#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" using namespace Seele; constexpr static uint64 NUM_DEFAULT_ELEMENTS = 1024 * 1024; void VertexData::resetMeshData() { for (auto& [_, mat] : materialData) { mat.material->getDescriptorLayout()->reset(); } materialData.clear(); if (dirty) { updateBuffers(); dirty = false; } } void VertexData::updateMesh(const Component::Transform& transform, 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.add(MeshInstanceData{ .id = mesh->id, .instance = InstanceData { .transformMatrix = transform.toMatrix(), }, .indexBuffer = mesh->indexBuffer, }); matInstanceData.materialInstance = mesh->referencedMaterial->getHandle(); matInstanceData.materialInstance->updateDescriptor(); matInstanceData.numMeshes += meshData[mesh->id].size(); } void VertexData::createDescriptors() { instanceDataLayout->reset(); for (const auto& [_, mat] : materialData) { for (auto& [_, matInst] : mat.instances) { Array instanceData; Array 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++; } } 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.meshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = sizeof(MeshData) * meshes.size(), .data = (uint8*)meshes.data(), }, .numElements = meshes.size(), .dynamic = false, }); matInst.descriptorSet->updateBuffer(1, matInst.meshDataBuffer); matInst.descriptorSet->updateBuffer(2, meshletBuffer); matInst.descriptorSet->updateBuffer(3, primitiveIndicesBuffer); matInst.descriptorSet->updateBuffer(4, vertexIndicesBuffer); } matInst.descriptorSet->writeChanges(); matInst.numMeshes = meshes.size(); } } } void VertexData::loadMesh(MeshId id, Array loadedMeshlets) { meshData[id].clear(); uint32 currentMesh = 0; while (currentMesh < loadedMeshlets.size()) { uint32 numMeshlets = std::min(512, loadedMeshlets.size() - currentMesh); uint32 meshletOffset = meshlets.size(); for (uint32 i = 0; i < numMeshlets; ++i) { Meshlet& m = loadedMeshlets[currentMesh + i]; uint32 vertexOffset = vertexIndices.size(); vertexIndices.resize(vertexOffset + m.numVertices); std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices.data(), m.numVertices * sizeof(uint32)); uint32 primitiveOffset = primitiveIndices.size(); primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3)); std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout.data(), m.numPrimitives * 3 * sizeof(uint8)); meshlets.add(MeshletDescription{ .boundingBox = MeshletAABB(), .vertexCount = m.numVertices, .primitiveCount = m.numPrimitives, .vertexOffset = vertexOffset, .primitiveOffset = primitiveOffset, }); } meshData[id].add(MeshData{ .numMeshlets = numMeshlets, .meshletOffset = meshletOffset, .indicesOffset = static_cast(meshOffsets[id]), }); currentMesh += numMeshlets; } meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = sizeof(MeshletDescription) * meshlets.size(), .data = (uint8*)meshlets.data() }, .numElements = meshlets.size(), .dynamic = true, }); vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = sizeof(uint32) * vertexIndices.size(), .data = (uint8*)vertexIndices.data(), }, .numElements = vertexIndices.size(), .dynamic = true, }); primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .sourceData = { .size = sizeof(uint8) * primitiveIndices.size(), .data = (uint8*)primitiveIndices.data(), }, .numElements = primitiveIndices.size(), .dynamic = true, }); } MeshId VertexData::allocateVertexData(uint64 numVertices) { MeshId res{ idCounter++ }; meshOffsets[res] = head; meshVertexCounts[res] = numVertices; head += numVertices; if (head > verticesAllocated) { verticesAllocated = head; 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* Seele::VertexData::findByTypeName(std::string name) { for (auto vd : vertexDataList) { if (vd->getTypeName() == name) { return vd; } } return nullptr; } void Seele::VertexData::init(Gfx::PGraphics graphics) { this->graphics = graphics; verticesAllocated = NUM_DEFAULT_ELEMENTS; instanceDataLayout = graphics->createDescriptorLayout("VertexDataInstanceLayout"); instanceDataLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER); if (graphics->supportMeshShading()) { // meshData instanceDataLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER); // meshletData instanceDataLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER); // primitiveIndices instanceDataLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER); // vetexIndices instanceDataLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER); } instanceDataLayout->create(); resizeBuffers(); graphics->getShaderCompiler()->registerVertexData(this); } VertexData::VertexData() : idCounter(0) , head(0) , verticesAllocated(0) , dirty(false) { } void Meshlet::save(ArchiveBuffer& buffer) const { Serialization::save(buffer, uniqueVertices); Serialization::save(buffer, primitiveLayout); Serialization::save(buffer, numVertices); Serialization::save(buffer, numPrimitives); } void Meshlet::load(ArchiveBuffer& buffer) { Serialization::load(buffer, uniqueVertices); Serialization::load(buffer, primitiveLayout); Serialization::load(buffer, numVertices); Serialization::load(buffer, numPrimitives); }