feat(mesh): update Vertex layout, add mesh loader
Refactored Vertex to use float3 position/normal, float2 uv, float4 tangent, and Color128 color, updating all mesh generation and HLSL code accordingly. Added MeshUtility for loading .obj/.fbx meshes with deduplication and normal/tangent computation. Updated GraphicsTestWindow to use the new loader and improved resource management. Fixed D3D12ResourceAllocator resource creation logic, improved camera projection math, and simplified RenderingLayerMask. Updated package references and app display name. BREAKING CHANGE: Vertex struct layout changed; all mesh code and shaders must use the new format.
This commit is contained in:
@@ -9,19 +9,20 @@
|
||||
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
|
||||
<IsAotCompatible>True</IsAotCompatible>
|
||||
<DefineConstants>$(DefineConstants);MHP_ENABLE_SAFETY_CHECKS</DefineConstants>
|
||||
<DefineConstants>$(DefineConstants);MHP_ENABLE_SAFETY_CHECKS;MHP_ENABLE_STACKTRACE</DefineConstants>
|
||||
<IsTrimmable>True</IsTrimmable>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
|
||||
<IsAotCompatible>True</IsAotCompatible>
|
||||
<!--<DefineConstants>$(DefineConstants);MHP_ENABLE_SAFETY_CHECKS</DefineConstants>-->
|
||||
<IsTrimmable>True</IsTrimmable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Misaki.HighPerformance" Version="1.0.6" />
|
||||
<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.5.5" />
|
||||
<PackageReference Include="Misaki.HighPerformance.LowLevel" Version="1.6.1">
|
||||
<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.5.6" />
|
||||
<PackageReference Include="Misaki.HighPerformance.LowLevel" Version="1.6.3">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
</PackageReference>
|
||||
|
||||
@@ -740,7 +740,10 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
|
||||
else
|
||||
{
|
||||
hr = CreateResource(&allocationDesc, &resourceDesc, initialState, options, null, (void**)&pAllocation);
|
||||
pResource = pAllocation->GetResource();
|
||||
if (hr.SUCCEEDED)
|
||||
{
|
||||
pResource = pAllocation->GetResource();
|
||||
}
|
||||
}
|
||||
|
||||
if (hr.FAILED)
|
||||
|
||||
@@ -132,7 +132,7 @@ public struct Color128 : IEquatable<Color128>
|
||||
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Vertex
|
||||
public record struct Vertex
|
||||
{
|
||||
public static class Semantic
|
||||
{
|
||||
@@ -145,11 +145,11 @@ public struct Vertex
|
||||
public static readonly FixedText32 Color = new("COLOR"u8);
|
||||
}
|
||||
|
||||
public float4 position;
|
||||
public float4 normal;
|
||||
public float4 tangent;
|
||||
public float4 uv;
|
||||
public Color128 color;
|
||||
public float4 tangent;
|
||||
public float3 position;
|
||||
public float3 normal;
|
||||
public float2 uv;
|
||||
}
|
||||
|
||||
public readonly struct ShaderVariant;
|
||||
|
||||
@@ -210,18 +210,20 @@ public struct Mesh : IResourceReleasable
|
||||
maxVertices = 64,
|
||||
minTriangles = 32,
|
||||
maxTriangles = 124,
|
||||
partitionSize = 128,
|
||||
clusterSpatial = true,
|
||||
partitionSpatial = true,
|
||||
partitionSize = 16,
|
||||
clusterSpatial = false,
|
||||
clusterSplitFactor = 2.0f,
|
||||
clusterFillWeight = 1.0f,
|
||||
clusterSplitFactor = 1.0f,
|
||||
simplifyRatio = 0.5f,
|
||||
simplifyThreshold = 0.5f,
|
||||
simplifyErrorMergePrevious = 0.5f,
|
||||
simplifyErrorMergeAdditive = 0.5f,
|
||||
simplifyErrorFactorSloppy = 1.0f,
|
||||
simplifyErrorEdgeLimit = 1.0f,
|
||||
optimizeBounds = true,
|
||||
optimizeClusters = true
|
||||
simplifyThreshold = 0.85f,
|
||||
