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// This file is part of the 64k demo project.
// It implements the resource management logic for Renderer3D.
#include "3d/renderer.h"
#include "util/asset_manager_utils.h"
void Renderer3D::create_default_resources() {
global_uniform_buffer_ =
gpu_create_buffer(device_, sizeof(GlobalUniforms),
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst,
nullptr)
.buffer;
object_storage_buffer_ =
gpu_create_buffer(device_, sizeof(ObjectData) * kMaxObjects,
WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst,
nullptr)
.buffer;
bvh_storage_buffer_ =
gpu_create_buffer(
device_,
sizeof(BVHNode) * kMaxObjects * 2, // Capacity for a full tree
WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst, nullptr)
.buffer;
}
const Renderer3D::MeshGpuData*
Renderer3D::get_or_create_mesh(AssetId asset_id) {
auto it = mesh_cache_.find(asset_id);
if (it != mesh_cache_.end()) {
return &it->second;
}
MeshAsset asset = GetMeshAsset(asset_id);
if (!asset.vertices || asset.num_vertices == 0) {
return nullptr;
}
MeshGpuData data;
data.num_indices = asset.num_indices;
data.vertex_buffer =
gpu_create_buffer(device_, asset.num_vertices * sizeof(MeshVertex),
WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst,
asset.vertices)
.buffer;
data.index_buffer =
gpu_create_buffer(device_, asset.num_indices * sizeof(uint32_t),
WGPUBufferUsage_Index | WGPUBufferUsage_CopyDst,
asset.indices)
.buffer;
mesh_cache_[asset_id] = data;
return &mesh_cache_[asset_id];
}
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