using Ghost.Graphics.D3D12; using Ghost.Graphics.RHI; using Misaki.HighPerformance.LowLevel.Buffer; using Misaki.HighPerformance.LowLevel.Collections; using Misaki.HighPerformance.LowLevel.Utilities; using Misaki.HighPerformance.Mathematics; using Misaki.HighPerformance.Mathematics.Geometry; using System.Runtime.CompilerServices; using Win32.Graphics.Direct3D12; using Win32.Graphics.Dxgi.Common; namespace Ghost.Graphics.Data; public struct Mesh { public UnsafeList vertices; public UnsafeList indices; public AABB boundingBox; public BufferHandle vertexBuffer; public BufferHandle indexBuffer; public Mesh() { vertexBuffer = BufferHandle.Invalid; indexBuffer = BufferHandle.Invalid; } internal Mesh(ReadOnlySpan vertices, ReadOnlySpan indices, BufferHandle vertexBuffer, BufferHandle indexBuffer) { this.vertices = new(vertices.Length, Allocator.Persistent); this.indices = new(indices.Length, Allocator.Persistent); this.vertices.CopyFrom(vertices); this.indices.CopyFrom(indices); this.vertexBuffer = vertexBuffer; this.indexBuffer = indexBuffer; ComputeBounds(); } public void ComputeBounds() { if (vertices.Count == 0) { return; } var min = new float3(float.MaxValue); var max = new float3(float.MinValue); foreach (var vertex in vertices) { var pos = vertex.position.xyz; min = math.min(min, pos); max = math.max(max, pos); } boundingBox = new AABB(min, max); } public void ReleaseCpuResources() { vertices.Dispose(); indices.Dispose(); } } public unsafe sealed class MeshClass : IDisposable { private UnsafeList _vertices; private UnsafeList _indices; private AABB _boundingBox; private IBuffer? _vertexBuffer; private IBuffer? _indexBuffer; public Span Vertices => _vertices.AsSpan(); public Span Indices => _indices.AsSpan(); public AABB BoundingBox => _boundingBox; public uint VertexCount => (uint)_vertices.Count; public uint IndexCount => (uint)_indices.Count; public uint VertexBufferDescriptorIndex { get { if (_vertexBuffer == null || !_vertexBuffer.Handle.IsValid) { throw new InvalidOperationException("Vertex buffer is not created."); } var bindlessDesc = _vertexBuffer.Handle.BindlessDescriptor; if (!bindlessDesc.IsValid) { throw new InvalidOperationException("Vertex buffer is not created with bindless."); } return bindlessDesc.Index; } } public uint IndexBufferDescriptorIndex { get { if (_indexBuffer == null || !_indexBuffer.Handle.IsValid) { throw new InvalidOperationException("Index buffer is not created."); } var bindlessDesc = _indexBuffer.Handle.BindlessDescriptor; if (!bindlessDesc.IsValid) { throw new InvalidOperationException("Index buffer is not created with bindless."); } return bindlessDesc.Index; } } public MeshClass(int initialVertexCapacity = 256, int initialIndexCapacity = 512) { _vertices = new(initialVertexCapacity, Allocator.Persistent); _indices = new(initialIndexCapacity, Allocator.Persistent); } public MeshClass(ReadOnlySpan vertices, ReadOnlySpan indices) : this(vertices.Length, indices.Length) { _vertices = new(vertices.Length, Allocator.Persistent); _indices = new(indices.Length, Allocator.Persistent); _vertices.CopyFrom(vertices); _indices.CopyFrom(indices); } ~MeshClass() { 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 = math.cross(edge1.xyz, edge2.xyz); _vertices[i0].normal.xyz += faceNormal; _vertices[i1].normal.xyz += faceNormal; _vertices[i2].normal.xyz += faceNormal; } for (var i = 0; i < _vertices.Count; i++) { _vertices[i].normal = math.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 float4[_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.xyz = t.xyz + tangent.xyz; bitangents[idx] += bitangent; } } for (var i = 0; i < _vertices.Count; i++) { var n = _vertices[i].normal; var t = _vertices[i].tangent; var proj = n * math.dot(n, t); t = math.normalize(t - proj); var b = bitangents[i]; var w = math.dot(math.cross(n.xyz, t.xyz), b.xyz) < 0.0f ? -1.0f : 1.0f; _vertices[i].tangent = new float4(t.x, t.y, t.z, w); } } /// /// Computes the bounding box of the mesh based on its vertices. /// public void ComputeBounds() { if (_vertices.Count == 0) { _boundingBox = AABB.Zero; return; } var min = new float3(float.MaxValue); var max = new float3(float.MinValue); foreach (var vertex in _vertices) { var pos = vertex.position.xyz; min = math.min(min, pos); max = math.max(max, pos); } _boundingBox = new AABB(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(); } internal void MarkNoLongerReadable() { _vertices.Dispose(); _indices.Dispose(); } /// /// 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.IsValid) { RenderSystem.GraphicsEngine.DescriptorAllocator.Release(_vertexBufferDescriptor); } if (_indexBufferDescriptor.IsValid) { RenderSystem.GraphicsEngine.DescriptorAllocator.Release(_indexBufferDescriptor); } } public void Dispose() { _vertices.Dispose(); _indices.Dispose(); DisposeGpuResources(); GC.SuppressFinalize(this); } }