Added a new `Ref<T>` struct for reference semantics. Added the `RenderGraph` system for managing rendering passes. Added the `RenderTexture` class for encapsulating GPU resources. Added `GraphicsBuffer` class for effective GPU resource management. Changed `CommandList` methods from public to internal for visibility control. Changed `IRenderPass` interface from internal to public for accessibility. Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`. Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`. Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`. Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency. Changed `QueryItem<T0>` and related structs to use `CompRef<T>`. Changed `Material` class to support bindless textures. Changed `Shader` class to support bindless rendering. Changed `Mesh` class to support bindless vertex and index buffer access. Updated documentation to reflect the new bindless rendering architecture.
342 lines
11 KiB
C#
342 lines
11 KiB
C#
using Ghost.Graphics.D3D12;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Helpers;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using Win32.Graphics.Direct3D12;
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using Win32.Graphics.Dxgi.Common;
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namespace Ghost.Graphics.Data;
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public unsafe sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapacity = 512) : IDisposable
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{
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private UnsafeList<Vertex> _vertices = new(initialVertexCapacity, Allocator.Persistent);
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private UnsafeList<int> _indices = new(initialIndexCapacity, Allocator.Persistent);
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private Bounds _boundingBox;
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private GraphicsBuffer? _vertexBuffer;
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private GraphicsBuffer? _indexBuffer;
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private BindlessDescriptor? _vertexBufferDescriptor;
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private BindlessDescriptor? _indexBufferDescriptor;
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public Span<Vertex> Vertices => _vertices.AsSpan();
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public Span<int> Indices => _indices.AsSpan();
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public Bounds BoundingBox => _boundingBox;
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public uint VertexCount => (uint)_vertices.Count;
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public uint IndexCount => (uint)_indices.Count;
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public uint VertexBufferDescriptorIndex => _vertexBufferDescriptor?.Index ?? throw new InvalidOperationException("Vertex buffer descriptor is not allocated.");
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public uint IndexBufferDescriptorIndex => _indexBufferDescriptor?.Index ?? throw new InvalidOperationException("Index buffer descriptor is not allocated.");
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~Mesh()
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{
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Dispose();
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}
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/// <summary>
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/// Adds a vertex to the mesh with the specified attributes.
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/// </summary>
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/// <param name="vertex">The vertex data to add</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AddVertex(Vertex vertex)
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{
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_vertices.Add(vertex);
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}
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/// <summary>
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/// Adds a triangle to the mesh by specifying the indices of its three vertices.
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/// </summary>
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/// <param name="index0">The index of the first vertex in the triangle. Must be within the range of the current vertex count.</param>
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/// <param name="index1">The index of the second vertex in the triangle. Must be within the range of the current vertex count.</param>
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/// <param name="index2">The index of the third vertex in the triangle. Must be within the range of the current vertex count.</param>
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/// <exception cref="ArgumentOutOfRangeException">Thrown if any of the specified indices are out of range for the current vertex count.</exception>
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public void AddTriangle(int index0, int index1, int index2)
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{
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if (index0 >= _vertices.Count || index1 >= _vertices.Count || index2 >= _vertices.Count)
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{
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throw new ArgumentOutOfRangeException("Index out of range for the current vertex count.");
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}
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_indices.Add(index0);
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_indices.Add(index1);
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_indices.Add(index2);
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}
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public void AddTriangles(params ReadOnlySpan<int> indices)
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{
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if (indices.Length % 3 != 0)
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{
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throw new ArgumentException("The number of indices must be a multiple of 3 to form triangles.");
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}
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foreach (var index in indices)
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{
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if (index < 0 || index >= _vertices.Count)
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{
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throw new ArgumentOutOfRangeException(nameof(indices), "Index out of range for the current vertex count.");
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}
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_indices.Add(index);
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}
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}
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/// <summary>
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/// Reduces the memory usage of the internal collections by resizing them to match their current element count.
