MaterialComponent.cpp 15 KB

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  1. // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Scene/Components/MaterialComponent.h>
  6. #include <AnKi/Scene/Components/SkinComponent.h>
  7. #include <AnKi/Scene/Components/MeshComponent.h>
  8. #include <AnKi/Resource/MeshResource.h>
  9. #include <AnKi/Resource/MaterialResource.h>
  10. #include <AnKi/Resource/ResourceManager.h>
  11. #include <AnKi/Core/App.h>
  12. #include <AnKi/Shaders/Include/GpuSceneFunctions.h>
  13. namespace anki {
  14. MaterialComponent::MaterialComponent(SceneNode* node)
  15. : SceneComponent(node, kClassType)
  16. {
  17. m_gpuSceneTransforms.allocate();
  18. m_gpuSceneRenderable.allocate();
  19. m_gpuSceneMeshLods.allocate();
  20. }
  21. MaterialComponent::~MaterialComponent()
  22. {
  23. m_gpuSceneTransforms.free();
  24. m_gpuSceneRenderable.free();
  25. m_gpuSceneMeshLods.free();
  26. }
  27. MaterialComponent& MaterialComponent::setMaterialFilename(CString fname)
  28. {
  29. MaterialResourcePtr newRsrc;
  30. const Error err = ResourceManager::getSingleton().loadResource(fname, newRsrc);
  31. if(err)
  32. {
  33. ANKI_SCENE_LOGE("Failed to load resource: %s", fname.cstr());
  34. }
  35. else
  36. {
  37. m_resource = std::move(newRsrc);
  38. m_castsShadow = m_resource->castsShadow();
  39. m_resourceDirty = true;
  40. }
  41. return *this;
  42. }
  43. CString MaterialComponent::getMaterialFilename() const
  44. {
  45. if(m_resource)
  46. {
  47. return m_resource->getFilename();
  48. }
  49. else
  50. {
  51. return "*Error*";
  52. }
  53. }
  54. MaterialComponent& MaterialComponent::setSubmeshIndex(U32 submeshIdx)
  55. {
  56. if(m_submeshIdx != submeshIdx)
  57. {
  58. m_submeshIdx = submeshIdx;
  59. m_submeshIdxDirty = true;
  60. }
  61. return *this;
  62. }
  63. void MaterialComponent::onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added)
  64. {
  65. ANKI_ASSERT(other);
  66. if(other->getType() == SceneComponentType::kSkin)
  67. {
  68. const Bool alreadyHasSkinComponent = m_skinComponent != nullptr;
  69. if(added && !alreadyHasSkinComponent)
  70. {
  71. m_skinComponent = static_cast<SkinComponent*>(other);
  72. m_skinDirty = true;
  73. }
  74. else if(!added && other == m_skinComponent)
  75. {
  76. m_skinComponent = nullptr;
  77. m_skinDirty = true;
  78. }
  79. }
  80. if(other->getType() == SceneComponentType::kMesh)
  81. {
  82. const Bool alreadyHasMeshComponent = m_meshComponent != nullptr;
  83. if(added && !alreadyHasMeshComponent)
  84. {
  85. m_meshComponent = static_cast<MeshComponent*>(other);
  86. m_meshComponentDirty = true;
  87. }
  88. else if(!added && other == m_meshComponent)
  89. {
  90. m_meshComponent = nullptr;
  91. m_meshComponentDirty = true;
  92. }
  93. }
  94. }
  95. Aabb MaterialComponent::computeAabb(U32 submeshIndex, const SceneNode& node) const
  96. {
  97. U32 firstIndex, indexCount, firstMeshlet, meshletCount;
  98. Aabb aabbLocal;
  99. m_meshComponent->getMeshResource().getSubMeshInfo(0, submeshIndex, firstIndex, indexCount, firstMeshlet, meshletCount, aabbLocal);
  100. if(m_skinComponent)
  101. {
  102. aabbLocal = m_skinComponent->getBoneBoundingVolumeLocalSpace().getCompoundShape(aabbLocal);
  103. }
  104. const Aabb aabbWorld = aabbLocal.getTransformed(node.getWorldTransform());
