feat: implement mesh registry and buffer allocation
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+102
-95
@@ -1,14 +1,10 @@
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use crate::common::scene::Scene;
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use crate::gpu::vertex3::Vertex3;
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use std::collections::HashMap;
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use std::collections::HashMap;
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use std::error::Error;
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use std::path::Path;
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use std::sync::Arc;
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use std::sync::Arc;
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use nalgebra::Vector3;
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use uuid::Uuid;
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use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
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use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
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use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
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use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
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use wavefront::Obj;
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use wavefront::Obj;
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use crate::common::scene::Scene;
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use crate::gpu::vertex3::Vertex3;
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/// This struct is slightly misleading - it doesn't actually contain the mesh information, but
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/// This struct is slightly misleading - it doesn't actually contain the mesh information, but
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/// the locations of the mesh's information in the overall application's vertex buffer, index buffer,
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/// the locations of the mesh's information in the overall application's vertex buffer, index buffer,
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@@ -24,22 +20,12 @@ use crate::gpu::vertex3::Vertex3;
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pub struct Mesh {
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pub struct Mesh {
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pub id: String,
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pub id: String,
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pub vertex_loc: usize,
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pub vertex_loc: usize,
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pub vertex_count: usize,
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pub index_loc: usize,
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pub index_loc: usize,
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pub index_count: usize,
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}
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}
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impl Mesh {
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impl Mesh {}
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pub fn new(
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id: impl Into<String>,
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vertex_loc: usize,
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index_loc: usize,
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) -> Self {
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Self {
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id: id.into(),
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vertex_loc,
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index_loc,
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}
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}
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}
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/// # Mesh Registry
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/// # Mesh Registry
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/// A wrapper around a series of [`Mesh`] structs, keyed by a unique ID, and the buffers that are
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/// A wrapper around a series of [`Mesh`] structs, keyed by a unique ID, and the buffers that are
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@@ -53,99 +39,120 @@ pub struct MeshRegistry {
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}
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}
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impl MeshRegistry {
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impl MeshRegistry {
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pub fn new(
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/// Creates a `MeshRegistry` from the given [`Scene`].
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allocator: Arc<dyn MemoryAllocator>,
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) -> Result<Self, Box<dyn Error>> {
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let vertex_buffer = Arc::new(Buffer::new_slice::<Vertex3>(
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allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::VERTEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_HOST |
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MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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1_000_000,
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)?);
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let index_buffer = Arc::new(Buffer::new_slice::<u32>(
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allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::INDEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_HOST |
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MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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3_000_000,
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)?);
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Ok(Self {
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meshes: HashMap::new(),
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allocator,
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vertex_buffer,
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index_buffer,
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})
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}
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/// Creates a `MeshRegistry` from the provided [`Scene`].
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///
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///
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/// This method will load all the meshes indicated by the scene and allocate the required
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/// This method will load all the meshes indicated by the scene and allocate the required
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/// buffers. This significantly simplifies the allocation process, as the buffers only need to
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/// buffers. This significantly simplifies the allocation process, as the buffers only need to
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/// be allocated once.
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/// be allocated once.
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pub fn from_scene(scene: &Scene, allocator: Arc<dyn MemoryAllocator>) -> Self {
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pub fn from_scene(scene: &Scene, allocator: Arc<dyn MemoryAllocator>) -> Self {
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// First, load all the meshes into a single map.
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// Load all the meshes into a single map.
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println!("Loading meshes from scene");
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println!("Loading meshes from scene");
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let meshes = scene.mesh_paths.iter().map(|(id, path)|
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let meshes = scene
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(id.clone(), Obj::from_file(path).expect("Couldn't read wavefront file"))
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.mesh_paths
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).collect::<HashMap<String, Obj>>();
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.iter()
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.map(|(id, path)| {
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(
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id.clone(),
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Obj::from_file(path).expect("Couldn't read wavefront file"),
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)
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})
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.collect::<HashMap<String, Obj>>();
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// Second, build two more maps that contain the vertex and index information.
