Starting to integrate mesh optimizer

This commit is contained in:
Dynamitos
2025-05-12 22:48:01 +02:00
parent 10f2a9235b
commit f873d6db26
21 changed files with 446 additions and 288 deletions
+4
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@@ -45,6 +45,8 @@ find_package(Ktx CONFIG REQUIRED)
find_package(nlohmann_json CONFIG REQUIRED)
find_package(fmt CONFIG REQUIRED)
find_package(lunasvg CONFIG REQUIRED)
find_package(metis CONFIG REQUIRED)
find_package(meshoptimizer CONFIG REQUIRED)
find_package(VulkanMemoryAllocator CONFIG REQUIRED)
if(UNIX)
@@ -73,6 +75,8 @@ target_link_libraries(Engine PUBLIC crcpp)
target_link_libraries(Engine PUBLIC fmt::fmt)
target_link_libraries(Engine PUBLIC lunasvg::lunasvg)
target_link_libraries(Engine PUBLIC GPUOpen::VulkanMemoryAllocator)
target_link_libraries(Engine PUBLIC metis)
target_link_libraries(Engine PUBLIC meshoptimizer::meshoptimizer)
if(WIN32)
target_link_libraries(Engine PUBLIC ${VCPKG_BASE_FOLDER}/lib/slang.lib)
elseif(APPLE)
+34 -33
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@@ -1,57 +1,58 @@
const static float3 vertices[] = {
// Right
float3( 1, -1, 1),
float3( 1, 1, 1),
float3( 1, -1, 1),
float3( 1, 1, -1),
float3( 1, 1, -1),
float3( 1, -1, 1),
float3( 1, -1, -1),
float3( 1, -1, -1),
float3( 1, 1, 1),
float3( 1, 1, -1),
// Left
float3(-1, -1, -1),
float3(-1, 1, -1),
float3(-1, -1, -1),
float3(-1, 1, 1),
float3(-1, 1, 1),
float3(-1, -1, -1),
float3(-1, -1, 1),
float3(-1, -1, 1),
float3(-1, 1, -1),
float3(-1, 1, 1),
// Bottom
float3(-1, -1, 1),
float3(-1, -1, -1),
float3( 1, -1, 1),
float3(-1, 1, 1),
float3(-1, 1, -1),
float3( 1, 1, 1),
float3( 1, -1, 1),
float3(-1, -1, -1),
float3( 1, -1, -1),
float3( 1, 1, 1),
float3(-1, 1, -1),
float3( 1, 1, -1),
// Top
float3(-1, 1, -1),
float3(-1, 1, 1),
float3( 1, 1, -1),
float3( 1, 1, -1),
float3(-1, 1, 1),
float3( 1, 1, 1),
// Back
float3(-1, 1, 1),
float3(-1, -1, -1),
float3(-1, -1, 1),
float3( 1, 1, 1),
float3( 1, -1, -1),
float3( 1, 1, 1),
float3( 1, -1, -1),
float3(-1, -1, 1),
float3( 1, -1, 1),
// Front
float3( 1, 1, -1),
float3( 1, -1, -1),
float3( 1, 1, -1),
float3(-1, -1, -1),
float3(-1, -1, -1),
float3( 1, 1, -1),
float3(-1, 1, -1),
float3(-1, 1, -1),
float3( 1, -1, -1),
float3(-1, -1, -1),
// Back
float3(-1, -1, 1),
float3(-1, 1, 1),
float3( 1, -1, 1),
float3( 1, -1, 1),
float3(-1, 1, 1),
float3( 1, 1, 1),
};
struct ViewParams
@@ -80,7 +81,7 @@ VertexOutput vertMain(uint vertexIndex : SV_VertexID, uint viewIndex : SV_ViewID
const static float2 invAtan = float2(0.1591, 0.3183);
float2 sampleSphericalMap(float3 v)
{
float2 uv = float2(atan2(v.z, v.x), asin(v.y));
float2 uv = float2(atan2(-v.z, v.x), asin(v.y));
uv *= invAtan;
uv += 0.5;
return uv;
+58 -57
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@@ -1,5 +1,62 @@
import Common;
const static float3 vertices[] = {
// Right
float3(512, -512, 512),
float3(512, 512, 512),
float3(512, -512, -512),
float3(512, -512, -512),
float3(512, 512, 512),
float3(512, 512, -512),
// Left
float3(-512, -512, -512),
float3(-512, 512, -512),
float3(-512, -512, 512),
float3(-512, -512, 512),
float3(-512, 512, -512),
float3(-512, 512, 512),
// Bottom
float3(-512, 512, 512),
float3(-512, 512, -512),
float3(512, 512, 512),
float3(512, 512, 512),
float3(-512, 512, -512),
float3(512, 512, -512),
// Top
float3(-512, -512, -512),
float3(-512, -512, 512),
float3(512, -512, -512),
float3(512, -512, -512),
float3(-512, -512, 512),
float3(512, -512, 512),
// Front
float3(512, -512, -512),
float3(512, 512, -512),
float3(-512, -512, -512),
float3(-512, -512, -512),
float3(512, 512, -512),
float3(-512, 512, -512),
// Back
float3(-512, -512, 512),
float3(-512, 512, 512),
float3(512, -512, 512),
float3(512, -512, 512),
float3(-512, 512, 512),
float3(512, 512, 512),
};
struct VertexShaderOutput
{
float4 clipPos : SV_Position;
@@ -12,62 +69,6 @@ struct SkyboxData
};
ParameterBlock<SkyboxData> pSkyboxData;
const static float3 vertices[] = {
// Back
float3(-512, -512, 512),
float3(-512, 512, 512),
float3( 512, -512, 512),
float3( 512, -512, 512),
float3(-512, 512, 512),
float3( 512, 512, 512),
// Front
float3( 512, -512, -512),
float3( 512, 512, -512),
float3(-512, -512, -512),
float3(-512, -512, -512),
float3( 512, 512, -512),
float3(-512, 512, -512),
// Top
float3(-512, -512, -512),
float3(-512, -512, 512),
float3( 512, -512, -512),
float3( 512, -512, -512),
float3(-512, -512, 512),
float3( 512, -512, 512),
// Bottom
float3(-512, 512, 512),
float3(-512, 512, -512),
float3( 512, 512, 512),
float3( 512, 512, 512),
float3(-512, 512, -512),
float3( 512, 512, -512),
// Left
float3(-512, -512, -512),
float3(-512, 512, -512),
float3(-512, -512, 512),
float3(-512, -512, 512),
float3(-512, 512, -512),
float3(-512, 512, 512),
// Right
float3( 512, -512, 512),
float3( 512, 512, 512),
float3( 512, -512, -512),
float3( 512, -512, -512),
float3( 512, 512, 512),
float3( 512, 512, -512),
};
[shader("vertex")]
VertexShaderOutput vertexMain(
uint vertexIndex : SV_VertexId)
@@ -101,5 +102,5 @@ float4 fragmentMain(
float factor = (output.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
