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

170 lines
6.2 KiB
Rust

use crate::common::scene::Scene;
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};
use wavefront::Obj;
/// 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.
///
/// Once loaded, the mesh should be accessible via ID through a registry-type struct, which simply
/// maintains the list of meshes that have been loaded by the application so far and which assigns
/// the correct indices for buffer-to-render logic.
///
/// That means that this `Mesh` struct is actually just an entry within that registry. They should
/// rarely be used directly, and should never be edited.
#[derive(Debug)]
pub struct Mesh {
pub id: String,
pub vertex_loc: usize,
pub vertex_count: usize,
pub index_loc: usize,
pub index_count: usize,
}
impl Mesh {}
/// # Mesh Registry
/// A wrapper around a series of [`Mesh`] structs, keyed by a unique ID, and the buffers that are
/// used by the rendering pipeline.
#[derive(Debug)]
pub struct MeshRegistry {
pub meshes: HashMap<String, Mesh>,
allocator: Arc<dyn MemoryAllocator>,
pub vertex_buffer: Arc<Subbuffer<[Vertex3]>>,
pub index_buffer: Arc<Subbuffer<[u32]>>,
}
impl MeshRegistry {
/// Creates a `MeshRegistry` from the given [`Scene`].
///
/// This method will load all the meshes indicated by the scene and allocate the required
/// buffers. This significantly simplifies the allocation process, as the buffers only need to
/// be allocated once.
pub fn from_scene(scene: &Scene, allocator: Arc<dyn MemoryAllocator>) -> Self {
// Load all the meshes into a single map.
println!("Loading meshes from scene");
let meshes = scene
.mesh_paths
.iter()
.map(|(id, path)| {
(
id.clone(),
Obj::from_file(path).expect("Couldn't read wavefront file"),
)
})
.collect::<HashMap<String, Obj>>();
let mut buf_verts = Vec::new();
let mut buf_indices = Vec::new();
let mut mesh_list = HashMap::new();
meshes.into_iter().for_each(|(id, obj)| {
// Information will be added directly to the verts and indices vectors, and a new Mesh
// struct will be created and inserted into the mesh_list.
let vert_start = buf_verts.len();
let all_verts = obj.positions();
let all_norms = obj.normals();
let obj_num_verts = all_verts.len();
all_verts.iter().zip(all_norms.iter())
.for_each(|(pos, norm)| {
buf_verts.push(Vertex3::new(*pos, *norm));
});
// buf_verts.extend(all_verts.map(|v| Vertex3::new(v.position(), v.normal().unwrap_or_default())));
let index_list = obj
.triangles()
.flat_map(|t| {
t.iter()
.map(|i| i.position_index() as u32)
.collect::<Vec<u32>>()
})
.collect::<Vec<u32>>();
let index_start = buf_indices.len();
let obj_num_idx = index_list.len();
buf_indices.extend(index_list);
println!("Loaded mesh {} with {} vertices and {} indices", id, obj_num_verts, obj_num_idx);
// TODO Create bounding boxes for each mesh and associate them with the struct.
mesh_list.insert(
id.clone(),
Mesh {
id,
vertex_loc: vert_start,
vertex_count: obj_num_verts,
index_loc: index_start,
index_count: obj_num_idx,
},
);
});
// Allocate buffers for the information.
let vertex_buffer = Self::alloc_vert_buffer(allocator.clone(), buf_verts);
let index_buffer = Self::alloc_index_buffer(allocator.clone(), buf_indices);
// Finally, return the struct.
Self {
meshes: mesh_list,
vertex_buffer,
index_buffer,
allocator,
}
}
/// Allocates and writes to a vertex buffer with the given `Vec<Vertex3>`.
fn alloc_vert_buffer(
alloc: Arc<dyn MemoryAllocator>,
verts: Vec<Vertex3>,
) -> Arc<Subbuffer<[Vertex3]>> {
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>,
) -> Arc<Subbuffer<[u32]>> {
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 [`Mesh`] with the given ID, returning `None` if it's not found.
pub fn get(&self, uuid: &String) -> Option<&Mesh> {
self.meshes.get(uuid)
}
}