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let mut verts = Vec::new();
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let verts = meshes.iter().map(|(id, obj)|
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let mut indices = Vec::new();
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(id.clone(), obj.vertices().map(|v| v.position().into()).collect())
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let mut mesh_list = HashMap::new();
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).collect::<HashMap<String, Vec<Vector3<f32>>>>();
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meshes.into_iter().for_each(|(id, obj)| {
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// Information will be added directly to the verts and indices vectors, and a new Mesh
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// struct will be created and inserted into the mesh_list.
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let vert_start = verts.len();
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let all_verts = obj.vertices();
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let vert_len = all_verts.len();
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verts.extend(all_verts.map(|v| Vertex3::from(v.position())));
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let indices = meshes.iter().map(|(id, obj)|
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let index_list = obj
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(id.clone(), obj.vertices().map(|v| v.position_index()).collect())
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.triangles()
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).collect::<HashMap<String, Vec<usize>>>();
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.flat_map(|t| {
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t.iter()
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.map(|i| i.position_index() as u32)
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.collect::<Vec<u32>>()
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})
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.collect::<Vec<u32>>();
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let index_start = indices.len();
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let index_len = index_list.len();
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indices.extend(index_list);
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// Apply static transformations here. The general idea is that we don't want to have to read
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// TODO Create bounding boxes for each mesh and associate them with the struct.
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// any information from the buffer without the correct information. We do want to keep track
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mesh_list.insert(
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// of what mesh is at what location in the list though.
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id.clone(),
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println!("Applying static mesh transformations");
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Mesh {
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id,
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vertex_loc: vert_start,
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vertex_count: vert_len,
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index_loc: index_start,
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index_count: index_len,
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},
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);
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});
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// Get Vector3's as a list of Vertex3's (CPU to GPU)
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// Allocate buffers for the information.
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let vertex_buffer = Self::alloc_vert_buffer(allocator.clone(), verts);
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let index_buffer = Self::alloc_index_buffer(allocator.clone(), indices);
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// Third, allocate and fill buffers with this information.
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// Finally, return the struct.
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// let vert_buffer = Self::alloc_vert_buffer(allocator, verts.values().collect());
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Self {
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meshes: mesh_list,
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// Fourth, return the struct.
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vertex_buffer,
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index_buffer,
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todo!()
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allocator,
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}
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}
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}
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/// Allocates and writes to a vertex buffer with the given `Vec<Vertex3>`.
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fn alloc_vert_buffer(
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fn alloc_vert_buffer(
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alloc: Arc<dyn MemoryAllocator>,
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alloc: Arc<dyn MemoryAllocator>,
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verts: Vec<Vertex3>
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verts: Vec<Vertex3>,
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) -> Arc<Subbuffer<[Vertex3]>> {
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) -> Arc<Subbuffer<[Vertex3]>> {
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println!("Allocating vertex buffer");
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println!("Allocating vertex buffer");
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Arc::new(Buffer::from_iter(
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Arc::new(
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alloc.clone(),
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Buffer::from_iter(
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BufferCreateInfo {
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alloc.clone(),
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usage: BufferUsage::VERTEX_BUFFER,
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BufferCreateInfo {
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..Default::default()
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usage: BufferUsage::VERTEX_BUFFER,
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},
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..Default::default()
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AllocationCreateInfo {
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},
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memory_type_filter: MemoryTypeFilter::PREFER_HOST |
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AllocationCreateInfo {
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MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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memory_type_filter: MemoryTypeFilter::PREFER_HOST
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..Default::default()
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},
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..Default::default()
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verts
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},
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).expect("Couldn't allocate vertex buffer"))
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verts,
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)
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.expect("Couldn't allocate vertex buffer"),
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)
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}
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/// Allocates and writes to an index buffer with the given `Vec<usize>`.
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fn alloc_index_buffer(
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alloc: Arc<dyn MemoryAllocator>,
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indices: Vec<u32>,
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) -> Arc<Subbuffer<[u32]>> {
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println!("Allocating index buffer");
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Arc::new(
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Buffer::from_iter(
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alloc.clone(),
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BufferCreateInfo {
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usage: BufferUsage::INDEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_HOST
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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indices,
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)
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.expect("Couldn't allocate index buffer"),
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)
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}
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}
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/// Attempts to find a [`Mesh`] with the given ID, returning `None` if it's not found.
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/// Attempts to find a [`Mesh`] with the given ID, returning `None` if it's not found.
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