Skip to content

Commit

Permalink
MeshLoader store per-mesh descriptor in buffer for app use, refactoring
Browse files Browse the repository at this point in the history
  • Loading branch information
SaschaWillems committed Jul 30, 2016
1 parent 78fc9be commit 24daaac
Show file tree
Hide file tree
Showing 2 changed files with 184 additions and 290 deletions.
178 changes: 90 additions & 88 deletions base/vulkanMeshLoader.hpp
Expand Up @@ -31,6 +31,7 @@

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include "vulkandevice.hpp"

Expand Down Expand Up @@ -58,23 +59,39 @@ namespace vkMeshLoader
size_t size = 0;
};

/** @brief Stores a mesh's vertex and index descriptions */
struct MeshDescriptor
{
uint32_t vertexCount;
uint32_t indexBase;
uint32_t indexCount;
};

/** @brief Mesh representation storing all data required to generate buffers */
struct MeshBuffer
{
std::vector<MeshDescriptor> meshDescriptors;
MeshBufferInfo vertices;
MeshBufferInfo indices;
uint32_t indexCount;
glm::vec3 dim;
};

// Used to set parameters upon mesh creation
/** @brief Holds parameters for mesh creation */
struct MeshCreateInfo
{
glm::vec3 center;
glm::vec3 scale;
glm::vec2 uvscale;
};

// Get vertex size from vertex layout
/**
* Get the size of a vertex layout
*
* @param layout VertexLayout to get the size for
*
* @return Size of the vertex layout in bytes
*/
static uint32_t vertexSize(std::vector<vkMeshLoader::VertexLayout> layout)
{
uint32_t vSize = 0;
Expand All @@ -93,8 +110,16 @@ namespace vkMeshLoader
return vSize;
}

// Generate vertex attribute descriptions for a layout at the given binding point
// Note: Always assumes float formats
/**
* Generate vertex attribute descriptions for a layout at the given binding point
*
* @param layout VertexLayout from which to generate the descriptions
* @param attributeDescriptions Refernce to a vector of the descriptions to generate
* @param binding Index of the attribute description binding point
*
* @note Always assumes float formats
*/
static void getVertexInputAttributeDescriptions(std::vector<vkMeshLoader::VertexLayout> layout, std::vector<VkVertexInputAttributeDescription> &attributeDescriptions, uint32_t binding)
{
uint32_t offset = 0;
Expand Down Expand Up @@ -208,6 +233,8 @@ class VulkanMeshLoader
private:
vk::VulkanDevice *vulkanDevice;

static const int defaultFlags = aiProcess_FlipWindingOrder | aiProcess_Triangulate | aiProcess_PreTransformVertices | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals;

struct Vertex
{
glm::vec3 m_pos;
Expand Down Expand Up @@ -254,48 +281,39 @@ class VulkanMeshLoader

uint32_t numVertices = 0;

// Optional
struct
{
VkBuffer buf;
VkDeviceMemory mem;
} vertexBuffer;

struct {
VkBuffer buf;
VkDeviceMemory mem;
uint32_t count;
} indexBuffer;

VkPipelineVertexInputStateCreateInfo vi;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
VkPipeline pipeline;

Assimp::Importer Importer;
const aiScene* pScene;

/**
* Default constructor
*
* @param vulkanDevice Pointer to a valid VulkanDevice
*/
VulkanMeshLoader(vk::VulkanDevice *vulkanDevice)
{
assert(vulkanDevice != nullptr);
this->vulkanDevice = vulkanDevice;
}

/**
* Default destructor
*
* @note Does not free any Vulkan resources
*/
~VulkanMeshLoader()
{
m_Entries.clear();
}

