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#include "eu/core/vertex_layout.h" |
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#include <algorithm> |
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#include "eu/assert/assert.h" |
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namespace eu::core |
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{ |
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std::vector<VertexType> find_duplicates(const ShaderVertexAttributes& attributes) |
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{ |
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std::vector<VertexType> ret; |
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std::set<VertexType> seen; |
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for (const auto& att : attributes) |
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{ |
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if (seen.insert(att.type).second == false) |
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{ |
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ret.emplace_back(att.type); |
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} |
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} |
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return ret; |
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} |
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/** A list of things we need to extract from the Geom when compiling */ |
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struct VertexTypeList |
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{ |
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explicit VertexTypeList(const std::vector<VertexType>& a_base_layout) |
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: base_layout(a_base_layout) |
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{ |
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} |
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void add(const ShaderVertexAttributes& elements) |
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{ |
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for (const auto& e: elements) |
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{ |
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indices.insert(e.type); |
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} |
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} |
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std::vector<VertexType> base_layout; |
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std::set<VertexType> indices; |
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}; |
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CompiledShaderVertexAttributes compile_shader_layout( |
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const CompiledVertexTypeList& l, |
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const ShaderVertexAttributes& elements, |
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std::optional<InstanceProp> instance_prop, |
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std::optional<int> start_index |
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) |
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{ |
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std::vector<CompiledVertexElement> list; |
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for (const auto& e: elements) |
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{ |
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const auto found = l.indices.find(e.type); |
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ASSERT(found != l.indices.end() && "layout wasn't added to the compilation list"); |
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if (found != l.indices.end()) |
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{ |
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list.push_back({e.type, e.name, found->second}); |
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} |
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} |
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if (instance_prop.has_value()) |
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{ |
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// if the value was provided, it can't be less than what we have already used |
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ASSERT(start_index.has_value() == false || start_index.value() >= l.next_index); |
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list.push_back({instance_prop->type, instance_prop->name, start_index.value_or(l.next_index)}); |
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} |
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return {list, l.debug_types}; |
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} |
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[[nodiscard]] |
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CompiledGeomVertexAttributes get_geom_layout(const CompiledVertexTypeList& l) |
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{ |
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std::vector<CompiledVertexElementNoName> list; |
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list.reserve(l.indices.size()); |
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for (const auto& [first, second]: l.indices) |
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{ |
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list.push_back({first, second}); |
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} |
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std::sort( |
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list.begin(), |
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list.end(), |
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[](const CompiledVertexElementNoName& lhs, const CompiledVertexElementNoName& rhs) |
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{ return lhs.index < rhs.index; } |
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); |
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// todo(Gustav): the index property is confusing and error-prone, just remove it |
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return {list, l.debug_types}; |
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} |
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int calculate_shader_attribute_size(const VertexType&) |
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{ |
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return 1; |
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} |
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CompiledVertexTypeList compile_vertex_type_list(const VertexTypeList& list) |
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{ |
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std::map<VertexType, int> indices; |
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int next_index = 0; |
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for (const auto type: list.base_layout) |
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indices.insert({type, next_index}); |
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next_index += calculate_shader_attribute_size(type); |
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} |
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for (const auto type: list.indices) |
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{ |
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// already in base layout, don't add again |
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if (indices.find(type) != indices.end()) |
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{ |
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continue; |
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} |
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indices.insert({type, next_index}); |
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next_index += calculate_shader_attribute_size(type); |
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} |
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return {indices, {list.indices.begin(), list.indices.end()}, next_index}; |
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} |
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CompiledVertexTypeList compile_attribute_layouts( |
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const std::vector<VertexType>& base_layout, const std::vector<ShaderVertexAttributes>& descriptions |
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) |
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{ |
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auto list = VertexTypeList{base_layout}; |
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for (const auto& d: descriptions) |
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{ |
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const auto duplicates = find_duplicates(d); |
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ASSERT(duplicates.empty() && "ShaderVertexAttributes has duplicate types"); |
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list.add(d); |
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} |
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return compile_vertex_type_list(list); |
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} |
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CompiledVertexTypeList compile_attribute_layouts(const std::vector<ShaderVertexAttributes>& descriptions) |
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{ |
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return compile_attribute_layouts({}, descriptions); |
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} |
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} // namespace eu::core |
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