Files
GhostEngine/Ghost.Graphics/Data/Material.cs
2025-10-05 16:26:37 +09:00

188 lines
6.9 KiB
C#

using Ghost.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Data;
public struct Material : IHandleType
{
internal UnsafeArray<CBufferCache> _cBufferCaches;
public Identifier<Shader> Shader
{
get; internal set;
}
internal void Dispose()
{
foreach (var cache in _cBufferCaches)
{
cache.Dispose();
}
_cBufferCaches.Dispose();
}
}
public ref struct MaterialAccessor
{
private ref Material _materialData;
private ref Shader _shader;
private readonly IResourceDatabase _resourceDatabase;
internal MaterialAccessor(ref Material materialData, IResourceDatabase resourceDatabase)
{
_resourceDatabase = resourceDatabase;
_materialData = ref materialData;
_shader = ref resourceDatabase.GetShaderReference(materialData.Shader);
}
private readonly unsafe void WriteToCache<T>(int propertyId, in T value)
where T : unmanaged
{
if (propertyId == -1)
{
throw new ArgumentException("Property ID is invalid.");
}
var propInfo = _shader.Properties[propertyId];
if (propInfo.Size != sizeof(T))
{
throw new ArgumentException($"Property '{propertyId}' has a size mismatch. Expected {propInfo.Size} bytes, but got {sizeof(T)} bytes.");
}
var cache = _materialData._cBufferCaches[propInfo.CBufferIndex];
Unsafe.WriteUnaligned(ref cache.CpuData[(int)propInfo.ByteOffset], value);
}
/// <summary>
/// Sets a float property in the material's constant buffer.
/// </summary>
/// <param name="propertyId">The ID of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetFloat(int propertyId, in float value)
{
WriteToCache(propertyId, in value);
}
/// <summary>
/// Sets a float property in the material's constant buffer.
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetFloat(string propertyName, in float value)
{
SetFloat(_shader.GetPropertyId(propertyName), in value);
}
/// <summary>
/// Sets a uint property in the material's constant buffer (useful for texture indices).
/// </summary>
/// <param name="propertyId">The ID of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetUInt(int propertyId, in uint value)
{
WriteToCache(propertyId, in value);
}
/// <summary>
/// Sets a uint property in the material's constant buffer (useful for texture indices).
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetUInt(string propertyName, in uint value)
{
SetUInt(_shader.GetPropertyId(propertyName), in value);
}
/// <summary>
/// Sets a Vector property in the material's constant buffer.
/// </summary>
/// <param name="propertyId">The ID of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetVector(int propertyId, in Vector4 value)
{
WriteToCache(propertyId, in value);
}
/// <summary>
/// Sets a Vector property in the material's constant buffer.
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetVector(string propertyName, in Vector4 value)
{
SetVector(_shader.GetPropertyId(propertyName), in value);
}
/// <summary>
/// Sets a Matrix property in the material's constant buffer.
/// </summary>
/// <param name="propertyId">The ID of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetMatrix(int propertyId, in Matrix4x4 value)
{
WriteToCache(propertyId, in value);
}
/// <summary>
/// Sets a Matrix property in the material's constant buffer.
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetMatrix(string propertyName, in Matrix4x4 value)
{
SetMatrix(_shader.GetPropertyId(propertyName), in value);
}
/// <summary>
/// Sets a texture index for a shader property (for bindless texture access)
/// </summary>
/// <param name="propertyName">The name of the shader property (e.g., "_TextureIndex1")</param>
/// <param name="texture">The bindless texture to reference</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetTextureIndex(string propertyName, Handle<Texture> texture)
{
SetUInt(propertyName, texture.BindlessDescriptor.Index);
}
/// <summary>
/// Sets the mesh buffer indices for bindless vertex and index buffer access
/// </summary>
/// <param name="mesh">The mesh whose buffer indices to set</param>
/// <param name="vertexBufferIndexProperty">The name of the vertex buffer index property</param>
/// <param name="indexBufferIndexProperty">The name of the index buffer index property</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetMeshBufferIndex(ref readonly Mesh mesh, string vertexBufferIndexProperty = "_VertexBufferIndex", string indexBufferIndexProperty = "_IndexBufferIndex")
{
SetUInt(vertexBufferIndexProperty, mesh.vertexBuffer.BindlessDescriptor.Index);
SetUInt(indexBufferIndexProperty, mesh.indexBuffer.BindlessDescriptor.Index);
}
/// <summary>
/// Uploads all cached material data to the GPU using the specified command buffer.
/// </summary>
/// <param name="cmb">The command buffer used to perform the upload operations to the GPU. Cannot be null.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void UploadMaterialData(ICommandBuffer cmb)
{
foreach (var cache in _materialData._cBufferCaches)
{
cmb.Upload(cache.GpuResource, cache.CpuData.AsSpan());
}
}
}