// Loads the mesh with some default flags
bool LoadMesh(const std::string& filename)
{
int flags = aiProcess_FlipWindingOrder | aiProcess_Triangulate | aiProcess_PreTransformVertices | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals;

return LoadMesh(filename, flags);
}

// Load the mesh with custom flags
bool LoadMesh(const std::string& filename, int flags)
/**
* Load a scene from a supported 3D file format
*
* @param filename Name of the file (or asset) to load
* @param flags (Optional) Set of ASSIMP processing flags
*
* @return Returns true if the scene has been loaded
*/
bool LoadMesh(const std::string& filename, int flags = defaultFlags)
{
#if defined(__ANDROID__)
// Meshes are stored inside the apk on Android (compressed)
Expand All @@ -320,7 +338,17 @@ class VulkanMeshLoader

if (pScene)
{
return InitFromScene(pScene, filename);
m_Entries.clear();
m_Entries.resize(pScene->mNumMeshes);
// Read in all meshes in the scene
for (auto i = 0; i < m_Entries.size(); i++)
{
m_Entries[i].vertexBase = numVertices;
numVertices += pScene->mMeshes[i]->mNumVertices;
const aiMesh* paiMesh = pScene->mMeshes[i];
InitMesh(&m_Entries[i], paiMesh, pScene);
}
return true;
}
else
{
Expand All @@ -332,58 +360,39 @@ class VulkanMeshLoader
}
}

bool InitFromScene(const aiScene* pScene, const std::string& Filename)
{
m_Entries.resize(pScene->mNumMeshes);

// Counters
for (unsigned int i = 0; i < m_Entries.size(); i++)
{
m_Entries[i].vertexBase = numVertices;
numVertices += pScene->mMeshes[i]->mNumVertices;
}

// Initialize the meshes in the scene one by one
for (unsigned int i = 0; i < m_Entries.size(); i++)
{
const aiMesh* paiMesh = pScene->mMeshes[i];
InitMesh(i, paiMesh, pScene);
}

return true;
}

void InitMesh(unsigned int index, const aiMesh* paiMesh, const aiScene* pScene)
/**
* Read mesh data from ASSIMP mesh to an internal mesh representation that can be used to generate Vulkan buffers
*
* @param meshEntry Pointer to the target MeshEntry strucutre for the mesh data
* @param paiMesh ASSIMP mesh to get the data from
* @param pScene Scene file of the ASSIMP mesh
*/
void InitMesh(MeshEntry *meshEntry, const aiMesh* paiMesh, const aiScene* pScene)
{
m_Entries[index].MaterialIndex = paiMesh->mMaterialIndex;
meshEntry->MaterialIndex = paiMesh->mMaterialIndex;

aiColor3D pColor(0.f, 0.f, 0.f);
pScene->mMaterials[paiMesh->mMaterialIndex]->Get(AI_MATKEY_COLOR_DIFFUSE, pColor);

aiVector3D Zero3D(0.0f, 0.0f, 0.0f);

for (unsigned int i = 0; i < paiMesh->mNumVertices; i++) {
for (unsigned int i = 0; i < paiMesh->mNumVertices; i++)
{
aiVector3D* pPos = &(paiMesh->mVertices[i]);
aiVector3D* pNormal = &(paiMesh->mNormals[i]);
aiVector3D *pTexCoord;
if (paiMesh->HasTextureCoords(0))
{
pTexCoord = &(paiMesh->mTextureCoords[0][i]);
}
else {
pTexCoord = &Zero3D;
}
aiVector3D* pTexCoord = (paiMesh->HasTextureCoords(0)) ? &(paiMesh->mTextureCoords[0][i]) : &Zero3D;
aiVector3D* pTangent = (paiMesh->HasTangentsAndBitangents()) ? &(paiMesh->mTangents[i]) : &Zero3D;
aiVector3D* pBiTangent = (paiMesh->HasTangentsAndBitangents()) ? &(paiMesh->mBitangents[i]) : &Zero3D;

