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mesh.rs
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mesh.rs
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use crate::{
pipeline::{PrimitiveTopology, RenderPipelines, VertexFormat},
renderer::{BufferInfo, BufferUsage, RenderResourceContext, RenderResourceId},
};
use bevy_app::prelude::{EventReader, Events};
use bevy_asset::{AssetEvent, Assets, Handle};
use bevy_core::AsBytes;
use bevy_ecs::{Local, Query, Res, ResMut};
use bevy_math::*;
use bevy_type_registry::TypeUuid;
use std::borrow::Cow;
use crate::pipeline::{InputStepMode, VertexAttributeDescriptor, VertexBufferDescriptor};
use bevy_utils::HashMap;
pub const INDEX_BUFFER_ASSET_INDEX: u64 = 0;
pub const VERTEX_ATTRIBUTE_BUFFER_ID: u64 = 10;
pub const VERTEX_FALLBACK_BUFFER_ID: u64 = 20;
#[derive(Clone, Debug)]
pub enum VertexAttributeValues {
Float(Vec<f32>),
Float2(Vec<[f32; 2]>),
Float3(Vec<[f32; 3]>),
Float4(Vec<[f32; 4]>),
}
impl VertexAttributeValues {
pub fn len(&self) -> usize {
match *self {
VertexAttributeValues::Float(ref values) => values.len(),
VertexAttributeValues::Float2(ref values) => values.len(),
VertexAttributeValues::Float3(ref values) => values.len(),
VertexAttributeValues::Float4(ref values) => values.len(),
}
}
pub fn is_empty(&self) -> bool {
self.len() == 0
}
// TODO: add vertex format as parameter here and perform type conversions
pub fn get_bytes(&self) -> &[u8] {
match self {
VertexAttributeValues::Float(values) => values.as_slice().as_bytes(),
VertexAttributeValues::Float2(values) => values.as_slice().as_bytes(),
VertexAttributeValues::Float3(values) => values.as_slice().as_bytes(),
VertexAttributeValues::Float4(values) => values.as_slice().as_bytes(),
}
}
}
impl From<&VertexAttributeValues> for VertexFormat {
fn from(values: &VertexAttributeValues) -> Self {
match values {
VertexAttributeValues::Float(_) => VertexFormat::Float,
VertexAttributeValues::Float2(_) => VertexFormat::Float2,
VertexAttributeValues::Float3(_) => VertexFormat::Float3,
VertexAttributeValues::Float4(_) => VertexFormat::Float4,
}
}
}
impl From<Vec<f32>> for VertexAttributeValues {
fn from(vec: Vec<f32>) -> Self {
VertexAttributeValues::Float(vec)
}
}
impl From<Vec<[f32; 2]>> for VertexAttributeValues {
fn from(vec: Vec<[f32; 2]>) -> Self {
VertexAttributeValues::Float2(vec)
}
}
impl From<Vec<[f32; 3]>> for VertexAttributeValues {
fn from(vec: Vec<[f32; 3]>) -> Self {
VertexAttributeValues::Float3(vec)
}
}
impl From<Vec<[f32; 4]>> for VertexAttributeValues {
fn from(vec: Vec<[f32; 4]>) -> Self {
VertexAttributeValues::Float4(vec)
}
}
#[derive(Debug)]
pub enum Indices {
U16(Vec<u16>),
U32(Vec<u32>),
}
// TODO: allow values to be unloaded after been submitting to the GPU to conserve memory
pub type VertexAttributesHashMap = HashMap<Cow<'static, str>, VertexAttributeValues>;
#[derive(Debug, TypeUuid)]
#[uuid = "8ecbac0f-f545-4473-ad43-e1f4243af51e"]
pub struct Mesh {
pub primitive_topology: PrimitiveTopology,
/// `bevy_utils::HashMap` with all defined vertex attributes (Positions, Normals, ...) for this mesh. Attribute name maps to attribute values.
pub attributes: VertexAttributesHashMap,
pub indices: Option<Indices>,
/// The layout of the attributes in the GPU buffer without `shader_location`. `None` will indicate that no data has been uploaded to the GPU yet.
