Changed the `EditorState` class to use a timeout in the `WaitForGPUReady` method for improved responsiveness. Changed the `nativeDebugging` setting in `launchSettings.json` to `false` for the "Ghost.Editor (Package)" profile. Changed the `D3D12Renderer` class to set the swap chain only for the composition target type and replaced back buffer reset with dispose. Changed the mapping of resources in `D3D12Resource` to use a pointer for improved safety and clarity. Changed the `Mesh` class's upload buffer creation to not use the `true` flag for better memory management. Added a new `Vertex` struct with a `StructLayout` attribute for improved interoperability with unmanaged code. Refactored the `GraphicsPipeline` class to replace `IsGpuReady` with `WaitForGPUReady`, including a timeout parameter. Added a constant buffer to the HLSL source code in `MeshRenderPass` for passing transformation matrices to the vertex shader. Expanded the `UnitTestAppWindow` class to include event handlers for window activation and size changes for better resource management. Updated the XAML for `UnitTestAppWindow` to include a `SwapChainPanel` and corrected the XML declaration for formatting consistency.
277 lines
9.1 KiB
C#
277 lines
9.1 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using Misaki.HighPerformance.Unsafe.Collections;
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using Misaki.HighPerformance.Unsafe.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 IResource? _vertexBuffer;
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private IResource? _indexBuffer;
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private VertexBufferView _vertexBufferView;
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private IndexBufferView _indexBufferView;
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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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internal ConstPtr<VertexBufferView> VertexBufferView => (VertexBufferView*)Unsafe.AsPointer(ref _vertexBufferView);
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internal ConstPtr<IndexBufferView> IndexBufferView => (IndexBufferView*)Unsafe.AsPointer(ref _indexBufferView);
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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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/// <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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/// <param name="cmb">The command buffer to record the upload commands.</param>
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public unsafe void UploadMeshData(ICommandBuffer cmb)
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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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_vertexBuffer?.Dispose();
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_indexBuffer?.Dispose();
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var vertexBufferSize = (uint)(VertexCount * sizeof(Vertex));
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var indexBufferSize = IndexCount * sizeof(int);
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_vertexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(vertexBufferSize);
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_indexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(indexBufferSize);
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var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, false);
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var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, false);
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vertexUploadBuffer.SetData(_vertices.AsSpan());
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indexUploadBuffer.SetData(_indices.AsSpan());
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cmb.CopyResource(_vertexBuffer, 0, vertexUploadBuffer, 0, vertexBufferSize);
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cmb.CopyResource(_indexBuffer, 0, indexUploadBuffer, 0, indexBufferSize);
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cmb.BarrierTransition(_vertexBuffer, ResourceStates.CopyDest, ResourceStates.VertexAndConstantBuffer);
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cmb.BarrierTransition(_indexBuffer, ResourceStates.CopyDest, ResourceStates.IndexBuffer);
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_vertexBufferView = new VertexBufferView
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{
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BufferLocation = _vertexBuffer.GPUAddress,
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SizeInBytes = vertexBufferSize,
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StrideInBytes = (uint)sizeof(Vertex)
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};
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_indexBufferView = new IndexBufferView
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{
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BufferLocation = _indexBuffer.GPUAddress,
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SizeInBytes = indexBufferSize,
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Format = Format.R32Uint
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};
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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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}
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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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} |