using Ghost.Graphics.D3D12; using Misaki.HighPerformance.LowLevel.Buffer; using Misaki.HighPerformance.LowLevel.Collections; using Misaki.HighPerformance.LowLevel.Helpers; using System.Numerics; using System.Runtime.CompilerServices; using Win32.Graphics.Direct3D12; using Win32.Graphics.Dxgi.Common; namespace Ghost.Graphics.Data; public unsafe sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapacity = 512) : IDisposable { private UnsafeList _vertices = new(initialVertexCapacity, Allocator.Persistent); private UnsafeList _indices = new(initialIndexCapacity, Allocator.Persistent); private Bounds _boundingBox; private GraphicsBuffer? _vertexBuffer; private GraphicsBuffer? _indexBuffer; private BindlessDescriptor? _vertexBufferDescriptor; private BindlessDescriptor? _indexBufferDescriptor; public Span Vertices => _vertices.AsSpan(); public Span Indices => _indices.AsSpan(); public Bounds BoundingBox => _boundingBox; public uint VertexCount => (uint)_vertices.Count; public uint IndexCount => (uint)_indices.Count; public uint VertexBufferDescriptorIndex => _vertexBufferDescriptor?.Index ?? throw new InvalidOperationException("Vertex buffer descriptor is not allocated."); public uint IndexBufferDescriptorIndex => _indexBufferDescriptor?.Index ?? throw new InvalidOperationException("Index buffer descriptor is not allocated."); ~Mesh() { Dispose(); } /// /// Adds a vertex to the mesh with the specified attributes. /// /// The vertex data to add [MethodImpl(MethodImplOptions.AggressiveInlining)] public void AddVertex(Vertex vertex) { _vertices.Add(vertex); } /// /// Adds a triangle to the mesh by specifying the indices of its three vertices. /// /// The index of the first vertex in the triangle. Must be within the range of the current vertex count. /// The index of the second vertex in the triangle. Must be within the range of the current vertex count. /// The index of the third vertex in the triangle. Must be within the range of the current vertex count. /// Thrown if any of the specified indices are out of range for the current vertex count. public void AddTriangle(int index0, int index1, int index2) { if (index0 >= _vertices.Count || index1 >= _vertices.Count || index2 >= _vertices.Count) { throw new ArgumentOutOfRangeException("Index out of range for the current vertex count."); } _indices.Add(index0); _indices.Add(index1); _indices.Add(index2); } public void AddTriangles(params ReadOnlySpan indices) { if (indices.Length % 3 != 0) { throw new ArgumentException("The number of indices must be a multiple of 3 to form triangles."); } foreach (var index in indices) { if (index < 0 || index >= _vertices.Count) { throw new ArgumentOutOfRangeException(nameof(indices), "Index out of range for the current vertex count."); } _indices.Add(index); } } /// /// Reduces the memory usage of the internal collections by resizing them to match their current element count. /// public void TrimExcess() { _vertices.Resize(_vertices.Count); _indices.Resize(_indices.Count); } /// /// Auto-compute smooth per-vertex normals. /// /// /// Call this method before vertices and indices are valid. /// public void ComputeNormal() { if (!_vertices.IsCreated || _vertices.Count < 3 || !_indices.IsCreated || _indices.Count < 3) { return; } for (var i = 0; i < _indices.Count; i += 3) { var i0 = _indices[i]; var i1 = _indices[i + 1]; var i2 = _indices[i + 2]; var v0 = _vertices[i0]; var v1 = _vertices[i1]; var v2 = _vertices[i2]; var edge1 = v1.Position - v0.Position; var edge2 = v2.Position - v0.Position; var faceNormal = Vector3.Cross(edge1.AsVector3(), edge2.AsVector3()); _vertices[i0].Normal += faceNormal.AsVector4(); _vertices[i1].Normal += faceNormal.AsVector4(); _vertices[i2].Normal += faceNormal.AsVector4(); } for (var i = 0; i < _vertices.Count; i++) { _vertices[i].Normal = Vector4.Normalize(_vertices[i].Normal); } } /// /// Auto-compute per-vertex tangents. /// /// /// Call this method before vertices, normals, and UVs are valid. /// public void ComputeTangents() { var bitangents = new Vector4[_vertices.Count]; for (var i = 0; i < _indices.Count; i += 3) { var i0 = _indices[i]; var i1 = _indices[i + 1]; var i2 = _indices[i + 2]; var v0 = _vertices[i0]; var v1 = _vertices[i1]; var v2 = _vertices[i2]; var uv0 = _vertices[i0].UV; var uv1 = _vertices[i1].UV; var uv2 = _vertices[i2].UV; var deltaPos1 = v1.Position - v0.Position; var