pub attribute_buffer_descriptor_reference: Option<VertexBufferDescriptor>,
}
impl Mesh {
pub const ATTRIBUTE_NORMAL: &'static str = "Vertex_Normal";
pub const ATTRIBUTE_POSITION: &'static str = "Vertex_Position";
pub const ATTRIBUTE_UV_0: &'static str = "Vertex_Uv";
pub fn new(primitive_topology: PrimitiveTopology) -> Self {
Mesh {
primitive_topology,
attributes: Default::default(),
indices: None,
attribute_buffer_descriptor_reference: Default::default(),
}
}
pub fn get_index_buffer_bytes(&self) -> Option<Vec<u8>> {
self.indices.as_ref().map(|indices| match &indices {
Indices::U16(indices) => indices.as_slice().as_bytes().to_vec(),
Indices::U32(indices) => indices.as_slice().as_bytes().to_vec(),
})
}
}
/// Generation for some primitive shape meshes.
pub mod shape {
use super::{Indices, Mesh};
use crate::pipeline::PrimitiveTopology;
use bevy_math::*;
use hexasphere::Hexasphere;
use std::borrow::Cow;
/// A cube.
#[derive(Debug)]
pub struct Cube {
/// Half the side length of the cube.
pub size: f32,
}
impl Default for Cube {
fn default() -> Self {
Cube { size: 1.0 }
}
}
impl From<Cube> for Mesh {
fn from(cube: Cube) -> Self {
let size = cube.size;
let vertices = &[
// top (0., 0., size)
([-size, -size, size], [0., 0., size], [0., 0.]),
([size, -size, size], [0., 0., size], [size, 0.]),
([size, size, size], [0., 0., size], [size, size]),
([-size, size, size], [0., 0., size], [0., size]),
// bottom (0., 0., -size)
([-size, size, -size], [0., 0., -size], [size, 0.]),
([size, size, -size], [0., 0., -size], [0., 0.]),
([size, -size, -size], [0., 0., -size], [0., size]),
([-size, -size, -size], [0., 0., -size], [size, size]),
// right (size, 0., 0.)
([size, -size, -size], [size, 0., 0.], [0., 0.]),
([size, size, -size], [size, 0., 0.], [size, 0.]),
([size, size, size], [size, 0., 0.], [size, size]),
([size, -size, size], [size, 0., 0.], [0., size]),
// left (-size, 0., 0.)
([-size, -size, size], [-size, 0., 0.], [size, 0.]),
([-size, size, size], [-size, 0., 0.], [0., 0.]),
([-size, size, -size], [-size, 0., 0.], [0., size]),
([-size, -size, -size], [-size, 0., 0.], [size, size]),
// front (0., size, 0.)
([size, size, -size], [0., size, 0.], [size, 0.]),
([-size, size, -size], [0., size, 0.], [0., 0.]),
([-size, size, size], [0., size, 0.], [0., size]),
([size, size, size], [0., size, 0.], [size, size]),
// back (0., -size, 0.)
([size, -size, size], [0., -size, 0.], [0., 0.]),
([-size, -size, size], [0., -size, 0.], [size, 0.]),
([-size, -size, -size], [0., -size, 0.], [size, size]),
([size, -size, -size], [0., -size, 0.], [0., size]),
];
let mut positions = Vec::new();
let mut normals = Vec::new();
let mut uvs = Vec::new();
for (position, normal, uv) in vertices.iter() {
positions.push(*position);
normals.push(*normal);
uvs.push(*uv);
}
let indices = Indices::U32(vec![
0, 1, 2, 2, 3, 0, // top
4, 5, 6, 6, 7, 4, // bottom
8, 9, 10, 10, 11, 8, // right
12, 13, 14, 14, 15, 12, // left
16, 17, 18, 18, 19, 16, // front
20, 21, 22, 22, 23, 20, // back
]);
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_POSITION), positions.into());
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_NORMAL), normals.into());
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_UV_0), uvs.into());
mesh.indices = Some(indices);
mesh
}
}
/// A rectangle on the XY plane.