  105. return aabbWorld;
  106. }
  107. void MaterialComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  108. {
  109. const Bool mtlUpdated = m_resourceDirty;
  110. const Bool meshUpdated = m_meshComponentDirty || (m_meshComponent && m_meshComponent->updatedThisFrame());
  111. const Bool moved = info.m_node->movedThisFrame() || m_firstTimeUpdate;
  112. const Bool movedLastFrame = m_movedLastFrame || m_firstTimeUpdate;
  113. const Bool skinUpdated = m_skinDirty;
  114. const Bool submeshUpdated = m_submeshIdxDirty;
  115. const Bool hasSkin = m_skinComponent && m_skinComponent->isEnabled();
  116. const Bool isValid = m_resource.isCreated() && m_resource->isLoaded() && m_meshComponent && m_meshComponent->isValid()
  117. && m_meshComponent->getMeshResource().isLoaded();
  118. updated = mtlUpdated || meshUpdated || moved || skinUpdated || submeshUpdated;
  119. if(!isValid) [[unlikely]]
  120. {
  121. m_gpuSceneRenderableAabbGBuffer.free();
  122. m_gpuSceneRenderableAabbDepth.free();
  123. m_gpuSceneRenderableAabbForward.free();
  124. m_gpuSceneRenderableAabbRt.free();
  125. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  126. {
  127. RenderStateBucketContainer::getSingleton().removeUser(m_renderStateBucketIndices[t]);
  128. }
  129. return;
  130. }
  131. // From now on the component is considered valid
  132. m_resourceDirty = false;
  133. m_firstTimeUpdate = false;
  134. m_meshComponentDirty = false;
  135. m_movedLastFrame = moved;
  136. m_skinDirty = false;
  137. m_submeshIdxDirty = false;
  138. const MaterialResource& mtl = *m_resource;
  139. const MeshResource& mesh = m_meshComponent->getMeshResource();
  140. const U32 submeshIdx = min(mesh.getSubMeshCount() - 1, m_submeshIdx);
  141. // Extract the diffuse color
  142. Vec3 averageDiffuse(0.0f);
  143. if(mtlUpdated)
  144. {
  145. const MaterialVariable* diffuseRelatedMtlVar = nullptr;
  146. for(const MaterialVariable& mtlVar : mtl.getVariables())
  147. {
  148. SceneString name = mtlVar.getName();
  149. name.toLower();
  150. if(name.find("diffuse") != String::kNpos || name.find("albedo") != String::kNpos)
  151. {
  152. if(diffuseRelatedMtlVar)
  153. {
  154. if(name.find("tex") != String::kNpos)
  155. {
  156. diffuseRelatedMtlVar = &mtlVar;
  157. }
  158. }
  159. else
  160. {
  161. diffuseRelatedMtlVar = &mtlVar;
  162. }
  163. }
  164. }
  165. if(diffuseRelatedMtlVar)
  166. {
  167. if(diffuseRelatedMtlVar->getDataType() >= ShaderVariableDataType::kTextureFirst
  168. && diffuseRelatedMtlVar->getDataType() <= ShaderVariableDataType::kTextureLast)
  169. {
  170. averageDiffuse = diffuseRelatedMtlVar->getValue<ImageResourcePtr>()->getAverageColor().xyz();
  171. }
  172. else if(diffuseRelatedMtlVar->getDataType() == ShaderVariableDataType::kVec3)
  173. {
  174. averageDiffuse = diffuseRelatedMtlVar->getValue<Vec3>();
  175. }
  176. else if(diffuseRelatedMtlVar->getDataType() == ShaderVariableDataType::kU32 && diffuseRelatedMtlVar->tryGetImageResource())
  177. {
  178. // Bindless texture
  179. averageDiffuse = diffuseRelatedMtlVar->tryGetImageResource()->getAverageColor().xyz();
  180. }
  181. else
  182. {
  183. ANKI_SCENE_LOGW("Couldn't extract a diffuse value for material: %s", mtl.getFilename().cstr());
  184. }
  185. }
