cyborg/src/commands.rs

69 lines
2.5 KiB
Rust

use super::{MeshHandle, MeshPool, TextureHandle, TexturePool};
use std::collections::HashMap;
#[derive(Copy, Clone, PartialEq)]
pub struct MeshInstance {
pub mesh: MeshHandle,
pub albedo: TextureHandle,
pub transform: glam::Mat4,
}
pub struct MeshCommands {
transforms: Vec<[f32; 16]>,
draws: Vec<(usize, usize, std::ops::Range<u32>)>,
}
impl MeshCommands {
pub fn build(instances: &Vec<MeshInstance>) -> Self {
let mut sorted_meshes = HashMap::<(usize, usize), Vec<MeshInstance>>::new();
for instance in instances.iter() {
let group_id = instance.mesh.group_id;
let texture_id = instance.albedo.id;
let key = (group_id, texture_id);
if let Some(by_group) = sorted_meshes.get_mut(&key) {
by_group.push(*instance);
} else {
sorted_meshes.insert(key, vec![*instance]);
}
}
let mut transforms = Vec::new();
let mut draws = Vec::new();
// this code assumes MeshHandle only uses group_id (which it does for now)
// TODO bucket by sub_id too before MeshHandle supports it
for ((group_id, texture_id), meshes) in sorted_meshes.iter() {
let start_idx = transforms.len() as u32;
let as_arrays = meshes.iter().map(|i| i.transform.to_cols_array());
transforms.extend(as_arrays);
let end_idx = transforms.len() as u32;
draws.push((*group_id, *texture_id, start_idx..end_idx));
}
Self { transforms, draws }
}
pub fn get_storage(&self) -> &[u8] {
bytemuck::cast_slice(&self.transforms)
}
pub fn dispatch<'a>(
&self,
rp: &mut wgpu::RenderPass<'a>,
mesh_pool: &'a MeshPool,
texture_pool: &'a TexturePool,
) {
// TODO one group per mesh, still...
// TODO this could be implemented without accessing private members
for (group_id, texture_id, meshes_range) in self.draws.iter() {
let group = mesh_pool.groups.get(*group_id).unwrap();
let texture = texture_pool.textures.get(*texture_id).unwrap();
rp.set_vertex_buffer(0, group.vertices.slice(..));
rp.set_index_buffer(group.indices.slice(..), wgpu::IndexFormat::Uint32);
rp.set_bind_group(2, &texture.bind_group, &[]);
let indices = 0..(group.index_capacity as u32);
rp.draw_indexed(indices, 0, meshes_range.to_owned());
}
}
}