complete graphics refactor

This commit is contained in:
Quaternions 2024-02-08 16:43:41 -08:00
parent eee3272293
commit 64baa64dd3

View File

@ -204,9 +204,8 @@ impl GraphicsState{
//the models received here are supposed to be tightly packed,i.e. no code needs to check if two models are using the same groups.
let indexed_models_len=map.models.len();
//models split into graphics_group.RenderConfigId
let mut map_map:HashMap<model::MeshId,HashMap<RenderConfigId,IndexedGraphicsMeshOwnedRenderConfigId>>=HashMap::new();
let mut map_unique_textures=HashMap::new();
let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
let mut owned_mesh_id_from_mesh_id_render_config_id:HashMap<model::MeshId,HashMap<RenderConfigId,IndexedGraphicsMeshOwnedRenderConfigId>>=HashMap::new();
let mut unique_render_config_models=Vec::with_capacity(indexed_models_len);
for model in &map.models{
//wow
let instance=GraphicsModelOwned{
@ -214,44 +213,53 @@ impl GraphicsState{
normal_transform:Into::<glam::Mat3>::into(model.transform.matrix3).inverse().transpose(),
color:GraphicsModelColor4::new(model.color),
};
//get or create owned mesh map
let mut owned_mesh_map=if let Some(map)=owned_mesh_id_from_mesh_id_render_config_id.get_mut(&model.mesh){
map
}else{
let map=HashMap::new();
owned_mesh_id_from_mesh_id_render_config_id.insert(model.mesh,map);
owned_mesh_id_from_mesh_id_render_config_id.get_mut(&model.mesh).unwrap()
};
//convert Model into GraphicsModelOwned
//check each group, if it's using a new texture then make a new clone of the model
let id=unique_texture_models.len();
let mut unique_textures=Vec::new();
//check each group, if it's using a new render config then make a new clone of the model
if let Some(mesh)=map.meshes.get(model.mesh.get() as usize){
for graphics_group in mesh.graphics_groups.iter(){
let render_config=map.render_configs[graphics_group.render.get() as usize];
if model.color.w==0.0&&render_config.texture.is_none(){
continue;
}
//ignore zero copy optimization for now
let texture_index=if let Some(texture_index)=unique_textures.iter().position(|&texture|texture==render_config.texture){
texture_index
}else{
//create new texture_index
let texture_index=unique_textures.len();
unique_textures.push(render_config.texture);
unique_texture_models.push(IndexedGraphicsMeshOwnedRenderConfig{
unique_pos:mesh.unique_pos.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
unique_tex:mesh.unique_tex.iter().map(|v|*v.as_ref()).collect(),
unique_normal:mesh.unique_normal.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
unique_color:mesh.unique_color.iter().map(|v|*v.as_ref()).collect(),
unique_vertices:mesh.unique_vertices.clone(),
render_config:graphics_group.render,
polys:model::PolygonGroup::PolygonList(model::PolygonList::new(
graphics_group.groups.iter().flat_map(|polygon_group_id|{
mesh.polygon_groups[polygon_group_id.get() as usize].polys()
})
.map(|vertex_id_slice|
vertex_id_slice.iter().copied().collect()
).collect()
)),
instances:Vec::new(),
});
texture_index
};
//get or create owned mesh
let mut owned_mesh=unique_render_config_models.get_mut(
if let Some(&owned_mesh_id)=owned_mesh_map.get(&graphics_group.render){
owned_mesh_id
}else{
//create
let owned_mesh_id=IndexedGraphicsMeshOwnedRenderConfigId::new(unique_render_config_models.len() as u32);
owned_mesh_map.insert(graphics_group.render,owned_mesh_id);
//push
unique_render_config_models.push(IndexedGraphicsMeshOwnedRenderConfig{
unique_pos:mesh.unique_pos.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
unique_tex:mesh.unique_tex.iter().map(|v|*v.as_ref()).collect(),
unique_normal:mesh.unique_normal.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
unique_color:mesh.unique_color.iter().map(|v|*v.as_ref()).collect(),
unique_vertices:mesh.unique_vertices.clone(),
render_config:graphics_group.render,
polys:model::PolygonGroup::PolygonList(model::PolygonList::new(
graphics_group.groups.iter().flat_map(|polygon_group_id|{
mesh.polygon_groups[polygon_group_id.get() as usize].polys()
})
.map(|vertex_id_slice|
vertex_id_slice.iter().copied().collect()
).collect()
)),
instances:Vec::new(),
});
owned_mesh_id
}.get() as usize
).unwrap();
//this utm_id is going to take a lot of hashing to generate!
unique_texture_models[utm_id.get() as usize].instances.push(instance);
owned_mesh.instances.push(instance);
}
}
}
@ -266,7 +274,7 @@ impl GraphicsState{
//for now:just deduplicate single models...
let mut deduplicated_models=Vec::with_capacity(indexed_models_len);//use indexed_models_len because the list will likely get smaller instead of bigger
let mut unique_texture_color=HashMap::new();//texture->color->vec![(model_id,instance_id)]
for (model_id,model) in unique_texture_models.iter().enumerate(){
for (model_id,model) in unique_render_config_models.iter().enumerate(){
//for now:filter out models with more than one instance
if 1<model.instances.len(){
continue;
@ -319,7 +327,7 @@ impl GraphicsState{
//populate hashset to prevent these models from being copied
selected_model_instances.insert(model_id);
//there is only one instance per model
let model=&unique_texture_models[model_id];
let model=&unique_render_config_models[model_id];
let instance=&model.instances[instance_id];
//just hash word slices LOL
let map_pos_id:Vec<PositionId>=model.unique_pos.iter().map(|untransformed_pos|{
@ -411,7 +419,7 @@ impl GraphicsState{
}
}
//fill untouched models
for (model_id,model) in unique_texture_models.into_iter().enumerate(){
for (model_id,model) in unique_render_config_models.into_iter().enumerate(){
if !selected_model_instances.contains(&model_id){
deduplicated_models.push(model);
}