#[derive(Debug)]
pub struct Quad {
/// Full width and height of the rectangle.
pub size: Vec2,
/// Flips the texture coords of the resulting vertices.
pub flip: bool,
}
impl Quad {
pub fn new(size: Vec2) -> Self {
Self { size, flip: false }
}
pub fn flipped(size: Vec2) -> Self {
Self { size, flip: true }
}
}
impl From<Quad> for Mesh {
fn from(quad: Quad) -> Self {
let extent_x = quad.size.x() / 2.0;
let extent_y = quad.size.y() / 2.0;
let north_west = vec2(-extent_x, extent_y);
let north_east = vec2(extent_x, extent_y);
let south_west = vec2(-extent_x, -extent_y);
let south_east = vec2(extent_x, -extent_y);
let vertices = if quad.flip {
[
(
[south_east.x(), south_east.y(), 0.0],
[0.0, 0.0, 1.0],
[1.0, 1.0],
),
(
[north_east.x(), north_east.y(), 0.0],
[0.0, 0.0, 1.0],
[1.0, 0.0],
),
(
[north_west.x(), north_west.y(), 0.0],
[0.0, 0.0, 1.0],
[0.0, 0.0],
),
(
[south_west.x(), south_west.y(), 0.0],
[0.0, 0.0, 1.0],
[0.0, 1.0],
),
]
} else {
[
(
[south_west.x(), south_west.y(), 0.0],
[0.0, 0.0, 1.0],
[0.0, 1.0],
),
(
[north_west.x(), north_west.y(), 0.0],
[0.0, 0.0, 1.0],
[0.0, 0.0],
),
(
[north_east.x(), north_east.y(), 0.0],
[0.0, 0.0, 1.0],
[1.0, 0.0],
),
(
[south_east.x(), south_east.y(), 0.0],
[0.0, 0.0, 1.0],
[1.0, 1.0],
),
]
};
let indices = Indices::U32(vec![0, 2, 1, 0, 3, 2]);
let mut positions = Vec::<[f32; 3]>::new();
let mut normals = Vec::<[f32; 3]>::new();
let mut uvs = Vec::<[f32; 2]>::new();
for (position, normal, uv) in vertices.iter() {
positions.push(*position);
normals.push(*normal);
uvs.push(*uv);
}
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.indices = Some(indices);
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_POSITION), positions.into());
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_NORMAL), normals.into());
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_UV_0), uvs.into());
mesh
}
}
/// A square on the XZ plane.
#[derive(Debug)]
pub struct Plane {
/// The total side length of the square.
pub size: f32,
}
impl From<Plane> for Mesh {
fn from(plane: Plane) -> Self {
let extent = plane.size / 2.0;
let vertices = [
([extent, 0.0, -extent], [0.0, 1.0, 0.0], [1.0, 1.0]),
([extent, 0.0, extent], [0.0, 1.0, 0.0], [1.0, 0.0]),
([-extent, 0.0, extent], [0.0, 1.0, 0.0], [0.0, 0.0]),
([-extent, 0.0, -extent], [0.0, 1.0, 0.0], [0.0, 1.0]),
];
let indices = Indices::U32(vec![0, 2, 1, 0, 3, 2]);
let mut positions = Vec::new();
let mut normals = Vec::new();
let mut uvs = Vec::new();
for (position, normal, uv) in vertices.iter() {
positions.push(*position);
normals.push(*normal);
uvs.push(*uv);
}
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.indices = Some(indices);
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_POSITION), positions.into());
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_NORMAL), normals.into());
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_UV_0), uvs.into());
mesh
}
}
/// A sphere made from a subdivided Icosahedron.
#[derive(Debug)]
pub struct Icosphere {
/// The radius of the sphere.
pub radius: f32,
/// The number of subdivisions applied.
