Crafter.Graphics/interfaces/Crafter.Graphics-Mesh.cppm
2026-05-19 00:27:09 +02:00

123 lines
5.3 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 {
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);
};
}
#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<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);
};
}
#endif // CRAFTER_GRAPHICS_WINDOW_DOM