#include "VertexData.h" #include "Graphics/Enums.h" #include "Graphics/Initializer.h" #include "Material/Material.h" #include "Graphics/Graphics.h" #include "Graphics/Descriptor.h" #include "Component/Mesh.h" #include "Graphics/Shader.h" #include "Graphics/Mesh.h" #include "Containers/Set.h" using namespace Seele; constexpr static uint64 NUM_DEFAULT_ELEMENTS = 1024 * 1024; void VertexData::resetMeshData() { std::unique_lock l(materialDataLock); for (auto& mat : materialData) { if (mat.material != nullptr) { mat.material->getDescriptorLayout()->reset(); } } materialData.clear(); if (dirty) { updateBuffers(); dirty = false; } } void VertexData::updateMesh(PMesh mesh, Component::Transform& transform) { std::unique_lock l(materialDataLock); PMaterialInstance referencedInstance = mesh->referencedMaterial->getHandle(); PMaterial mat = referencedInstance->getBaseMaterial(); if (materialData.size() <= mat->getId()) { materialData.resize(mat->getId() + 1); } MaterialData& matData = materialData[mat->getId()]; matData.material = mat; if (matData.instances.size() <= referencedInstance->getId()) { matData.instances.resize(referencedInstance->getId() + 1); } BatchedDrawCall& matInstanceData = matData.instances[referencedInstance->getId()]; const auto& data = meshData[mesh->id]; Matrix4 transformMatrix = transform.toMatrix() * mesh->transform; matInstanceData.instanceData.add(InstanceData{ .transformMatrix = transformMatrix, .inverseTransformMatrix = glm::inverse(transformMatrix), }); matInstanceData.instanceMeshData.add(data); matInstanceData.numMeshes++; for (size_t i = 0; i < 0; ++i) { auto bounding = meshlets[data.meshletOffset + i].bounding; StaticArray corners; Vector min = bounding.min;//bounding.center - bounding.radius * Vector(1, 1, 1); Vector max = bounding.max;//bounding.center + bounding.radius * Vector(1, 1, 1); corners[0] = transformMatrix * Vector4(min.x, min.y, min.z, 1); corners[1] = transformMatrix * Vector4(min.x, min.y, max.z, 1); corners[2] = transformMatrix * Vector4(min.x, max.y, min.z, 1); corners[3] = transformMatrix * Vector4(min.x, max.y, max.z, 1); corners[4] = transformMatrix * Vector4(max.x, min.y, min.z, 1); corners[5] = transformMatrix * Vector4(max.x, min.y, max.z, 1); corners[6] = transformMatrix * Vector4(max.x, max.y, min.z, 1); corners[7] = transformMatrix * Vector4(max.x, max.y, 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(); } void VertexData::createDescriptors() { std::unique_lock l(materialDataLock); instanceData.clear(); instanceMeshData.clear(); uint32 numMeshlets = 0; Array cullingOffsets; for (auto& mat : materialData) { for (auto& instance : mat.instances) { instance.offsets.instanceOffset = instanceData.size(); instance.offsets.cullingCounterOffset = cullingOffsets.size(); instance.numMeshes = instance.instanceData.size(); instance.numMeshlets = 0; for (size_t i = 0; i < instance.instanceData.size(); ++i) { instanceData.add(instance.instanceData[i]); instanceMeshData.add(instance.instanceMeshData[i]); instance.numMeshlets += instance.instanceMeshData[i].numMeshlets; cullingOffsets.add(numMeshlets); numMeshlets += instance.numMeshlets; } } } cullingOffsetBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = cullingOffsets.size() * sizeof(uint32), .data = (uint8*)cullingOffsets.data(), }, .numElements = cullingOffsets.size(), .name = "MeshletOffset" }); cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = numMeshlets * sizeof(uint32), }, .numElements = numMeshlets, .name = "MeshletCulling" }); instanceDataLayout->reset(); instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = sizeof(InstanceData) * instanceData.size(), .data = (uint8*)instanceData.data(), }, .numElements = instanceData.size(), .dynamic = false, .name = "InstanceBuffer" }); instanceBuffer->pipelineBarrier( Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_VERTEX_SHADER_BIT ); descriptorSet = instanceDataLayout->allocateDescriptorSet(); instanceMeshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = sizeof(MeshData) * instanceMeshData.size(), .data = (uint8*)instanceMeshData.data(), }, .numElements = instanceMeshData.size(), .dynamic = false, .name = "MeshDataBuffer" }); instanceMeshDataBuffer->pipelineBarrier( Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_VERTEX_SHADER_BIT ); descriptorSet->updateBuffer(0, instanceBuffer); descriptorSet->updateBuffer(1, instanceMeshDataBuffer); descriptorSet->updateBuffer(2, meshletBuffer); descriptorSet->updateBuffer(3, primitiveIndicesBuffer); descriptorSet->updateBuffer(4, vertexIndicesBuffer); descriptorSet->updateBuffer(5, cullingOffsetBuffer); descriptorSet->updateBuffer(6, cullingBuffer); descriptorSet->writeChanges(); } void