Added support for Bone Weights and Bone Indices vertex attributes for meshes
This commit is contained in:
parent
6fa14aff85
commit
841948b82c
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@ -0,0 +1,65 @@
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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//#include "ShaderDescriptorDefinitions.glsl"
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layout(location = 0) in vec3 aVertexPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec3 aNormal;
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layout(location = 3) in vec3 aTangent;
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layout(location = 4) in mat4 worldTransform;
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layout(location = 5) in ivec4 aBoneIndices;
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layout(location = 6) in vec4 aBoneWeights;
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layout(location = 8) in uvec2 integerData;
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layout(location = 0) out struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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} Out;
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// material stuff
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layout(location = 3) out struct
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{
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int materialIndex;
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uint eid;
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uint lightLayerIndex;
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} Out2;
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layout(set = 2, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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void main()
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{
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Out2.materialIndex = gl_InstanceIndex;
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Out2.eid = integerData[0];
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Out2.lightLayerIndex = integerData[1];
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// for transforming gBuffer position and normal data
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mat4 modelViewMat = cameraData.viewMat * worldTransform;
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// gBuffer position will be in view space
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Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
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// uvs for texturing in fragment shader
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Out.uv = aUV;
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mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
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// normals are also in view space
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Out.normal.rgb = transposeInv * aNormal.rgb;
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Out.normal.rgb = normalize (Out.normal.rgb);
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// clip space for rendering
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gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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}
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@ -48,13 +48,13 @@ namespace SHADE
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struct SH_API SHMeshAsset : SHAssetData
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{
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SHMeshDataHeader header;
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std::vector<SHVec3> VertexPositions;
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std::vector<SHVec3> VertexTangents;
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std::vector<SHVec3> VertexNormals;
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std::vector<SHVec2> VertexTexCoords;
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SHMeshDataHeader header;
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std::vector<SHVec3> VertexPositions;
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std::vector<SHVec3> VertexTangents;
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std::vector<SHVec3> VertexNormals;
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std::vector<SHVec2> VertexTexCoords;
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std::vector<uint32_t> Indices;
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std::vector<MeshBoneInfo> BonesInfo;
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std::vector<MeshBone> Bones;
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std::vector<int> VertexBoneIndices;
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std::vector<SHVec4> VertexBoneWeights;
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};
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}
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@ -176,6 +176,20 @@ namespace SHADE
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*/
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/***************************************************************************/
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static constexpr uint32_t INTEGER_DATA = 5;
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/***************************************************************************/
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/*!
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\brief
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Vertex buffer bindings for the bone indices buffer.
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*/
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/***************************************************************************/
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static constexpr uint32_t BONE_INDICES = 6;
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/***************************************************************************/
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/*!
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\brief
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Vertex buffer bindings for the bone weights buffer.
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*/
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/***************************************************************************/
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static constexpr uint32_t BONE_WEIGHTS = 7;
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};
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@ -432,6 +432,8 @@ namespace SHADE
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std::make_pair(meshLibrary.GetVertexTexCoordsBuffer(), SHGraphicsConstants::VertexBufferBindings::TEX_COORD),
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std::make_pair(meshLibrary.GetVertexNormalsBuffer(), SHGraphicsConstants::VertexBufferBindings::NORMAL),
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std::make_pair(meshLibrary.GetVertexTangentsBuffer(), SHGraphicsConstants::VertexBufferBindings::TANGENT),
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std::make_pair(meshLibrary.GetVertexBoneIndicesBuffer(), SHGraphicsConstants::VertexBufferBindings::BONE_INDICES),
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std::make_pair(meshLibrary.GetVertexBoneWeightsBuffer(), SHGraphicsConstants::VertexBufferBindings::BONE_WEIGHTS),
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std::make_pair(meshLibrary.GetIndexBuffer(), 0),
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};
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@ -483,6 +485,11 @@ namespace SHADE
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// Bind all the buffers required for meshes
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for (auto& [buffer, bindingPoint] : MESH_DATA)
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{
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// Ignore invalid buffers
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if (!buffer)
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continue;
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// Assign based on type
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if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer)
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currentCmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0);
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else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer)
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@ -721,9 +728,9 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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/* Mesh Registration Functions */
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/*---------------------------------------------------------------------------------*/
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SHADE::Handle<SHADE::SHMesh> SHGraphicsSystem::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices)
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SHADE::Handle<SHADE::SHMesh> SHGraphicsSystem::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices, const SHMesh::VertexBoneIndices* const boneIndices, const SHMesh::VertexWeights* const boneWeights)
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{
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return meshLibrary.AddMesh(vertexCount, positions, texCoords, tangents, normals, indexCount, indices);
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return meshLibrary.AddMesh(vertexCount, positions, texCoords, tangents, normals, boneIndices, boneWeights, indexCount, indices);
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}
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void SHGraphicsSystem::RemoveMesh(Handle<SHMesh> mesh)
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@ -204,7 +204,7 @@ namespace SHADE
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*/
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/*******************************************************************************/
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Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices);
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Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices, const SHMesh::VertexBoneIndices* const boneIndices = nullptr, const SHMesh::VertexWeights* const boneWeights = nullptr);
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/*******************************************************************************/
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/*!
