Files
vulkan-test-rs/src/common/mesh.rs
T
alphafetusandClaude Sonnet 5 fb64fa50e4 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
2026-09-10 11:20:39 -04:00

190 lines
6.7 KiB
Rust

use crate::assets::loaders::mesh_loader::{MeshInfo, MeshLoader};
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};
/// 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,
}
impl MeshHandle {}
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>,
}
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,
allocator
}
}
/// Registers a [`MeshHandle`] to the registry, if it does not already exist.
pub fn register(&mut self, mesh_id: String, mesh: MeshHandle) {
self.meshes.insert(mesh_id, mesh);
}
/// 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 load_scene(&mut self, scene: &Scene, allocator: Arc<dyn MemoryAllocator>) {
// Load all the meshes into a single map.
println!("Loading meshes from scene");
let mesh_loader = MeshLoader::new();
let meshes = scene
.mesh_paths
.iter()
.map(|(id, path)| {
(
id.clone(),
mesh_loader
.load_mesh(path)
.expect("Couldn't read wavefront file"),
)
})
.collect::<HashMap<String, MeshInfo>>();
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.vertices;
let all_norms = obj.normals;
let obj_num_verts = all_verts.len();
all_verts
.iter()
.zip(all_norms.iter())
.zip(obj.uvs.iter())
.for_each(|((pos, norm), uv)| {
buf_verts.push(Vertex3::new(*pos, *norm, *uv));
});
let index_start = buf_indices.len();
let obj_num_idx = obj.indices.len();
buf_indices.extend(obj.indices);
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(),
MeshHandle {
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);
self.meshes = mesh_list;
self.vertex_buffer = Some(vertex_buffer);
self.index_buffer = Some(index_buffer);
}
/// 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()
}
}