pub subdivisions: usize,
}
impl Default for Icosphere {
fn default() -> Self {
Self {
radius: 1.0,
subdivisions: 5,
}
}
}
impl From<Icosphere> for Mesh {
fn from(sphere: Icosphere) -> Self {
if sphere.subdivisions >= 80 {
let temp_sphere = Hexasphere::new(sphere.subdivisions, |_| ());
panic!(
"Cannot create an icosphere of {} subdivisions due to there being too many vertices being generated: {} (Limited to 65535 vertices or 79 subdivisions)",
sphere.subdivisions,
temp_sphere.raw_points().len()
);
}
let hexasphere = Hexasphere::new(sphere.subdivisions, |point| {
let inclination = point.z().acos();
let azumith = point.y().atan2(point.x());
let norm_inclination = 1.0 - (inclination / std::f32::consts::PI);
let norm_azumith = (azumith / std::f32::consts::PI) * 0.5;
[norm_inclination, norm_azumith]
});
let raw_points = hexasphere.raw_points();
let points = raw_points
.iter()
.map(|&p| (p * sphere.radius).into())
.collect::<Vec<[f32; 3]>>();
let normals = raw_points
.iter()
.copied()
.map(Into::into)
.collect::<Vec<[f32; 3]>>();
let uvs = hexasphere.raw_data().to_owned();
let mut indices = Vec::with_capacity(hexasphere.indices_per_main_triangle() * 20);
for i in 0..20 {
hexasphere.get_indices(i, &mut indices);
}
let indices = Indices::U32(indices);
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.indices = Some(indices);
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_POSITION), points.into());
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_NORMAL), normals.into());
mesh.attributes
.insert(Cow::Borrowed(Mesh::ATTRIBUTE_UV_0), uvs.into());
mesh
}
}
}
fn remove_resource_save(
render_resource_context: &dyn RenderResourceContext,
handle: &Handle<Mesh>,
index: u64,
) {
if let Some(RenderResourceId::Buffer(buffer)) =
render_resource_context.get_asset_resource(&handle, index)
{
render_resource_context.remove_buffer(buffer);
render_resource_context.remove_asset_resource(handle, index);
}
}
fn remove_current_mesh_resources(
render_resource_context: &dyn RenderResourceContext,
handle: &Handle<Mesh>,
) {
remove_resource_save(render_resource_context, handle, VERTEX_ATTRIBUTE_BUFFER_ID);
remove_resource_save(render_resource_context, handle, VERTEX_FALLBACK_BUFFER_ID);
remove_resource_save(render_resource_context, handle, INDEX_BUFFER_ASSET_INDEX);
}
#[derive(Default)]
pub struct MeshResourceProviderState {
mesh_event_reader: EventReader<AssetEvent<Mesh>>,
}
pub fn mesh_resource_provider_system(
mut state: Local<MeshResourceProviderState>,
render_resource_context: Res<Box<dyn RenderResourceContext>>,
mut meshes: ResMut<Assets<Mesh>>,
mesh_events: Res<Events<AssetEvent<Mesh>>>,
mut query: Query<(&Handle<Mesh>, &mut RenderPipelines)>,
) {
let mut changed_meshes = bevy_utils::HashSet::<Handle<Mesh>>::default();
let render_resource_context = &**render_resource_context;
for event in state.mesh_event_reader.iter(&mesh_events) {
match event {
AssetEvent::Created { ref handle } => {
changed_meshes.insert(handle.clone_weak());
}
AssetEvent::Modified { ref handle } => {
changed_meshes.insert(handle.clone_weak());
remove_current_mesh_resources(render_resource_context, handle);
}
AssetEvent::Removed { ref handle } => {
remove_current_mesh_resources(render_resource_context, handle);
// if mesh was modified and removed in the same update, ignore the modification
// events are ordered so future modification events are ok
changed_meshes.remove(handle);
}
}
}
// update changed mesh data
for changed_mesh_handle in changed_meshes.iter() {
if let Some(mesh) = meshes.get_mut(changed_mesh_handle) {
// TODO: check for individual buffer changes in non-interleaved mode
let index_buffer = render_resource_context.create_buffer_with_data(
BufferInfo {
buffer_usage: BufferUsage::INDEX,
..Default::default()
},
&mesh.get_index_buffer_bytes().unwrap(),
);
render_resource_context.set_asset_resource(
changed_mesh_handle,
RenderResourceId::Buffer(index_buffer),
INDEX_BUFFER_ASSET_INDEX,
);
// Vertex buffer
let vertex_count = attributes_count_vertices(&mesh.attributes).unwrap();
let interleaved_buffer =
attributes_to_vertex_buffer_data(&mesh.attributes, vertex_count);
mesh.attribute_buffer_descriptor_reference = Some(interleaved_buffer.1);
render_resource_context.set_asset_resource(
changed_mesh_handle,
RenderResourceId::Buffer(render_resource_context.create_buffer_with_data(
BufferInfo {
buffer_usage: BufferUsage::VERTEX,
..Default::default()
},
&interleaved_buffer.0,
)),
VERTEX_ATTRIBUTE_BUFFER_ID,
);
// Fallback buffer
// TODO: can be done with a 1 byte buffer + zero stride?
