Reverting to 32 bit indices

This commit is contained in:
Dynamitos
2024-04-07 16:33:32 +02:00
parent 7a713afdb4
commit cde48f0d15
9 changed files with 29 additions and 26 deletions
+1 -1
View File
@@ -15,7 +15,7 @@ public:
MeshId id;
uint64 vertexCount;
PMaterialInstanceAsset referencedMaterial;
Array<uint16> indices;
Array<uint32> indices;
Array<Meshlet> meshlets;
void save(ArchiveBuffer& buffer) const;
void load(ArchiveBuffer& buffer);
+9 -3
View File
@@ -61,20 +61,26 @@ void addTriangle(Array<Meshlet>& meshlets, Meshlet& current, Triangle tri)
}
}
void Meshlet::build(const Array<Vector>& positions, const Array<uint16>& indices, Array<Meshlet>& meshlets)
void Meshlet::build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets)
{
Meshlet current = {
.numVertices = 0,
.numPrimitives = 0,
};
for (size_t i = 0; i < indices.size() / 3; ++i)
Array<Triangle> triangles(indices.size() / 3);
for (size_t i = 0; i < triangles.size(); ++i)
{
addTriangle(meshlets, current, Triangle{
triangles.add(Triangle{
.indices = {
indices[i * 3 + 0],
indices[i * 3 + 1],
indices[i * 3 + 2],
},
});
}
if (current.numVertices > 0)
{
completeMeshlet(meshlets, current);
}
}
+2 -2
View File
@@ -7,10 +7,10 @@ namespace Seele
struct Meshlet
{
AABB boundingBox;
uint16 uniqueVertices[Gfx::numVerticesPerMeshlet]; // unique vertiex indices in the vertex data
uint32 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<uint16>& indices, Array<Meshlet>& meshlets);
static void build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets);
};
} // namespace Seele
+5 -5
View File
@@ -142,7 +142,7 @@ void VertexData::createDescriptors()
}
}
void VertexData::loadMesh(MeshId id, Array<uint16> loadedIndices, Array<Meshlet> loadedMeshlets)
void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets)
{
meshlets.reserve(meshlets.size() + loadedMeshlets.size());
vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
@@ -183,13 +183,13 @@ void VertexData::loadMesh(MeshId id, Array<uint16> 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(uint16));
std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
.sourceData = {
.size = sizeof(uint16) * indices.size(),
.size = sizeof(uint32) * indices.size(),
.data = (uint8*)indices.data(),
},
.indexType = Gfx::SE_INDEX_TYPE_UINT16,
.indexType = Gfx::SE_INDEX_TYPE_UINT32,
});
meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
@@ -201,7 +201,7 @@ void VertexData::loadMesh(MeshId id, Array<uint16> loadedIndices, Array<Meshlet>
});
vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(uint16) * vertexIndices.size(),
.size = sizeof(uint32) * vertexIndices.size(),
.data = (uint8*)vertexIndices.data(),
},
.numElements = vertexIndices.size(),
+3 -3
View File
@@ -61,7 +61,7 @@ public:
void resetMeshData();
void updateMesh(PMesh mesh, Component::Transform& transform);
void createDescriptors();
void loadMesh(MeshId id, Array<uint16> indices, Array<Meshlet> meshlets);
void loadMesh(MeshId id, Array<uint32> indices, Array<Meshlet> meshlets);
MeshId allocateVertexData(uint64 numVertices);
uint64 getMeshOffset(MeshId id);
uint64 getMeshVertexCount(MeshId id);
@@ -100,8 +100,8 @@ protected:
Map<MeshId, uint64> meshVertexCounts;
Array<MeshletDescription> meshlets;
Array<uint8> primitiveIndices;
Array<uint16> vertexIndices;
Array<uint16> indices;
Array<uint32> vertexIndices;
Array<uint32> indices;
Gfx::PGraphics graphics;
Gfx::ODescriptorLayout instanceDataLayout;
// for mesh shading