More mesh shading changes
This commit is contained in:
@@ -6,10 +6,11 @@
|
||||
#include "Graphics/Descriptor.h"
|
||||
#include "Component/Mesh.h"
|
||||
#include "Graphics/Shader.h"
|
||||
#include <set>
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
constexpr static uint64 NUM_DEFAULT_ELEMENTS = 1024 * 1024;
|
||||
constexpr static uint64 NUM_DEFAULT_ELEMENTS = 16 * 1024;
|
||||
|
||||
void VertexData::resetMeshData()
|
||||
{
|
||||
@@ -17,7 +18,6 @@ void VertexData::resetMeshData()
|
||||
{
|
||||
mat.material->getDescriptorLayout()->reset();
|
||||
}
|
||||
materialData.clear();
|
||||
if (dirty)
|
||||
{
|
||||
updateBuffers();
|
||||
@@ -25,7 +25,7 @@ void VertexData::resetMeshData()
|
||||
}
|
||||
}
|
||||
|
||||
void VertexData::updateMesh(const Component::Transform& transform, PMesh mesh)
|
||||
void VertexData::addMesh(PMesh mesh)
|
||||
{
|
||||
PMaterial mat = mesh->referencedMaterial->getHandle()->getBaseMaterial();
|
||||
MaterialData& matData = materialData[mat->getName()];
|
||||
@@ -34,15 +34,66 @@ void VertexData::updateMesh(const Component::Transform& transform, PMesh mesh)
|
||||
matInstanceData.meshes.add(MeshInstanceData{
|
||||
.id = mesh->id,
|
||||
.instance = InstanceData {
|
||||
.transformMatrix = transform.toMatrix(),
|
||||
.transformMatrix = Matrix4(),
|
||||
},
|
||||
.indexBuffer = mesh->indexBuffer,
|
||||
});
|
||||
matInstanceData.materialInstance = mesh->referencedMaterial->getHandle();
|
||||
matInstanceData.materialInstance->updateDescriptor();
|
||||
matInstanceData.numMeshes += meshData[mesh->id].size();
|
||||
}
|
||||
|
||||
void VertexData::removeMesh(PMesh mesh)
|
||||
{
|
||||
PMaterial mat = mesh->referencedMaterial->getHandle()->getBaseMaterial();
|
||||
MaterialData& matData = materialData[mat->getName()];
|
||||
matData.material = mat;
|
||||
MaterialInstanceData& matInstanceData = matData.instances[mesh->referencedMaterial->getHandle()->getId()];
|
||||
matInstanceData.meshes.remove_if([&mesh](const MeshInstanceData& data) {
|
||||
return data.id == mesh->id;
|
||||
});
|
||||
matInstanceData.materialInstance = mesh->referencedMaterial->getHandle();
|
||||
matInstanceData.numMeshes -= meshData[mesh->id].size();
|
||||
}
|
||||
|
||||
void VertexData::updateInstances()
|
||||
{
|
||||
instanceDataLayout->reset();
|
||||
for (const auto& [_, mat] : materialData)
|
||||
{
|
||||
for (auto& [_, matInst] : mat.instances)
|
||||
{
|
||||
Array<InstanceData> instanceData;
|
||||
for (auto& inst : matInst.meshes)
|
||||
{
|
||||
inst.meshes = 0;
|
||||
for (const auto& mesh : meshData[inst.id])
|
||||
{
|
||||
instanceData.add(inst.instance);
|
||||
inst.meshes++;
|
||||
}
|
||||
}
|
||||
matInst.instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(InstanceData) * instanceData.size(),
|
||||
.data = (uint8*)instanceData.data(),
|
||||
},
|
||||
.numElements = instanceData.size(),
|
||||
.dynamic = false,
|
||||
});
|
||||
matInst.descriptorSet = instanceDataLayout->allocateDescriptorSet();
|
||||
matInst.descriptorSet->updateBuffer(0, matInst.instanceBuffer);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
matInst.descriptorSet->updateBuffer(1, matInst.meshDataBuffer);
|
||||
matInst.descriptorSet->updateBuffer(2, meshletBuffer);
|
||||
matInst.descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
|
||||
matInst.descriptorSet->updateBuffer(4, vertexIndicesBuffer);
|
||||
}
|
||||
matInst.descriptorSet->writeChanges();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VertexData::createDescriptors()
|
||||
{
|
||||
instanceDataLayout->reset();
|
||||
@@ -50,14 +101,12 @@ void VertexData::createDescriptors()
|
||||
{
|
||||
for (auto& [_, matInst] : mat.instances)
|
||||
{
|
||||
Array<InstanceData> instanceData;
|
||||
Array<MeshData> meshes;
|
||||
for (auto& inst : matInst.meshes)
|
||||
{
|
||||
inst.meshes = 0;
|
||||
for (const auto& mesh : meshData[inst.id])
|
||||
{
|
||||
instanceData.add(inst.instance);
|
||||
meshes.add(mesh);
|
||||
inst.meshes++;
|
||||
}
|
||||
@@ -95,6 +144,9 @@ void VertexData::createDescriptors()
|
||||
|
||||
void VertexData::loadMesh(MeshId id, Array<Meshlet> loadedMeshlets)
|
||||
{
|
||||
meshlets.reserve(meshlets.size() + loadedMeshlets.size());
|
||||
vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
|
||||
vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numPrimitivesPerMeshlet * 3);
|
||||
meshData[id].clear();
|
||||
uint32 currentMesh = 0;
|
||||
while (currentMesh < loadedMeshlets.size())
|
||||
@@ -239,3 +291,69 @@ void Meshlet::load(ArchiveBuffer& buffer)
|
||||
Serialization::load(buffer, numVertices);
|
||||
Serialization::load(buffer, numPrimitives);
|
||||
}
|
||||
|
||||
void Seele::Meshlet::buildFromIndexBuffer(const Array<uint32>& indices, Array<Meshlet>& meshlets)
|
||||
{
|
||||
std::set<uint32> uniqueVertices;
|
||||
Meshlet current = {
|
||||
.numVertices = 0,
|
||||
.numPrimitives = 0,
|
||||
};
|
||||
auto insertAndGetIndex = [&uniqueVertices, ¤t](uint32 index) -> int8_t
|
||||
{
|
||||
auto [it, inserted] = uniqueVertices.insert(index);
|
||||
if (inserted)
|
||||
{
|
||||
if (current.numVertices == Gfx::numVerticesPerMeshlet)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
current.uniqueVertices[current.numVertices] = index;
|
||||
return current.numVertices++;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (uint32 i = 0; i < current.numVertices; ++i)
|
||||
{
|
||||
if (current.uniqueVertices[i] == index)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
assert(false);
|
||||
}
|
||||
};
|
||||
auto completeMeshlet = [&meshlets, ¤t, &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();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user