More level mesh buffer fun
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356ad2fe9f
commit
d28a3571b5
5 changed files with 359 additions and 244 deletions
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@ -4,6 +4,13 @@
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LevelMesh::LevelMesh()
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{
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LevelMeshLimits limits;
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limits.MaxVertices = 12;
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limits.MaxIndexes = 3 * 4;
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limits.MaxSurfaces = 1;
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limits.MaxUniforms = 1;
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Reset(limits);
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// Default portal
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LevelMeshPortal portal;
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Portals.Push(portal);
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@ -11,38 +18,35 @@ LevelMesh::LevelMesh()
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AddEmptyMesh();
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UpdateCollision();
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Mesh.MaxVertices = std::max(Mesh.Vertices.Size() * 2, (unsigned int)10000);
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Mesh.MaxIndexes = std::max(Mesh.Indexes.Size() * 2, (unsigned int)10000);
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Mesh.MaxSurfaces = std::max(Mesh.SurfaceIndexes.Size() * 2, (unsigned int)10000);
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Mesh.MaxUniforms = std::max(Mesh.Uniforms.Size() * 2, (unsigned int)10000);
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Mesh.MaxSurfaceIndexes = std::max(Mesh.SurfaceIndexes.Size() * 2, (unsigned int)10000);
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Mesh.MaxNodes = (int)std::max(Collision->get_nodes().size() * 2, (size_t)10000);
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Mesh.MaxLights = 100'000;
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Mesh.MaxLightIndexes = 4 * 1024 * 1024;
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}
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void LevelMesh::AddEmptyMesh()
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{
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GeometryAllocInfo ginfo = AllocGeometry(12, 3 * 4);
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// Default empty mesh (we can't make it completely empty since vulkan doesn't like that)
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float minval = -100001.0f;
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float maxval = -100000.0f;
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Mesh.Vertices.Push({ minval, minval, minval });
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Mesh.Vertices.Push({ maxval, minval, minval });
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Mesh.Vertices.Push({ maxval, maxval, minval });
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Mesh.Vertices.Push({ minval, minval, minval });
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Mesh.Vertices.Push({ minval, maxval, minval });
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Mesh.Vertices.Push({ maxval, maxval, minval });
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Mesh.Vertices.Push({ minval, minval, maxval });
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Mesh.Vertices.Push({ maxval, minval, maxval });
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Mesh.Vertices.Push({ maxval, maxval, maxval });
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Mesh.Vertices.Push({ minval, minval, maxval });
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Mesh.Vertices.Push({ minval, maxval, maxval });
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Mesh.Vertices.Push({ maxval, maxval, maxval });
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ginfo.Vertices[0] = { minval, minval, minval };
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ginfo.Vertices[1] = { maxval, minval, minval };
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ginfo.Vertices[2] = { maxval, maxval, minval };
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ginfo.Vertices[3] = { minval, minval, minval };
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ginfo.Vertices[4] = { minval, maxval, minval };
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ginfo.Vertices[5] = { maxval, maxval, minval };
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ginfo.Vertices[6] = { minval, minval, maxval };
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ginfo.Vertices[7] = { maxval, minval, maxval };
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ginfo.Vertices[8] = { maxval, maxval, maxval };
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ginfo.Vertices[9] = { minval, minval, maxval };
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ginfo.Vertices[10] = { minval, maxval, maxval };
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ginfo.Vertices[11] = { maxval, maxval, maxval };
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for (int i = 0; i < 3 * 4; i++)
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Mesh.Indexes.Push(i);
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ginfo.Indexes[i] = i;
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UploadAll();
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Mesh.IndexCount = ginfo.IndexCount;
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UploadPortals();
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}
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LevelMeshSurface* LevelMesh::Trace(const FVector3& start, FVector3 direction, float maxDist)
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@ -109,7 +113,7 @@ LevelMeshTileStats LevelMesh::GatherTilePixelStats()
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void LevelMesh::UpdateCollision()
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{
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Collision = std::make_unique<TriangleMeshShape>(Mesh.Vertices.Data(), Mesh.Vertices.Size(), Mesh.Indexes.Data(), Mesh.Indexes.Size());
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Collision = std::make_unique<TriangleMeshShape>(Mesh.Vertices.Data(), Mesh.Vertices.Size(), Mesh.Indexes.Data(), Mesh.IndexCount);
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UploadCollision();
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}
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@ -11,6 +11,7 @@
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#include "hw_levelmeshsurface.h"
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#include "hw_materialstate.h"
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#include "hw_surfaceuniforms.h"
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#include "engineerrors.h"
