using Ghost.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Utilities;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using Misaki.HighPerformance.Mathematics;
using Misaki.HighPerformance.Mathematics.Geometry;
namespace Ghost.Graphics.Core;
public struct Mesh : IResourceReleasable, IHandleType
{
internal bool IsMeshDataDirty
{
get; private set;
}
///
/// Gets or sets the collection of vertices that define the geometry.
///
public UnsafeList Vertices
{
readonly get => field;
set
{
field = value;
VertexCount = value.Count;
IsMeshDataDirty = true;
}
}
///
/// Gets or sets the collection of indices that define the order of vertices.
///
public UnsafeList Indices
{
readonly get => field;
set
{
field = value;
IndexCount = value.Count;
IsMeshDataDirty = true;
}
}
///
/// Get the number of vertices in the mesh.
///
public int VertexCount
{
get; private set;
}
///
/// Get the number of indices in the mesh.
///
public int IndexCount
{
get; private set;
}
///
/// Gets or sets the axis-aligned bounding box (AABB) of the mesh.
///
public AABB BoundingBox
{
get; set;
}
///
/// Gets the handle to the vertex buffer on the GPU.
///
public Handle VertexBuffer
{
get; internal set;
}
///
/// Gets the handle to the index buffer on the GPU.
///
public Handle IndexBuffer
{
get; internal set;
}
///
/// Gets the handle to the mesh data buffer on the GPU.
///
public Handle ObjectDataBuffer
{
get; internal set;
}
public Mesh()
{
VertexBuffer = Handle.Invalid;
IndexBuffer = Handle.Invalid;
}
internal Mesh(ReadOnlySpan vertices, ReadOnlySpan indices, Handle vertexBuffer, Handle indexBuffer)
{
Vertices = new(vertices.Length, Allocator.Persistent);
Indices = new(indices.Length, Allocator.Persistent);
Vertices.CopyFrom(vertices);
Indices.CopyFrom(indices);
VertexBuffer = vertexBuffer;
IndexBuffer = indexBuffer;
this.ComputeBounds();
}
public readonly void ReleaseCpuResources()
{
Vertices.Dispose();
Indices.Dispose();
}
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
ReleaseCpuResources();
database.ReleaseResource(VertexBuffer.AsResource());
database.ReleaseResource(IndexBuffer.AsResource());
database.ReleaseResource(ObjectDataBuffer.AsResource());
}
}
public static class MeshExtension
{
///
/// Computes the bounding box of the mesh based on its vertices.
///
public static void ComputeBounds(ref this Mesh mesh)
{
if (mesh.Vertices.Count == 0)
{
return;
}
var min = new float3(float.MaxValue);
var max = new float3(float.MinValue);
foreach (var vertex in mesh.Vertices)
{
var pos = vertex.position.xyz;
min = math.min(min, pos);
max = math.max(max, pos);
}
mesh.BoundingBox = new AABB(min, max);
}
///
/// Auto-compute smooth per-vertex normals.
///
///
/// Call this method before vertices and indices are valid.
///
public static void ComputeNormal(ref this Mesh mesh)
{
MeshBuilder.ComputeNormal(mesh.Vertices, mesh.Indices);
}
///
/// Auto-compute per-vertex tangents.
///
///
/// Call this method before vertices, normals, and UVs are valid.
///
public static void ComputeTangents(ref this Mesh mesh)
{
MeshBuilder.ComputeTangents(mesh.Vertices, mesh.Indices);
}
}