  186. }
  187. // Upload transforms
  188. if(moved || movedLastFrame) [[unlikely]]
  189. {
  190. Array<Mat3x4, 2> trfs;
  191. trfs[0] = Mat3x4(info.m_node->getWorldTransform());
  192. trfs[1] = Mat3x4(info.m_node->getPreviousWorldTransform());
  193. m_gpuSceneTransforms.uploadToGpuScene(trfs);
  194. }
  195. // Update mesh lods
  196. const Bool meshLodsNeedUpdate = meshUpdated || submeshUpdated;
  197. if(meshLodsNeedUpdate) [[unlikely]]
  198. {
  199. Array<GpuSceneMeshLod, kMaxLodCount> meshLods;
  200. for(U32 l = 0; l < mesh.getLodCount(); ++l)
  201. {
  202. GpuSceneMeshLod& meshLod = meshLods[l];
  203. meshLod = {};
  204. meshLod.m_positionScale = mesh.getPositionsScale();
  205. meshLod.m_positionTranslation = mesh.getPositionsTranslation();
  206. U32 firstIndex, indexCount, firstMeshlet, meshletCount;
  207. Aabb aabb;
  208. mesh.getSubMeshInfo(l, submeshIdx, firstIndex, indexCount, firstMeshlet, meshletCount, aabb);
  209. U32 totalIndexCount;
  210. IndexType indexType;
  211. PtrSize indexUgbOffset;
  212. mesh.getIndexBufferInfo(l, indexUgbOffset, totalIndexCount, indexType);
  213. for(VertexStreamId stream = VertexStreamId::kMeshRelatedFirst; stream < VertexStreamId::kMeshRelatedCount; ++stream)
  214. {
  215. if(mesh.isVertexStreamPresent(stream))
  216. {
  217. U32 vertCount;
  218. PtrSize ugbOffset;
  219. mesh.getVertexBufferInfo(l, stream, ugbOffset, vertCount);
  220. const PtrSize elementSize = getFormatInfo(kMeshRelatedVertexStreamFormats[stream]).m_texelSize;
  221. ANKI_ASSERT(ugbOffset % elementSize == 0);
  222. meshLod.m_vertexOffsets[U32(stream)] = U32(ugbOffset / elementSize);
  223. }
  224. else
  225. {
  226. meshLod.m_vertexOffsets[U32(stream)] = kMaxU32;
  227. }
  228. }
  229. meshLod.m_indexCount = indexCount;
  230. ANKI_ASSERT(indexUgbOffset % getIndexSize(indexType) == 0);
  231. meshLod.m_firstIndex = U32(indexUgbOffset / getIndexSize(indexType)) + firstIndex;
  232. meshLod.m_renderableIndex = m_gpuSceneRenderable.getIndex();
  233. if(GrManager::getSingleton().getDeviceCapabilities().m_meshShaders || g_cvarCoreMeshletRendering)
  234. {
  235. U32 dummy;
  236. PtrSize meshletBoundingVolumesUgbOffset, meshletGometryDescriptorsUgbOffset;
  237. mesh.getMeshletBufferInfo(l, meshletBoundingVolumesUgbOffset, meshletGometryDescriptorsUgbOffset, dummy);
  238. meshLod.m_firstMeshletBoundingVolume = firstMeshlet + U32(meshletBoundingVolumesUgbOffset / sizeof(MeshletBoundingVolume));
  239. meshLod.m_firstMeshletGeometryDescriptor = firstMeshlet + U32(meshletGometryDescriptorsUgbOffset / sizeof(MeshletGeometryDescriptor));
  240. meshLod.m_meshletCount = meshletCount;
  241. }
  242. meshLod.m_lod = l;
  243. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kAllRt))
  244. {
  245. const U64 address = mesh.getBottomLevelAccelerationStructure(l, submeshIdx)->getGpuAddress();
  246. memcpy(&meshLod.m_blasAddress, &address, sizeof(meshLod.m_blasAddress));
  247. meshLod.m_tlasInstanceMask = 0xFFFFFFFF;
  248. }
  249. }
  250. // Copy the last LOD to the rest just in case
  251. for(U32 l = mesh.getLodCount(); l < kMaxLodCount; ++l)
  252. {
  253. meshLods[l] = meshLods[l - 1];
  254. }
  255. m_gpuSceneMeshLods.uploadToGpuScene(meshLods);
  256. }
  257. // Update the constants
  258. const Bool constantsNeedUpdate = mtlUpdated;
