using Ghost.Core; using Ghost.Graphics.Contracts; using Misaki.HighPerformance.Unsafe.Collections; using Misaki.HighPerformance.Unsafe.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 IResource? _vertexBuffer; private IResource? _indexBuffer; private VertexBufferView _vertexBufferView; private IndexBufferView _indexBufferView; 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; internal ConstPtr VertexBufferView => (VertexBufferView*)Unsafe.AsPointer(ref _vertexBufferView); internal ConstPtr IndexBufferView => (IndexBufferView*)Unsafe.AsPointer(ref _indexBufferView); ~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); } /// /// 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. /// /// The command buffer to record the upload commands. public unsafe void UploadMeshData(ICommandBuffer cmb) { if (VertexCount == 0 || IndexCount == 0) { return; } _vertexBuffer?.Dispose(); _indexBuffer?.Dispose(); var vertexBufferSize = (uint)(VertexCount * sizeof(Vertex)); var indexBufferSize = IndexCount * sizeof(int); _vertexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(vertexBufferSize); _indexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(indexBufferSize); var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, false); var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, false); vertexUploadBuffer.SetData(_vertices.AsSpan()); indexUploadBuffer.SetData(_indices.AsSpan()); cmb.CopyResource(_vertexBuffer, 0, vertexUploadBuffer, 0, vertexBufferSize); cmb.CopyResource(_indexBuffer, 0, indexUploadBuffer, 0, indexBufferSize); cmb.BarrierTransition(_vertexBuffer, ResourceStates.CopyDest, ResourceStates.VertexAndConstantBuffer); cmb.BarrierTransition(_indexBuffer, ResourceStates.CopyDest, ResourceStates.IndexBuffer); _vertexBufferView = new VertexBufferView { BufferLocation = _vertexBuffer.GPUAddress, SizeInBytes = vertexBufferSize, StrideInBytes = (uint)sizeof(Vertex) }; _indexBufferView = new IndexBufferView { BufferLocation = _indexBuffer.GPUAddress, SizeInBytes = indexBufferSize, Format = Format.R32Uint }; } /// /// 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; } public void Dispose() { _vertices.Dispose(); _indices.Dispose(); DisposeGpuResources(); GC.SuppressFinalize(this); } }