Refactor meshlet build pipeline for robustness and performance. Rename DxcShaderCompiler to DXCShaderCompiler. Enhance meshlet data structures with bounds and LOD info. Add fallback mesh simplification. Remove obsolete MeshRenderPass. Add MeshoptBenchmark for meshlet build performance. Update mesh import utilities for correct handedness. Minor bug fixes and code cleanups.
182 lines
7.8 KiB
C#
182 lines
7.8 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.RHI;
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using Ghost.MeshOptimizer;
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using Ghost.Ufbx;
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using Misaki.HighPerformance.LowLevel;
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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 System.Runtime.CompilerServices;
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using System.Text;
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namespace Ghost.Graphics.Test.Utilities;
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internal static class MeshUtility
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static float4 ComputeTangent(float3 t, float3 n, float3 b)
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{
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var proj = n * math.dot(n, t);
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t = math.normalize(t - proj);
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var w = math.dot(math.cross(n.xyz, t.xyz), b.xyz) < 0.0f ? -1.0f : 1.0f;
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return new float4(t.xyz, w);
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}
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public static unsafe Result LoadMesh(string filePath, Allocator allocator, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
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{
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vertices = default;
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indices = default;
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if (!File.Exists(filePath))
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{
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return Result.Failure("Invalid file path.");
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}
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if (!Path.GetExtension(filePath).Equals(".obj", StringComparison.OrdinalIgnoreCase)
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&& !Path.GetExtension(filePath).Equals(".fbx", StringComparison.OrdinalIgnoreCase))
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{
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return Result.Failure("Unsupported file format. Only .obj and .fbx are supported.");
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}
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var load_Opts = new ufbx_load_opts
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{
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target_axes = ufbx_coordinate_axes.left_handed_y_up,
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obj_axes = ufbx_coordinate_axes.right_handed_y_up,
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// Force X-axis mirroring to correctly convert handedness to Left-Handed,
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// while preserving correct left/right orientation when viewed from the front.
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handedness_conversion_axis = ufbx_mirror_axis.UFBX_MIRROR_AXIS_X,
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space_conversion = ufbx_space_conversion.UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY,
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};
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var error = new ufbx_error();
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using var pool = new MemoryPool<VirtualStack, VirtualStack.CreationOpts>(new VirtualStack.CreationOpts
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{
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reserveCapacity = 256 * 1024 * 1024 // 256 MB should be enough for most models, adjust as needed. Note that this use virtual memory and does not actually consume physical memory until allocations are made.
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});
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using var scope0 = pool.Allocator.CreateScope(pool.AllocationHandle);
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using var str = new UnsafeArray<byte>(Encoding.UTF8.GetByteCount(filePath) + 1, scope0.AllocationHandle);
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var count = Encoding.UTF8.GetBytes(filePath, str.AsSpan());
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str[count] = 0;
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using var scene = new DisposablePtr<ufbx_scene>(ufbx_scene.LoadFile((sbyte*)str.GetUnsafePtr(), &load_Opts, &error));
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if (scene.Get() == null)
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{
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return Result.Failure(error.description.ToString());
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}
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using var flatVertices = new UnsafeList<Vertex>(1024, scope0.AllocationHandle);
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//using var flatIndices = new UnsafeList<uint>(1024, scope0.AllocationHandle);
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var needComputeNormals = false;
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for (var i = 0u; i < scene.Get()->nodes.count; i++)
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{
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var node = scene.Get()->nodes.data[i];
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if (node->is_root)
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{
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continue;
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}
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using var scope1 = pool.Allocator.CreateScope(pool.AllocationHandle);
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if (node->mesh != null)
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{
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var pMesh = node->mesh;
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if (pMesh->num_faces == 0)
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{
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continue;
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}
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var maxScratchIndices = (int)(pMesh->max_face_triangles * 3u);
