Files
Seele/src/Engine/Graphics/VertexData.cpp
T

299 lines
10 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"
#include <set>
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(PMesh mesh, Component::Transform& transform)
{
PMaterial mat = mesh->referencedMaterial->getHandle()->getBaseMaterial();
MaterialData& matData = materialData[mat->getName()];
matData.material = mat;
MaterialInstanceData& matInstanceData = matData.instances[mesh->referencedMaterial->getHandle()->getId()];
for (auto& data : meshData[mesh->id])
{
matInstanceData.meshes.add(MeshInstanceData{
.instance = InstanceData {
.transformMatrix = transform.toMatrix(),
},
.data = data
});
}
matInstanceData.materialInstance = mesh->referencedMaterial->getHandle();
}
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)
{
meshes.add(inst.data);
instanceData.add(inst.instance);
}
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.meshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(MeshData) * meshes.size(),
.data = (uint8*)meshes.data(),
},
.numElements = meshes.size(),
.dynamic = false,
});
matInst.descriptorSet->updateBuffer(0, matInst.instanceBuffer);
matInst.descriptorSet->updateBuffer(1, matInst.meshDataBuffer);
matInst.descriptorSet->updateBuffer(2, meshletBuffer);
matInst.descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
matInst.descriptorSet->updateBuffer(4, vertexIndicesBuffer);
matInst.descriptorSet->writeChanges();
}
}
}
void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets)
{
meshlets.reserve(meshlets.size() + loadedMeshlets.size());
vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
primitiveIndices.reserve(primitiveIndices.size() + loadedMeshlets.size() * Gfx::numPrimitivesPerMeshlet * 3);
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, 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{
.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;
}
meshData[id][0].firstIndex = indices.size();
meshData[id][0].numIndices = loadedIndices.size();
indices.resize(indices.size() + loadedIndices.size());
std::memcpy(indices.data() + meshData[id][0].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,
});
meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(MeshletDescription) * meshlets.size(),
.data = (uint8*)meshlets.data()
},
.numElements = meshlets.size(),
.dynamic = false,
});
vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(uint32) * vertexIndices.size(),
.data = (uint8*)vertexIndices.data(),
},
.numElements = vertexIndices.size(),
.dynamic = false,
});
primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(uint8) * primitiveIndices.size(),
.data = (uint8*)primitiveIndices.data(),
},
.numElements = primitiveIndices.size(),
.dynamic = false,
});
}
MeshId VertexData::allocateVertexData(uint64 numVertices)
{
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<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)
{
graphics = _graphics;
verticesAllocated = NUM_DEFAULT_ELEMENTS;
instanceDataLayout = graphics->createDescriptorLayout("VertexDataInstanceLayout");
instanceDataLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// 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 Seele::Meshlet::buildFromIndexBuffer(const Array<uint32>& indices, Array<Meshlet>& meshlets)
{
std::set<uint32> uniqueVertices;
Meshlet current = {
.numVertices = 0,
.numPrimitives = 0,
};
auto insertAndGetIndex = [&uniqueVertices, &current](uint32 index) -> int8_t
{
auto [it, inserted] = uniqueVertices.insert(index);
if (inserted)
{
if (current.numVertices == Gfx::numVerticesPerMeshlet)
{
return -1;
}
current.uniqueVertices[current.numVertices] = index;
return current.numVertices++;
}
else
{
for (uint32 i = 0; i < current.numVertices; ++i)
{
if (current.uniqueVertices[i] == index)
{
return i;
}
}
// it could be in unique vertices but not in meshlet vertices
return -1;
}
};
auto completeMeshlet = [&meshlets, &current, &uniqueVertices]() {
meshlets.add(current);
current = {
.numVertices = 0,
.numPrimitives = 0,
};
uniqueVertices.clear();
};
for (size_t faceIndex = 0; faceIndex < indices.size() / 3; ++faceIndex)
{
auto i1 = insertAndGetIndex(indices[faceIndex * 3 + 0]);
auto i2 = insertAndGetIndex(indices[faceIndex * 3 + 1]);
auto i3 = insertAndGetIndex(indices[faceIndex * 3 + 2]);
if (i1 == -1 || i2 == -1 || i3 == -1)
{
completeMeshlet();
i1 = insertAndGetIndex(indices[faceIndex * 3 + 0]);
i2 = insertAndGetIndex(indices[faceIndex * 3 + 1]);
i3 = insertAndGetIndex(indices[faceIndex * 3 + 2]);
}
current.primitiveLayout[current.numPrimitives * 3 + 0] = i1;
current.primitiveLayout[current.numPrimitives * 3 + 1] = i2;
current.primitiveLayout[current.numPrimitives * 3 + 2] = i3;
current.numPrimitives++;
if (current.numPrimitives == Gfx::numPrimitivesPerMeshlet)
{
completeMeshlet();
}
}
if (!uniqueVertices.empty())
{
completeMeshlet();
}
}