  259. if(mtlUpdated) [[unlikely]]
  260. {
  261. ConstWeakArray<U8> preallocatedConsts = mtl.getPrefilledLocalConstants();
  262. if(!m_gpuSceneConstants.isValid() || m_gpuSceneConstants.getAllocatedSize() != preallocatedConsts.getSizeInBytes())
  263. {
  264. GpuSceneBuffer::getSingleton().deferredFree(m_gpuSceneConstants);
  265. m_gpuSceneConstants = GpuSceneBuffer::getSingleton().allocate(preallocatedConsts.getSizeInBytes(), 4);
  266. }
  267. GpuSceneMicroPatcher::getSingleton().newCopy(*info.m_framePool, m_gpuSceneConstants.getOffset(), m_gpuSceneConstants.getAllocatedSize(),
  268. preallocatedConsts.getBegin());
  269. }
  270. // Update renderable
  271. if(constantsNeedUpdate || skinUpdated) [[unlikely]]
  272. {
  273. GpuSceneRenderable gpuRenderable = {};
  274. gpuRenderable.m_worldTransformsIndex = m_gpuSceneTransforms.getIndex() * 2;
  275. gpuRenderable.m_constantsOffset = m_gpuSceneConstants.getOffset();
  276. gpuRenderable.m_meshLodsIndex = m_gpuSceneMeshLods.getIndex() * kMaxLodCount;
  277. gpuRenderable.m_boneTransformsOffset = (hasSkin) ? m_skinComponent->getBoneTransformsGpuSceneOffset() : 0;
  278. gpuRenderable.m_particleEmitterIndex = kMaxU32;
  279. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kRtShadow))
  280. {
  281. const RenderingKey key(RenderingTechnique::kRtShadow, 0, false, false, false);
  282. const MaterialVariant& variant = mtl.getOrCreateVariant(key);
  283. gpuRenderable.m_rtShadowsShaderHandleIndex = variant.getRtShaderGroupHandleIndex();
  284. }
  285. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kRtMaterialFetch))
  286. {
  287. const RenderingKey key(RenderingTechnique::kRtMaterialFetch, 0, false, false, false);
  288. const MaterialVariant& variant = mtl.getOrCreateVariant(key);
  289. gpuRenderable.m_rtMaterialFetchShaderHandleIndex = variant.getRtShaderGroupHandleIndex();
  290. }
  291. gpuRenderable.m_uuid = SceneGraph::getSingleton().getNewUuid();
  292. const UVec3 u3(averageDiffuse.xyz().clamp(0.0f, 1.0f) * 255.0f);
  293. gpuRenderable.m_diffuseColor = ((u3.x() << 16u) | (u3.y() << 8u) | u3.z()) & 0xFFFFFFF;
  294. m_gpuSceneRenderable.uploadToGpuScene(gpuRenderable);
  295. }
  296. // Scene bounds update
  297. const Bool aabbUpdated = moved || meshUpdated || submeshUpdated || hasSkin;
  298. if(aabbUpdated || info.m_forceUpdateSceneBounds) [[unlikely]]
  299. {
  300. const Aabb aabbWorld = computeAabb(submeshIdx, *info.m_node);
  301. info.updateSceneBounds(aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz());
  302. }
  303. // Update the buckets
  304. const Bool bucketsNeedUpdate = mtlUpdated || submeshUpdated || moved != movedLastFrame;
  305. if(bucketsNeedUpdate) [[unlikely]]
  306. {
  307. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  308. {
  309. RenderStateBucketContainer::getSingleton().removeUser(m_renderStateBucketIndices[t]);
  310. if(!(RenderingTechniqueBit(1 << t) & mtl.getRenderingTechniques()))
  311. {
  312. continue;
  313. }
  314. // Fill the state
  315. RenderingKey key;
  316. key.setLod(0); // Materials don't care
  317. key.setRenderingTechnique(t);
  318. key.setSkinned(hasSkin);
  319. key.setVelocity(moved);
  320. key.setMeshletRendering(GrManager::getSingleton().getDeviceCapabilities().m_meshShaders || g_cvarCoreMeshletRendering);