simplifyErrorMergePrevious = 1.0f,
|
||||
simplifyErrorFactorSloppy = 2.0f,
|
||||
simplifyPermissive = true,
|
||||
simplifyFallbackPermissive = false,
|
||||
simplifyFallbackSloppy = true,
|
||||
//optimizeBounds = true,
|
||||
//optimizeClusters = true
|
||||
};
|
||||
|
||||
// 2. Map Mesh to ClodMesh
|
||||
|
||||
@@ -1,31 +1,7 @@
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Ghost.Graphics.Core;
|
||||
|
||||
public readonly struct RenderingLayerMask : IEquatable<RenderingLayerMask>
|
||||
{
|
||||
private static readonly Dictionary<string, uint> s_layerNameToBit = new(32);
|
||||
private static readonly Dictionary<uint, string> s_bitToLayerName = new(32);
|
||||
|
||||
internal static void SetLayerName(int layerIndex, string name)
|
||||
{
|
||||
Debug.Assert(layerIndex >= 0 && layerIndex < 32, "Layer index must be between 0 and 31.");
|
||||
|
||||
var bit = 1u << layerIndex;
|
||||
s_layerNameToBit[name] = bit;
|
||||
s_bitToLayerName[bit] = name;
|
||||
}
|
||||
|
||||
public static uint GetLayerBit(string name)
|
||||
{
|
||||
if (s_layerNameToBit.TryGetValue(name, out var bit))
|
||||
{
|
||||
return bit;
|
||||
}
|
||||
|
||||
return 0u;
|
||||
}
|
||||
|
||||
private readonly uint _value;
|
||||
|
||||
public static readonly RenderingLayerMask Empty = new(0);
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
float4 position;
|
||||
float4 normal;
|
||||
float4 tangent;
|
||||
float4 uv;
|
||||
float4 color;
|
||||
float4 tangent;
|
||||
float3 position;
|
||||
float3 normal;
|
||||
float2 uv;
|
||||
};
|
||||
|
||||
struct Meshlet
|
||||
|
||||
@@ -17,12 +17,12 @@ public static unsafe class MeshBuilder
|
||||
vertices = new UnsafeList<Vertex>(24, allocator);
|
||||
indices = new UnsafeList<uint>(36, allocator);
|
||||
|
||||
var corners = new float4[]
|
||||
var corners = new float3[]
|
||||
{
|
||||
new (-half, -half, -half, 1.0f), new (half, -half, -half, 1.0f),
|
||||
new (half, half, -half, 1.0f), new (-half, half, -half, 1.0f),
|
||||
new (-half, -half, half, 1.0f), new (half, -half, half, 1.0f),
|
||||
new (half, half, half, 1.0f), new (-half, half, half, 1.0f)
|
||||
new (-half, -half, -half), new (half, -half, -half),
|
||||
new (half, half, -half), new (-half, half, -half),
|
||||
new (-half, -half, half), new (half, -half, half),
|
||||
new (half, half, half), new (-half, half, half)
|
||||
};
|
||||
|
||||
var faces = stackalloc int[]
|
||||
@@ -46,10 +46,10 @@ public static unsafe class MeshBuilder
|
||||
var vertex = new Vertex
|
||||
{
|
||||
position = corners[face[i]],
|
||||
normal = float4.zero,
|
||||
normal = float3.zero,
|
||||
tangent = float4.zero,
|
||||
color = color,
|
||||
uv = new(uvs[i], 0.0f, 0.0f)
|
||||
uv = uvs[i]
|
||||
};
|
||||
|
||||
vertices.Add(vertex);
|
||||
@@ -81,38 +81,38 @@ public static unsafe class MeshBuilder
|
||||
|
||||
vertices.Add(new Vertex()
|
||||
{
|
||||
position = new(-hw, 0.0f, -hd, 0.0f),
|
||||
normal = float4.zero,
|
||||
position = new float3(-hw, 0.0f, -hd),
|
||||
normal = float3.zero,
|
||||
tangent = float4.zero,
|
||||
color = color,
|
||||
uv = new(0.0f)
|
||||
uv = float2.zero
|
||||
});
|
||||
|
||||
vertices.Add(new Vertex()
|
||||
{
|
||||
position = new(hw, 0.0f, -hd, 0.0f),
|
||||
normal = float4.zero,
|
||||
position = new float3(hw, 0.0f, -hd),
|
||||
normal = float3.zero,
|
||||
tangent = float4.zero,
|
||||
color = color,
|
||||
uv = new(1.0f, 0.0f, 0.0f, 0.0f)
|
||||
uv = new float2(1.0f, 0.0f)
|
||||
});
|
||||
|
||||
vertices.Add(new Vertex()
|
||||
{
|
||||
position = new(hw, 0.0f, hd, 0.0f),
|
||||