factor = clamp(factor, 0.0, 1.0);
return lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor);
return finalColor;//lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor);
}
+1 -1
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@@ -113,5 +113,5 @@ float4 toneMapping(float2 uv : UV) : SV_Target
value = agxLook(value);
value = agxEotf(value);
return float4(hdrValue, 1);
return float4(value, 1);
}
+2
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@@ -59,6 +59,8 @@ ConstantBuffer<DrawCallOffsets> pOffsets;
struct Scene
{
StructuredBuffer<float> positions;
StructuredBuffer<uint> indexBuffer;
StructuredBuffer<InstanceData> instances;
StructuredBuffer<MeshData> meshData;
StructuredBuffer<MeshletDescription> meshletInfos;
+2 -2
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@@ -1,6 +1,7 @@
import Common;
import VertexData;
import MaterialParameter;
import Scene;
struct StaticMeshVertexData : IVertexData
{
@@ -12,7 +13,7 @@ struct StaticMeshVertexData : IVertexData
VertexAttributes getAttributes(uint index)
{
VertexAttributes attributes;
attributes.position_MS = float3(positions[index * 3 + 0], positions[index * 3 + 1], positions[index * 3 + 2]);
attributes.position_MS = float3(pScene.positions[index * 3 + 0], pScene.positions[index * 3 + 1], pScene.positions[index * 3 + 2]);
#ifndef POS_ONLY
//attributes.qTangent = qTangent[index];
attributes.normal_MS = float3(normals[index * 3 + 0], normals[index * 3 + 1], normals[index * 3 + 2]);
@@ -26,7 +27,6 @@ struct StaticMeshVertexData : IVertexData
#endif
return attributes;
}
StructuredBuffer<float> positions;
//StructuredBuffer<float> qTangents;
StructuredBuffer<float> normals;
StructuredBuffer<float> tangents;
+3 -1
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@@ -16,6 +16,7 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
.offset = {0, 0},
},
.fieldOfView = glm::radians(90.0f),
});
convolutionViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
.dimensions =
@@ -23,6 +24,7 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
.size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION},
.offset = {0, 0},
},
.fieldOfView = glm::radians(90.0f),
});
cubeSampler = graphics->createSampler({
.magFilter = Gfx::SE_FILTER_LINEAR,
@@ -106,7 +108,7 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
.height = (uint32)height,
.name = "HDRRaw",
});
Matrix4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
Matrix4 captureProjection = cubeRenderViewport->getProjectionMatrix(0.1f, 10.0f);
Matrix4 captureViews[] = {
glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)),
glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(-1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)),
+6 -10
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@@ -515,7 +515,7 @@ Vector4 MeshLoader::encodeQTangent(Matrix3 m) {
}
void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialInstanceAsset>& materials, Array<OMesh>& globalMeshes,
Component::Collider& collider) {
List<std::function<void()>> work;
//List<std::function<void()>> work;
for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex) {
aiMesh* mesh = scene->mMeshes[meshIndex];
if (!(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
@@ -527,9 +527,9 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
uint64 offset = vertexData->getMeshOffset(id);
collider.boundingbox.adjust(Vector(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z));
collider.boundingbox.adjust(Vector(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z));
work.add([=, this, &globalMeshes]() {
//work.add([=, this, &globalMeshes]() {
// assume static mesh for now
Array<StaticMeshVertexData::PositionType> positions(mesh->mNumVertices);
Array<Vector> positions(mesh->mNumVertices);
StaticArray<Array<StaticMeshVertexData::TexCoordType>, MAX_TEXCOORDS> texCoords;
for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
texCoords[i].resize(mesh->mNumVertices);
@@ -572,7 +572,6 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
colors[i] = StaticMeshVertexData::ColorType(1, 1, 1);
}
}
vertexData->loadPositions(offset, positions);
for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
vertexData->loadTexCoords(offset, i, texCoords[i]);
@@ -589,10 +588,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
}
Array<Meshlet> meshlets;
meshlets.reserve(indices.size() / (3ull * Gfx::numPrimitivesPerMeshlet));
Meshlet::build(positions, indices, meshlets);
vertexData->loadMesh(id, indices, meshlets);
vertexData->loadMesh(id, std::move(positions), std::move(indices));
// collider.physicsMesh.addCollider(positions, indices, Matrix4(1.0f));
@@ -604,9 +600,9 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
.mesh = globalMeshes[meshIndex],
});
vertexData->registerBottomLevelAccelerationStructure(globalMeshes[meshIndex]->blas);
});
//});
}
getThreadPool().runAndWait(std::move(work));
//getThreadPool().runAndWait(std::move(work));
}
Matrix4 convertMatrix(aiMatrix4x4 matrix) {
+1 -1
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@@ -21,7 +21,7 @@ DirectionalLightActor::DirectionalLightActor(PScene scene, Vector color, float i