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@ -20,187 +20,239 @@ of DigiPen Institute of Technology is prohibited.
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namespace SHADE
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{
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SHADE::Handle<SHADE::SHMesh> SHMeshLibrary::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices)
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{
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isDirty = true;
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SHADE::Handle<SHADE::SHMesh> SHMeshLibrary::AddMesh
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(
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uint32_t vertexCount, const SHMesh::VertexPosition* const positions,
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const SHMesh::VertexTexCoord* const texCoords,
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const SHMesh::VertexTangent* const tangents,
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const SHMesh::VertexNormal* const normals,
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const SHMesh::VertexBoneIndices* const boneIndices,
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const SHMesh::VertexWeights* const boneWeights,
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uint32_t indexCount, const SHMesh::Index* const indices)
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{
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isDirty = true;
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auto handle = meshes.Create();
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meshAddJobs.emplace_back( MeshAddJob
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{
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vertexCount,
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positions,
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texCoords,
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tangents,
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normals,
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indexCount,
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indices,
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handle
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});
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return handle;
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}
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void SHMeshLibrary::RemoveMesh(Handle<SHMesh> mesh)
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auto handle = meshes.Create();
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meshAddJobs.emplace_back(MeshAddJob
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{
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if (!mesh)
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throw std::invalid_argument("Attempted to remove a Mesh that did not belong to the Mesh Library!");
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vertexCount,
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positions,
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texCoords,
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tangents,
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normals,
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boneIndices,
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boneWeights,
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indexCount,
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indices,
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handle
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});
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return handle;
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}
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meshRemoveJobs.emplace_back(mesh);
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isDirty = true;
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void SHMeshLibrary::RemoveMesh(Handle<SHMesh> mesh)
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{
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if (!mesh)
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throw std::invalid_argument("Attempted to remove a Mesh that did not belong to the Mesh Library!");
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meshRemoveJobs.emplace_back(mesh);
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isDirty = true;
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}
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void SHMeshLibrary::BuildBuffers(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer)
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{
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// No changes
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if (!isDirty)
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return;
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// Remove
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if (!meshRemoveJobs.empty())
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{
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// - Remove from order list
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for (const auto& meshToRemove : meshRemoveJobs)
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{
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auto searchResult = std::find(meshOrder.begin(), meshOrder.end(), meshToRemove);
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// Shouldn't happen, ignore
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if (searchResult == meshOrder.end())
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continue;
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// Remove from mesh list
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meshOrder.erase(searchResult);
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}
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meshRemoveJobs.clear();
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// - Shift existing elements in to close up the gaps
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int32_t nextVertInsertPoint = 0;
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uint32_t nextIdxInsertPoint = 0;
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for (auto& mesh : meshOrder)
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{
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// Check if already in the correct place
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if (nextVertInsertPoint != mesh->FirstVertex)
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{
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/* There's a gap, we need to shift */
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// Vertices
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vertPosStorage.erase(vertPosStorage.begin() + nextVertInsertPoint, vertPosStorage.begin() + mesh->FirstVertex);
