Crafter.Graphics/interfaces/Crafter.Graphics-Mesh.cppm

58 lines
No EOL
2.4 KiB
C++

/*
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;
#include "vulkan/vulkan.h"
export module Crafter.Graphics:Mesh;
import std;
import Crafter.Math;
import Crafter.Asset;
import :VulkanBuffer;
export namespace Crafter {
class Mesh {
public:
VulkanBuffer<char, false> scratchBuffer;
VulkanBuffer<char, false> blasBuffer;
VulkanBuffer<Vector<float, 3, 3>, true> vertexBuffer;
VulkanBuffer<std::uint32_t, true> 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<std::byte, true> compressedStaging;
VkAccelerationStructureGeometryTrianglesDataKHR blasData;
VkAccelerationStructureGeometryKHR blas;
VkAccelerationStructureKHR accelerationStructure;
VkDeviceAddress blasAddr;
bool opaque;
void Build(std::span<Vector<float, 3, 3>> verticies, std::span<std::uint32_t> 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);
};
}