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