wip: checkpoint mid-refactor of asset loading before submesh work
Moves mesh/material loaders under src/assets/loaders, renames Mesh to MeshHandle, and begins scaffolding the material loader. Known-broken build state (MeshRegistry::from_scene call site and asset_manager mesh registration are out of sync) — committed as a rollback point before implementing submeshes. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01986QNHM1cUsnRskKvBbbuo
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@@ -1,24 +1,19 @@
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use crate::assets::loaders::mesh_loader::{MeshInfo, MeshLoader};
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use crate::common::scene::Scene;
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use crate::gpu::vertex3::Vertex3;
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use crate::loaders::mesh_loader::{MeshInfo, MeshLoader};
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use std::collections::HashMap;
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use std::sync::Arc;
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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 wavefront::Obj;
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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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/// and other such structures.
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///
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/// Once loaded, the mesh should be accessible via ID through a registry-type struct, which simply
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/// maintains the list of meshes that have been loaded by the application so far and which assigns
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/// the correct indices for buffer-to-render logic.
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///
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/// That means that this `Mesh` struct is actually just an entry within that registry. They should
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/// rarely be used directly, and should never be edited.
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/// That means that this `MeshHandle` struct is actually just an entry within that registry. They
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/// should never be edited or created manually.
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#[derive(Debug)]
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pub struct Mesh {
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pub struct MeshHandle {
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pub id: String,
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pub vertex_loc: usize,
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pub vertex_count: usize,
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@@ -26,26 +21,48 @@ pub struct Mesh {
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pub index_count: usize,
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}
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impl Mesh {}
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impl MeshHandle {}
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type VertexBuffer = Arc<Subbuffer<[Vertex3]>>;
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type IndexBuffer = Arc<Subbuffer<[u32]>>;
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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 [`MeshHandle`] structs, keyed by a unique ID, and the buffers that are
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/// used by the rendering pipeline.
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#[derive(Debug)]
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pub struct MeshRegistry {
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pub meshes: HashMap<String, Mesh>,
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/// The map of mesh IDs and their display handles.
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pub meshes: HashMap<String, MeshHandle>,
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/// The memory allocator this registry should use.
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allocator: Arc<dyn MemoryAllocator>,
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pub vertex_buffer: Arc<Subbuffer<[Vertex3]>>,
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pub index_buffer: Arc<Subbuffer<[u32]>>,
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/// The vertex buffer allocated for all registered meshes.
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pub vertex_buffer: Option<VertexBuffer>,
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/// The index buffer allocated for all registered meshes.
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pub index_buffer: Option<IndexBuffer>,
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}
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impl MeshRegistry {
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/// Creates a new, blank `MeshRegistry` instance.
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pub fn new(allocator: Arc<dyn MemoryAllocator>) -> Self {
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Self {
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meshes: HashMap::new(),
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vertex_buffer: None,
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index_buffer: None,
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allocator
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}
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}
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/// Registers a [`MeshHandle`] to the registry, if it does not already exist.
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pub fn register(&mut self, mesh_id: String, mesh: MeshHandle) {
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self.meshes.insert(mesh_id, mesh);
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}
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/// Creates a `MeshRegistry` from the given [`Scene`].
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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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/// buffers. This significantly simplifies the allocation process, as the buffers only need to
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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 load_scene(&mut self, scene: &Scene, allocator: Arc<dyn MemoryAllocator>) {
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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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@@ -93,7 +110,7 @@ impl MeshRegistry {
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// TODO Create bounding boxes for each mesh and associate them with the struct.
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mesh_list.insert(
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id.clone(),
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Mesh {
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MeshHandle {
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id,
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vertex_loc: vert_start,
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vertex_count: obj_num_verts,
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@@ -107,20 +124,16 @@ impl MeshRegistry {
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let vertex_buffer = Self::alloc_vert_buffer(allocator.clone(), buf_verts);
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let index_buffer = Self::alloc_index_buffer(allocator.clone(), buf_indices);
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// Finally, return the struct.
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Self {
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meshes: mesh_list,
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vertex_buffer,
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index_buffer,
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allocator,
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}
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self.meshes = mesh_list;
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self.vertex_buffer = Some(vertex_buffer);
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self.index_buffer = Some(index_buffer);
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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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alloc: Arc<dyn MemoryAllocator>,
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verts: Vec<Vertex3>,
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) -> Arc<Subbuffer<[Vertex3]>> {
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) -> VertexBuffer {
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println!("Allocating vertex buffer");
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Arc::new(
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Buffer::from_iter(
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@@ -144,7 +157,7 @@ impl MeshRegistry {
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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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) -> IndexBuffer {
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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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@@ -164,8 +177,13 @@ impl MeshRegistry {
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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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pub fn get(&self, uuid: &String) -> Option<&Mesh> {
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/// Attempts to find a [`MeshHandle`] with the given ID, returning `None` if it's not found.
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pub fn get(&self, uuid: &String) -> Option<&MeshHandle> {
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self.meshes.get(uuid)
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}
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/// Returns a boolean indicating whether the requested [`MeshHandle`] exists.
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pub fn exists(&self, uuid: &String) -> bool {
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self.get(uuid).is_some()
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}
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}
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