float angle = std::acos(dot); // angle between vectors
rotation = glm::angleAxis(angle, axis);
}
attachComponent<Component::Transform>(Math::Transform(Vector(0, 0, 0), rotation));
getTransform().setRotation(rotation);
}
DirectionalLightActor::~DirectionalLightActor() {}
+1 -1
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@@ -6,7 +6,7 @@ PointLightActor::PointLightActor(PScene scene) : Actor(scene) { attachComponent<
PointLightActor::PointLightActor(PScene scene, Vector position, float intensity, Vector color, float attenuation) : Actor(scene) {
attachComponent<Component::PointLight>(color, intensity, attenuation);
attachComponent<Component::Transform>(Math::Transform(position));
getTransform().setPosition(position);
}
PointLightActor::~PointLightActor() {}
+1
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@@ -161,6 +161,7 @@ static constexpr uint32 numFramesBuffered = 3;
static constexpr uint32 numVerticesPerMeshlet = 256;
static constexpr uint32 numPrimitivesPerMeshlet = 256;
static constexpr uint32 numMeshletsPerTask = 256;
double getCurrentFrameDelta();
double getCurrentFrameTime();
uint32 getCurrentFrameIndex();
+5 -29
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@@ -2,8 +2,11 @@
#include "Containers/List.h"
#include "Containers/Map.h"
#include "Containers/Set.h"
#include <CRC.h>
#include <iostream>
#include <meshoptimizer.h>
#include <metis.h>
#include <unordered_map>
using namespace Seele;
@@ -185,32 +188,5 @@ bool addTriangle(const Array<Vector>& positions, Meshlet& current, Triangle& tri
}
void Meshlet::build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets) {
Meshlet current = {
.numVertices = 0,
.numPrimitives = 0,
};
// TODO:
// Array<uint32> optimizedIndices = indices;
// tipsifyIndexBuffer(indices, positions.size(), 25, optimizedIndices);
Array<Triangle> triangles(indices.size() / 3);
for (size_t i = 0; i < triangles.size(); ++i) {
triangles[i] = Triangle{
.indices =
{
indices[i * 3 + 0],
indices[i * 3 + 1],
indices[i * 3 + 2],
},
};
}
while (!triangles.empty()) {
if (!addTriangle(positions, current, triangles.back())) {
completeMeshlet(meshlets, current);
addTriangle(positions, current, triangles.back());
}
triangles.pop();
}
if (current.numVertices > 0) {
completeMeshlet(meshlets, current);
}
}
+1
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@@ -9,6 +9,7 @@ struct Meshlet {
uint8 primitiveLayout[Gfx::numPrimitivesPerMeshlet * 3]; // indices into the uniqueVertices array, only uint8 needed
uint32 numVertices;
uint32 numPrimitives;
uint32 lod = 0;
static void build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets);
};
} // namespace Seele
+1 -1
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@@ -81,7 +81,7 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
skybox = Seele::Component::Skybox{
.day = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
.night = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
.fogColor = Vector(0.1, 0.1, 0.8),
.fogColor = Vector(0, 0, 0),
.blendFactor = 0,
};
}
+2 -29
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@@ -16,12 +16,6 @@ StaticMeshVertexData* StaticMeshVertexData::getInstance() {
return &instance;
}
void StaticMeshVertexData::loadPositions(uint64 offset, const Array<PositionType>& data) {
assert(offset + data.size() <= head);
std::memcpy(posData.data() + offset, data.data(), data.size() * sizeof(PositionType));
dirty = true;
}
void StaticMeshVertexData::loadTexCoords(uint64 offset, uint64 index, const Array<TexCoordType>& data) {
assert(offset + data.size() <= head);
std::memcpy(texData[index].data() + offset, data.data(), data.size() * sizeof(TexCoordType));
@@ -67,17 +61,14 @@ void StaticMeshVertexData::serializeMesh(MeshId id, ArchiveBuffer& buffer) {
std::memcpy(tex[i].data(), texData[i].data() + offset, numVertices * sizeof(TexCoordType));
Serialization::save(buffer, tex[i]);
}
Array<PositionType> pos(numVertices);
Array<NormalType> nor(numVertices);
Array<TangentType> tan(numVertices);
Array<BiTangentType> bit(numVertices);
Array<ColorType> col(numVertices);
std::memcpy(pos.data(), posData.data() + offset, numVertices * sizeof(PositionType));
std::memcpy(nor.data(), norData.data() + offset, numVertices * sizeof(NormalType));
std::memcpy(tan.data(), tanData.data() + offset, numVertices * sizeof(TangentType));
std::memcpy(bit.data(), bitData.data() + offset, numVertices * sizeof(BiTangentType));
std::memcpy(col.data(), colData.data() + offset, numVertices * sizeof(ColorType));
Serialization::save(buffer, pos);
Serialization::save(buffer, nor);
Serialization::save(buffer, tan);
Serialization::save(buffer, bit);
@@ -97,22 +88,18 @@ uint64 StaticMeshVertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
loadTexCoords(offset, i, tex[i]);
result += tex[i].size() * sizeof(TexCoordType);
}
Array<PositionType> pos;
Array<NormalType> nor;
Array<TangentType> tan;
Array<BiTangentType> bit;
Array<ColorType> col;
Serialization::load(buffer, pos);
Serialization::load(buffer, nor);
Serialization::load(buffer, tan);
Serialization::load(buffer, bit);
Serialization::load(buffer, col);