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vertTexCoordStorage.erase(vertTexCoordStorage.begin() + nextVertInsertPoint, vertTexCoordStorage.begin() + mesh->FirstVertex);
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vertTangentStorage.erase(vertTangentStorage.begin() + nextVertInsertPoint, vertTangentStorage.begin() + mesh->FirstVertex);
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vertNormalStorage.erase(vertNormalStorage.begin() + nextVertInsertPoint, vertNormalStorage.begin() + mesh->FirstVertex);
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vertBoneIdxStorage.erase(vertBoneIdxStorage.begin() + nextVertInsertPoint, vertBoneIdxStorage.begin() + mesh->FirstVertex);
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vertBoneWeightStorage.erase(vertBoneWeightStorage.begin() + nextVertInsertPoint, vertBoneWeightStorage.begin() + mesh->FirstVertex);
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// - Update mesh data
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mesh->FirstVertex = nextVertInsertPoint;
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// Indices
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indexStorage.erase(indexStorage.begin() + nextIdxInsertPoint, indexStorage.begin() + mesh->FirstIndex);
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// - Update mesh data
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mesh->FirstIndex = nextIdxInsertPoint;
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// Prepare for next
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nextVertInsertPoint += mesh->VertexCount;
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nextIdxInsertPoint += mesh->IndexCount;
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}
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}
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}
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void SHMeshLibrary::BuildBuffers(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer)
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// Add
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if (!meshAddJobs.empty())
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{
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// No changes
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if (!isDirty)
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return;
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// Remove
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if (!meshRemoveJobs.empty())
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// - Compute updated size
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size_t newVertElems = vertPosStorage.size();
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size_t newIdxElems = indexStorage.size();
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for (const auto& addJob : meshAddJobs)
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{
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newVertElems += addJob.VertexCount;
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newIdxElems += addJob.IndexCount;
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}
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// - Reserve new memory
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vertPosStorage.reserve(newVertElems);
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vertTexCoordStorage.reserve(newVertElems);
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vertTangentStorage.reserve(newVertElems);
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vertNormalStorage.reserve(newVertElems);
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vertBoneIdxStorage.reserve(newVertElems);
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vertBoneWeightStorage.reserve(newVertElems);
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indexStorage.reserve(newIdxElems);
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// - Append new data
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for (auto& addJob : meshAddJobs)
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{
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// Update handle
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SHMesh& meshData = *addJob.Handle;
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meshData = SHMesh
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{
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// - Remove from order list
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for (const auto& meshToRemove : meshRemoveJobs)
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{
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auto searchResult = std::find(meshOrder.begin(), meshOrder.end(), meshToRemove);
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// Shouldn't happen, ignore
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if (searchResult == meshOrder.end())
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continue;
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.FirstVertex = static_cast<int32_t>(vertPosStorage.size()),
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.VertexCount = static_cast<uint32_t>(addJob.VertexCount),
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.FirstIndex = static_cast<uint32_t>(indexStorage.size()),
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.IndexCount = static_cast<uint32_t>(addJob.IndexCount),
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};
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// Remove from mesh list
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meshOrder.erase(searchResult);
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}
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meshRemoveJobs.clear();
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// - Shift existing elements in to close up the gaps
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int32_t nextVertInsertPoint = 0;
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uint32_t nextIdxInsertPoint = 0;
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for (auto& mesh : meshOrder)
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{
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// Check if already in the correct place
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if (nextVertInsertPoint != mesh->FirstVertex)
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{
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/* There's a gap, we need to shift */
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// Vertices
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vertPosStorage.erase(vertPosStorage.begin() + nextVertInsertPoint, vertPosStorage.begin() + mesh->FirstVertex);
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vertTexCoordStorage.erase(vertTexCoordStorage.begin() + nextVertInsertPoint, vertTexCoordStorage.begin() + mesh->FirstVertex);
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vertTangentStorage.erase(vertTangentStorage.begin() + nextVertInsertPoint, vertTangentStorage.begin() + mesh->FirstVertex);