VertexData::loadMesh(MeshId id, Array loadedIndices, Array loadedMeshlets) { std::unique_lock l(vertexDataLock); meshlets.reserve(meshlets.size() + loadedMeshlets.size()); vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet); primitiveIndices.reserve(primitiveIndices.size() + loadedMeshlets.size() * Gfx::numPrimitivesPerMeshlet * 3); uint32 meshletOffset = meshlets.size(); AABB meshAABB; for (uint32 i = 0; i < loadedMeshlets.size(); ++i) { Meshlet& m = loadedMeshlets[i]; meshAABB = meshAABB.combine(m.boundingBox); uint32 vertexOffset = vertexIndices.size(); vertexIndices.resize(vertexOffset + m.numVertices); std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32)); uint32 primitiveOffset = 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(), .vertexCount = m.numVertices, .primitiveCount = m.numPrimitives, .vertexOffset = vertexOffset, .primitiveOffset = primitiveOffset, .color = Vector((float)rand() / RAND_MAX,(float)rand() / RAND_MAX,(float)rand() / RAND_MAX), .indicesOffset = (uint32)meshOffsets[id], }); } meshData[id] = MeshData{ .bounding = meshAABB,//.toSphere(), .numMeshlets = (uint32)loadedMeshlets.size(), .meshletOffset = meshletOffset, }; meshData[id].firstIndex = indices.size(); meshData[id].numIndices = loadedIndices.size(); if (!graphics->supportMeshShading()) { indices.resize(indices.size() + loadedIndices.size()); std::memcpy(indices.data() + meshData[id].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32)); indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{ .sourceData = { .size = sizeof(uint32) * indices.size(), .data = (uint8*)indices.data(), }, .indexType = Gfx::SE_INDEX_TYPE_UINT32, .name = "IndexBuffer", }); } meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = sizeof(MeshletDescription) * meshlets.size(), .data = (uint8*)meshlets.data() }, .numElements = meshlets.size(), .dynamic = false, .name = "MeshletBuffer" }); vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = sizeof(uint32) * vertexIndices.size(), .data = (uint8*)vertexIndices.data(), }, .numElements = vertexIndices.size(), .dynamic = false, .name = "VertexIndicesBuffer" }); primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = sizeof(uint8) * primitiveIndices.size(), .data = (uint8*)primitiveIndices.data(), }, .numElements = primitiveIndices.size(), .dynamic = false, .name = "PrimitiveIndicesBuffer", }); } MeshId VertexData::allocateVertexData(uint64 numVertices) { std::unique_lock l(vertexDataLock); MeshId res{ idCounter++ }; meshOffsets[res] = head; meshVertexCounts[res] = numVertices; head += numVertices; if (head > verticesAllocated) { verticesAllocated = std::max(head, verticesAllocated + NUM_DEFAULT_ELEMENTS); resizeBuffers(); } return res; } uint64 VertexData::getMeshOffset(MeshId id) { return meshOffsets[id]; } uint64 VertexData::getMeshVertexCount(MeshId id) { return meshVertexCounts[id]; } List vertexDataList; List VertexData::getList() { return vertexDataList; } VertexData* VertexData::findByTypeName(std::string name) { for (auto vd : vertexDataList) { if (vd->getTypeName() == name) { return vd; } } return nullptr; } void VertexData::init(Gfx::PGraphics _graphics) { graphics = _graphics; verticesAllocated = NUM_DEFAULT_ELEMENTS; instanceDataLayout = graphics->createDescriptorLayout("pScene"); // instanceData instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, }); // meshData instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, }); // meshletData instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER }); // primitiveIndices instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER }); // vertexIndices instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER }); // cullingList instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER }); // cullingOffset instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 6, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER }); instanceDataLayout->create(); resizeBuffers(); graphics->getShaderCompiler()->registerVertexData(this); } void VertexData::destroy() { instanceBuffer = nullptr; instanceMeshDataBuffer = nullptr; instanceDataLayout = nullptr; meshletBuffer = nullptr; vertexIndicesBuffer = nullptr; primitiveIndicesBuffer = nullptr; indexBuffer = nullptr; meshData.clear(); materialData.clear(); } VertexData::VertexData() : idCounter(0) , head(0) , verticesAllocated(0) , dirty(false) { }