2.0f;
}
void computePhysicsParamsForMesh(Array<Vector>& vertices, const Array<uint32_t>& indices, Matrix3& bodyInertia, Vector& centerOfMass, float& mass)
void computePhysicsParamsForMesh(Array<Vector>& vertices, const Array<uint16>& indices, Matrix3& bodyInertia, Vector& centerOfMass, float& mass)
{
ComputationState state;
computeVolumeIntegrals(vertices, indices, state);
@@ -200,7 +200,7 @@ ShapeBase::ShapeBase()
}
ShapeBase::ShapeBase(Array<Vector> vertices, Array<uint32> indices)
ShapeBase::ShapeBase(Array<Vector> vertices, Array<uint16> indices)
: vertices(vertices)
, indices(indices)
{
@@ -217,7 +217,7 @@ ShapeBase ShapeBase::transform(const Component::Transform& transform) const
return result;
}
void ShapeBase::addCollider(Array<Vector> verts, Array<uint32> inds, Matrix4 matrix)
void ShapeBase::addCollider(Array<Vector> verts, Array<uint16> inds, Matrix4 matrix)
{
size_t indOffset = vertices.size();
for(auto vert : verts)
+3 -3
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@@ -10,15 +10,15 @@ namespace Component
struct ShapeBase
{
ShapeBase();
ShapeBase(Array<Vector> vertices, Array<uint32> indices);
ShapeBase(Array<Vector> vertices, Array<uint16> indices);
ShapeBase transform(const Component::Transform& transform) const;
void addCollider(Array<Vector> vertices, Array<uint32> indices, Matrix4 matrix);
void addCollider(Array<Vector> vertices, Array<uint16> indices, Matrix4 matrix);
void visualize() const;
Vector centerOfMass;
float mass;
Matrix3 bodyInertia;
Array<Vector> vertices;
Array<uint32> indices;
Array<uint16> indices;
};
} // namespace Component
} // namespace Seele
+1 -1
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@@ -15,7 +15,7 @@ public:
MeshId id;
uint64 vertexCount;
PMaterialInstanceAsset referencedMaterial;
Array<uint32> indices;
Array<uint16> indices;
Array<Meshlet> meshlets;
void save(ArchiveBuffer& buffer) const;
void load(ArchiveBuffer& buffer);
+10 -29
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@@ -32,6 +32,7 @@ void completeMeshlet(Array<Meshlet>& meshlets, Meshlet& current)
{
meshlets.add(current);
current = {
.boundingBox = AABB(),
.numVertices = 0,
.numPrimitives = 0,
};
@@ -60,40 +61,20 @@ void addTriangle(Array<Meshlet>& meshlets, Meshlet& current, Triangle tri)
}
}
void Meshlet::build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets)
void Meshlet::build(const Array<Vector>& positions, const Array<uint16>& indices, Array<Meshlet>& meshlets)
{
Meshlet current = {
.numVertices = 0,
.numPrimitives = 0,
};
Array<Triangle> triangles(indices.size() / 3);
for (size_t i = 0; i < triangles.size(); ++i)
for (size_t i = 0; i < indices.size() / 3; ++i)
{
triangles[i].indices[0] = indices[i * 3 + 0];
triangles[i].indices[1] = indices[i * 3 + 1];
triangles[i].indices[2] = indices[i * 3 + 2];
}
while (!triangles.empty())
{
uint32 best = 0;
float lowestSurface = std::numeric_limits<float>::max();
AABB newAABB;
for (uint32 i = 0; i < triangles.size(); ++i)
{
AABB adjusted = current.boundingBox;
adjusted.adjust(positions[triangles[i].indices[0]]);
adjusted.adjust(positions[triangles[i].indices[1]]);
adjusted.adjust(positions[triangles[i].indices[2]]);
float surface = adjusted.surfaceArea();
if (surface < lowestSurface)
{
lowestSurface = surface;
best = i;
newAABB = adjusted;
}
}
current.boundingBox = newAABB;
addTriangle(meshlets, current, triangles[best]);
triangles.removeAt(best);
addTriangle(meshlets, current, Triangle{
.indices = {
indices[i * 3 + 0],
indices[i * 3 + 1],
indices[i * 3 + 2],
},
});
}
}
+2 -2
View File
@@ -7,10 +7,10 @@ namespace Seele
struct Meshlet
{
AABB boundingBox;
uint32 uniqueVertices[Gfx::numVerticesPerMeshlet]; // unique vertiex indices in the vertex data
uint16 uniqueVertices[Gfx::numVerticesPerMeshlet]; // unique vertiex indices in the vertex data
uint8 primitiveLayout[Gfx::numPrimitivesPerMeshlet * 3]; // indices into the uniqueVertices array, only uint8 needed
uint32 numVertices;
uint32 numPrimitives;
static void build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets);
static void build(const Array<Vector>& positions, const Array<uint16>& indices, Array<Meshlet>& meshlets);
};
} // namespace Seele
+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(),
+5 -5
View File
@@ -32,7 +32,7 @@ public:
};
struct MeshData
{
BoundingSphere bounding;
AABB bounding;
uint32 numMeshlets = 0;
uint32 meshletOffset = 0;
uint32 firstIndex = 0;
@@ -61,7 +61,7 @@ public:
void resetMeshData();
void updateMesh(PMesh mesh, Component::Transform& transform);
void createDescriptors();
void loadMesh(MeshId id, Array<uint32> indices, Array<Meshlet> meshlets);
void loadMesh(MeshId id, Array<uint16> indices, Array<Meshlet> meshlets);
MeshId allocateVertexData(uint64 numVertices);
uint64 getMeshOffset(MeshId id);
uint64 getMeshVertexCount(MeshId id);
@@ -85,7 +85,7 @@ protected:
VertexData();
struct MeshletDescription
{
BoundingSphere bounding;
AABB bounding;
uint32_t vertexCount;
uint32_t primitiveCount;
uint32_t vertexOffset;
@@ -100,8 +100,8 @@ protected:
Map<MeshId, uint64> meshVertexCounts;
Array<MeshletDescription> meshlets;
Array<uint8> primitiveIndices;
Array<uint32> vertexIndices;
Array<uint32> indices;
Array<uint16> vertexIndices;
Array<uint16> indices;
Gfx::PGraphics graphics;
Gfx::ODescriptorLayout instanceDataLayout;
// for mesh shading
+2 -2
View File
@@ -140,8 +140,8 @@ struct AABB
corners[5] = Vector(max.x, min.y, max.z);
corners[6] = Vector(max.x, max.y, min.z);
corners[7] = Vector(max.x, max.y, max.z);
Vector tmin = Vector(1, 1, 1) * std::numeric_limits<float>::max();
Vector tmax = Vector(1, 1, 1) * std::numeric_limits<float>::lowest();
Vector tmin = Vector(std::numeric_limits<float>::max());
Vector tmax = Vector(std::numeric_limits<float>::lowest());
for(int i = 0; i < 8; ++i)
{
Vector transformed = matrix * Vector4(corners[i], 1.0f);
+1 -1
View File
@@ -21,7 +21,7 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
renderGraph.addPass(new DepthPrepass(graphics, scene));
renderGraph.addPass(new LightCullingPass(graphics, scene));
renderGraph.addPass(new BasePass(graphics, scene));
//renderGraph.addPass(new DebugPass(graphics, scene));
renderGraph.addPass(new DebugPass(graphics, scene));
//renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
renderGraph.setViewport(viewport);
renderGraph.createRenderPass();