- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
178 lines
4.5 KiB
C#
178 lines
4.5 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Utilities;
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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.Utilities;
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using Misaki.HighPerformance.Mathematics;
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using Misaki.HighPerformance.Mathematics.Geometry;
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namespace Ghost.Graphics.Core;
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public struct Mesh : IResourceReleasable, IHandleType
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{
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private UnsafeList<Vertex> _vertices;
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private UnsafeList<uint> _indices;
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internal bool IsMeshDataDirty
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{
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get; private set;
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}
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/// <summary>
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/// Gets or sets the collection of vertices that define the geometry.
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/// </summary>
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public UnsafeList<Vertex> Vertices
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{
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readonly get => _vertices;
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set
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{
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_vertices = value;
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VertexCount = value.Count;
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IsMeshDataDirty = true;
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}
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}
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/// <summary>
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/// Gets or sets the collection of indices that define the order of vertices.
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/// </summary>
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public UnsafeList<uint> Indices
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{
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readonly get => _indices;
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set
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{
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_indices = value;
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IndexCount = value.Count;
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IsMeshDataDirty = true;
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}
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}
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/// <summary>
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/// Get the number of vertices in the mesh.
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/// </summary>
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public int VertexCount
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{
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get; private set;
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}
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/// <summary>
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/// Get the number of indices in the mesh.
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/// </summary>
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public int IndexCount
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{
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get; private set;
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}
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/// <summary>
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/// Gets or sets the axis-aligned bounding box (AABB) of the mesh.
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/// </summary>
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public AABB BoundingBox
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{
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get; set;
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}
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/// <summary>
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/// Gets the handle to the vertex buffer on the GPU.
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/// </summary>
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public Handle<GraphicsBuffer> VertexBuffer
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{
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get; internal set;
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}
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/// <summary>
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/// Gets the handle to the index buffer on the GPU.
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/// </summary>
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public Handle<GraphicsBuffer> IndexBuffer
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{
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get; internal set;
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}
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/// <summary>
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/// Gets the handle to the mesh data buffer on the GPU.
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/// </summary>
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public Handle<GraphicsBuffer> ObjectDataBuffer
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{
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get; internal set;
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}
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public Mesh()
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{
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VertexBuffer = Handle<GraphicsBuffer>.Invalid;
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IndexBuffer = Handle<GraphicsBuffer>.Invalid;
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}
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internal Mesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices, Handle<GraphicsBuffer> vertexBuffer, Handle<GraphicsBuffer> indexBuffer)
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{
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Vertices = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
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Indices = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
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Vertices.CopyFrom(vertices);
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Indices.CopyFrom(indices);
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VertexBuffer = vertexBuffer;
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IndexBuffer = indexBuffer;
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this.ComputeBounds();
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}
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public readonly void ReleaseCpuResources()
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{
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_vertices.Dispose();
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_indices.Dispose();
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}
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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ReleaseCpuResources();
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database.ReleaseResource(VertexBuffer.AsResource());
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database.ReleaseResource(IndexBuffer.AsResource());
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database.ReleaseResource(ObjectDataBuffer.AsResource());
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}
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}
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public static class MeshExtension
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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 static void ComputeBounds(ref this Mesh mesh)
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{
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if (mesh.Vertices.Count == 0)
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{
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return;
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}
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var min = new float3(float.MaxValue);
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var max = new float3(float.MinValue);
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foreach (var vertex in mesh.Vertices)
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{
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var pos = vertex.position.xyz;
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min = math.min(min, pos);
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max = math.max(max, pos);
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}
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mesh.BoundingBox = new AABB(min, max);
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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 static void ComputeNormal(ref this Mesh mesh)
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{
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MeshBuilder.ComputeNormal(mesh.Vertices, mesh.Indices);
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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 static void ComputeTangents(ref this Mesh mesh)
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{
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MeshBuilder.ComputeTangents(mesh.Vertices, mesh.Indices);
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}
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}
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