render_resource_context.set_asset_resource(
changed_mesh_handle,
RenderResourceId::Buffer(render_resource_context.create_buffer_with_data(
BufferInfo {
buffer_usage: BufferUsage::VERTEX,
..Default::default()
},
&vec![0; (vertex_count * VertexFormat::Float4.get_size() as u32) as usize],
)),
VERTEX_FALLBACK_BUFFER_ID,
);
}
}
// handover buffers to pipeline
// TODO: remove this once batches are pipeline specific and deprecate assigned_meshes draw target
for (handle, mut render_pipelines) in query.iter_mut() {
if let Some(mesh) = meshes.get(handle) {
for render_pipeline in render_pipelines.pipelines.iter_mut() {
render_pipeline.specialization.primitive_topology = mesh.primitive_topology;
}
if let Some(RenderResourceId::Buffer(index_buffer_resource)) =
render_resource_context.get_asset_resource(handle, INDEX_BUFFER_ASSET_INDEX)
{
// set index buffer into binding
render_pipelines
.bindings
.set_index_buffer(index_buffer_resource);
}
if let Some(RenderResourceId::Buffer(vertex_attribute_buffer_resource)) =
render_resource_context.get_asset_resource(handle, VERTEX_ATTRIBUTE_BUFFER_ID)
{
// set index buffer into binding
render_pipelines.bindings.vertex_attribute_buffer =
Some(vertex_attribute_buffer_resource);
}
if let Some(RenderResourceId::Buffer(vertex_attribute_fallback_resource)) =
render_resource_context.get_asset_resource(handle, VERTEX_FALLBACK_BUFFER_ID)
{
// set index buffer into binding
render_pipelines.bindings.vertex_fallback_buffer =
Some(vertex_attribute_fallback_resource);
}
}
}
}
pub fn attributes_count_vertices(attributes: &VertexAttributesHashMap) -> Option<u32> {
let mut vertex_count: Option<u32> = None;
for (attribute_name, attribute_data) in attributes {
let attribute_len = attribute_data.len();
if let Some(previous_vertex_count) = vertex_count {
assert_eq!(previous_vertex_count, attribute_len as u32,
"Attribute {} has a different vertex count ({}) than other attributes ({}) in this mesh.", attribute_name, attribute_len, previous_vertex_count);
}
vertex_count = Some(attribute_len as u32);
}
vertex_count
}
pub fn attributes_to_vertex_buffer_data(
attributes: &VertexAttributesHashMap,
vertex_count: u32,
) -> (Vec<u8>, VertexBufferDescriptor) {
// get existing attribute data as bytes and generate attribute descriptor
let mut attributes_gpu_ready = Vec::<(VertexAttributeDescriptor, &[u8])>::default();
let mut accumulated_offset = 0;
let mut attributes_sorted: Vec<_> = attributes.iter().collect();
attributes_sorted.sort_by(|a, b| a.0.cmp(b.0));
for attribute_data in attributes_sorted {
// TODO: allow for custom converter here
let vertex_format = VertexFormat::from(attribute_data.1);
attributes_gpu_ready.push((
// this serves as a reference and is not supposed to be used directly.
VertexAttributeDescriptor {
name: attribute_data.0.clone(),
offset: accumulated_offset,
format: vertex_format,
shader_location: 0,
},
attribute_data.1.get_bytes(),
));
accumulated_offset += vertex_format.get_size();
}
let mut attributes_interleaved_buffer = Vec::<u8>::default();
// bundle into interleaved buffers
for vertex_index in 0..vertex_count {
let vertex_index = vertex_index as usize;
for (attribute_descriptor, attributes_bytes) in &attributes_gpu_ready {
let stride = attribute_descriptor.format.get_size() as usize;
// insert one element
attributes_interleaved_buffer
.extend(&attributes_bytes[vertex_index * stride..vertex_index * stride + stride]);
}
}
let vertex_buffer_descriptor_reference = VertexBufferDescriptor {
name: Default::default(),
stride: accumulated_offset,
step_mode: InputStepMode::Vertex,
attributes: attributes_gpu_ready.iter().map(|x| x.0.clone()).collect(),
};
(
attributes_interleaved_buffer,
vertex_buffer_descriptor_reference,
)
}