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/// </summary>
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public void TrimExcess()
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{
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_vertices.Resize(_vertices.Count);
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_indices.Resize(_indices.Count);
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}
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/// <summary>
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/// Auto-compute smooth per-vertex normals.
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/// </summary>
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/// <remarks>
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/// Call this method before vertices and indices are valid.
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/// </remarks>
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public void ComputeNormal()
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{
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if (!_vertices.IsCreated || _vertices.Count < 3
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|| !_indices.IsCreated || _indices.Count < 3)
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{
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return;
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}
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for (var i = 0; i < _indices.Count; i += 3)
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{
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var i0 = _indices[i];
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var i1 = _indices[i + 1];
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var i2 = _indices[i + 2];
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var v0 = _vertices[i0];
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var v1 = _vertices[i1];
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var v2 = _vertices[i2];
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var edge1 = v1.Position - v0.Position;
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var edge2 = v2.Position - v0.Position;
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var faceNormal = Vector3.Cross(edge1.AsVector3(), edge2.AsVector3());
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_vertices[i0].Normal += faceNormal.AsVector4();
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_vertices[i1].Normal += faceNormal.AsVector4();
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_vertices[i2].Normal += faceNormal.AsVector4();
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}
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for (var i = 0; i < _vertices.Count; i++)
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{
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_vertices[i].Normal = Vector4.Normalize(_vertices[i].Normal);
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}
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}
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/// <summary>
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/// Auto-compute per-vertex tangents.
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/// </summary>
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/// <remarks>
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/// Call this method before vertices, normals, and UVs are valid.
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/// </remarks>
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public void ComputeTangents()
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{
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var bitangents = new Vector4[_vertices.Count];
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for (var i = 0; i < _indices.Count; i += 3)
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{
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var i0 = _indices[i];
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var i1 = _indices[i + 1];
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var i2 = _indices[i + 2];
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var v0 = _vertices[i0];
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var v1 = _vertices[i1];
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var v2 = _vertices[i2];
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var uv0 = _vertices[i0].UV;
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var uv1 = _vertices[i1].UV;
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var uv2 = _vertices[i2].UV;
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var deltaPos1 = v1.Position - v0.Position;
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var deltaPos2 = v2.Position - v0.Position;
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var deltaUV1 = uv1 - uv0;
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var deltaUV2 = uv2 - uv0;
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var r = 1.0f / (deltaUV1.X * deltaUV2.Y - deltaUV1.Y * deltaUV2.X);
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var tangent = (deltaPos1 * deltaUV2.Y - deltaPos2 * deltaUV1.Y) * r;
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var bitangent = (deltaPos2 * deltaUV1.X - deltaPos1 * deltaUV2.X) * r;
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for (var j = 0; j < 3; j++)
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{
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var idx = _indices[i + j];
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var t = _vertices[idx].Tangent;
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_vertices[idx].Tangent = new Vector4(
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t.X + tangent.X,
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t.Y + tangent.Y,
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t.Z + tangent.Z,
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0.0f // we’ll fill w later
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);
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bitangents[idx] += bitangent;
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}
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}
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for (var i = 0; i < _vertices.Count; i++)
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{
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var n = _vertices[i].Normal;
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var t = _vertices[i].Tangent;
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var n3 = n.AsVector3();
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var t3 = t.AsVector3();
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var proj = n3 * Vector3.Dot(n3, t3);
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t3 = Vector3.Normalize(t3 - proj);
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var b = bitangents[i];
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var w = Vector3.Dot(Vector3.Cross(n3, t3), b.AsVector3()) < 0.0f ? -1.0f : 1.0f;
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_vertices[i].Tangent = new Vector4(t3.X, t3.Y, t3.Z, w);
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}
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}
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/// <summary>
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/// Computes the bounding box of the mesh based on its vertices.
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/// </summary>
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public void ComputeBounds()
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{
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if (_vertices.Count == 0)
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{
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_boundingBox = Bounds.Zero;
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return;
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}
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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foreach (var vertex in _vertices)
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{
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var pos = vertex.Position.AsVector3();
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min = Vector3.Min(min, pos);
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max = Vector3.Max(max, pos);
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}
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_boundingBox = new Bounds(min, max);
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}
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/// <summary>
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/// Uploads the mesh data to GPU resources.