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vertNormalStorage.erase(vertNormalStorage.begin() + nextVertInsertPoint, vertNormalStorage.begin() + mesh->FirstVertex);
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// - Update mesh data
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mesh->FirstVertex = nextVertInsertPoint;
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// Indices
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indexStorage.erase(indexStorage.begin() + nextIdxInsertPoint, indexStorage.begin() + mesh->FirstIndex);
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// - Update mesh data
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mesh->FirstIndex = nextIdxInsertPoint;
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// Prepare for next
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nextVertInsertPoint += mesh->VertexCount;
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nextIdxInsertPoint += mesh->IndexCount;
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}
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}
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}
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// Add
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if (!meshAddJobs.empty())
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// Copy into storage
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vertPosStorage.insert
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(
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vertPosStorage.end(),
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addJob.VertexPositions, addJob.VertexPositions + addJob.VertexCount
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);
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vertTexCoordStorage.insert
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(
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vertTexCoordStorage.end(),
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addJob.VertexTexCoords, addJob.VertexTexCoords + addJob.VertexCount
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);
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vertTangentStorage.insert
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(
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vertTangentStorage.end(),
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addJob.VertexTangents, addJob.VertexTangents + addJob.VertexCount
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);
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vertNormalStorage.insert
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(
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vertNormalStorage.end(),
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addJob.VertexNormals, addJob.VertexNormals + addJob.VertexCount
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);
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if (addJob.VertexBoneIndices)
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{
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// - Compute updated size
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size_t newVertElems = vertPosStorage.size();
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size_t newIdxElems = indexStorage.size();
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for (const auto& addJob : meshAddJobs)
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{
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newVertElems += addJob.VertexCount;
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newIdxElems += addJob.IndexCount;
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}
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// - Reserve new memory
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vertPosStorage .reserve(newVertElems);
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vertTexCoordStorage.reserve(newVertElems);
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vertTangentStorage .reserve(newVertElems);
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vertNormalStorage .reserve(newVertElems);
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indexStorage .reserve(newIdxElems);
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// - Append new data
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for (auto& addJob : meshAddJobs)
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{
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// Update handle
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SHMesh& meshData = *addJob.Handle;
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meshData = SHMesh
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{
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.FirstVertex = static_cast<int32_t>(vertPosStorage.size()),
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.VertexCount = static_cast<uint32_t>(addJob.VertexCount),
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.FirstIndex = static_cast<uint32_t>(indexStorage.size()),
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.IndexCount = static_cast<uint32_t>(addJob.IndexCount),
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};
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// Copy into storage
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vertPosStorage.insert
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(
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vertPosStorage.end(),
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addJob.VertexPositions, addJob.VertexPositions + addJob.VertexCount
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);
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vertTexCoordStorage.insert
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(
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vertTexCoordStorage.end(),
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addJob.VertexTexCoords, addJob.VertexTexCoords + addJob.VertexCount
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);
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vertTangentStorage.insert
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(
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vertTangentStorage.end(),
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addJob.VertexTangents, addJob.VertexTangents + addJob.VertexCount
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);
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vertNormalStorage.insert
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(
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vertNormalStorage.end(),
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addJob.VertexNormals, addJob.VertexNormals + addJob.VertexCount
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);
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indexStorage.insert
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(
