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