Files
vulkan-test-rs/src/common/mesh.rs
T

221 lines
8.2 KiB
Rust

use crate::assets::loaders::mesh_loader::MeshLoadInfo;
use crate::gpu::vertex3::Vertex3;
use std::collections::HashMap;
use std::sync::Arc;
use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
/// This struct is slightly misleading - it doesn't actually contain the mesh information, but
/// the locations of the mesh's information in the overall application's vertex buffer, index buffer,
/// and other such structures.
///
/// That means that this `MeshHandle` struct is actually just an entry within that registry. They
/// should never be edited or created manually.
#[derive(Debug)]
pub struct MeshHandle {
pub id: String,
pub vertex_loc: usize,
pub vertex_count: usize,
pub index_loc: usize,
pub index_count: usize,
/// The submeshes that make up this mesh, in the order they should be drawn. Each one covers
/// a contiguous range of the registry's shared index buffer and (once material loading is
/// wired up) should be drawn with its own material bound.
pub submeshes: Vec<SubmeshHandle>,
}
impl MeshHandle {}
/// A submesh's location within a [`MeshRegistry`]'s shared index buffer, along with a reference
/// to the material it was assigned in its source file.
///
/// Unlike [`crate::assets::loaders::mesh_loader::Submesh`], `index_loc` here is an absolute
/// offset into the registry's shared index buffer rather than an offset local to one loaded file.
#[derive(Debug, Clone)]
pub struct SubmeshHandle {
/// The id this submesh's material should be looked up under in a
/// [`crate::common::material::MaterialRegistry`], if the source file assigned one. Follows
/// the `"{mesh_id}_mat_{index}"` convention - nothing requires a material actually be
/// registered under this id yet, until material loading is wired up.
pub material_id: Option<String>,
pub index_loc: usize,
pub index_count: usize,
}
type VertexBuffer = Arc<Subbuffer<[Vertex3]>>;
type IndexBuffer = Arc<Subbuffer<[u32]>>;
/// # Mesh Registry
/// A wrapper around a series of [`MeshHandle`] structs, keyed by a unique ID, and the buffers that are
/// used by the rendering pipeline.
#[derive(Debug)]
pub struct MeshRegistry {
/// The map of mesh IDs and their display handles.
pub meshes: HashMap<String, MeshHandle>,
/// The memory allocator this registry should use.
allocator: Arc<dyn MemoryAllocator>,
/// The vertex buffer allocated for all registered meshes.
pub vertex_buffer: Option<VertexBuffer>,
/// The index buffer allocated for all registered meshes.
pub index_buffer: Option<IndexBuffer>,
/// The raw vertex data backing `vertex_buffer`, kept around so a single mesh can be appended
/// via [`Self::register_mesh`] without losing every previously registered mesh's data.
raw_vertices: Vec<Vertex3>,
/// The raw index data backing `index_buffer`. See `raw_vertices`.
raw_indices: Vec<u32>,
}
impl MeshRegistry {
/// Creates a new, blank `MeshRegistry` instance.
pub fn new(allocator: Arc<dyn MemoryAllocator>) -> Self {
Self {
meshes: HashMap::new(),
vertex_buffer: None,
index_buffer: None,
raw_vertices: Vec::new(),
raw_indices: Vec::new(),
allocator
}
}
/// Appends a single already-loaded mesh to `verts`/`indices`, returning a [`MeshHandle`]
/// describing where its data landed. A submesh's `material_id` is derived purely from
/// `mesh_id` and the submesh's position in the source file, so this works whether or not a
/// material has actually been registered under that id yet.
fn append_mesh(
mesh_id: &str,
info: MeshLoadInfo,
verts: &mut Vec<Vertex3>,
indices: &mut Vec<u32>,
) -> MeshHandle {
let vertex_loc = verts.len();
let vertex_count = info.vertices.len();
info.vertices
.iter()
.zip(info.normals.iter())
.zip(info.uvs.iter())
.for_each(|((pos, norm), uv)| {
verts.push(Vertex3::new(*pos, *norm, *uv));
});
let index_loc = indices.len();
let index_count = info.indices.len();
indices.extend(info.indices);
let submeshes = info
.submeshes
.into_iter()
.map(|submesh| SubmeshHandle {
material_id: submesh
.material_index
.map(|i| format!("{mesh_id}_mat_{i}")),
index_loc: index_loc + submesh.index_start,
index_count: submesh.index_count,
})
.collect::<Vec<_>>();
println!(
"Loaded mesh \"{}\" with {} vertices, {} indices, and {} submesh(es)",
mesh_id, vertex_count, index_count, submeshes.len()
);
MeshHandle {
id: mesh_id.to_string(),
vertex_loc,
vertex_count,
index_loc,
index_count,
submeshes,
}
}
/// Registers a single mesh, independently of a full [`Scene`] - e.g. from
/// [`crate::assets::asset_manager::AssetManager`] loading one model at a time. Appends the
/// mesh's data to the registry's shared buffers and reallocates them.
///
/// This is far less efficient than batching a whole scene through [`Self::load_scene`], since
/// every call reallocates and re-uploads the full vertex/index buffers - fine for loading a
/// handful of models up front, not for anything performance-sensitive.
pub fn register_mesh(&mut self, mesh_id: String, info: MeshLoadInfo) {
let handle = Self::append_mesh(
&mesh_id,
info,
&mut self.raw_vertices,
&mut self.raw_indices,
);
self.meshes.insert(mesh_id, handle);
self.rebuild_buffers();
}
/// (Re)allocates `vertex_buffer`/`index_buffer` from the currently accumulated
/// `raw_vertices`/`raw_indices`.
fn rebuild_buffers(&mut self) {
self.vertex_buffer = Some(Self::alloc_vert_buffer(
self.allocator.clone(),
self.raw_vertices.clone(),
));
self.index_buffer = Some(Self::alloc_index_buffer(
self.allocator.clone(),
self.raw_indices.clone(),
));
}
/// Allocates and writes to a vertex buffer with the given `Vec<Vertex3>`.
fn alloc_vert_buffer(
alloc: Arc<dyn MemoryAllocator>,
verts: Vec<Vertex3>,
) -> VertexBuffer {
println!("Allocating vertex buffer");
Arc::new(
Buffer::from_iter(
alloc.clone(),
BufferCreateInfo {
usage: BufferUsage::VERTEX_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_HOST
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
verts,
)
.expect("Couldn't allocate vertex buffer"),
)
}
/// Allocates and writes to an index buffer with the given `Vec<usize>`.
fn alloc_index_buffer(
alloc: Arc<dyn MemoryAllocator>,
indices: Vec<u32>,
) -> IndexBuffer {
println!("Allocating index buffer");
Arc::new(
Buffer::from_iter(
alloc.clone(),
BufferCreateInfo {
usage: BufferUsage::INDEX_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_HOST
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
indices,
)
.expect("Couldn't allocate index buffer"),
)
}
/// Attempts to find a [`MeshHandle`] with the given ID, returning `None` if it's not found.
pub fn get(&self, uuid: &String) -> Option<&MeshHandle> {
self.meshes.get(uuid)
}
/// Returns a boolean indicating whether the requested [`MeshHandle`] exists.
pub fn exists(&self, uuid: &String) -> bool {
self.get(uuid).is_some()
}
}