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indexStorage.end(),
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addJob.Indices, addJob.Indices + addJob.IndexCount
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);
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}
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meshAddJobs.clear();
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vertBoneIdxStorage.insert
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(
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vertBoneIdxStorage.end(),
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addJob.VertexBoneIndices, addJob.VertexBoneIndices + addJob.VertexCount * SHMesh::BONE_INDICES_PER_VERTEX
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);
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}
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// Send to GPU
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using BuffUsage = vk::BufferUsageFlagBits;
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SHVkUtil::EnsureBufferAndCopyData
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(
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device, cmdBuffer, vertPosBuffer,
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vertPosStorage.data(),
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static_cast<uint32_t>(vertPosStorage.size()) * sizeof(SHMesh::VertexPosition),
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BuffUsage::eVertexBuffer,
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"Mesh Library Vertex Positions"
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);
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SHVkUtil::EnsureBufferAndCopyData
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(
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device, cmdBuffer, vertTexCoordBuffer,
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vertTexCoordStorage.data(),
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static_cast<uint32_t>(vertTexCoordStorage.size()) * sizeof(SHMesh::VertexTexCoord),
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BuffUsage::eVertexBuffer,
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"Mesh Library Vertex TexCoords"
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);
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SHVkUtil::EnsureBufferAndCopyData
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(
|
||||
device, cmdBuffer, vertTangentBuffer,
|
||||
vertTangentStorage.data(),
|
||||
static_cast<uint32_t>(vertTangentStorage.size()) * sizeof(SHMesh::VertexTangent),
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Mesh Library Vertex Tangents"
|
||||
);
|
||||
SHVkUtil::EnsureBufferAndCopyData
|
||||
(
|
||||
device, cmdBuffer, vertNormalBuffer,
|
||||
vertNormalStorage.data(),
|
||||
static_cast<uint32_t>(vertNormalStorage.size()) * sizeof(SHMesh::VertexNormal),
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Mesh Library Vertex Normals"
|
||||
);
|
||||
SHVkUtil::EnsureBufferAndCopyData
|
||||
(
|
||||
device, cmdBuffer, indexBuffer,
|
||||
indexStorage.data(),
|
||||
static_cast<uint32_t>(indexStorage.size()) * sizeof(SHMesh::Index),
|
||||
BuffUsage::eIndexBuffer,
|
||||
"Mesh Library Indices"
|
||||
);
|
||||
|
||||
isDirty = false;
|
||||
if (addJob.VertexBoneWeights)
|
||||
{
|
||||
vertBoneWeightStorage.insert
|
||||
(
|
||||
vertBoneWeightStorage.end(),
|
||||
addJob.VertexBoneWeights, addJob.VertexBoneWeights + addJob.VertexCount
|
||||
);
|
||||
}
|
||||
indexStorage.insert
|
||||
(
|
||||
indexStorage.end(),
|
||||
addJob.Indices, addJob.Indices + addJob.IndexCount
|
||||
);
|
||||
}
|
||||
meshAddJobs.clear();
|
||||
}
|
||||
|
||||
// Send to GPU
|
||||
using BuffUsage = vk::BufferUsageFlagBits;
|
||||
SHVkUtil::EnsureBufferAndCopyData
|
||||
(
|
||||
device, cmdBuffer, vertPosBuffer,
|
||||
vertPosStorage.data(),
|
||||
static_cast<uint32_t>(vertPosStorage.size()) * sizeof(SHMesh::VertexPosition),
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Mesh Library Vertex Positions"
|
||||
);
|
||||
SHVkUtil::EnsureBufferAndCopyData
|
||||
(
|
||||
device, cmdBuffer, vertTexCoordBuffer,
|
||||
vertTexCoordStorage.data(),
|
||||
static_cast<uint32_t>(vertTexCoordStorage.size()) * sizeof(SHMesh::VertexTexCoord),
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Mesh Library Vertex TexCoords"
|
||||
);
|
||||
SHVkUtil::EnsureBufferAndCopyData
|
||||
(
|
||||
device, cmdBuffer, vertTangentBuffer,
|
||||
vertTangentStorage.data(),
|
||||
static_cast<uint32_t>(vertTangentStorage.size()) * sizeof(SHMesh::VertexTangent),
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Mesh Library Vertex Tangents"
|
||||
);
|
||||
SHVkUtil::EnsureBufferAndCopyData
|
||||
(
|
||||
device, cmdBuffer, vertNormalBuffer,
|
||||
vertNormalStorage.data(),
|
||||
static_cast<uint32_t>(vertNormalStorage.size()) * sizeof(SHMesh::VertexNormal),
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Mesh Library Vertex Normals"
|
||||
);
|
||||
if (!vertBoneIdxStorage.empty())
|
||||
{
|
||||
SHVkUtil::EnsureBufferAndCopyData
|
||||
(
|
||||
device, cmdBuffer, vertBoneIdxBuffer,
|
||||
vertBoneIdxStorage.data(),
|
||||
static_cast<uint32_t>(vertBoneIdxStorage.size()) * sizeof(SHMesh::VertexBoneIndices),
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Mesh Library Vertex Bone Indices"
|
||||
);
|
||||
}
|
||||
if (!vertBoneWeightStorage.empty())
|
||||
{
|
||||
SHVkUtil::EnsureBufferAndCopyData
|
||||
(
|
||||
device, cmdBuffer, vertBoneWeightBuffer,
|
||||
vertBoneWeightStorage.data(),
|
||||
static_cast<uint32_t>(vertBoneWeightStorage.size()) * sizeof(SHMesh::VertexWeights),
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Mesh Library Vertex Bone Weights"
|
||||
);
|
||||
}
|
||||
SHVkUtil::EnsureBufferAndCopyData
|
||||
(
|
||||
device, cmdBuffer, indexBuffer,
|
||||
indexStorage.data(),
|
||||
static_cast<uint32_t>(indexStorage.size()) * sizeof(SHMesh::Index),
|
||||
BuffUsage::eIndexBuffer,
|
||||
"Mesh Library Indices"
|
||||
);
|
||||
|
||||
isDirty = false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -19,170 +19,192 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "Resource/SHResourceLibrary.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
#include "Math/Vector/SHVec4.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Forward Declarations */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
class SHVkBuffer;
|
||||
class SHVkLogicalDevice;
|
||||
class SHVkCommandBuffer;
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Forward Declarations */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
class SHVkBuffer;
|
||||
class SHVkLogicalDevice;
|
||||
class SHVkCommandBuffer;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/***********************************************************************************/
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/***********************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Represents a single mesh that is stored in a SHMeshLibrary.