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/// </summary>
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public unsafe void UploadMeshData()
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{
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if (VertexCount == 0 || IndexCount == 0)
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{
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return;
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}
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DisposeGpuResources();
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var vertexBufferSize = (uint)(VertexCount * sizeof(Vertex));
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var indexBufferSize = IndexCount * sizeof(int);
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_vertexBuffer = GraphicsBuffer.Create(vertexBufferSize, GraphicsBuffer.Usage.CopyDestination);
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_indexBuffer = GraphicsBuffer.Create(indexBufferSize, GraphicsBuffer.Usage.CopyDestination);
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var uploadBatch = GraphicsPipeline.UploadBatch;
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uploadBatch.Upload(_vertexBuffer.NativeResource, _vertices.AsSpan());
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uploadBatch.Upload(_indexBuffer.NativeResource, _indices.AsSpan());
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uploadBatch.Transition(_vertexBuffer.NativeResource, ResourceStates.CopyDest, ResourceStates.VertexAndConstantBuffer);
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uploadBatch.Transition(_indexBuffer.NativeResource, ResourceStates.CopyDest, ResourceStates.IndexBuffer);
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// Create bindless descriptors for vertex and index buffers
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CreateBindlessDescriptors();
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}
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/// <summary>
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/// Creates SRVs for vertex and index buffers in the bindless descriptor heap
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/// </summary>
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private void CreateBindlessDescriptors()
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{
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if (_vertexBuffer == null || _indexBuffer == null)
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{
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return;
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}
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// Allocate new descriptors from the descriptor allocator
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_vertexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless();
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_indexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless();
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var device = GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr;
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var vertexSrvDesc = new ShaderResourceViewDescription
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{
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Format = Format.R32Typeless,
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ViewDimension = SrvDimension.Buffer,
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Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
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Anonymous = new()
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{
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Buffer = new()
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{
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FirstElement = 0,
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NumElements = (uint)(_vertexBuffer.GPUAddress != 0 ? (VertexCount * sizeof(Vertex)) / 4 : 0), // Divide by 4 for R32 format
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StructureByteStride = 0,
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Flags = BufferSrvFlags.Raw
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}
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}
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};
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device->CreateShaderResourceView(_vertexBuffer.NativeResource.Ptr, &vertexSrvDesc, _vertexBufferDescriptor.CpuHandle);
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var indexSrvDesc = new ShaderResourceViewDescription
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{
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Format = Format.R32Typeless,
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ViewDimension = SrvDimension.Buffer,
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Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
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Anonymous = new()
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{
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Buffer = new()
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{
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FirstElement = 0,
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NumElements = IndexCount,
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StructureByteStride = 0,
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Flags = BufferSrvFlags.Raw
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}
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}
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};
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device->CreateShaderResourceView(_indexBuffer.NativeResource.Ptr, &indexSrvDesc, _indexBufferDescriptor.CpuHandle);
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}
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/// <summary>
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/// Clears all vertex and index data and releases associated GPU resources.
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/// </summar>
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public void Clear()
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{
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_vertices.Clear();
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_indices.Clear();
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DisposeGpuResources();
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}
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private void DisposeGpuResources()
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{
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_vertexBuffer?.Dispose();
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_vertexBuffer = null;
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_indexBuffer?.Dispose();
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_indexBuffer = null;
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if (_vertexBufferDescriptor != null)
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{
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GraphicsPipeline.DescriptorAllocator.ReleaseBindless(_vertexBufferDescriptor);
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}
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if (_indexBufferDescriptor != null)
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{
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GraphicsPipeline.DescriptorAllocator.ReleaseBindless(_indexBufferDescriptor);
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}
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}
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public void Dispose()
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{
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_vertices.Dispose();
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_indices.Dispose();
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DisposeGpuResources();
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GC.SuppressFinalize(this);
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}
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} |