ModelComponent.cpp 13 KB

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  1. // Copyright (C) 2009-2023, 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/ModelComponent.h>
  6. #include <AnKi/Scene/SceneNode.h>
  7. #include <AnKi/Scene/SceneGraph.h>
  8. #include <AnKi/Scene/Components/MoveComponent.h>
  9. #include <AnKi/Scene/Components/SkinComponent.h>
  10. #include <AnKi/Resource/ModelResource.h>
  11. #include <AnKi/Resource/ResourceManager.h>
  12. #include <AnKi/Shaders/Include/GpuSceneFunctions.h>
  13. #include <AnKi/Core/App.h>
  14. namespace anki {
  15. ModelComponent::ModelComponent(SceneNode* node)
  16. : SceneComponent(node, kClassType)
  17. {
  18. m_gpuSceneTransforms.allocate();
  19. }
  20. ModelComponent::~ModelComponent()
  21. {
  22. }
  23. void ModelComponent::freeGpuScene()
  24. {
  25. GpuSceneBuffer::getSingleton().deferredFree(m_gpuSceneUniforms);
  26. for(PatchInfo& patch : m_patchInfos)
  27. {
  28. patch.m_gpuSceneMeshLods.free();
  29. patch.m_gpuSceneRenderable.free();
  30. patch.m_gpuSceneRenderableAabbDepth.free();
  31. patch.m_gpuSceneRenderableAabbForward.free();
  32. patch.m_gpuSceneRenderableAabbGBuffer.free();
  33. patch.m_gpuSceneRenderableAabbRt.free();
  34. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  35. {
  36. RenderStateBucketContainer::getSingleton().removeUser(patch.m_renderStateBucketIndices[t]);
  37. }
  38. }
  39. }
  40. void ModelComponent::loadModelResource(CString filename)
  41. {
  42. ModelResourcePtr rsrc;
  43. const Error err = ResourceManager::getSingleton().loadResource(filename, rsrc);
  44. if(err)
  45. {
  46. ANKI_SCENE_LOGE("Failed to load model resource");
  47. return;
  48. }
  49. m_resourceChanged = true;
  50. m_model = std::move(rsrc);
  51. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  52. // Init
  53. freeGpuScene();
  54. m_patchInfos.resize(modelPatchCount);
  55. m_presentRenderingTechniques = RenderingTechniqueBit::kNone;
  56. // Allocate all uniforms so you can make one allocation
  57. U32 uniformsSize = 0;
  58. for(U32 i = 0; i < modelPatchCount; ++i)
  59. {
  60. const U32 size = U32(m_model->getModelPatches()[i].getMaterial()->getPrefilledLocalUniforms().getSizeInBytes());
  61. ANKI_ASSERT((size % 4) == 0);
  62. uniformsSize += size;
  63. }
  64. m_gpuSceneUniforms = GpuSceneBuffer::getSingleton().allocate(uniformsSize, 4);
  65. uniformsSize = 0;
  66. // Init the patches
  67. for(U32 i = 0; i < modelPatchCount; ++i)
  68. {
  69. PatchInfo& out = m_patchInfos[i];
  70. const ModelPatch& in = m_model->getModelPatches()[i];
  71. out.m_techniques = in.getMaterial()->getRenderingTechniques();
  72. m_castsShadow = m_castsShadow || in.getMaterial()->castsShadow();
  73. m_presentRenderingTechniques |= in.getMaterial()->getRenderingTechniques();
  74. out.m_gpuSceneUniformsOffset = m_gpuSceneUniforms.getOffset() + uniformsSize;
  75. uniformsSize += U32(in.getMaterial()->getPrefilledLocalUniforms().getSizeInBytes());
  76. out.m_gpuSceneMeshLods.allocate();
  77. out.m_gpuSceneRenderable.allocate();
  78. for(RenderingTechnique t : EnumBitsIterable<RenderingTechnique, RenderingTechniqueBit>(out.m_techniques))
  79. {