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#include <memory>
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#include <dp_rect_pack.h>
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@ -44,12 +45,32 @@ struct UniformsAllocInfo
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int Count = 0;
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};
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struct SurfaceAllocInfo
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{
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LevelMeshSurface* Surface = nullptr;
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int Index = 0;
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};
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struct LightAllocInfo
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{
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LevelMeshLight* Light = nullptr;
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int Index = 0;
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};
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struct MeshBufferRange
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{
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int Offset = 0;
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int Size = 0;
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int Start = 0;
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int End = 0;
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bool operator<(const MeshBufferRange& other) const { return Offset < other.Offset; }
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int Count() const { return End - Start; }
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};
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struct LevelMeshLimits
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{
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int MaxVertices = 0;
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int MaxSurfaces = 0;
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int MaxUniforms = 0;
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int MaxIndexes = 0;
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};
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class LevelMesh
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@ -71,20 +92,18 @@ public:
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GeometryAllocInfo AllocGeometry(int vertexCount, int indexCount)
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{
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GeometryAllocInfo info;
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info.VertexStart = Mesh.Vertices.Size();
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info.VertexStart = RemoveRange(FreeLists.Vertex, vertexCount);
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info.VertexCount = vertexCount;
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info.IndexStart = Mesh.Indexes.Size();
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info.IndexStart = RemoveRange(FreeLists.Index, indexCount);
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info.IndexCount = indexCount;
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Mesh.Vertices.Resize(info.VertexStart + vertexCount);
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Mesh.UniformIndexes.Resize(info.VertexStart + vertexCount);
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Mesh.Indexes.Resize(info.IndexStart + indexCount);
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info.Vertices = &Mesh.Vertices[info.VertexStart];
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info.UniformIndexes = &Mesh.UniformIndexes[info.VertexStart];
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info.Indexes = &Mesh.Indexes[info.IndexStart];
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AddRange(UploadRanges.Vertex, { info.VertexStart, info.VertexCount });
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AddRange(UploadRanges.UniformIndexes, { info.VertexStart, info.VertexCount });
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AddRange(UploadRanges.Index, { info.IndexStart, info.IndexCount });
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AddRange(UploadRanges.Vertex, { info.VertexStart, info.VertexStart + info.VertexCount });
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AddRange(UploadRanges.UniformIndexes, { info.VertexStart, info.VertexStart + info.VertexCount });
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AddRange(UploadRanges.Index, { info.IndexStart, info.IndexStart + info.IndexCount });
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AddRange(UploadRanges.SurfaceIndex, { info.IndexStart / 3, (info.IndexStart + info.IndexCount) / 3 + 1 });
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return info;
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}
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@ -92,14 +111,23 @@ public:
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UniformsAllocInfo AllocUniforms(int count)
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{
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UniformsAllocInfo info;
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info.Start = Mesh.Uniforms.Size();
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info.Start = RemoveRange(FreeLists.Uniforms, count);
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info.Count = count;
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Mesh.Uniforms.Resize(info.Start + count);
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Mesh.Materials.Resize(info.Start + count);
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info.Uniforms = &Mesh.Uniforms[info.Start];
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info.Materials = &Mesh.Materials[info.Start];
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AddRange(UploadRanges.Uniforms, { info.Start, info.Count });
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AddRange(UploadRanges.Uniforms, { info.Start, info.Start + info.Count });
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return info;
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}
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SurfaceAllocInfo AllocSurface()
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{
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SurfaceAllocInfo info;
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info.Index = RemoveRange(FreeLists.Surface, 1);
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info.Surface = &Mesh.Surfaces[info.Index];
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AddRange(UploadRanges.Surface, { info.Index, info.Index + 1 });
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return info;
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}
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@ -109,10 +137,10 @@ public:
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// Convert triangles to degenerates
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for (int i = 0; i < indexCount; i++)
