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meshlet_mesh_manager.rs
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use super::{
asset::{Meshlet, MeshletBoundingSpheres, MeshletSimplificationError},
persistent_buffer::PersistentGpuBuffer,
MeshletMesh,
};
use alloc::sync::Arc;
use bevy_asset::{AssetId, Assets};
use bevy_ecs::{
system::{Res, ResMut, Resource},
world::{FromWorld, World},
};
use bevy_math::Vec2;
use bevy_render::{
render_resource::BufferAddress,
renderer::{RenderDevice, RenderQueue},
};
use bevy_utils::HashMap;
use core::ops::Range;
/// Manages uploading [`MeshletMesh`] asset data to the GPU.
#[derive(Resource)]
pub struct MeshletMeshManager {
pub vertex_positions: PersistentGpuBuffer<Arc<[u32]>>,
pub vertex_normals: PersistentGpuBuffer<Arc<[u32]>>,
pub vertex_uvs: PersistentGpuBuffer<Arc<[Vec2]>>,
pub indices: PersistentGpuBuffer<Arc<[u8]>>,
pub meshlets: PersistentGpuBuffer<Arc<[Meshlet]>>,
pub meshlet_bounding_spheres: PersistentGpuBuffer<Arc<[MeshletBoundingSpheres]>>,
pub meshlet_simplification_errors: PersistentGpuBuffer<Arc<[MeshletSimplificationError]>>,
meshlet_mesh_slices: HashMap<AssetId<MeshletMesh>, [Range<BufferAddress>; 7]>,
}
impl FromWorld for MeshletMeshManager {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
Self {
vertex_positions: PersistentGpuBuffer::new("meshlet_vertex_positions", render_device),
vertex_normals: PersistentGpuBuffer::new("meshlet_vertex_normals", render_device),
vertex_uvs: PersistentGpuBuffer::new("meshlet_vertex_uvs", render_device),
indices: PersistentGpuBuffer::new("meshlet_indices", render_device),
meshlets: PersistentGpuBuffer::new("meshlets", render_device),
meshlet_bounding_spheres: PersistentGpuBuffer::new(
"meshlet_bounding_spheres",
render_device,
),
meshlet_simplification_errors: PersistentGpuBuffer::new(
"meshlet_simplification_errors",
render_device,
),
meshlet_mesh_slices: HashMap::new(),
}
}
}
impl MeshletMeshManager {
pub fn queue_upload_if_needed(
&mut self,
asset_id: AssetId<MeshletMesh>,
assets: &mut Assets<MeshletMesh>,
) -> Range<u32> {
let queue_meshlet_mesh = |asset_id: &AssetId<MeshletMesh>| {
let meshlet_mesh = assets.remove_untracked(*asset_id).expect(
"MeshletMesh asset was already unloaded but is not registered with MeshletMeshManager",
);
let vertex_positions_slice = self
.vertex_positions
.queue_write(Arc::clone(&meshlet_mesh.vertex_positions), ());
let vertex_normals_slice = self
.vertex_normals
.queue_write(Arc::clone(&meshlet_mesh.vertex_normals), ());
let vertex_uvs_slice = self
.vertex_uvs
.queue_write(Arc::clone(&meshlet_mesh.vertex_uvs), ());
let indices_slice = self
.indices
.queue_write(Arc::clone(&meshlet_mesh.indices), ());
let meshlets_slice = self.meshlets.queue_write(
Arc::clone(&meshlet_mesh.meshlets),
(
vertex_positions_slice.start,
vertex_normals_slice.start,
indices_slice.start,
),
);
let meshlet_bounding_spheres_slice = self
.meshlet_bounding_spheres
.queue_write(Arc::clone(&meshlet_mesh.meshlet_bounding_spheres), ());
let meshlet_simplification_errors_slice = self
.meshlet_simplification_errors
.queue_write(Arc::clone(&meshlet_mesh.meshlet_simplification_errors), ());
[
vertex_positions_slice,
vertex_normals_slice,
vertex_uvs_slice,
indices_slice,
meshlets_slice,
meshlet_bounding_spheres_slice,
meshlet_simplification_errors_slice,
]
};
// If the MeshletMesh asset has not been uploaded to the GPU yet, queue it for uploading
let [_, _, _, _, meshlets_slice, _, _] = self
.meshlet_mesh_slices
.entry(asset_id)
.or_insert_with_key(queue_meshlet_mesh)
.clone();
let meshlets_slice_start = meshlets_slice.start as u32 / size_of::<Meshlet>() as u32;
let meshlets_slice_end = meshlets_slice.end as u32 / size_of::<Meshlet>() as u32;
meshlets_slice_start..meshlets_slice_end
}
pub fn remove(&mut self, asset_id: &AssetId<MeshletMesh>) {
if let Some(
[vertex_positions_slice, vertex_normals_slice, vertex_uvs_slice, indices_slice, meshlets_slice, meshlet_bounding_spheres_slice, meshlet_simplification_errors_slice],
) = self.meshlet_mesh_slices.remove(asset_id)
{
self.vertex_positions
.mark_slice_unused(vertex_positions_slice);
self.vertex_normals.mark_slice_unused(vertex_normals_slice);
self.vertex_uvs.mark_slice_unused(vertex_uvs_slice);
self.indices.mark_slice_unused(indices_slice);
self.meshlets.mark_slice_unused(meshlets_slice);
self.meshlet_bounding_spheres
.mark_slice_unused(meshlet_bounding_spheres_slice);
self.meshlet_simplification_errors
.mark_slice_unused(meshlet_simplification_errors_slice);
}
}
}
/// Upload all newly queued [`MeshletMesh`] asset data to the GPU.
pub fn perform_pending_meshlet_mesh_writes(
mut meshlet_mesh_manager: ResMut<MeshletMeshManager>,
render_queue: Res<RenderQueue>,
render_device: Res<RenderDevice>,
) {
meshlet_mesh_manager
.vertex_positions
.perform_writes(&render_queue, &render_device);
meshlet_mesh_manager
.vertex_normals
.perform_writes(&render_queue, &render_device);
meshlet_mesh_manager
.vertex_uvs
.perform_writes(&render_queue, &render_device);
meshlet_mesh_manager
.indices
.perform_writes(&render_queue, &render_device);
meshlet_mesh_manager
.meshlets
.perform_writes(&render_queue, &render_device);
meshlet_mesh_manager
.meshlet_bounding_spheres
.perform_writes(&render_queue, &render_device);
meshlet_mesh_manager
.meshlet_simplification_errors
.perform_writes(&render_queue, &render_device);
}