// Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #include #include #include #include #include #include #include namespace anki { ANKI_SCENE_COMPONENT_STATICS(ModelComponent, 40.0f) ModelComponent::ModelComponent(SceneNode* node) : SceneComponent(node, getStaticClassId()) , m_node(node) { } ModelComponent::~ModelComponent() { GpuSceneMemoryPool& gpuScene = *getExternalSubsystems(*m_node).m_gpuSceneMemoryPool; gpuScene.free(m_gpuSceneMeshLods); gpuScene.free(m_gpuSceneUniforms); m_patchInfos.destroy(m_node->getMemoryPool()); } Error ModelComponent::loadModelResource(CString filename) { m_dirty = true; ModelResourcePtr rsrc; ANKI_CHECK(getExternalSubsystems(*m_node).m_resourceManager->loadResource(filename, rsrc)); m_model = std::move(rsrc); const U32 modelPatchCount = m_model->getModelPatches().getSize(); m_castsShadow = false; // GPU scene allocations GpuSceneMemoryPool& gpuScene = *getExternalSubsystems(*m_node).m_gpuSceneMemoryPool; gpuScene.free(m_gpuSceneMeshLods); gpuScene.allocate(sizeof(GpuSceneMeshLod) * kMaxLodCount * modelPatchCount, 4, m_gpuSceneMeshLods); U32 uniformsSize = 0; m_patchInfos.resize(m_node->getMemoryPool(), modelPatchCount); for(U32 i = 0; i < modelPatchCount; ++i) { m_patchInfos[i].m_gpuSceneUniformsOffset = uniformsSize; const U32 size = U32(m_model->getModelPatches()[i].getMaterial()->getPrefilledLocalUniforms().getSizeInBytes()); ANKI_ASSERT((size % 4) == 0); uniformsSize += size; } gpuScene.free(m_gpuSceneUniforms); gpuScene.allocate(uniformsSize, 4, m_gpuSceneUniforms); for(U32 i = 0; i < modelPatchCount; ++i) { m_patchInfos[i].m_gpuSceneUniformsOffset += U32(m_gpuSceneUniforms.m_offset); } // Some other per-patch init m_presentRenderingTechniques = RenderingTechniqueBit::kNone; for(U32 i = 0; i < modelPatchCount; ++i) { m_patchInfos[i].m_techniques = m_model->getModelPatches()[i].getMaterial()->getRenderingTechniques(); m_castsShadow = m_castsShadow || m_model->getModelPatches()[i].getMaterial()->castsShadow(); m_presentRenderingTechniques |= m_model->getModelPatches()[i].getMaterial()->getRenderingTechniques(); } return Error::kNone; } Error ModelComponent::update(SceneComponentUpdateInfo& info, Bool& updated) { if(ANKI_UNLIKELY(m_dirty && m_model.isCreated())) { GpuSceneMicroPatcher& gpuScenePatcher = *getExternalSubsystems(*info.m_node).m_gpuSceneMicroPatcher; // Upload the mesh views const U32 modelPatchCount = m_model->getModelPatches().getSize(); DynamicArrayRaii meshLods(info.m_framePool, modelPatchCount * kMaxLodCount); for(U32 i = 0; i < modelPatchCount; ++i) { const ModelPatch& patch = m_model->getModelPatches()[i]; const MeshResource& mesh = *patch.getMesh(); for(U32 l = 0; l < mesh.getLodCount(); ++l) { GpuSceneMeshLod& meshLod = meshLods[i * kMaxLodCount + l]; meshLod = {}; meshLod.m_positionScale = mesh.getPositionsScale(); meshLod.m_positionTranslation = mesh.getPositionsTranslation(); for(VertexStreamId stream = VertexStreamId::kPosition; stream <= VertexStreamId::kBoneWeights; ++stream) { if(!mesh.isVertexStreamPresent(stream)) { continue; } PtrSize offset; U32 vertCount; mesh.getVertexStreamInfo(l, stream, offset, vertCount); const PtrSize elementSize = getFormatInfo(kMeshRelatedVertexStreamFormats[stream]).m_texelSize; ANKI_ASSERT((offset % elementSize) == 0); meshLod.m_vertexOffsets[U32(stream)] = U32(offset / elementSize); } PtrSize offset; U32 indexCount; IndexType indexType; mesh.getIndexBufferInfo(l, offset, indexCount, indexType); meshLod.m_indexOffset = U32(offset); meshLod.m_indexCount = indexCount; } // Copy the last LOD to the rest just in case for(U32 l = mesh.getLodCount(); l < kMaxLodCount; ++l) { meshLods[i * kMaxLodCount + l] = meshLods[i * kMaxLodCount + (l - 1)]; } } gpuScenePatcher.newCopy(*info.m_framePool, m_gpuSceneMeshLods.m_offset, meshLods.getSizeInBytes(), &meshLods[0]); // Upload the uniforms DynamicArrayRaii allUniforms(info.m_framePool, U32(m_gpuSceneUniforms.m_size / 4)); U32 count = 0; for(U32 i = 0; i < modelPatchCount; ++i) { const ModelPatch& patch = m_model->getModelPatches()[i]; const MaterialResource& mtl = *patch.getMaterial(); memcpy(&allUniforms[count], mtl.getPrefilledLocalUniforms().getBegin(), mtl.getPrefilledLocalUniforms().getSizeInBytes()); count += U32(mtl.getPrefilledLocalUniforms().getSizeInBytes() / 4); } ANKI_ASSERT(count * 4 == m_gpuSceneUniforms.m_size); gpuScenePatcher.newCopy(*info.m_framePool, m_gpuSceneUniforms.m_offset, m_gpuSceneUniforms.m_size, &allUniforms[0]); } updated = m_dirty; m_dirty = false; return Error::kNone; } void ModelComponent::setupRenderableQueueElements(U32 lod, RenderingTechnique technique, StackMemoryPool& tmpPool, WeakArray& outRenderables) const { ANKI_ASSERT(isEnabled()); ANKI_ASSERT(m_moveComponent); outRenderables.setArray(nullptr, 0); const RenderingTechniqueBit requestedRenderingTechniqueMask = RenderingTechniqueBit(1 << technique); if(!(m_presentRenderingTechniques & requestedRenderingTechniqueMask)) { return; } // Allocate renderables U32 renderableCount = 0; for(U32 i = 0; i < m_patchInfos.getSize(); ++i) { renderableCount += !!(m_patchInfos[i].m_techniques & requestedRenderingTechniqueMask); } if(renderableCount == 0) { return; } RenderableQueueElement* renderables = static_cast( tmpPool.allocate(sizeof(RenderableQueueElement) * renderableCount, alignof(RenderableQueueElement))); outRenderables.setArray(renderables, renderableCount); // Fill renderables const Bool moved = m_moveComponent->wasDirtyThisFrame() && technique == RenderingTechnique::kGBuffer; const Bool hasSkin = m_skinComponent != nullptr && m_skinComponent->isEnabled(); RenderingKey key; key.setLod(lod); key.setRenderingTechnique(technique); key.setVelocity(moved); key.setSkinned(hasSkin); renderableCount = 0; for(U32 i = 0; i < m_patchInfos.getSize(); ++i) { if(!(m_patchInfos[i].m_techniques & requestedRenderingTechniqueMask)) { continue; } RenderableQueueElement& queueElem = renderables[renderableCount]; const ModelPatch& patch = m_model->getModelPatches()[i]; ModelRenderingInfo modelInf; patch.getRenderingInfo(key, modelInf); queueElem.m_program = modelInf.m_program.get(); queueElem.m_worldTransformsOffset = m_moveComponent->getTransformsGpuSceneOffset(); queueElem.m_uniformsOffset = m_patchInfos[i].m_gpuSceneUniformsOffset; queueElem.m_geometryOffset = U32(m_gpuSceneMeshLods.m_offset + sizeof(GpuSceneMeshLod) * (kMaxLodCount * i + lod)); queueElem.m_boneTransformsOffset = (hasSkin) ? m_skinComponent->getBoneTransformsGpuSceneOffset() : 0; queueElem.m_indexCount = modelInf.m_indexCount; queueElem.m_firstIndex = U32(modelInf.m_indexBufferOffset / 2 + modelInf.m_firstIndex); queueElem.m_indexed = true; queueElem.m_primitiveTopology = PrimitiveTopology::kTriangles; queueElem.computeMergeKey(); ++renderableCount; } } void ModelComponent::onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added) { ANKI_ASSERT(other); if(added) { if(other->getClassId() == MoveComponent::getStaticClassId()) { m_moveComponent = static_cast(other); } else if(other->getClassId() == SkinComponent::getStaticClassId()) { m_skinComponent = static_cast(other); } } else { if(other == m_moveComponent) { m_moveComponent = nullptr; } else if(other == m_skinComponent) { m_skinComponent = nullptr; } } } } // end namespace anki