deltaPos2 = v2.Position - v0.Position; var deltaUV1 = uv1 - uv0; var deltaUV2 = uv2 - uv0; var r = 1.0f / (deltaUV1.X * deltaUV2.Y - deltaUV1.Y * deltaUV2.X); var tangent = (deltaPos1 * deltaUV2.Y - deltaPos2 * deltaUV1.Y) * r; var bitangent = (deltaPos2 * deltaUV1.X - deltaPos1 * deltaUV2.X) * r; for (var j = 0; j < 3; j++) { var idx = _indices[i + j]; var t = _vertices[idx].Tangent; _vertices[idx].Tangent = new Vector4( t.X + tangent.X, t.Y + tangent.Y, t.Z + tangent.Z, 0.0f // we’ll fill w later ); bitangents[idx] += bitangent; } } for (var i = 0; i < _vertices.Count; i++) { var n = _vertices[i].Normal; var t = _vertices[i].Tangent; var n3 = n.AsVector3(); var t3 = t.AsVector3(); var proj = n3 * Vector3.Dot(n3, t3); t3 = Vector3.Normalize(t3 - proj); var b = bitangents[i]; var w = Vector3.Dot(Vector3.Cross(n3, t3), b.AsVector3()) < 0.0f ? -1.0f : 1.0f; _vertices[i].Tangent = new Vector4(t3.X, t3.Y, t3.Z, w); } } /// /// Computes the bounding box of the mesh based on its vertices. /// public void ComputeBounds() { if (_vertices.Count == 0) { _boundingBox = Bounds.Zero; return; } var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue); foreach (var vertex in _vertices) { var pos = vertex.Position.AsVector3(); min = Vector3.Min(min, pos); max = Vector3.Max(max, pos); } _boundingBox = new Bounds(min, max); } /// /// Uploads the mesh data to GPU resources. /// public unsafe void UploadMeshData() { if (VertexCount == 0 || IndexCount == 0) { return; } DisposeGpuResources(); var vertexBufferSize = (uint)(VertexCount * sizeof(Vertex)); var indexBufferSize = IndexCount * sizeof(int); _vertexBuffer = GraphicsBuffer.Create(vertexBufferSize, GraphicsBuffer.Usage.CopyDestination); _indexBuffer = GraphicsBuffer.Create(indexBufferSize, GraphicsBuffer.Usage.CopyDestination); var uploadBatch = GraphicsPipeline.UploadBatch; uploadBatch.Upload(_vertexBuffer.NativeResource, _vertices.AsSpan()); uploadBatch.Upload(_indexBuffer.NativeResource, _indices.AsSpan()); uploadBatch.Transition(_vertexBuffer.NativeResource, ResourceStates.CopyDest, ResourceStates.VertexAndConstantBuffer); uploadBatch.Transition(_indexBuffer.NativeResource, ResourceStates.CopyDest, ResourceStates.IndexBuffer); // Create bindless descriptors for vertex and index buffers CreateBindlessDescriptors(); } /// /// Creates SRVs for vertex and index buffers in the bindless descriptor heap /// private void CreateBindlessDescriptors() { if (_vertexBuffer == null || _indexBuffer == null) { return; } // Allocate new descriptors from the descriptor allocator _vertexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless(); _indexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless(); var device = GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr; var vertexSrvDesc = new ShaderResourceViewDescription { Format = Format.R32Typeless, ViewDimension = SrvDimension.Buffer, Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, Anonymous = new() { Buffer = new() { FirstElement = 0, NumElements = (uint)(_vertexBuffer.GPUAddress != 0 ? (VertexCount * sizeof(Vertex)) / 4 : 0), // Divide by 4 for R32 format StructureByteStride = 0, Flags = BufferSrvFlags.Raw } } }; device->CreateShaderResourceView(_vertexBuffer.NativeResource.Ptr, &vertexSrvDesc, _vertexBufferDescriptor.CpuHandle); var indexSrvDesc = new ShaderResourceViewDescription { Format = Format.R32Typeless, ViewDimension = SrvDimension.Buffer, Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, Anonymous = new() { Buffer = new() { FirstElement = 0, NumElements = IndexCount, StructureByteStride = 0, Flags = BufferSrvFlags.Raw } } }; device->CreateShaderResourceView(_indexBuffer.NativeResource.Ptr, &indexSrvDesc, _indexBufferDescriptor.CpuHandle); } /// /// Clears all vertex and index data and releases associated GPU resources. /// public void Clear() { _vertices.Clear(); _indices.Clear(); DisposeGpuResources(); } private void DisposeGpuResources() { _vertexBuffer?.Dispose(); _vertexBuffer = null; _indexBuffer?.Dispose(); _indexBuffer = null; if (_vertexBufferDescriptor != null) { GraphicsPipeline.DescriptorAllocator.ReleaseBindless(_vertexBufferDescriptor); } if (_indexBufferDescriptor != null) { GraphicsPipeline.DescriptorAllocator.ReleaseBindless(_indexBufferDescriptor); } } public void Dispose() { _vertices.Dispose(); _indices.Dispose(); DisposeGpuResources(); GC.SuppressFinalize(this); } }