Crafter.Graphics/interfaces/Crafter.Graphics-Mesh.cppm
catbot a9e42f9c90 feat(vulkan-rt): Mesh::BuildProcedural — AABB (procedural) BLAS build path (#33)
Adds the native counterpart of the WebGPU Mesh::BuildProcedural: uploads
the boxes as a 24-byte-stride VkAabbPositionsKHR-compatible device buffer
(AS-build-input read-only + device address) and builds the BLAS from one
VK_GEOMETRY_TYPE_AABBS_KHR geometry. opaque maps to
VK_GEOMETRY_OPAQUE_BIT_KHR, default-false semantics matching the WebGPU
path so any-hit shaders run. The BLAS sizing/create/build tail is factored
into a geometry-type-agnostic helper shared with the triangle path; no
TLAS/instance changes needed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 00:17:29 +00:00

175 lines
8.1 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;
#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 {
// One procedural primitive's axis-aligned bounding box, in object
// space. Layout-compatible with VkAabbPositionsKHR (24-byte stride),
// so a span of these uploads directly as a
// VK_GEOMETRY_TYPE_AABBS_KHR build input. Mirrors the DOM-side
// definition below so portable user code compiles unchanged.
struct RTAabb {
float min[3];
float max[3];
};
static_assert(sizeof(RTAabb) == sizeof(VkAabbPositionsKHR));
class Mesh {
public:
VulkanBuffer<char, false> scratchBuffer;
VulkanBuffer<char, false> blasBuffer;
VulkanBuffer<Vector<float, 3, 3>, true> vertexBuffer;
VulkanBuffer<std::uint32_t, true> indexBuffer;
// AABB build input for the procedural path (BuildProcedural).
// Lifetime contract matches vertexBuffer/indexBuffer: must stay
// alive until the build submitted on `cmd` completes.
VulkanBuffer<RTAabb, true> aabbBuffer;
// 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);
// Build an AABB (procedural) BLAS from a list of object-space
// boxes (VK_GEOMETRY_TYPE_AABBS_KHR). The hit group bound to
// instances of this mesh must be a
// VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR group
// carrying an intersection shader; that shader is invoked for
// each box the ray enters and reports the surface hit via
// reportIntersectionEXT. `opaque` maps to
// VK_GEOMETRY_OPAQUE_BIT_KHR: pass false (the WebGPU-path
// default) to let any-hit shaders run. Same scratch/lifetime
// handling as the triangle Build; instances reference blasAddr
// exactly like a triangle BLAS.
void BuildProcedural(std::span<const RTAabb> aabbs, bool opaque, 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);
// One procedural primitive's axis-aligned bounding box, in object
// space. The analog of VkAabbPositionsKHR — the BLAS stores these
// instead of triangles and an intersection shader (registered in the
// hit group as a ProceduralHitGroup) reports the actual surface hit
// for each AABB the ray enters.
struct RTAabb {
float min[3];
float max[3];
};
static_assert(sizeof(RTAabb) == 24);
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;
std::uint32_t vertexCount = 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<Crafter::Vector<float, 3, 3>> vertices,
std::span<std::uint32_t> 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<u32>` with a per-mesh u32-word offset.
void Build(const ::Crafter::CompressedMeshAsset& asset,
WebGPUCommandEncoderRef cmd = 0);
// Build an AABB (procedural) BLAS from a list of object-space boxes
// — the WebGPU analog of a VK_GEOMETRY_TYPE_AABBS_KHR geometry. The
// hit group bound to instances of this mesh must be a
// ProceduralHitGroup carrying an intersection shader; that shader is
// invoked for each box the ray enters and reports the surface hit.
// `opaque` is the geometry's opaque bit: pass false to let any-hit
// shaders run (the default for procedural geometry, which is usually
// transparent / volumetric). The `cmd` parameter is unused on
// WebGPU — kept for API symmetry with the triangle path.
void BuildProcedural(std::span<const RTAabb> aabbs,
bool opaque = false,
WebGPUCommandEncoderRef cmd = 0);
};
}
#endif // CRAFTER_GRAPHICS_WINDOW_DOM