Files
Seele/src/Engine/Graphics/VertexData.cpp
T
2023-11-17 18:46:37 +01:00

242 lines
7.9 KiB
C++

#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> instanceData;
Array<MeshData> 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<Meshlet> loadedMeshlets)
{
meshData[id].clear();
uint32 currentMesh = 0;
while (currentMesh < loadedMeshlets.size())
{
uint32 numMeshlets = std::min<uint32>(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<uint32>(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<VertexData*> vertexDataList;
List<VertexData*> 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);
}