/* Crafter®.Graphics Copyright (C) 2026 Catcrafts® catcrafts.net This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3.0 as published by the Free Software Foundation; This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ module; #ifndef CRAFTER_GRAPHICS_WINDOW_DOM #include "vulkan/vulkan.h" #endif // !CRAFTER_GRAPHICS_WINDOW_DOM export module Crafter.Graphics:Mesh; #ifndef CRAFTER_GRAPHICS_WINDOW_DOM import std; import Crafter.Math; import Crafter.Asset; import :VulkanBuffer; export namespace Crafter { class Mesh { public: VulkanBuffer scratchBuffer; VulkanBuffer blasBuffer; VulkanBuffer, true> vertexBuffer; VulkanBuffer indexBuffer; // Lives until the cmd buffer issued by the compressed Build path // completes execution. Kept as a member so the recorded // vkCmdDecompressMemoryEXT references valid memory until the queue // submit signals — caller must not re-Build or destroy the Mesh // before that submit's fence is signaled (same contract as the // existing uncompressed path). VulkanBuffer compressedStaging; VkAccelerationStructureGeometryTrianglesDataKHR blasData; VkAccelerationStructureGeometryKHR blas; VkAccelerationStructureKHR accelerationStructure; VkDeviceAddress blasAddr; bool opaque; void Build(std::span> verticies, std::span indicies, VkCommandBuffer cmd); // GPU path: decompresses vertex (region 0) and index (region 1) streams // from asset.blob into vertexBuffer / indexBuffer using // VK_EXT_memory_decompression. Falls back to CPU decode + the // uncompressed Build if Device::memoryDecompressionSupported is false. // Region 2 (data) is not consumed here — the caller decompresses it // into their own buffer if needed (or uses Compression::DecompressCPU). void Build(const ::Crafter::CompressedMeshAsset& asset, VkCommandBuffer cmd); }; } #endif // !CRAFTER_GRAPHICS_WINDOW_DOM #ifdef CRAFTER_GRAPHICS_WINDOW_DOM import std; import Crafter.Math; import Crafter.Asset; import :WebGPU; export namespace Crafter { // Software-RT BLAS node, packed to 32 bytes. Matches the WGSL // `BVHNode` struct in the RT WGSL prelude (additional/dom-webgpu.js, // rtWgslPrelude) byte-for-byte. // // primCount == 0 → inner node, children at indices // firstChildOrPrim and firstChildOrPrim+1. // primCount > 0 → leaf, `primCount` primitives starting at // primIndex `firstChildOrPrim` in the // global primRemap heap. // // SAH-built BVH2; constructed CPU-side at Build() time, never refit. struct BVHNode { float aabbMin[3]; std::uint32_t firstChildOrPrim; float aabbMax[3]; std::uint32_t primCount; }; static_assert(sizeof(BVHNode) == 32); class Mesh { public: // BLAS "handle": opaque identity that goes into // RTInstance::accelerationStructureReference. Set by Build() to a // stable u32 (widened to u64 for Vulkan-struct layout parity), used // by the WebGPU TLAS-build compute shader to look up the BLAS root // AABB and per-mesh heap offsets. Handle 0 is the unassigned // sentinel; never returned by Build(). std::uint64_t blasAddr = 0; std::uint32_t triangleCount = 0; bool opaque = true; // Build BLAS from raw triangle data. Runs the CPU SAH BVH2 builder // and forwards vertex/index/BVH/remap arrays to the JS-side mesh // heap (additional/dom-webgpu.js), which queue.writeBuffers them // into the global heaps and records the per-mesh offsets keyed by // the returned handle. The `cmd` parameter is unused on WebGPU — // kept for API symmetry with the Vulkan signature. void Build(std::span> vertices, std::span indices, WebGPUCommandEncoderRef cmd = 0); // CPU-decompress the .cmesh blob (no VK_EXT_memory_decompression // equivalent in WebGPU) and forward to the positions+indices path, // plus push the optional `data` region into the per-vertex attribs // heap so closest-hit shaders can sample UVs / normals / tangents. // The data layout is example-defined — the heap is exposed in WGSL // as `vertexAttribs : array` with a per-mesh u32-word offset. void Build(const ::Crafter::CompressedMeshAsset& asset, WebGPUCommandEncoderRef cmd = 0); }; } #endif // CRAFTER_GRAPHICS_WINDOW_DOM