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
class SHMesh
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
using Index = uint32_t;
|
||||
using VertexPosition = SHVec3;
|
||||
using VertexTexCoord = SHVec2;
|
||||
using VertexTangent = SHVec3;
|
||||
using VertexNormal = SHVec3;
|
||||
using VertexBoneIndices = int;
|
||||
using VertexWeights = SHVec4;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constants */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
static constexpr size_t BONE_INDICES_PER_VERTEX = 4;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
int32_t FirstVertex;
|
||||
uint32_t VertexCount;
|
||||
uint32_t FirstIndex;
|
||||
uint32_t IndexCount;
|
||||
};
|
||||
/***********************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Manages storage for all Meshes in the Graphics System as a single set of Vertex
|
||||
and Index Buffers.
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
class SHMeshLibrary
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Usage Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/*******************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Represents a single mesh that is stored in a SHMeshLibrary.
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
class SHMesh
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
using Index = uint32_t;
|
||||
using VertexPosition = SHVec3;
|
||||
using VertexTexCoord = SHVec2;
|
||||
using VertexTangent = SHVec3;
|
||||
using VertexNormal = SHVec3;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
int32_t FirstVertex;
|
||||
uint32_t VertexCount;
|
||||
uint32_t FirstIndex;
|
||||
uint32_t IndexCount;
|
||||
};
|
||||
/***********************************************************************************/
|
||||
\brief
|
||||
Adds a mesh to the Mesh Library. But this does not mean that the meshes have
|
||||
been added yet. A call to "BuildBuffers()" is required to transfer all
|
||||
meshes into the GPU.
|
||||
|
||||
\param vertexCount
|
||||
Number of vertices in this Mesh.
|
||||
\param positions
|
||||
Pointer to the first in a contiguous array of SHMathVec3s that define vertex
|
||||
positions.
|
||||
\param texCoords
|
||||
Pointer to the first in a contiguous array of SHMathVec2s that define vertex
|
||||
texture coordinates.
|
||||
\param tangents
|
||||
Pointer to the first in a contiguous array of SHMathVec3s that define vertex
|
||||
tangents.
|
||||
\param normals
|
||||
Pointer to the first in a contiguous array of SHMathVec3s that define vertex
|
||||
normals.
|
||||
\param indexCount
|
||||
Number of indices in this mesh.
|
||||
\param indices
|
||||
Pointer to the first in a contiguous array of uint32_ts that define mesh
|
||||
indicies.
|
||||
|
||||
\return
|
||||
Handle to the created Mesh. This is not valid to be used until a call to
|
||||
BuildBuffers().
|
||||
|
||||
*/
|
||||
/*******************************************************************************/
|
||||
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions,
|
||||
const SHMesh::VertexTexCoord* const texCoords,
|
||||
const SHMesh::VertexTangent* const tangents,
|
||||
const SHMesh::VertexNormal* const normals,
|
||||
const SHMesh::VertexBoneIndices* const boneIndices,
|
||||
const SHMesh::VertexWeights* const boneWeights,
|
||||
uint32_t indexCount, const SHMesh::Index* const indices);
|
||||
/*******************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Manages storage for all Meshes in the Graphics System as a single set of Vertex
|
||||
and Index Buffers.
|
||||
|
||||
\brief
|
||||
Removes a mesh from the MeshLibrary. But this does not mean that the meshes
|
||||
have been removed yet. A call to "BuildBuffers()" is required to finalise all
|
||||
changes.
|
||||
|
||||
\param mesh
|
||||
Handle to the mesh to remove.
|
||||
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
class SHMeshLibrary
|
||||
/*******************************************************************************/
|
||||
void RemoveMesh(Handle<SHMesh> mesh);
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Finalises all changes to the MeshLibrary into the GPU buffers.
|
||||
|
||||
\param device
|
||||
Device used to create and update the buffers.
|
||||
\param cmdBuffer
|
||||
Command buffer used to set up transfers of data in the GPU memory. This
|
||||
call must be preceded by calls to cmdBuffer's BeginRecording() and ended
|
||||
with EndRecording(). Do recall to also submit the cmdBuffer to a transfer
|
||||
queue.