  80. switch(t)
  81. {
  82. case RenderingTechnique::kGBuffer:
  83. out.m_gpuSceneRenderableAabbGBuffer.allocate();
  84. break;
  85. case RenderingTechnique::kForward:
  86. out.m_gpuSceneRenderableAabbForward.allocate();
  87. break;
  88. case RenderingTechnique::kDepth:
  89. out.m_gpuSceneRenderableAabbDepth.allocate();
  90. break;
  91. case RenderingTechnique::kRtShadow:
  92. out.m_gpuSceneRenderableAabbRt.allocate();
  93. break;
  94. default:
  95. ANKI_ASSERT(0);
  96. }
  97. }
  98. }
  99. }
  100. Error ModelComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  101. {
  102. if(!isEnabled()) [[unlikely]]
  103. {
  104. updated = false;
  105. return Error::kNone;
  106. }
  107. const Bool resourceUpdated = m_resourceChanged;
  108. m_resourceChanged = false;
  109. const Bool moved = info.m_node->movedThisFrame() || m_firstTimeUpdate;
  110. const Bool movedLastFrame = m_movedLastFrame || m_firstTimeUpdate;
  111. m_firstTimeUpdate = false;
  112. m_movedLastFrame = moved;
  113. const Bool hasSkin = m_skinComponent != nullptr && m_skinComponent->isEnabled();
  114. updated = resourceUpdated || moved || movedLastFrame;
  115. // Upload GpuSceneMeshLod, uniforms and GpuSceneRenderable
  116. if(resourceUpdated) [[unlikely]]
  117. {
  118. // Upload the mesh views
  119. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  120. for(U32 i = 0; i < modelPatchCount; ++i)
  121. {
  122. const ModelPatch& patch = m_model->getModelPatches()[i];
  123. const MeshResource& mesh = *patch.getMesh();
  124. const MaterialResource& mtl = *patch.getMaterial();
  125. Array<GpuSceneMeshLod, kMaxLodCount> meshLods;
  126. for(U32 l = 0; l < mesh.getLodCount(); ++l)
  127. {
  128. GpuSceneMeshLod& meshLod = meshLods[l];
  129. meshLod = {};
  130. meshLod.m_positionScale = mesh.getPositionsScale();
  131. meshLod.m_positionTranslation = mesh.getPositionsTranslation();
  132. ModelPatchGeometryInfo inf;
  133. patch.getGeometryInfo(l, inf);
  134. ANKI_ASSERT((inf.m_indexUgbOffset % getIndexSize(inf.m_indexType)) == 0);
  135. meshLod.m_firstIndex = U32(inf.m_indexUgbOffset / getIndexSize(inf.m_indexType));
  136. meshLod.m_indexCount = inf.m_indexCount;
  137. for(VertexStreamId stream = VertexStreamId::kMeshRelatedFirst; stream < VertexStreamId::kMeshRelatedCount; ++stream)
  138. {
  139. if(mesh.isVertexStreamPresent(stream))
  140. {
  141. const PtrSize elementSize = getFormatInfo(kMeshRelatedVertexStreamFormats[stream]).m_texelSize;
  142. ANKI_ASSERT((inf.m_vertexUgbOffsets[stream] % elementSize) == 0);
  143. meshLod.m_vertexOffsets[U32(stream)] = U32(inf.m_vertexUgbOffsets[stream] / elementSize);
  144. }
  145. else
  146. {
  147. meshLod.m_vertexOffsets[U32(stream)] = kMaxU32;
  148. }
  149. }
  150. if(inf.m_blas)
  151. {
  152. const U64 address = inf.m_blas->getGpuAddress();
  153. memcpy(&meshLod.m_blasAddress, &address, sizeof(meshLod.m_blasAddress));
  154. meshLod.m_tlasInstanceMask = 0xFFFFFFFF;
  155. }
  156. if(inf.m_meshletCount)
  157. {
  158. ANKI_ASSERT((inf.m_meshletBoundingVolumesUgbOffset % sizeof(MeshletBoundingVolume)) == 0);
  159. meshLod.m_firstMeshletBoundingVolume = U32(inf.m_meshletBoundingVolumesUgbOffset / sizeof(MeshletBoundingVolume));