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Mesh.Indexes[indexStart + i] = 0;
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AddRange(UploadRanges.Index, { indexStart, indexCount });
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AddRange(UploadRanges.Index, { indexStart, indexStart + indexCount });
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AddRange(FreeLists.Vertex, { vertexStart, vertexCount });
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AddRange(FreeLists.Index, { indexStart, indexCount });
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AddRange(FreeLists.Vertex, { vertexStart, vertexStart + vertexCount });
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AddRange(FreeLists.Index, { indexStart, indexStart + indexCount });
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}
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void FreeUniforms(int start, int count)
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@ -127,6 +155,28 @@ public:
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AddRange(FreeLists.Surface, { (int)surfaceIndex, 1 });
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}
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// Sets the sizes of all the GPU buffers and empties the mesh
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virtual void Reset(const LevelMeshLimits& limits)
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{
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Mesh.Vertices.Resize(limits.MaxVertices);
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Mesh.UniformIndexes.Resize(limits.MaxVertices);
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Mesh.Surfaces.Resize(limits.MaxSurfaces);
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Mesh.Uniforms.Resize(limits.MaxUniforms);
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Mesh.Materials.Resize(limits.MaxUniforms);
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Mesh.Lights.Resize(16);
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Mesh.LightIndexes.Resize(16);
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Mesh.Indexes.Resize(limits.MaxIndexes);
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Mesh.SurfaceIndexes.Resize(limits.MaxIndexes / 3 + 1);
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FreeLists.Vertex.Clear(); FreeLists.Vertex.Push({ 0, limits.MaxVertices });
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FreeLists.Index.Clear(); FreeLists.Index.Push({ 0, limits.MaxIndexes });
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FreeLists.Uniforms.Clear(); FreeLists.Uniforms.Push({ 0, limits.MaxUniforms });
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FreeLists.Surface.Clear(); FreeLists.Surface.Push({ 0, limits.MaxSurfaces });
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}
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// Data placed in GPU buffers
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struct
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{
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@ -146,16 +196,10 @@ public:
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// Index data
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TArray<uint32_t> Indexes;
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TArray<int> SurfaceIndexes;
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int IndexCount = 0; // Index range filled with data
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// Above data must not be resized beyond these limits as that's the size of the GPU buffers
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int MaxVertices = 0;
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int MaxIndexes = 0;
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int MaxSurfaces = 0;
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int MaxUniforms = 0;
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int MaxSurfaceIndexes = 0;
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// GPU buffer size for collision nodes
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int MaxNodes = 0;
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int MaxLights = 0;
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int MaxLightIndexes = 0;
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} Mesh;
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// Ranges in mesh that have changed since last upload
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@ -207,26 +251,10 @@ public:
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void AddEmptyMesh();
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void UploadAll()
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void UploadPortals()
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{
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ClearRanges(UploadRanges.Vertex);
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AddRange(UploadRanges.Vertex, { 0, (int)Mesh.Vertices.Size() });
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ClearRanges(UploadRanges.Index);
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AddRange(UploadRanges.Index, { 0, (int)Mesh.Indexes.Size() });
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ClearRanges(UploadRanges.SurfaceIndex);
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AddRange(UploadRanges.SurfaceIndex, { 0, (int)Mesh.SurfaceIndexes.Size() });
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ClearRanges(UploadRanges.Surface);
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AddRange(UploadRanges.Surface, { 0, (int)Mesh.Surfaces.Size() });
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ClearRanges(UploadRanges.UniformIndexes);
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AddRange(UploadRanges.UniformIndexes, { 0, (int)Mesh.UniformIndexes.Size() });
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ClearRanges(UploadRanges.Uniforms);
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AddRange(UploadRanges.Uniforms, { 0, (int)Mesh.Uniforms.Size() });
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ClearRanges(UploadRanges.Portals);
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UploadRanges.Portals.Clear();
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AddRange(UploadRanges.Portals, { 0, (int)Portals.Size() });
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ClearRanges(UploadRanges.Light);
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AddRange(UploadRanges.Light, { 0, (int)Mesh.Lights.Size() });
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ClearRanges(UploadRanges.LightIndex);
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AddRange(UploadRanges.LightIndex, { 0, (int)Mesh.LightIndexes.Size() });
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}
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void UploadCollision()
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@ -236,42 +264,81 @@ public:
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UploadRanges.Node.Push({ 0, (int)Collision->get_nodes().size() });