Vertex v(glm::vec3(pPos->x, -pPos->y, pPos->z),
Vertex v(
glm::vec3(pPos->x, -pPos->y, pPos->z),
glm::vec2(pTexCoord->x , pTexCoord->y),
glm::vec3(pNormal->x, pNormal->y, pNormal->z),
glm::vec3(pTangent->x, pTangent->y, pTangent->z),
glm::vec3(pBiTangent->x, pBiTangent->y, pBiTangent->z),
glm::vec3(pColor.r, pColor.g, pColor.b)
);

dim.max.x = fmax(pPos->x, dim.max.x);
dim.max.y = fmax(pPos->y, dim.max.y);
dim.max.z = fmax(pPos->z, dim.max.z);
Expand All @@ -392,39 +401,28 @@ class VulkanMeshLoader
dim.min.y = fmin(pPos->y, dim.min.y);
dim.min.z = fmin(pPos->z, dim.min.z);

m_Entries[index].Vertices.push_back(v);
meshEntry->Vertices.push_back(v);
}

dim.size = dim.max - dim.min;

for (unsigned int i = 0; i < paiMesh->mNumFaces; i++)
uint32_t indexBase = static_cast<uint32_t>(meshEntry->Indices.size());
for (unsigned int i = 0; i < paiMesh->mNumFaces; i++)
{
const aiFace& Face = paiMesh->mFaces[i];
if (Face.mNumIndices != 3)
continue;
m_Entries[index].Indices.push_back(Face.mIndices[0]);
m_Entries[index].Indices.push_back(Face.mIndices[1]);
m_Entries[index].Indices.push_back(Face.mIndices[2]);
meshEntry->Indices.push_back(indexBase + Face.mIndices[0]);
meshEntry->Indices.push_back(indexBase + Face.mIndices[1]);
meshEntry->Indices.push_back(indexBase + Face.mIndices[2]);
}
}

/**
* Free up all Vulkan resources used by a mesh
*/
static void freeVulkanResources(VkDevice device, VulkanMeshLoader *mesh)
{
vkDestroyBuffer(device, mesh->vertexBuffer.buf, nullptr);
vkFreeMemory(device, mesh->vertexBuffer.mem, nullptr);
vkDestroyBuffer(device, mesh->indexBuffer.buf, nullptr);
vkFreeMemory(device, mesh->indexBuffer.mem, nullptr);
}

// Create vertex and index buffer with given layout
// Note : Only does staging if a valid command buffer and transfer queue are passed

/**
* Create Vulkan buffers for the index and vertex buffer using a vertex layout
*
* @note Only does staging if a valid command buffer and transfer queue are passed
*
* @param meshBuffer Pointer to the mesh buffer containing buffer handles and memory
* @param layout Vertex layout for the vertex buffer
* @param createInfo Structure containing information for mesh creation time (center, scaling, etc.)
Expand Down Expand Up @@ -529,15 +527,19 @@ class VulkanMeshLoader
std::vector<uint32_t> indexBuffer;
for (uint32_t m = 0; m < m_Entries.size(); m++)
{
uint32_t indexBase = (uint32_t)indexBuffer.size();
uint32_t indexBase = static_cast<uint32_t>(indexBuffer.size());
for (uint32_t i = 0; i < m_Entries[m].Indices.size(); i++)
{
indexBuffer.push_back(m_Entries[m].Indices[i] + indexBase);
}
vkMeshLoader::MeshDescriptor descriptor{};
descriptor.indexBase = indexBase;
descriptor.indexCount = static_cast<uint32_t>(m_Entries[m].Indices.size());
descriptor.vertexCount = static_cast<uint32_t>(m_Entries[m].Vertices.size());
meshBuffer->meshDescriptors.push_back(descriptor);
}
meshBuffer->indices.size = indexBuffer.size() * sizeof(uint32_t);

meshBuffer->indexCount = (uint32_t)indexBuffer.size();
meshBuffer->indexCount = static_cast<uint32_t>(indexBuffer.size());

// Use staging buffer to move vertex and index buffer to device local memory
if (useStaging && copyQueue != VK_NULL_HANDLE && copyCmd != VK_NULL_HANDLE)
Expand Down

0 comments on commit 24daaac

Please sign in to comment.