loadPositions(offset, pos);
loadNormals(offset, nor);
loadTangents(offset, tan);
loadBitangents(offset, bit);
loadColors(offset, col);
result += pos.size() * sizeof(PositionType);
result += nor.size() * sizeof(NormalType);
result += tan.size() * sizeof(TangentType);
result += bit.size() * sizeof(BiTangentType);
@@ -123,10 +110,6 @@ uint64 StaticMeshVertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
void StaticMeshVertexData::init(Gfx::PGraphics _graphics) {
VertexData::init(_graphics);
descriptorLayout = _graphics->createDescriptorLayout("pVertexData");
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = POSITIONS_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = NORMALS_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
@@ -157,7 +140,6 @@ void StaticMeshVertexData::destroy() {
for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
texCoords[i] = nullptr;
}
positions = nullptr;
normals = nullptr;
tangents = nullptr;
biTangents = nullptr;
@@ -167,7 +149,7 @@ void StaticMeshVertexData::destroy() {
}
void StaticMeshVertexData::resizeBuffers() {
posData.resize(verticesAllocated);
VertexData::resizeBuffers();
norData.resize(verticesAllocated);
tanData.resize(verticesAllocated);
bitData.resize(verticesAllocated);
@@ -178,15 +160,7 @@ void StaticMeshVertexData::resizeBuffers() {
}
void StaticMeshVertexData::updateBuffers() {
positions = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = verticesAllocated * sizeof(PositionType),
.data = (uint8*)posData.data(),
},
.usage = Gfx::SE_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR,
.name = "Positions",
});
VertexData::updateBuffers();
normals = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
@@ -231,7 +205,6 @@ void StaticMeshVertexData::updateBuffers() {
}
descriptorLayout->reset();
descriptorSet = descriptorLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(POSITIONS_NAME, 0, positions);
descriptorSet->updateBuffer(NORMALS_NAME, 0, normals);
descriptorSet->updateBuffer(TANGENTS_NAME, 0, tangents);
descriptorSet->updateBuffer(BITANGENTS_NAME, 0, biTangents);
@@ -8,7 +8,6 @@
namespace Seele {
class StaticMeshVertexData : public VertexData {
public:
using PositionType = Vector;
using NormalType = Vector;
using TangentType = Vector;
using BiTangentType = Vector;
@@ -18,7 +17,6 @@ class StaticMeshVertexData : public VertexData {
StaticMeshVertexData();
virtual ~StaticMeshVertexData();
static StaticMeshVertexData* getInstance();
void loadPositions(uint64 offset, const Array<PositionType>& data);
void loadTexCoords(uint64 offset, uint64 index, const Array<TexCoordType>& data);
void loadNormals(uint64 offset, const Array<NormalType>& data);
void loadTangents(uint64 offset, const Array<TangentType>& data);
@@ -31,14 +29,11 @@ class StaticMeshVertexData : public VertexData {
virtual Gfx::PDescriptorLayout getVertexDataLayout() override { return descriptorLayout; }
virtual Gfx::PDescriptorSet getVertexDataSet() override { return descriptorSet; }
virtual std::string getTypeName() const override { return "StaticMeshVertexData"; }
virtual Gfx::PShaderBuffer getPositionBuffer() const override { return positions; }
private:
virtual void resizeBuffers() override;
virtual void updateBuffers() override;
Gfx::OShaderBuffer positions;
constexpr static const char* POSITIONS_NAME = "positions";
Gfx::OShaderBuffer texCoords[MAX_TEXCOORDS];
constexpr static const char* TEXCOORDS_NAME = "texCoords";
Gfx::OShaderBuffer normals;
@@ -49,7 +44,6 @@ class StaticMeshVertexData : public VertexData {
constexpr static const char* BITANGENTS_NAME = "biTangents";
Gfx::OShaderBuffer colors;
constexpr static const char* COLORS_NAME = "colors";
Array<PositionType> posData;
Array<TexCoordType> texData[MAX_TEXCOORDS];
Array<NormalType> norData;
Array<TangentType> tanData;
+298 -103
View File
@@ -8,6 +8,9 @@
#include "Material/Material.h"
#include "Material/MaterialInstance.h"
#include <iostream>
#include <meshoptimizer.h>
#include <metis.h>
#include <unordered_map>
using namespace Seele;
@@ -58,7 +61,14 @@ void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transfo
}
BatchedDrawCall& matInstanceData = matData.instances[referencedInstance->getId()];
matInstanceData.materialInstance = referencedInstance;
for (const auto& data : registeredMeshes[mesh->id].meshData) {
const auto& data = registeredMeshes[mesh->id].meshData;
uint32 numMeshlets = data.meshletRange.size;
for (uint32 i = 0; i < (numMeshlets + Gfx::numMeshletsPerTask - 1) / Gfx::numMeshletsPerTask; ++i) {
MeshData chunkMeshData = data;
chunkMeshData.meshletRange = {
.offset = data.meshletRange.offset + i * Gfx::numMeshletsPerTask,
.size = std::min(numMeshlets - i * Gfx::numMeshletsPerTask, Gfx::numMeshletsPerTask),
};
if (mat->hasTransparency()) {
auto params = referencedInstance->getMaterialOffsets();
transparentData.add(TransparentDraw{
@@ -73,14 +83,14 @@ void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transfo
},
.worldPosition = Vector(inst.transformMatrix[3]),
.instanceData = inst,
.meshData = data,
.meshData = chunkMeshData,
.cullingOffset = meshletOffset,