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}
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void ClearRanges(TArray<MeshBufferRange>& ranges)
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int RemoveRange(TArray<MeshBufferRange>& ranges, int count)
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{
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ranges.Clear();
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for (unsigned int i = ranges.Size(); i > 0; i--)
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{
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auto& item = ranges[i - 1];
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if (item.End - item.Start >= count)
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{
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int pos = item.Start;
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item.Start += count;
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if (item.Start == item.End)
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{
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ranges.Delete(i - 1);
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}
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return pos;
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}
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}
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I_FatalError("Could not find space in level mesh buffer");
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}
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void AddRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range)
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{
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if (range.Size <= 0)
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// Empty range?
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if (range.Start == range.End)
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return;
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auto right = std::lower_bound(ranges.begin(), ranges.end(), range);
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// First element?
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if (ranges.Size() == 0)
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{
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ranges.push_back(range);
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return;
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}
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// Find start position in ranges
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auto right = std::lower_bound(ranges.begin(), ranges.end(), range, [](const auto& a, const auto& b) { return a.Start < b.Start; });
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bool leftExists = right != ranges.begin();
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bool rightExists = right != ranges.end();
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auto left = right;
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if (leftExists)
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--left;
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if (leftExists && rightExists && left->Offset + left->Size == range.Offset && right->Offset == range.Offset + range.Size) // ####[--]####
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{
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left->Size += range.Size + right->Size;
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ranges.Delete(right - ranges.begin());
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}
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else if (leftExists && left->Offset + left->Size == range.Offset) // ####[--] ####
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{
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left->Size += range.Size;
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}
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else if (rightExists && right->Offset == range.Offset + range.Size) // #### [--]####
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{
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right->Offset -= range.Size;
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}
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else // ##### [--] ####
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// Is this a gap between two ranges?
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if ((!leftExists || left->End < range.Start) && (!rightExists || right->Start > range.End))
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{
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ranges.Insert(right - ranges.begin(), range);
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return;
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}
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// Are we extending the left or the right range?
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if (leftExists && range.Start <= left->End)
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{
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left->End = std::max(left->End, range.End);
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right = left;
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}
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else // if (rightExists && right->Start <= range.End)
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{
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right->Start = range.Start;
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right->End = std::max(right->End, range.End);
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left = right;
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}
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// Merge overlaps to the right
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while (true)
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{
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++right;
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if (right == ranges.end() || right->Start > range.End)
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break;
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left->End = std::max(right->End, range.End);
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}
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// Remove ranges now covered by the extended range
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//ranges.erase(++left, right);
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++left;
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auto leftPos = left - ranges.begin();
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auto rightPos = right - ranges.begin();
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ranges.Delete(leftPos, rightPos - leftPos);
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}
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};
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