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void BuildBuffers(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Getter Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
Handle<SHVkBuffer> GetVertexPositionsBuffer() const noexcept { return vertPosBuffer; }
|
||||
Handle<SHVkBuffer> GetVertexTexCoordsBuffer() const noexcept { return vertTexCoordBuffer; }
|
||||
Handle<SHVkBuffer> GetVertexTangentsBuffer() const noexcept { return vertTangentBuffer; }
|
||||
Handle<SHVkBuffer> GetVertexNormalsBuffer() const noexcept { return vertNormalBuffer; }
|
||||
Handle<SHVkBuffer> GetVertexBoneIndicesBuffer() const noexcept { return vertBoneIdxBuffer; }
|
||||
Handle<SHVkBuffer> GetVertexBoneWeightsBuffer() const noexcept { return vertBoneWeightBuffer; }
|
||||
Handle<SHVkBuffer> GetIndexBuffer() const noexcept { return indexBuffer; }
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Type Definition */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
struct MeshAddJob
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Usage Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/*******************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Adds a mesh to the Mesh Library. But this does not mean that the meshes have
|
||||
been added yet. A call to "BuildBuffers()" is required to transfer all
|
||||
meshes into the GPU.
|
||||
|
||||
\param vertexCount
|
||||
Number of vertices in this Mesh.
|
||||
\param positions
|
||||
Pointer to the first in a contiguous array of SHMathVec3s that define vertex
|
||||
positions.
|
||||
\param texCoords
|
||||
Pointer to the first in a contiguous array of SHMathVec2s that define vertex
|
||||
texture coordinates.
|
||||
\param tangents
|
||||
Pointer to the first in a contiguous array of SHMathVec3s that define vertex
|
||||
tangents.
|
||||
\param normals
|
||||
Pointer to the first in a contiguous array of SHMathVec3s that define vertex
|
||||
normals.
|
||||
\param indexCount
|
||||
Number of indices in this mesh.
|
||||
\param indices
|
||||
Pointer to the first in a contiguous array of uint32_ts that define mesh
|
||||
indicies.
|
||||
|
||||
\return
|
||||
Handle to the created Mesh. This is not valid to be used until a call to
|
||||
BuildBuffers().
|
||||
|
||||
*/
|
||||
/*******************************************************************************/
|
||||
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices);
|
||||
/*******************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Removes a mesh from the MeshLibrary. But this does not mean that the meshes
|
||||
have been removed yet. A call to "BuildBuffers()" is required to finalise all
|
||||
changes.
|
||||
|
||||
\param mesh
|
||||
Handle to the mesh to remove.
|
||||
|
||||
*/
|
||||
/*******************************************************************************/
|
||||
void RemoveMesh(Handle<SHMesh> mesh);
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Finalises all changes to the MeshLibrary into the GPU buffers.
|
||||
|
||||
\param device
|
||||
Device used to create and update the buffers.
|
||||
\param cmdBuffer
|
||||
Command buffer used to set up transfers of data in the GPU memory. This
|
||||
call must be preceded by calls to cmdBuffer's BeginRecording() and ended
|
||||
with EndRecording(). Do recall to also submit the cmdBuffer to a transfer
|
||||
queue.
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void BuildBuffers(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Getter Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
Handle<SHVkBuffer> GetVertexPositionsBuffer() const noexcept { return vertPosBuffer; }
|
||||
Handle<SHVkBuffer> GetVertexTexCoordsBuffer() const noexcept { return vertTexCoordBuffer; }
|
||||
Handle<SHVkBuffer> GetVertexTangentsBuffer() const noexcept { return vertTangentBuffer; }
|
||||
Handle<SHVkBuffer> GetVertexNormalsBuffer() const noexcept { return vertNormalBuffer; }
|
||||
Handle<SHVkBuffer> GetIndexBuffer() const { return indexBuffer; }
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Type Definition */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