normal = float4.zero,
|
||||
position = new float3(hw, 0.0f, hd),
|
||||
normal = float3.zero,
|
||||
tangent = float4.zero,
|
||||
color = color,
|
||||
uv = new(1.0f, 1.0f, 0.0f, 0.0f)
|
||||
uv = new float2(1.0f, 1.0f)
|
||||
});
|
||||
|
||||
vertices.Add(new Vertex()
|
||||
{
|
||||
position = new(-hw, 0.0f, hd, 0.0f),
|
||||
normal = float4.zero,
|
||||
position = new float3(-hw, 0.0f, hd),
|
||||
normal = float3.zero,
|
||||
tangent = float4.zero,
|
||||
color = color,
|
||||
uv = new(0.0f, 1.0f, 0.0f, 0.0f)
|
||||
uv = new float2(0.0f, 1.0f)
|
||||
});
|
||||
|
||||
indices.Add(0);
|
||||
@@ -153,11 +153,11 @@ public static unsafe class MeshBuilder
|
||||
|
||||
vertices.Add(new Vertex
|
||||
{
|
||||
position = new float4(x, y, z, 0.0f) * radius,
|
||||
normal = float4.zero,
|
||||
position = new float3(x, y, z) * radius,
|
||||
normal = float3.zero,
|
||||
tangent = float4.zero,
|
||||
color = color,
|
||||
uv = new float4((float)lon / longitudeSegments, (float)lat / latitudeSegments, 0.0f, 0.0f)
|
||||
uv = new float2((float)lon / longitudeSegments, (float)lat / latitudeSegments)
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -231,7 +231,7 @@ public static unsafe class MeshBuilder
|
||||
public static void ComputeTangents(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
|
||||
{
|
||||
using var scope = AllocationManager.CreateStackScope();
|
||||
var bitangents = new UnsafeArray<float4>(vertices.Count, scope.AllocationHandle);
|
||||
var bitangents = new UnsafeArray<float3>(vertices.Count, scope.AllocationHandle, AllocationOption.Clear);
|
||||
|
||||
for (var i = 0; i < indices.Count; i += 3)
|
||||
{
|
||||
@@ -269,7 +269,7 @@ public static unsafe class MeshBuilder
|
||||
for (var i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
var n = vertices[i].normal;
|
||||
var t = vertices[i].tangent;
|
||||
var t = vertices[i].tangent.xyz;
|
||||
|
||||
var proj = n * math.dot(n, t);
|
||||
t = math.normalize(t - proj);
|
||||
@@ -277,7 +277,7 @@ public static unsafe class MeshBuilder
|
||||
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);
|
||||
vertices[i].tangent = new float4(t.xyz, w);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -582,7 +582,7 @@ public static unsafe class MeshletUtility
|
||||
}
|
||||
}
|
||||
|
||||
var targetSize = ((nuint)merged.Count / 3) * (nuint)config.simplifyRatio * 3;
|
||||
var targetSize = (nuint)(merged.Count / 3 * config.simplifyRatio * 3.0f);
|
||||
var bounds = MergeBounds(clusters, groups[i]);
|
||||
|
||||
var error = 0.0f;
|
||||
|
||||
@@ -29,11 +29,12 @@ shader "MyShader/Standard"
|
||||
|
||||
hlsl
|
||||
{
|
||||
#line 31 "MyShader_Standard_Forward_hlsl_block"
|
||||
struct PixelInput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float4 uv : TEXCOORD0;
|
||||
float2 uv : TEXCOORD0;
|
||||
nointerpolation uint meshletID : MESHLET_ID;
|
||||
};
|
||||
|
||||
@@ -72,9 +73,9 @@ shader "MyShader/Standard"
|
||||
float4 worldPos = mul(instanceData.localToWorld, float4(v.position.xyz, 1.0f));
|
||||
float4 viewPos = mul(viewData.viewMatrix, worldPos);
|
||||
|
||||
// outVerts[groupThreadID.x].position = mul(viewData.projectionMatrix, viewPos);
|
||||
outVerts[groupThreadID.x].position = mul(viewData.projectionMatrix, viewPos);
|
||||
// For testing.
|
||||
outVerts[groupThreadID.x].position = float4(v.position.xyz, 1.0f);
|
||||
// outVerts[groupThreadID.x].position = v.position.xyz;
|
||||
|
||||
outVerts[groupThreadID.x].color = v.color;
|
||||
outVerts[groupThreadID.x].uv = v.uv;
|
||||
|
||||
Reference in New Issue
Block a user