#include "VertexData.h" #include "Graphics/Descriptor.h" #include "Graphics/Enums.h" #include "Graphics/Graphics.h" #include "Graphics/Initializer.h" #include "Graphics/Mesh.h" #include "Graphics/Shader.h" #include "Material/Material.h" #include "Material/MaterialInstance.h" #include using namespace Seele; constexpr static uint64 NUM_DEFAULT_ELEMENTS = 17962284; uint64 VertexData::meshletCount = 0; void VertexData::resetMeshData() { std::unique_lock l(materialDataLock); instanceData.clear(); instanceMeshData.clear(); rayTracingScene.clear(); transparentData.clear(); for (auto& mat : materialData) { for (auto& inst : mat.instances) { inst.instanceData.clear(); inst.instanceMeshData.clear(); } if (mat.material != nullptr) { mat.material->getDescriptorLayout()->reset(); } } if (dirty) { updateBuffers(); dirty = false; } } void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transform& transform) { std::unique_lock l(materialDataLock); PMaterialInstance referencedInstance = mesh->referencedMaterial->getHandle(); PMaterial mat = referencedInstance->getBaseMaterial(); const auto& data = meshData[mesh->id]; Matrix4 transformMatrix = transform.toMatrix() * mesh->transform; InstanceData inst = InstanceData{ .transformMatrix = transformMatrix, .inverseTransformMatrix = glm::inverse(transformMatrix), }; referencedInstance->updateDescriptor(); if (mat->hasTransparency()) { auto params = referencedInstance->getMaterialOffsets(); transparentData.add(TransparentDraw{ .matInst = referencedInstance, .vertexData = this, .offsets = { .instanceOffset = 0, .textureOffset = params.textureOffset, .samplerOffset = params.samplerOffset, .floatOffset = params.floatOffset, }, .worldPosition = Vector(inst.transformMatrix[3]), .instanceData = inst, .meshData = data, .cullingOffset = meshletOffset, .rayTracingScene = mesh->blas, }); return; } 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()]; matInstanceData.materialInstance = referencedInstance; matInstanceData.rayTracingData.add(mesh->blas); matInstanceData.instanceData.add(inst); matInstanceData.instanceMeshData.add(data); matInstanceData.cullingOffsets.add(meshletOffset); 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}); } } void VertexData::createDescriptors() { std::unique_lock l(materialDataLock); Array cullingOffsets; for (auto& mat : materialData) { for (auto& instance : mat.instances) { instance.offsets.instanceOffset = instanceData.size(); MaterialOffsets offsets = instance.materialInstance->getMaterialOffsets(); instance.offsets.textureOffset = offsets.textureOffset; instance.offsets.samplerOffset = offsets.samplerOffset; instance.offsets.floatOffset = offsets.floatOffset; for (size_t i = 0; i < instance.instanceData.size(); ++i) { cullingOffsets.add(instance.cullingOffsets[i]); instanceData.add(instance.instanceData[i]); instanceMeshData.add(instance.instanceMeshData[i]); rayTracingScene.add(instance.rayTracingData[i]); } } } for (uint32 i = 0; i < transparentData.size(); ++i) { transparentData[i].offsets.instanceOffset = instanceData.size(); cullingOffsets.add(transparentData[i].cullingOffset); instanceData.add(transparentData[i].instanceData); instanceMeshData.add(transparentData[i].meshData); rayTracingScene.add(transparentData[i].rayTracingScene); } cullingOffsetBuffer->rotateBuffer(cullingOffsets.size() * sizeof(uint32)); cullingOffsetBuffer->updateContents(0, cullingOffsets.size() * sizeof(uint32), cullingOffsets.data()); cullingOffsetBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT); instanceBuffer->rotateBuffer(instanceData.size() * sizeof(InstanceData)); instanceBuffer->updateContents(0, instanceData.size() * sizeof(InstanceData), instanceData.data()); instanceBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT); instanceMeshDataBuffer->rotateBuffer(sizeof(MeshData) * instanceMeshData.size()); instanceMeshDataBuffer->updateContents(0, sizeof(MeshData) * instanceMeshData.size(), instanceMeshData.data()); instanceMeshDataBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT); instanceDataLayout->reset(); descriptorSet = instanceDataLayout->allocateDescriptorSet(); descriptorSet->updateBuffer(0, instanceBuffer); descriptorSet->updateBuffer(1, instanceMeshDataBuffer); descriptorSet->updateBuffer(2, meshletBuffer); descriptorSet->updateBuffer(3, primitiveIndicesBuffer); descriptorSet->updateBuffer(4, vertexIndicesBuffer); descriptorSet->updateBuffer(5, cullingOffsetBuffer); Material::updateDescriptor(); } void VertexData::loadMesh(MeshId id, Array loadedIndices, Array loadedMeshlets) { std::unique_lock l(vertexDataLock); 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, .firstIndex = (uint32)indices.size(), .numIndices = (uint32)loadedIndices.size(), }; indices.resize(indices.size() + loadedIndices.size()); std::memcpy(indices.data() + meshData[id].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32)); } void VertexData::commitMeshes() { 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", }); updateBuffers(); vertexIndices.clear(); primitiveIndices.clear(); indices.clear(); meshlets.clear(); dirty = false; // graphics->buildBottomLevelAccelerationStructures(std::move(dataToBuild)); } MeshId VertexData::allocateVertexData(uint64 numVertices) { std::unique_lock l(vertexDataLock); MeshId res{idCounter++}; meshOffsets.add(head); meshVertexCounts.add(numVertices); meshData.add({}); head += numVertices; if (head > verticesAllocated) { verticesAllocated = 2 * head; // double capacity std::cout << "Resizing buffers to " << verticesAllocated << std::endl; resizeBuffers(); } return res; } void VertexData::serializeMesh(MeshId id, uint64 numVertices, ArchiveBuffer& buffer) { std::unique_lock l(vertexDataLock); Array out; MeshData data = meshData[id]; for (size_t i = 0; i < data.numMeshlets; ++i) { MeshletDescription& desc = meshlets[i + data.meshletOffset]; Meshlet m; std::memcpy(m.uniqueVertices, &vertexIndices[desc.vertexOffset], desc.vertexCount * sizeof(uint32)); std::memcpy(m.primitiveLayout, &primitiveIndices[desc.primitiveOffset], desc.primitiveCount * 3 * sizeof(uint8)); m.numPrimitives = desc.primitiveCount; m.numVertices = desc.vertexCount; m.boundingBox = desc.bounding; out.add(std::move(m)); } Array ind(data.numIndices); std::memcpy(ind.data(), &indices[data.firstIndex], data.numIndices * sizeof(uint32)); Serialization::save(buffer, out); Serialization::save(buffer, ind); } uint64 VertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) { Array in; Array ind; Serialization::load(buffer, in); Serialization::load(buffer, ind); loadMesh(id, ind, in); uint64 result = in.size() * sizeof(MeshletDescription); result += ind.size() * sizeof(uint32); return result; } 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}); // cullingOffset instanceDataLayout->addDescriptorBinding( Gfx::DescriptorBinding{.binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER}); // cullingInfos instanceDataLayout->addDescriptorBinding( Gfx::DescriptorBinding{.binding = 6, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER}); instanceDataLayout->create(); cullingOffsetBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .dynamic = true, .name = "MeshletOffset", }); instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .dynamic = true, .name = "InstanceBuffer", }); instanceMeshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .dynamic = true, .name = "MeshDataBuffer", }); resizeBuffers(); graphics->getShaderCompiler()->registerVertexData(this); } void VertexData::destroy() { cullingOffsetBuffer = nullptr; instanceBuffer = nullptr; instanceMeshDataBuffer = nullptr; instanceDataLayout = nullptr; meshletBuffer = nullptr; vertexIndicesBuffer = nullptr; primitiveIndicesBuffer = nullptr; indexBuffer = nullptr; meshData.clear(); materialData.clear(); } uint32 VertexData::addCullingMapping(MeshId id) { uint32 result = meshletCount; meshletCount += getMeshData(id).numMeshlets; return result; } VertexData::VertexData() : idCounter(0), head(0), verticesAllocated(0), dirty(false) {}