struct MeshAddJob
|
||||
{
|
||||
uint32_t VertexCount = 0;
|
||||
const SHMesh::VertexPosition* VertexPositions = nullptr;
|
||||
const SHMesh::VertexTexCoord* VertexTexCoords = nullptr;
|
||||
const SHMesh::VertexTangent * VertexTangents = nullptr;
|
||||
const SHMesh::VertexNormal * VertexNormals = nullptr;
|
||||
uint32_t IndexCount = 0;
|
||||
const SHMesh::Index * Indices = nullptr;
|
||||
Handle<SHMesh> Handle;
|
||||
};
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
// Manipulation Queues
|
||||
std::vector<MeshAddJob> meshAddJobs;
|
||||
std::vector<Handle<SHMesh>> meshRemoveJobs;
|
||||
// Tracking
|
||||
SHResourceLibrary<SHMesh> meshes{};
|
||||
std::vector<Handle<SHMesh>> meshOrder;
|
||||
// CPU Storage
|
||||
std::vector<SHMesh::VertexPosition> vertPosStorage;
|
||||
std::vector<SHMesh::VertexTexCoord> vertTexCoordStorage;
|
||||
std::vector<SHMesh::VertexTangent> vertTangentStorage;
|
||||
std::vector<SHMesh::VertexNormal> vertNormalStorage;
|
||||
std::vector<SHMesh::Index> indexStorage;
|
||||
// GPU Storage
|
||||
Handle<SHVkBuffer> vertPosBuffer{};
|
||||
Handle<SHVkBuffer> vertTexCoordBuffer{};
|
||||
Handle<SHVkBuffer> vertTangentBuffer{};
|
||||
Handle<SHVkBuffer> vertNormalBuffer{};
|
||||
Handle<SHVkBuffer> indexBuffer {};
|
||||
// Flags
|
||||
bool isDirty = true;
|
||||
uint32_t VertexCount = 0;
|
||||
const SHMesh::VertexPosition* VertexPositions = nullptr;
|
||||
const SHMesh::VertexTexCoord* VertexTexCoords = nullptr;
|
||||
const SHMesh::VertexTangent* VertexTangents = nullptr;
|
||||
const SHMesh::VertexNormal* VertexNormals = nullptr;
|
||||
const SHMesh::VertexBoneIndices* VertexBoneIndices = nullptr;
|
||||
const SHMesh::VertexWeights* VertexBoneWeights = nullptr;
|
||||
uint32_t IndexCount = 0;
|
||||
const SHMesh::Index* Indices = nullptr;
|
||||
Handle<SHMesh> Handle;
|
||||
};
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
// Manipulation Queues
|
||||
std::vector<MeshAddJob> meshAddJobs;
|
||||
std::vector<Handle<SHMesh>> meshRemoveJobs;
|
||||
// Tracking
|
||||
SHResourceLibrary<SHMesh> meshes;
|
||||
std::vector<Handle<SHMesh>> meshOrder;
|
||||
// CPU Storage
|
||||
std::vector<SHMesh::VertexPosition> vertPosStorage;
|
||||
std::vector<SHMesh::VertexTexCoord> vertTexCoordStorage;
|
||||
std::vector<SHMesh::VertexTangent> vertTangentStorage;
|
||||
std::vector<SHMesh::VertexNormal> vertNormalStorage;
|
||||
std::vector<SHMesh::VertexBoneIndices> vertBoneIdxStorage; // Must be in multiples of 4
|
||||
std::vector<SHMesh::VertexWeights> vertBoneWeightStorage;
|
||||
std::vector<SHMesh::Index> indexStorage;
|
||||
// GPU Storage
|
||||
Handle<SHVkBuffer> vertPosBuffer{};
|
||||
Handle<SHVkBuffer> vertTexCoordBuffer{};
|
||||
Handle<SHVkBuffer> vertTangentBuffer{};
|
||||
Handle<SHVkBuffer> vertNormalBuffer{};
|
||||
Handle<SHVkBuffer> vertBoneIdxBuffer{};
|
||||
Handle<SHVkBuffer> vertBoneWeightBuffer{};
|
||||
Handle<SHVkBuffer> indexBuffer{};
|
||||
// Flags
|
||||
bool isDirty = true;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -288,11 +288,13 @@ namespace SHADE
|
|||
{
|
||||
return meshLibrary.AddMesh
|
||||
(
|
||||
static_cast<uint32_t>(meshData.VertexPositions.size()),
|
||||
static_cast<uint32_t>(meshData.VertexPositions.size()),
|
||||
meshData.VertexPositions.data(),
|
||||
meshData.VertexTexCoords.data(),
|
||||
meshData.VertexTangents.data(),
|
||||
meshData.VertexNormals.data(),
|
||||
nullptr,
|
||||
nullptr,
|
||||
static_cast<uint32_t>(meshData.Indices.size()),
|
||||
meshData.Indices.data()
|
||||
);
|
||||
|
@ -302,12 +304,12 @@ namespace SHADE
|
|||
{
|
||||
return gfxSystem.AddMesh
|
||||
(
|
||||
static_cast<uint32_t>(meshData.VertexPositions.size()),
|
||||
static_cast<uint32_t>(meshData.VertexPositions.size()),
|
||||
meshData.VertexPositions.data(),
|
||||
meshData.VertexTexCoords.data(),
|
||||
meshData.VertexTangents.data(),
|
||||
meshData.VertexNormals.data(),
|
||||
static_cast<uint32_t>(meshData.Indices.size()),
|
||||
static_cast<uint32_t>(meshData.Indices.size()),
|
||||
meshData.Indices.data()
|
||||
);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue