Mercurial > games > semicongine
view semicongine/mesh.nim @ 408:848a6845a588
did: overhaul dynamic array-api in a few places
author | Sam <sam@basx.dev> |
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date | Thu, 04 Jan 2024 21:13:11 +0700 |
parents | c81c6e7047e3 |
children | a430b5febe22 |
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import std/hashes import std/options import std/typetraits import std/tables import std/strformat import std/enumerate import std/strutils import std/sequtils import ./core import ./collision import ./material const DEFAULT_POSITION_ATTRIBUTE = "position" var instanceCounter* = 0 type MeshIndexType* = enum None Tiny # up to 2^8 vertices # TODO: need to check and enable support for this Small # up to 2^16 vertices Big # up to 2^32 vertices MeshObject* = object name*: string vertexCount*: int case indexType*: MeshIndexType of None: discard of Tiny: tinyIndices*: seq[array[3, uint8]] of Small: smallIndices*: seq[array[3, uint16]] of Big: bigIndices*: seq[array[3, uint32]] material*: MaterialData transform*: Mat4 = Unit4 instanceTransforms*: seq[Mat4] applyMeshTransformToInstances*: bool = true # if true, the transform attribute for the shader will apply the instance transform AND the mesh transform, to each instance visible*: bool = true transformCache: seq[Mat4] vertexData: Table[string, DataList] instanceData: Table[string, DataList] dirtyAttributes: seq[string] Mesh* = ref MeshObject func material*(mesh: MeshObject): MaterialData = mesh.material func `material=`*(mesh: var MeshObject, material: MaterialData) = for name, theType in material.theType.vertexAttributes: if mesh.vertexData.contains(name): assert mesh.vertexData[name].theType == theType, &"{material.theType} expected mesh attribute '{name}' to be '{theType}' but it is {mesh.vertexData[name].theType}" elif mesh.instanceData.contains(name): assert mesh.instanceData[name].theType == theType, &"{material.theType} expected mesh attribute '{name}' to be '{theType}' but it is {mesh.instanceData[name].theType}" else: assert false, &"Mesh '{mesh.name}' is missing required mesh attribute '{name}: {theType}' for {material.theType}" mesh.material = material func instanceCount*(mesh: MeshObject): int = mesh.instanceTransforms.len func indicesCount*(mesh: MeshObject): int = ( case mesh.indexType of None: 0 of Tiny: mesh.tinyIndices.len of Small: mesh.smallIndices.len of Big: mesh.bigIndices.len ) * 3 func `$`*(mesh: MeshObject): string = if mesh.indexType == None: &"Mesh('{mesh.name}', vertexCount: {mesh.vertexCount}, instanceCount: {mesh.instanceCount}, vertexData: {mesh.vertexData.keys().toSeq()}, instanceData: {mesh.instanceData.keys().toSeq()}, indexType: {mesh.indexType}, material: {mesh.material})" else: &"Mesh('{mesh.name}', vertexCount: {mesh.vertexCount}, indexCount: {mesh.indicesCount}, instanceCount: {mesh.instanceCount}, vertexData: {mesh.vertexData.keys().toSeq()}, instanceData: {mesh.instanceData.keys().toSeq()}, indexType: {mesh.indexType}, material: {mesh.material})" func `$`*(mesh: Mesh): string = $mesh[] func vertexAttributes*(mesh: MeshObject): seq[string] = mesh.vertexData.keys.toSeq func instanceAttributes*(mesh: MeshObject): seq[string] = mesh.instanceData.keys.toSeq func attributes*(mesh: MeshObject): seq[string] = mesh.vertexAttributes & mesh.instanceAttributes func hash*(mesh: Mesh): Hash = hash(cast[ptr MeshObject](mesh)) converter toVulkan*(indexType: MeshIndexType): VkIndexType = case indexType: of None: VK_INDEX_TYPE_NONE_KHR of Tiny: VK_INDEX_TYPE_UINT8_EXT of Small: VK_INDEX_TYPE_UINT16 of Big: VK_INDEX_TYPE_UINT32 proc initVertexAttribute*[T](mesh: var MeshObject, attribute: string, value: seq[T]) = assert not mesh.vertexData.contains(attribute) and not mesh.instanceData.contains(attribute) mesh.vertexData[attribute] = initDataList(thetype=getDataType[T]()) mesh.vertexData[attribute].setLen(mesh.vertexCount) mesh.vertexData[attribute].setValues(value) proc initVertexAttribute*[T](mesh: var MeshObject, attribute: string, value: T) = initVertexAttribute(mesh, attribute, newSeqWith(mesh.vertexCount, value)) proc initVertexAttribute*[T](mesh: var MeshObject, attribute: string) = initVertexAttribute(mesh=mesh, attribute=attribute, value=default(T)) proc initVertexAttribute*(mesh: var MeshObject, attribute: string, datatype: DataType) = assert not mesh.vertexData.contains(attribute) and not mesh.instanceData.contains(attribute) mesh.vertexData[attribute] = initDataList(thetype=datatype) mesh.vertexData[attribute].setLen(mesh.vertexCount) proc initVertexAttribute*(mesh: var MeshObject, attribute: string, data: DataList) = assert not mesh.vertexData.contains(attribute) and not mesh.instanceData.contains(attribute) mesh.vertexData[attribute] = data proc initInstanceAttribute*[T](mesh: var MeshObject, attribute: string, value: seq[T]) = assert not mesh.vertexData.contains(attribute) and not mesh.instanceData.contains(attribute) mesh.instanceData[attribute] = initDataList(thetype=getDataType[T]()) mesh.instanceData[attribute].setLen(mesh.instanceCount) mesh.instanceData[attribute].setValues(value) proc initInstanceAttribute*[T](mesh: var MeshObject, attribute: string, value: T) = initInstanceAttribute(mesh, attribute, newSeqWith(mesh.instanceCount, value)) proc initInstanceAttribute*[T](mesh: var MeshObject, attribute: string) = initInstanceAttribute(mesh=mesh, attribute=attribute, value=default(T)) proc initInstanceAttribute*(mesh: var MeshObject, attribute: string, datatype: DataType) = assert not mesh.vertexData.contains(attribute) and not mesh.instanceData.contains(attribute) mesh.instanceData[attribute] = initDataList(thetype=datatype) mesh.instanceData[attribute].setLen(mesh.instanceCount) proc initInstanceAttribute*(mesh: var MeshObject, attribute: string, data: DataList) = assert not mesh.vertexData.contains(attribute) and not mesh.instanceData.contains(attribute) mesh.instanceData[attribute] = data proc newMesh*( positions: openArray[Vec3f], indices: openArray[array[3, uint32|uint16|uint8]], colors: openArray[Vec4f]=[], uvs: openArray[Vec2f]=[], transform: Mat4=Unit4F32, instanceTransforms: openArray[Mat4]=[Unit4F32], material=EMPTY_MATERIAL.initMaterialData(), autoResize=true, name: string="" ): Mesh = assert colors.len == 0 or colors.len == positions.len assert uvs.len == 0 or uvs.len == positions.len var theName = name if theName == "": theName = &"mesh-{instanceCounter}" inc instanceCounter # determine index type (uint8, uint16, uint32) var indexType = None if indices.len > 0: indexType = Big if autoResize and uint32(positions.len) < uint32(high(uint8)) and false: # TODO: check feature support indexType = Tiny elif autoResize and uint32(positions.len) < uint32(high(uint16)): indexType = Small result = Mesh( name: theName, indexType: indexType, vertexCount: positions.len, instanceTransforms: @instanceTransforms, transform: transform, material: material ) result[].initVertexAttribute(DEFAULT_POSITION_ATTRIBUTE , positions.toSeq) if colors.len > 0: result[].initVertexAttribute("color", colors.toSeq) if uvs.len > 0: result[].initVertexAttribute("uv", uvs.toSeq) # assert all indices are valid for i in indices: assert int(i[0]) < result[].vertexCount assert int(i[1]) < result[].vertexCount assert int(i[2]) < result[].vertexCount # cast index values to appropiate type if result[].indexType == Tiny and uint32(positions.len) < uint32(high(uint8)) and false: # TODO: check feature support for i, tri in enumerate(indices): result[].tinyIndices.add [uint8(tri[0]), uint8(tri[1]), uint8(tri[2])] elif result[].indexType == Small and uint32(positions.len) < uint32(high(uint16)): for i, tri in enumerate(indices): result[].smallIndices.add [uint16(tri[0]), uint16(tri[1]), uint16(tri[2])] elif result[].indexType == Big: for i, tri in enumerate(indices): result[].bigIndices.add [uint32(tri[0]), uint32(tri[1]), uint32(tri[2])] proc newMesh*( positions: openArray[Vec3f], colors: openArray[Vec4f]=[], uvs: openArray[Vec2f]=[], transform: Mat4=Unit4F32, instanceTransforms: openArray[Mat4]=[Unit4F32], material=EMPTY_MATERIAL.initMaterialData(), name: string="", ): Mesh = newMesh( positions=positions, indices=newSeq[array[3, uint16]](), colors=colors, uvs=uvs, transform=transform, instanceTransforms=instanceTransforms, material=material, name=name, ) func attributeSize*(mesh: MeshObject, attribute: string): int = if mesh.vertexData.contains(attribute): mesh.vertexData[attribute].size elif mesh.instanceData.contains(attribute): mesh.instanceData[attribute].size else: 0 func attributeType*(mesh: MeshObject, attribute: string): DataType = if mesh.vertexData.contains(attribute): mesh.vertexData[attribute].theType elif mesh.instanceData.contains(attribute): mesh.instanceData[attribute].theType else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") func indexSize*(mesh: MeshObject): int = case mesh.indexType of None: 0 of Tiny: mesh.tinyIndices.len * sizeof(get(genericParams(typeof(mesh.tinyIndices)), 0)) of Small: mesh.smallIndices.len * sizeof(get(genericParams(typeof(mesh.smallIndices)), 0)) of Big: mesh.bigIndices.len * sizeof(get(genericParams(typeof(mesh.bigIndices)), 0)) func rawData[T: seq](value: T): (pointer, int) = (pointer(addr(value[0])), sizeof(get(genericParams(typeof(value)), 0)) * value.len) func getRawIndexData*(mesh: MeshObject): (pointer, int) = case mesh.indexType: of None: raise newException(Exception, "Trying to get index data for non-indexed mesh") of Tiny: rawData(mesh.tinyIndices) of Small: rawData(mesh.smallIndices) of Big: rawData(mesh.bigIndices) func getRawData*(mesh: var MeshObject, attribute: string): (pointer, int) = if mesh.vertexData.contains(attribute): mesh.vertexData[attribute].getRawData() elif mesh.instanceData.contains(attribute): mesh.instanceData[attribute].getRawData() else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") proc getAttribute[T: GPUType|int|uint|float](mesh: MeshObject, attribute: string): ref seq[T] = if mesh.vertexData.contains(attribute): mesh.vertexData[attribute][T] elif mesh.instanceData.contains(attribute): mesh.instanceData[attribute][T] else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") proc getAttribute[T: GPUType|int|uint|float](mesh: MeshObject, attribute: string, i: int): T = if mesh.vertexData.contains(attribute): mesh.vertexData[attribute][i, T] elif mesh.instanceData.contains(attribute): mesh.instanceData[attribute][i, T] else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") template `[]`*(mesh: MeshObject, attribute: string, t: typedesc): ref seq[t] = getAttribute[t](mesh, attribute) template `[]`*(mesh: Mesh, attribute: string, t: typedesc): ref seq[t] = getAttribute[t](mesh[], attribute) template `[]`*(mesh: MeshObject, attribute: string, i: int, t: typedesc): untyped = getAttribute[t](mesh, attribute, i) template `[]`*(mesh: Mesh, attribute: string, i: int, t: typedesc): untyped = getAttribute[t](mesh[], attribute, i) proc updateAttributeData[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, data: DataList) = if mesh.vertexData.contains(attribute): assert data.len == mesh.vertexCount assert data.theType == mesh.vertexData[attribute].theType mesh.vertexData[attribute] = data elif mesh.instanceData.contains(attribute): assert data.len == mesh.instanceCount assert data.theType == mesh.instanceData[attribute].theType mesh.instanceData[attribute] = data else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") if not mesh.dirtyAttributes.contains(attribute): mesh.dirtyAttributes.add attribute proc updateAttributeData[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, data: seq[T]) = if mesh.vertexData.contains(attribute): assert data.len == mesh.vertexCount setValues(mesh.vertexData[attribute], data) elif mesh.instanceData.contains(attribute): assert data.len == mesh.instanceCount setValues(mesh.instanceData[attribute], data) else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") if not mesh.dirtyAttributes.contains(attribute): mesh.dirtyAttributes.add attribute proc updateAttributeData[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, i: int, value: T) = if mesh.vertexData.contains(attribute): assert i < mesh.vertexData[attribute].len setValue(mesh.vertexData[attribute], i, value) elif mesh.instanceData.contains(attribute): assert i < mesh.instanceData[attribute].len setValue(mesh.instanceData[attribute], i, value) else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") if not mesh.dirtyAttributes.contains(attribute): mesh.dirtyAttributes.add attribute proc `[]=`*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, data: DataList) = updateAttributeData[T](mesh, attribute, data) proc `[]=`*[T: GPUType|int|uint|float](mesh: Mesh, attribute: string, data: DataList) = updateAttributeData[t](mesh[], attribute, data) proc `[]=`*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, data: seq[T]) = updateAttributeData[T](mesh, attribute, data) proc `[]=`*[T: GPUType|int|uint|float](mesh: Mesh, attribute: string, data: seq[T]) = updateAttributeData[t](mesh[], attribute, data) proc `[]=`*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, value: T) = updateAttributeData[T](mesh, attribute, newSeqWith(mesh.vertexCount, value)) proc `[]=`*[T: GPUType|int|uint|float](mesh: Mesh, attribute: string, value: T) = updateAttributeData[T](mesh[], attribute, newSeqWith(mesh.vertexCount, value)) proc `[]=`*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, i: int, value: T) = updateAttributeData[T](mesh, attribute, i, value) proc `[]=`*[T: GPUType|int|uint|float](mesh: Mesh, attribute: string, i: int, value: T) = updateAttributeData[T](mesh[], attribute, i, value) proc removeAttribute*(mesh: var MeshObject, attribute: string) = if mesh.vertexData.contains(attribute): mesh.vertexData.del(attribute) elif mesh.instanceData.contains(attribute): mesh.instanceData.del(attribute) else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") proc appendIndicesData*(mesh: var MeshObject, v1, v2, v3: int) = case mesh.indexType of None: raise newException(Exception, "Mesh does not support indexed data") of Tiny: mesh.tinyIndices.add([uint8(v1), uint8(v2), uint8(v3)]) of Small: mesh.smallIndices.add([uint16(v1), uint16(v2), uint16(v3)]) of Big: mesh.bigIndices.add([uint32(v1), uint32(v2), uint32(v3)]) proc updateInstanceTransforms*(mesh: var MeshObject, attribute: string) = var currentTransforms: seq[Mat4] if mesh.applyMeshTransformToInstances: currentTransforms = mesh.instanceTransforms.mapIt(mesh.transform * it) else: currentTransforms = mesh.instanceTransforms if currentTransforms != mesh.transformCache: mesh[attribute] = currentTransforms mesh.transformCache = currentTransforms proc renameAttribute*(mesh: var MeshObject, oldname, newname: string) = if mesh.vertexData.contains(oldname): mesh.vertexData[newname] = mesh.vertexData[oldname] mesh.vertexData.del oldname elif mesh.instanceData.contains(oldname): mesh.instanceData[newname] = mesh.vertexData[oldname] mesh.instanceData.del oldname else: raise newException(Exception, &"Attribute {oldname} is not defined for mesh {mesh}") func dirtyAttributes*(mesh: MeshObject): seq[string] = mesh.dirtyAttributes proc clearDirtyAttributes*(mesh: var MeshObject) = mesh.dirtyAttributes.reset proc transform*[T: GPUType](mesh: var MeshObject, attribute: string, transform: Mat4) = if mesh.vertexData.contains(attribute): for i in 0 ..< mesh.vertexData[attribute].len: setValue(mesh.vertexData[attribute], i, transform * mesh.vertexData[attribute][i, T]) elif mesh.instanceData.contains(attribute): for i in 0 ..< mesh.instanceData[attribute].len: setValue(mesh.instanceData[attribute], i, transform * mesh.vertexData[attribute][i, T]) else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") proc applyTransformToVertices*(mesh: var MeshObject, positionAttribute=DEFAULT_POSITION_ATTRIBUTE) = for i in 0 ..< mesh.vertexData[positionAttribute].len: setValue(mesh.vertexData[positionAttribute], i, mesh.transform * mesh.vertexData[positionAttribute][i, Vec3f]) mesh.transform = Unit4 func getCollisionPoints*(mesh: MeshObject, positionAttribute=DEFAULT_POSITION_ATTRIBUTE): seq[Vec3f] = for p in mesh[positionAttribute, Vec3f][]: result.add mesh.transform * p func getCollider*(mesh: MeshObject, positionAttribute=DEFAULT_POSITION_ATTRIBUTE): Collider = return mesh.getCollisionPoints(positionAttribute).calculateCollider(Points) proc asNonIndexedMesh*(mesh: MeshObject): MeshObject = if mesh.indexType == None: return mesh result = MeshObject( vertexCount: mesh.indicesCount, indexType: None, transform: mesh.transform, instanceTransforms: mesh.instanceTransforms, visible: mesh.visible, material: mesh.material ) for attribute, datalist in mesh.vertexData.pairs: result.initVertexAttribute(attribute, datalist.theType) for attribute, datalist in mesh.instanceData.pairs: result.instanceData[attribute] = datalist.copy() var i = 0 case mesh.indexType of Tiny: for indices in mesh.tinyIndices: for attribute, value in mesh.vertexData.pairs: result.vertexData[attribute].appendFrom(i, mesh.vertexData[attribute], int(indices[0])) result.vertexData[attribute].appendFrom(i + 1, mesh.vertexData[attribute], int(indices[1])) result.vertexData[attribute].appendFrom(i + 2, mesh.vertexData[attribute], int(indices[2])) i += 3 of Small: for indices in mesh.smallIndices: for attribute, value in mesh.vertexData.pairs: result.vertexData[attribute].appendFrom(i, value, int(indices[0])) result.vertexData[attribute].appendFrom(i + 1, value, int(indices[1])) result.vertexData[attribute].appendFrom(i + 2, value, int(indices[2])) i += 3 of Big: for indices in mesh.bigIndices: for attribute, value in mesh.vertexData.pairs: result.vertexData[attribute].appendFrom(i, mesh.vertexData[attribute], int(indices[0])) result.vertexData[attribute].appendFrom(i + 1, mesh.vertexData[attribute], int(indices[1])) result.vertexData[attribute].appendFrom(i + 2, mesh.vertexData[attribute], int(indices[2])) i += 3 else: discard return result # GENERATORS ============================================================================ proc rect*(width=1'f32, height=1'f32, color="ffffffff", material=EMPTY_MATERIAL.initMaterialData()): Mesh = result = Mesh( vertexCount: 4, instanceTransforms: @[Unit4F32], indexType: Small, smallIndices: @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], name: &"rect-{instanceCounter}", material: material, ) inc instanceCounter let half_w = width / 2 half_h = height / 2 pos = @[newVec3f(-half_w, -half_h), newVec3f( half_w, -half_h), newVec3f( half_w, half_h), newVec3f(-half_w, half_h)] c = toRGBA(color) result[].initVertexAttribute(DEFAULT_POSITION_ATTRIBUTE, pos) result[].initVertexAttribute("color", @[c, c, c, c]) result[].initVertexAttribute("uv", @[newVec2f(0, 0), newVec2f(1, 0), newVec2f(1, 1), newVec2f(0, 1)]) proc tri*(width=1'f32, height=1'f32, color="ffffffff", material=EMPTY_MATERIAL.initMaterialData()): Mesh = result = Mesh( vertexCount: 3, instanceTransforms: @[Unit4F32], name: &"tri-{instanceCounter}", material: material, ) inc instanceCounter let half_w = width / 2 half_h = height / 2 colorVec = toRGBA(color) result[].initVertexAttribute(DEFAULT_POSITION_ATTRIBUTE, @[newVec3f(0, -half_h), newVec3f( half_w, half_h), newVec3f(-half_w, half_h)]) result[].initVertexAttribute("color", @[colorVec, colorVec, colorVec]) proc circle*(width=1'f32, height=1'f32, nSegments=12, color="ffffffff", material=EMPTY_MATERIAL.initMaterialData()): Mesh = assert nSegments >= 3 result = Mesh( vertexCount: 3 + nSegments, instanceTransforms: @[Unit4F32], indexType: Small, name: &"circle-{instanceCounter}", material: material, ) inc instanceCounter let half_w = width / 2 half_h = height / 2 c = toRGBA(color) step = (2'f32 * PI) / float32(nSegments) var pos = @[newVec3f(0, 0), newVec3f(0, half_h)] col = @[c, c] for i in 0 .. nSegments: pos.add newVec3f(cos(float32(i) * step) * half_w, sin(float32(i) * step) * half_h) col.add c result[].smallIndices.add [uint16(0), uint16(i + 1), uint16(i + 2)] result[].initVertexAttribute(DEFAULT_POSITION_ATTRIBUTE, pos) result[].initVertexAttribute("color", col) proc grid*(columns, rows: uint16, cellSize=1.0'f32, color="ffffffff", material=EMPTY_MATERIAL.initMaterialData()): Mesh = result = Mesh( vertexCount: int((rows + 1) * (columns + 1)), instanceTransforms: @[Unit4F32], indexType: Small, name: &"grid-{instanceCounter}", material: material, ) inc instanceCounter let color = toRGBA(color) center_offset_x = -(float32(columns) * cellSize) / 2'f32 center_offset_y = -(float32(rows) * cellSize) / 2'f32 var pos: seq[Vec3f] col: seq[Vec4f] i = 0'u16 for h in 0'u16 .. rows: for w in 0'u16 .. columns: pos.add newVec3f(center_offset_x + float32(w) * cellSize, center_offset_y + float32(h) * cellSize) col.add color if w > 0 and h > 0: result[].smallIndices.add [i, i - 1, i - rows - 2] result[].smallIndices.add [i, i - rows - 2, i - rows - 1] i.inc result[].initVertexAttribute(DEFAULT_POSITION_ATTRIBUTE, pos) result[].initVertexAttribute("color", col) # MESH TREES ============================================================================= type MeshTree* = ref object mesh*: Mesh transform*: Mat4 = Unit4F32 children*: seq[MeshTree] func toStringRec*(tree: MeshTree, theindent=0): seq[string] = if tree.mesh.isNil: result.add "*" else: result.add indent($tree.mesh, theindent) for child in tree.children: result.add child.toStringRec(theindent + 4) func `$`*(tree: MeshTree): string = toStringRec(tree).join("\n") proc toSeq*(tree: MeshTree): seq[Mesh] = var queue = @[tree] while queue.len > 0: var current = queue.pop if not current.mesh.isNil: result.add current.mesh queue.add current.children proc updateTransforms*(tree: MeshTree, parentTransform=Unit4F32) = let currentTransform = parentTransform * tree.transform if not tree.mesh.isNil: tree.mesh.transform = currentTransform for child in tree.children: child.updateTransforms(currentTransform)