.rayTracingScene = mesh->blas,
});
} else { // opaque
matInstanceData.rayTracingData.add(mesh->blas);
matInstanceData.instanceData.add(inst);
matInstanceData.instanceMeshData.add(data);
matInstanceData.instanceMeshData.add(chunkMeshData);
matInstanceData.cullingOffsets.add(meshletOffset);
}
}
@@ -129,6 +139,8 @@ void VertexData::createDescriptors() {
instanceDataLayout->reset();
descriptorSet = instanceDataLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(POSITIONS_NAME, 0, positionBuffer);
descriptorSet->updateBuffer(INDEXBUFFER_NAME, 0, indexBuffer);
descriptorSet->updateBuffer(INSTANCES_NAME, 0, instanceBuffer);
descriptorSet->updateBuffer(MESHDATA_NAME, 0, instanceMeshDataBuffer);
descriptorSet->updateBuffer(MESHLET_NAME, 0, meshletBuffer);
@@ -138,63 +150,167 @@ void VertexData::createDescriptors() {
Material::updateDescriptor();
}
void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets) {
Array<VertexData::MeshletGroup> VertexData::groupMeshlets(std::span<MeshletDescription> meshlets) {
auto groupWithAllMeshets = [&]() {
MeshletGroup group;
for (uint32 i = 0; i < meshlets.size(); i++) {
group.meshlets.add(i);
}
return Array{group};
};
if (meshlets.size() < 8) {
return groupWithAllMeshets();
}
struct MeshletEdge {
explicit MeshletEdge(size_t a, size_t b) : first(std::min(a, b)), second(std::max(a, b)) {}
bool operator==(const MeshletEdge& other) const = default;
const size_t first;
const size_t second;
};
struct MeshletEdgeHasher {
size_t operator()(const MeshletEdge& edge) const { return CRC::Calculate(&edge, sizeof(MeshletEdge), CRC::CRC_32()); }
};
std::unordered_map<MeshletEdge, Array<size_t>, MeshletEdgeHasher> edges2Meshlets;
std::unordered_map<size_t, Array<MeshletEdge>> meshlets2Edges;
for (size_t meshletIndex = 0; meshletIndex < meshlets.size(); ++meshletIndex) {
const auto& meshlet = meshlets[meshletIndex];
auto getVertexIndex = [&](size_t index) {
return vertexIndices[meshlet.vertexIndices.offset + primitiveIndices[meshlet.primitiveIndices.offset + index]];
};
const size_t triangleCount = meshlet.primitiveIndices.size;
for (size_t triangleIndex = 0; triangleIndex < triangleCount; ++triangleIndex) {
for (size_t i = 0; i < 3; ++i) {
MeshletEdge edge{getVertexIndex(i + triangleIndex * 3), getVertexIndex(((i + 1) % 3) + triangleIndex * 3)};
edges2Meshlets[edge].add(meshletIndex);
meshlets2Edges[meshletIndex].emplace(edge);
}
}
}
std::erase_if(edges2Meshlets, [&](const auto& pair) { return pair.second.size() <= 1; });
if (edges2Meshlets.empty()) {
return groupWithAllMeshets();
}
idx_t vertexCount = meshlets.size();
idx_t ncon = 1;
idx_t nparts = meshlets.size() / 4;
assert(nparts > 1);
idx_t options[METIS_NOPTIONS];
METIS_SetDefaultOptions(options);
options[METIS_OPTION_OBJTYPE] = METIS_OBJTYPE_CUT;
options[METIS_OPTION_CCORDER] = 1;
Array<idx_t> partition;
partition.resize(vertexCount);
Array<idx_t> xadjacency;
xadjacency.reserve(vertexCount + 1);
Array<idx_t> edgeAdjacency;
Array<idx_t> edgeWeights;
for (size_t meshletIndex = 0; meshletIndex < meshlets.size(); ++meshletIndex) {
size_t startIndexInEdgeAdjacency = edgeAdjacency.size();
for (const auto& edge : meshlets2Edges[meshletIndex]) {
auto connectionsIter = edges2Meshlets.find(edge);
if (connectionsIter == edges2Meshlets.end()) {
continue;
}
const auto& connections = connectionsIter->second;
for (const auto& connectedMeshlet : connections) {
if (connectedMeshlet != meshletIndex) {
auto existingEdgeIter =
std::find(edgeAdjacency.begin() + startIndexInEdgeAdjacency, edgeAdjacency.end(), connectedMeshlet);
if (existingEdgeIter == edgeAdjacency.end()) {
edgeAdjacency.emplace(connectedMeshlet);
edgeWeights.emplace(1);
} else {
ptrdiff_t d = std::distance(edgeAdjacency.begin(), existingEdgeIter);
assert(d >= 0);
assert(d < edgeWeights.size());
edgeWeights[d]++;
}
}
}
}
xadjacency.add(startIndexInEdgeAdjacency);
}
xadjacency.add(edgeAdjacency.size());
assert(xadjacency.size() == meshlets.size() + 1);
assert(edgeAdjacency.size() == edgeWeights.size());
idx_t edgeCut;
int result = METIS_PartGraphKway(&vertexCount, &ncon, xadjacency.data(), edgeAdjacency.data(), nullptr, nullptr, edgeWeights.data(),
&nparts, nullptr, nullptr, options, &edgeCut, partition.data());
assert(result == METIS_OK);
Array<MeshletGroup> groups;
groups.resize(nparts);
for (size_t i = 0; i < meshlets.size(); ++i) {
idx_t partitionNumber = partition[i];
groups[partitionNumber].meshlets.add(i);
}
return groups;
}
void VertexData::loadMesh(MeshId id, Array<Vector> loadedPositions, Array<uint32> loadedIndices) {
std::unique_lock l(vertexDataLock);
RegisteredMesh& mesh = registeredMeshes[id];
assert(mesh.meshData.empty()); // TODO: update if not empty
uint32 numChunks = (loadedMeshlets.size() + 2047) / 2048;
for (uint32 chunkIdx = 0; chunkIdx < numChunks; ++chunkIdx) {
uint32 chunkOffset = chunkIdx * 2048;
uint32 numRemaining = loadedMeshlets.size() - chunkOffset;
MeshData& data = mesh.meshData;
AABB meshAABB;
uint32 meshletOffset = meshlets.size();
for (uint32 chunk = 0; chunk < std::min(numRemaining, 2048u); chunk++) {
Meshlet& m = loadedMeshlets[chunkOffset + chunk];
//...