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using var triIndicesArray = new UnsafeArray<uint>(maxScratchIndices, scope1.AllocationHandle);
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for (var j = 0u; j < pMesh->num_faces; j++)
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{
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var face = pMesh->faces.data[j];
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var numTris = UfbxApi.TriangulateFace(triIndicesArray.AsSpan(0, maxScratchIndices), pMesh, face);
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var totalIndices = numTris * 3;
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for (var k = 0; k < totalIndices; k++)
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{
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var ufbxTopologyIndex = triIndicesArray[k];
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var posIdx = pMesh->vertex_position.indices.data[ufbxTopologyIndex];
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var normIdx = pMesh->vertex_normal.exists ? pMesh->vertex_normal.indices.data[ufbxTopologyIndex] : uint.MaxValue;
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var tanIdx = pMesh->vertex_tangent.exists ? pMesh->vertex_tangent.indices.data[ufbxTopologyIndex] : uint.MaxValue;
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var uvIdx = pMesh->vertex_uv.exists ? pMesh->vertex_uv.indices.data[ufbxTopologyIndex] : uint.MaxValue;
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var colIdx = pMesh->vertex_color.exists ? pMesh->vertex_color.indices.data[ufbxTopologyIndex] : uint.MaxValue;
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var btanIdx = pMesh->vertex_bitangent.exists ? pMesh->vertex_bitangent.indices.data[ufbxTopologyIndex] : uint.MaxValue;
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var vertex = new Vertex
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{
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position = pMesh->vertex_position.values.data[posIdx],
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normal = normIdx != uint.MaxValue ? pMesh->vertex_normal.values.data[normIdx] : default,
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uv = uvIdx != uint.MaxValue ? pMesh->vertex_uv.values.data[uvIdx] : default,
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color = colIdx != uint.MaxValue ? new Color128(pMesh->vertex_color.values.data[colIdx]) : default,
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};
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if (tanIdx != uint.MaxValue)
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{
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var t = pMesh->vertex_tangent.values.data[tanIdx];
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var n = vertex.normal;
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var b = btanIdx != uint.MaxValue ? pMesh->vertex_bitangent.values.data[btanIdx] : math.cross(n, t);
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vertex.tangent = ComputeTangent(t, n, b);
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}
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var newIndex = (uint)flatVertices.Count;
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flatVertices.Add(vertex);
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if (!needComputeNormals)
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{
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needComputeNormals = normIdx == uint.MaxValue || tanIdx == uint.MaxValue;
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}
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}
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}
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}
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}
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var numIndices = (uint)flatVertices.Count;
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using var weldedIndices = new UnsafeArray<uint>((int)numIndices, scope0.AllocationHandle);
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using var cachedIndices = new UnsafeArray<uint>((int)numIndices, scope0.AllocationHandle);
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var stream = new ufbx_vertex_stream
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{
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data = flatVertices.GetUnsafePtr(),
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vertex_count = numIndices,
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vertex_size = (nuint)sizeof(Vertex)
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};
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var numUniqueVertices = UfbxApi.GenerateIndices([stream], weldedIndices, null, &error);
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if (numUniqueVertices == 0 && error.type != ufbx_error_type.UFBX_ERROR_NONE)
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{
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return Result.Failure($"Welding failed: {error.description}");
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}
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MeshOptApi.OptimizeVertexCache((uint*)cachedIndices.GetUnsafePtr(), (uint*)weldedIndices.GetUnsafePtr(), numIndices, numUniqueVertices);
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vertices = new UnsafeList<Vertex>((int)numUniqueVertices, allocator);
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indices = new UnsafeList<uint>((int)numIndices, allocator);
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var finalVertexCount = MeshOptApi.OptimizeVertexFetch(vertices.GetUnsafePtr(), (uint*)cachedIndices.GetUnsafePtr(), numIndices, flatVertices.GetUnsafePtr(), numIndices, (nuint)sizeof(Vertex));
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vertices.UnsafeSetCount((int)finalVertexCount);
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MemoryUtility.MemCpy(indices.GetUnsafePtr(), cachedIndices.GetUnsafePtr(), numIndices * sizeof(uint));
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indices.UnsafeSetCount((int)numIndices);
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//if (needComputeNormals)
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//{
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// MeshBuilder.ComputeNormal(vertices, indices);
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// MeshBuilder.ComputeTangents(vertices, indices);
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//}
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return Result.Success();
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}
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}
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