  321. const MaterialVariant& mvariant = mtl.getOrCreateVariant(key);
  322. RenderStateInfo state;
  323. state.m_primitiveTopology = PrimitiveTopology::kTriangles;
  324. state.m_indexedDrawcall = true;
  325. state.m_program = mvariant.getShaderProgram();
  326. U32 firstIndex, indexCount, firstMeshlet, meshletCount;
  327. Aabb aabb;
  328. mesh.getSubMeshInfo(0, submeshIdx, firstIndex, indexCount, firstMeshlet, meshletCount, aabb);
  329. const Bool wantsMesletCount = key.getMeshletRendering() && !(RenderingTechniqueBit(1 << t) & RenderingTechniqueBit::kAllRt);
  330. m_renderStateBucketIndices[t] = RenderStateBucketContainer::getSingleton().addUser(state, t, (wantsMesletCount) ? meshletCount : 0);
  331. }
  332. }
  333. // Upload the AABBs to the GPU scene
  334. const Bool gpuSceneAabbsNeedUpdate = aabbUpdated || bucketsNeedUpdate;
  335. if(gpuSceneAabbsNeedUpdate) [[unlikely]]
  336. {
  337. const Aabb aabbWorld = computeAabb(submeshIdx, *info.m_node);
  338. // Raster
  339. for(RenderingTechnique t : EnumBitsIterable<RenderingTechnique, RenderingTechniqueBit>(RenderingTechniqueBit::kAllRaster))
  340. {
  341. const RenderingTechniqueBit bit = RenderingTechniqueBit(1 << t);
  342. if(!(mtl.getRenderingTechniques() & bit))
  343. {
  344. switch(t)
  345. {
  346. case RenderingTechnique::kGBuffer:
  347. m_gpuSceneRenderableAabbGBuffer.free();
  348. break;
  349. case RenderingTechnique::kDepth:
  350. m_gpuSceneRenderableAabbDepth.free();
  351. break;
  352. case RenderingTechnique::kForward:
  353. m_gpuSceneRenderableAabbForward.free();
  354. break;
  355. default:
  356. ANKI_ASSERT(0);
  357. }
  358. }
  359. else
  360. {
  361. const GpuSceneRenderableBoundingVolume gpuVolume = initGpuSceneRenderableBoundingVolume(
  362. aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz(), m_gpuSceneRenderable.getIndex(), m_renderStateBucketIndices[t].get());
  363. switch(t)
  364. {
  365. case RenderingTechnique::kGBuffer:
  366. if(!m_gpuSceneRenderableAabbGBuffer.isValid())
  367. {
  368. m_gpuSceneRenderableAabbGBuffer.allocate();
  369. }
  370. m_gpuSceneRenderableAabbGBuffer.uploadToGpuScene(gpuVolume);
  371. break;
  372. case RenderingTechnique::kDepth:
  373. if(!m_gpuSceneRenderableAabbDepth.isValid())
  374. {
  375. m_gpuSceneRenderableAabbDepth.allocate();
  376. }
  377. m_gpuSceneRenderableAabbDepth.uploadToGpuScene(gpuVolume);
  378. break;
  379. case RenderingTechnique::kForward:
  380. if(!m_gpuSceneRenderableAabbForward.isValid())
  381. {
  382. m_gpuSceneRenderableAabbForward.allocate();
  383. }
  384. m_gpuSceneRenderableAabbForward.uploadToGpuScene(gpuVolume);
  385. break;
  386. default:
  387. ANKI_ASSERT(0);
  388. }
  389. }
  390. }
  391. // RT
  392. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kAllRt))
  393. {
  394. if(!m_gpuSceneRenderableAabbRt.isValid())
  395. {
  396. m_gpuSceneRenderableAabbRt.allocate();
  397. }
  398. const U32 bucketIdx = 0;
  399. const GpuSceneRenderableBoundingVolume gpuVolume =
  400. initGpuSceneRenderableBoundingVolume(aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz(), m_gpuSceneRenderable.getIndex(), bucketIdx);
  401. m_gpuSceneRenderableAabbRt.uploadToGpuScene(gpuVolume);
  402. }
  403. else
  404. {
  405. m_gpuSceneRenderableAabbRt.free();
  406. }
  407. }
  408. }
  409. } // end namespace anki