meshAABB = meshAABB.combine(m.boundingBox);
// generate an LOD hierarchy for the given source mesh
// load LOD 0
loadMeshlets(id, loadedPositions, loadedIndices);
size_t previousMeshletsStart = data.meshletRange.offset; // todo:
uint32 vertexOffset = (uint32)vertexIndices.size();
vertexIndices.resize(vertexOffset + m.numVertices);
std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
/* const int maxLod = 25;
for (int lod = 0; lod < maxLod; ++lod) {
float tLod = lod / (float)maxLod;
uint32 primitiveOffset = (uint32)primitiveIndices.size();
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(),
.vertexIndices =
{
.offset = vertexOffset,
.size = m.numVertices,
},
.primitiveIndices =
{
.offset = primitiveOffset,
.size = m.numPrimitives,
},
.color = Vector((float)rand() / RAND_MAX, (float)rand() / RAND_MAX, (float)rand() / RAND_MAX),
.indicesOffset = (uint32)registeredMeshes[id].vertexOffset,
});
std::span<MeshletDescription> previousLevelMeshlets =
std::span{meshlets.data() + previousMeshletsStart, data.meshletRange.size};
if (previousLevelMeshlets.size() <= 1) {
return;
}
registeredMeshes[id].meshData.add(MeshData{
.bounding = meshAABB, //.toSphere(),
.meshletRange =
{
.offset = meshletOffset,
.size = std::min(numRemaining, 2048u),
},
});
}
// todo: in case of a index split for 16 bit, do something here
registeredMeshes[id].meshData[0].indicesRange = {
.offset = (uint32)indices.size(),
.size = (uint32)loadedIndices.size(),
};
indices.resize(indices.size() + loadedIndices.size());
std::memcpy(indices.data() + registeredMeshes[id].meshData[0].indicesRange.offset, loadedIndices.data(),
loadedIndices.size() * sizeof(uint32));
auto groups = groupMeshlets(previousLevelMeshlets);
const uint32 newMeshletStart = ;
for (const auto& group : groups) {
Array<uint32> groupVertexIndices;
for (const auto& meshletIndex : group.meshlets) {
const auto& meshlet = meshlets[meshletIndex];
size_t start = groupVertexIndices.size();
groupVertexIndices.resize(start + meshlet.numPrimitives * 3);
for (size_t j = 0; j < meshlet.numPrimitives * 3; ++j) {
groupVertexIndices[j + start] = meshlet.uniqueVertices[meshlet.primitiveLayout[j]];
}
}
float targetError = 0.01f;
const float threshold = 0.5f;
size_t targetIndexCount = groupVertexIndices.size() * threshold;
uint32 options = meshopt_SimplifyLockBorder;
Array<uint32> simplifiedIndexBuffer;
simplifiedIndexBuffer.resize(groupVertexIndices.size());
float simplificationError = 0.f;
size_t simplifiedIndexCount = meshopt_simplify(
simplifiedIndexBuffer.data(), groupVertexIndices.data(), groupVertexIndices.size(), (float*)loadedPositions.data(),
loadedPositions.size(), sizeof(Vector), targetIndexCount, targetError, options, &simplificationError);
simplifiedIndexBuffer.resize(simplifiedIndexCount);
if (simplifiedIndexCount > 0) {
// loadMeshlets();
}
}
}*/
std::memcpy(positions.data() + mesh.vertexOffset, loadedPositions.data(), loadedPositions.size() * sizeof(Vector));
}
void VertexData::removeMesh(MeshId id) {
@@ -205,34 +321,33 @@ void VertexData::removeMesh(MeshId id) {
uint32 numVertexIndices = 0;
uint32 primitiveIndicesOffset = primitiveIndices.size();
uint32 numPrimitiveIndices = 0;
uint32 indicesOffset = removing.meshData[0].indicesRange.offset;
uint32 numIndices = removing.meshData[0].indicesRange.size;
for (const auto& data : removing.meshData) {
meshletOffset = std::min(meshletOffset, data.meshletRange.offset);
numMeshlets += data.meshletRange.size;
for (uint32 m = 0; m < data.meshletRange.size; ++m) {
MeshletDescription& meshlet = meshlets[data.meshletRange.offset + m];
vertexIndicesOffset = std::min(vertexIndicesOffset, meshlet.vertexIndices.offset);
numVertexIndices += meshlet.vertexIndices.size;
primitiveIndicesOffset = std::min(primitiveIndicesOffset, meshlet.primitiveIndices.offset);
numPrimitiveIndices += meshlet.primitiveIndices.size;
}
uint32 indicesOffset = removing.meshData.indicesRange.offset;
uint32 numIndices = removing.meshData.indicesRange.size;
const auto& data = removing.meshData;
meshletOffset = std::min(meshletOffset, data.meshletRange.offset);
numMeshlets += data.meshletRange.size;
for (uint32 m = 0; m < data.meshletRange.size; ++m) {
MeshletDescription& meshlet = meshlets[data.meshletRange.offset + m];
vertexIndicesOffset = std::min(vertexIndicesOffset, meshlet.vertexIndices.offset);
numVertexIndices += meshlet.vertexIndices.size;
primitiveIndicesOffset = std::min(primitiveIndicesOffset, meshlet.primitiveIndices.offset);
numPrimitiveIndices += meshlet.primitiveIndices.size;
}
for (auto& mesh : registeredMeshes) {
for (auto& data : mesh.meshData) {
if (data.meshletRange.offset > meshletOffset) {
for (uint32 i = 0; i < data.meshletRange.size; ++i) {
MeshletDescription& m = meshlets[data.meshletRange.offset + i];
if (m.primitiveIndices.offset > primitiveIndicesOffset) {
m.primitiveIndices.offset -= numPrimitiveIndices;
}
if (m.vertexIndices.offset > vertexIndicesOffset) {
m.vertexIndices.offset -= numVertexIndices;
}
auto& data = mesh.meshData;
if (data.meshletRange.offset > meshletOffset) {
for (uint32 i = 0; i < data.meshletRange.size; ++i) {
MeshletDescription& m = meshlets[data.meshletRange.offset + i];
if (m.primitiveIndices.offset > primitiveIndicesOffset) {
m.primitiveIndices.offset -= numPrimitiveIndices;
}
if (m.vertexIndices.offset > vertexIndicesOffset) {
m.vertexIndices.offset -= numVertexIndices;
}
data.meshletRange.offset -= numMeshlets;
data.indicesRange.offset -= numIndices;
}
data.meshletRange.offset -= numMeshlets;
data.indicesRange.offset -= numIndices;
}
}
uint32 numMeshletsToMove = meshlets.size() - (meshletOffset + numMeshlets);
@@ -305,6 +420,7 @@ MeshId VertexData::allocateVertexData(uint64 numVertices) {
if (head > verticesAllocated) {
