Files
GhostEngine/Ghost.Graphics/Core/Mesh.cs
Misaki a8d7cd8828 Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig.
- Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs.
- Updated `Result` and `Result<T>` for implicit conversions.
- Added AOT compatibility to project files.
- Introduced a `Camera` class and refactored namespaces.
- Enhanced rendering with bindless support and pipeline state management.
- Refactored `D3D12CommandBuffer` for new rendering features.
- Improved `D3D12PipelineLibrary` with disk caching methods.
- Added support for UAVs and raw buffers in `D3D12ResourceAllocator`.
- Improved shader compilation and reflection in `D3D12ShaderCompiler`.
- Refactored descriptor heap and swap chain initialization.
- Added enums and structs for rendering configurations.
- Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces.
- Updated `MeshRenderPass` to align with the new pipeline.
- Consolidated namespaces and improved code maintainability.
2025-11-01 22:30:08 +09:00

173 lines
5.2 KiB
C#

using Ghost.Core;
using Ghost.Graphics.RHI;
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
{
public UnsafeList<Vertex> vertices;
public UnsafeList<uint> indices;
public AABB boundingBox;
public Handle<GraphicsBuffer> vertexBuffer;
public Handle<GraphicsBuffer> indexBuffer;
public Mesh()
{
vertexBuffer = Handle<GraphicsBuffer>.Invalid;
indexBuffer = Handle<GraphicsBuffer>.Invalid;
}
internal Mesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices, Handle<GraphicsBuffer> vertexBuffer, Handle<GraphicsBuffer> indexBuffer)
{
this.vertices = new(vertices.Length, Allocator.Persistent);
this.indices = new(indices.Length, Allocator.Persistent);
this.vertices.CopyFrom(vertices);
this.indices.CopyFrom(indices);
this.vertexBuffer = vertexBuffer;
this.indexBuffer = indexBuffer;
this.ComputeBounds();
}
public void ReleaseCpuResources()
{
vertices.Dispose();
indices.Dispose();
}
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
ReleaseCpuResources();
database.ReleaseResource(vertexBuffer.AsResource());
database.ReleaseResource(indexBuffer.AsResource());
}
}
public static class MeshExtension
{
/// <summary>
/// Computes the bounding box of the mesh based on its vertices.
/// </summary>
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);
}
/// <summary>
/// Auto-compute smooth per-vertex normals.
/// </summary>
/// <remarks>
/// Call this method before vertices and indices are valid.
/// </remarks>
public static void ComputeNormal(ref this Mesh mesh)
{
if (!mesh.vertices.IsCreated || mesh.vertices.Count < 3
|| !mesh.indices.IsCreated || mesh.indices.Count < 3)
{
return;
}
for (var i = 0; i < mesh.indices.Count; i += 3)
{
var i0 = mesh.indices[i];
var i1 = mesh.indices[i + 1];
var i2 = mesh.indices[i + 2];
var v0 = mesh.vertices[i0];
var v1 = mesh.vertices[i1];
var v2 = mesh.vertices[i2];
var edge1 = v1.position - v0.position;
var edge2 = v2.position - v0.position;
var faceNormal = math.cross(edge1.xyz, edge2.xyz);
mesh.vertices[i0].normal.xyz += faceNormal;
mesh.vertices[i1].normal.xyz += faceNormal;
mesh.vertices[i2].normal.xyz += faceNormal;
}
for (var i = 0; i < mesh.vertices.Count; i++)
{
mesh.vertices[i].normal = math.normalize(mesh.vertices[i].normal);
}
}
/// <summary>
/// Auto-compute per-vertex tangents.
/// </summary>
/// <remarks>
/// Call this method before vertices, normals, and UVs are valid.
/// </remarks>
public static void ComputeTangents(ref this Mesh mesh)
{
var bitangents = new float4[mesh.vertices.Count];
for (var i = 0; i < mesh.indices.Count; i += 3)
{
var i0 = mesh.indices[i];
var i1 = mesh.indices[i + 1];
var i2 = mesh.indices[i + 2];
var v0 = mesh.vertices[i0];
var v1 = mesh.vertices[i1];
var v2 = mesh.vertices[i2];
var uv0 = mesh.vertices[i0].uv;
var uv1 = mesh.vertices[i1].uv;
var uv2 = mesh.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 = mesh.indices[i + j];
var t = mesh.vertices[idx].tangent;
mesh.vertices[idx].tangent.xyz = t.xyz + tangent.xyz;
bitangents[idx] += bitangent;
}
}
for (var i = 0; i < mesh.vertices.Count; i++)
{
var n = mesh.vertices[i].normal;
var t = mesh.vertices[i].tangent;
var proj = n * math.dot(n, t);
t = math.normalize(t - proj);
var b = bitangents[i];
var w = math.dot(math.cross(n.xyz, t.xyz), b.xyz) < 0.0f ? -1.0f : 1.0f;
mesh.vertices[i].tangent = new float4(t.x, t.y, t.z, w);
}
}
}