verticesAllocated = 2 * head; // double capacity
std::cout << "Resizing buffers to " << verticesAllocated << std::endl;
resizeBuffers();
}
return res;
@@ -312,34 +428,22 @@ MeshId VertexData::allocateVertexData(uint64 numVertices) {
void VertexData::serializeMesh(MeshId id, ArchiveBuffer& buffer) {
std::unique_lock l(vertexDataLock);
Array<Meshlet> out;
for (uint32 n = 0; n < registeredMeshes[id].meshData.size(); ++n) {
MeshData data = registeredMeshes[id].meshData[n];
for (size_t i = 0; i < data.meshletRange.size; ++i) {
MeshletDescription& desc = meshlets[i + data.meshletRange.offset];
Meshlet m;
std::memcpy(m.uniqueVertices, &vertexIndices[desc.vertexIndices.offset], desc.vertexIndices.size * sizeof(uint32));
std::memcpy(m.primitiveLayout, &primitiveIndices[desc.primitiveIndices.offset], desc.primitiveIndices.size * 3 * sizeof(uint8));
m.numPrimitives = desc.primitiveIndices.size;
m.numVertices = desc.vertexIndices.size;
m.boundingBox = desc.bounding;
out.add(std::move(m));
}
}
Array<uint32> ind(registeredMeshes[id].meshData[0].indicesRange.size);
std::memcpy(ind.data(), &indices[registeredMeshes[id].meshData[0].indicesRange.offset],
registeredMeshes[id].meshData[0].indicesRange.size * sizeof(uint32));
Serialization::save(buffer, out);
Array<uint32> ind(registeredMeshes[id].meshData.indicesRange.size);
std::memcpy(ind.data(), indices.data() + registeredMeshes[id].meshData.indicesRange.offset,
registeredMeshes[id].meshData.indicesRange.size * sizeof(uint32));
Array<Vector> pos(registeredMeshes[id].vertexCount);
std::memcpy(pos.data(), positions.data() + registeredMeshes[id].vertexOffset, registeredMeshes[id].vertexCount * sizeof(Vector));
Serialization::save(buffer, ind);
Serialization::save(buffer, pos);
}
uint64 VertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
Array<Meshlet> in;
Array<Vector> pos;
Array<uint32> ind;
Serialization::load(buffer, in);
Serialization::load(buffer, ind);
loadMesh(id, ind, in);
uint64 result = in.size() * sizeof(MeshletDescription);
Serialization::load(buffer, pos);
loadMesh(id, pos, ind);
uint64 result = pos.size() * sizeof(Vector);
result += ind.size() * sizeof(uint32);
return result;
}
@@ -364,6 +468,16 @@ void VertexData::init(Gfx::PGraphics _graphics) {
verticesAllocated = NUM_DEFAULT_ELEMENTS;
instanceDataLayout = graphics->createDescriptorLayout("pScene");
// positions
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = POSITIONS_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
// indexBuffer
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = INDEXBUFFER_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
// instanceData
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = INSTANCES_NAME,
@@ -430,10 +544,91 @@ void VertexData::destroy() {
uint32 VertexData::addCullingMapping(MeshId id) {
uint32 result = (uint32)meshletCount;
for (const auto& md : getMeshData(id)) {
meshletCount += md.meshletRange.size;
}
const auto& md = getMeshData(id);
meshletCount += md.meshletRange.size;
return result;
}
void VertexData::resizeBuffers() { positions.resize(verticesAllocated); }
void VertexData::updateBuffers() {
positionBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = verticesAllocated * sizeof(Vector),
.data = (uint8*)positions.data(),
},
.usage = Gfx::SE_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR,
.name = "Positions",
});
}
void VertexData::loadMeshlets(MeshId id, const Array<Vector>& loadedPositions, const Array<uint32>& loadedIndices) {
// Array<uint32> optimizedIndices = indices;
// tipsifyIndexBuffer(indices, positions.size(), 25, optimizedIndices);
const float coneWeight = 0.0f;
const uint32 meshletOffset = meshlets.size();
const uint32 vertexOffset = vertexIndices.size();
const uint32 primitiveOffset = primitiveIndices.size();
const uint32 maxMeshlets = meshopt_buildMeshletsBound(loadedIndices.size(), Gfx::numVerticesPerMeshlet, Gfx::numPrimitivesPerMeshlet);
Array<meshopt_Meshlet> meshoptMeshlets;
meshoptMeshlets.resize(maxMeshlets);
Array<uint32> meshletVertexIndices;
Array<uint8> meshletTriangles;
meshletVertexIndices.resize(maxMeshlets * Gfx::numVerticesPerMeshlet);
meshletTriangles.resize(maxMeshlets * Gfx::numVerticesPerMeshlet * 3);
const uint32 meshletCount =
meshopt_buildMeshlets(meshoptMeshlets.data(), meshletVertexIndices.data(), meshletTriangles.data(), loadedIndices.data(),
loadedIndices.size(), (float*)loadedPositions.data(), loadedPositions.size(), sizeof(Vector),
Gfx::numVerticesPerMeshlet, Gfx::numPrimitivesPerMeshlet, coneWeight);
const meshopt_Meshlet& last = meshoptMeshlets[meshletCount - 1];
const uint32 vertexCount = last.vertex_offset + last.vertex_count;
const uint32 indexCount = last.triangle_offset + ((last.triangle_count * 3 + 3) & ~3);
vertexIndices.resize(vertexOffset + vertexCount);
primitiveIndices.resize(primitiveOffset + indexCount);
meshlets.resize(meshletOffset + meshletCount);
std::memcpy(vertexIndices.data() + vertexOffset, meshletVertexIndices.data(), vertexCount * sizeof(uint32));
std::memcpy(primitiveIndices.data() + primitiveOffset, meshletTriangles.data(), indexCount * sizeof(uint8));
for (size_t i = 0; i < meshletCount; ++i) {
MeshletDescription& m = meshlets[meshletOffset + i];
m.vertexIndices = {
.offset = vertexOffset + meshoptMeshlets[i].vertex_offset,
.size = meshoptMeshlets[i].vertex_count,
};
m.primitiveIndices = {
.offset = primitiveOffset + meshoptMeshlets[i].triangle_offset,
.size = meshoptMeshlets[i].triangle_count,
};
// todo: use meshopt for bb generation
m.bounding = AABB();
for (size_t j = 0; j < m.vertexIndices.size; ++j) {
m.bounding.adjust(loadedPositions[vertexIndices[meshoptMeshlets[i].vertex_offset + j]]);
}
}
registeredMeshes[id].meshData = MeshData{
.bounding = AABB(),
.meshletRange =
{
.offset = meshletOffset,
.size = meshletCount,
},
.indicesRange =
{
.offset = (uint32)indices.size(),
.size = (uint32)loadedIndices.size(),
},
};
// todo: in case of a index split for 16 bit, do something here
indices.resize(indices.size() + loadedIndices.size());
std::memcpy(indices.data() + registeredMeshes[id].meshData.indicesRange.offset, loadedIndices.data(),
loadedIndices.size() * sizeof(uint32));
}
VertexData::VertexData() : idCounter(0), head(0), verticesAllocated(0), dirty(false) {}
+22 -11
View File
@@ -57,7 +57,7 @@ class VertexData {
void resetMeshData();
void updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transform& transform);
virtual void createDescriptors();
void loadMesh(MeshId id, Array<uint32> indices, Array<Meshlet> meshlets);
void loadMesh(MeshId id, Array<Vector> positions, Array<uint32> indices);
virtual void removeMesh(MeshId id);
void commitMeshes();
MeshId allocateVertexData(uint64 numVertices);
@@ -68,7 +68,7 @@ class VertexData {
virtual Gfx::PDescriptorLayout getVertexDataLayout() = 0;
virtual Gfx::PDescriptorSet getVertexDataSet() = 0;
virtual std::string getTypeName() const = 0;
virtual Gfx::PShaderBuffer getPositionBuffer() const = 0;
Gfx::PShaderBuffer getPositionBuffer() const { return positionBuffer; }
Gfx::PIndexBuffer getIndexBuffer() const { return indexBuffer; }
uint32* getIndexData() const { return indices.data(); }
Gfx::PDescriptorLayout getInstanceDataLayout() { return instanceDataLayout; }
@@ -76,7 +76,7 @@ class VertexData {
const Array<MaterialData>& getMaterialData() const { return materialData; }
const Array<TransparentDraw>& getTransparentData() const { return transparentData; }
const Array<Gfx::PBottomLevelAS>& getRayTracingData() const { return rayTracingScene; }
const Array<MeshData>& getMeshData(MeshId id) const { return registeredMeshes[id].meshData; }
const MeshData& getMeshData(MeshId id) const { return registeredMeshes[id].meshData; }
void registerBottomLevelAccelerationStructure(Gfx::PBottomLevelAS blas) { dataToBuild.add(blas); }
uint32 getIndicesOffset(uint32 meshletIndex) { return meshlets[meshletIndex].indicesOffset; }
uint64 getNumInstances() const { return instanceData.size(); }
@@ -91,8 +91,10 @@ class VertexData {
constexpr static const char* CULLINGDATA_NAME = "cullingData";
protected:
virtual void resizeBuffers() = 0;
virtual void updateBuffers() = 0;
virtual void resizeBuffers();
virtual void updateBuffers();
void loadMeshlets(MeshId id, const Array<Vector>& positions, const Array<uint32>& indices);
VertexData();
struct MeshletDescription {
AABB bounding;
@@ -100,9 +102,11 @@ class VertexData {
PoolRange vertexIndices;
// range into primitiveIndices array
PoolRange primitiveIndices;
Vector color;
// gets added to vertex indices so that they reference the global mesh pool
uint32 indicesOffset = 0;
uint32 lod = 0;
uint32 pad0;
uint32 pad1;
};
std::mutex materialDataLock;
Array<MaterialData> materialData;
@@ -111,8 +115,8 @@ class VertexData {
std::mutex vertexDataLock;
struct RegisteredMesh
{
// each mesh id can have multiple meshdata, in case it needs to be split for having too many meshlets
Array<MeshData> meshData;
// this mesh data can have an unlimited number of meshlets, gets split when updating shader buffers
MeshData meshData;
uint64 vertexOffset;
uint64 vertexCount;
};
@@ -121,6 +125,7 @@ class VertexData {
Array<MeshletDescription> meshlets;
Array<uint8> primitiveIndices;
Array<uint32> vertexIndices;
Array<Vector> positions;
Array<uint32> indices;
static uint64 meshletCount;
@@ -128,6 +133,10 @@ class VertexData {
Gfx::PGraphics graphics;
Gfx::ODescriptorLayout instanceDataLayout;
// for mesh shading
Gfx::OShaderBuffer positionBuffer;
constexpr static const char* POSITIONS_NAME = "positions";
Gfx::OIndexBuffer indexBuffer;
constexpr static const char* INDEXBUFFER_NAME = "indexBuffer";
Gfx::OShaderBuffer meshletBuffer;
constexpr static const char* MESHLET_NAME = "meshlets";
Gfx::OShaderBuffer vertexIndicesBuffer;
@@ -137,9 +146,6 @@ class VertexData {
Gfx::OShaderBuffer cullingOffsetBuffer;
constexpr static const char* CULLINGOFFSETS_NAME = "cullingOffsets";
// for legacy pipeline
Gfx::OIndexBuffer indexBuffer;
constexpr static const char* INDEXBUFFER_NAME = "indexBuffer";
Array<Gfx::PBottomLevelAS> dataToBuild;
// Material data
Array<InstanceData> instanceData;
@@ -157,5 +163,10 @@ class VertexData {
uint64 head;
uint64 verticesAllocated;
bool dirty;
struct MeshletGroup {
Array<size_t> meshlets;
};
Array<MeshletGroup> groupMeshlets(std::span<MeshletDescription> meshlets);
};
} // namespace Seele
+1 -1
View File
@@ -23,7 +23,7 @@ BottomLevelAS::BottomLevelAS(PGraphics graphics, const Gfx::BottomLevelASCreateI
};
VertexData* vertexData = createInfo.mesh->vertexData;
//todo: indices might be split as well
MeshData meshData = vertexData->getMeshData(createInfo.mesh->id)[0];
MeshData meshData = vertexData->getMeshData(createInfo.mesh->id);
vertexOffset = vertexData->getMeshOffset(createInfo.mesh->id) * sizeof(Vector);
vertexCount = vertexData->getMeshVertexCount(createInfo.mesh->id);
indexOffset = meshData.indicesRange.offset * sizeof(uint32);
-1
View File
@@ -10,7 +10,6 @@ MeshUpdater::MeshUpdater(PScene scene) : ComponentSystem<Component::Transform, C
MeshUpdater::~MeshUpdater() {}
void MeshUpdater::update(entt::entity id, Component::Transform& transform, Component::Mesh& comp) {
scene->accessComponent<Component::Camera>(id);
if (comp.meshletOffsets.empty()) {
for (uint32 i = 0; i < comp.asset->meshes.size(); ++i) {
comp.meshletOffsets.add(comp.asset->meshes[i]->vertexData->addCullingMapping(comp.asset->meshes[i]->id));
+3 -1
View File
@@ -14,6 +14,8 @@
"vulkan-memory-allocator",
"lunasvg",
"harfbuzz",
"shader-slang"
"shader-slang",
"metis",
"meshoptimizer"
]
}