  160. ANKI_ASSERT((inf.m_meshletGometryDescriptorsUgbOffset % sizeof(MeshletGeometryDescriptor)) == 0);
  161. meshLod.m_firstMeshletGeometryDescriptor = U32(inf.m_meshletGometryDescriptorsUgbOffset / sizeof(MeshletGeometryDescriptor));
  162. meshLod.m_meshletCount = inf.m_meshletCount;
  163. }
  164. meshLod.m_renderableIndex = m_patchInfos[i].m_gpuSceneRenderable.getIndex();
  165. meshLod.m_lod = l;
  166. }
  167. // Copy the last LOD to the rest just in case
  168. for(U32 l = mesh.getLodCount(); l < kMaxLodCount; ++l)
  169. {
  170. meshLods[l] = meshLods[l - 1];
  171. }
  172. m_patchInfos[i].m_gpuSceneMeshLods.uploadToGpuScene(meshLods);
  173. // Upload the GpuSceneRenderable
  174. GpuSceneRenderable gpuRenderable = {};
  175. gpuRenderable.m_worldTransformsIndex = m_gpuSceneTransforms.getIndex() * 2;
  176. gpuRenderable.m_uniformsOffset = m_patchInfos[i].m_gpuSceneUniformsOffset;
  177. gpuRenderable.m_meshLodsIndex = m_patchInfos[i].m_gpuSceneMeshLods.getIndex() * kMaxLodCount;
  178. gpuRenderable.m_boneTransformsOffset = (hasSkin) ? m_skinComponent->getBoneTransformsGpuSceneOffset() : 0;
  179. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kRtShadow))
  180. {
  181. const RenderingKey key(RenderingTechnique::kRtShadow, 0, false, false, false);
  182. const MaterialVariant& variant = mtl.getOrCreateVariant(key);
  183. gpuRenderable.m_rtShadowsShaderHandleIndex = variant.getRtShaderGroupHandleIndex();
  184. }
  185. gpuRenderable.m_uuid = SceneGraph::getSingleton().getNewUuid();
  186. m_patchInfos[i].m_gpuSceneRenderable.uploadToGpuScene(gpuRenderable);
  187. }
  188. // Upload the uniforms
  189. DynamicArray<U32, MemoryPoolPtrWrapper<StackMemoryPool>> allUniforms(info.m_framePool);
  190. allUniforms.resize(m_gpuSceneUniforms.getAllocatedSize() / 4);
  191. U32 count = 0;
  192. for(U32 i = 0; i < modelPatchCount; ++i)
  193. {
  194. const ModelPatch& patch = m_model->getModelPatches()[i];
  195. const MaterialResource& mtl = *patch.getMaterial();
  196. memcpy(&allUniforms[count], mtl.getPrefilledLocalUniforms().getBegin(), mtl.getPrefilledLocalUniforms().getSizeInBytes());
  197. count += U32(mtl.getPrefilledLocalUniforms().getSizeInBytes() / 4);
  198. }
  199. ANKI_ASSERT(count * 4 == m_gpuSceneUniforms.getAllocatedSize());
  200. GpuSceneMicroPatcher::getSingleton().newCopy(*info.m_framePool, m_gpuSceneUniforms.getOffset(), m_gpuSceneUniforms.getAllocatedSize(),
  201. &allUniforms[0]);
  202. }
  203. // Upload transforms
  204. if(moved || movedLastFrame) [[unlikely]]
  205. {
  206. Array<Mat3x4, 2> trfs;
  207. trfs[0] = Mat3x4(info.m_node->getWorldTransform());
  208. trfs[1] = Mat3x4(info.m_node->getPreviousWorldTransform());
  209. m_gpuSceneTransforms.uploadToGpuScene(trfs);
  210. }
  211. // Scene bounds update
  212. const Bool aabbUpdated = moved || resourceUpdated || m_skinComponent;
  213. if(aabbUpdated) [[unlikely]]
  214. {
  215. const Aabb aabbWorld = computeAabbWorldSpace(info.m_node->getWorldTransform());
  216. SceneGraph::getSingleton().updateSceneBounds(aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz());
  217. }
  218. // Update the buckets
  219. const Bool bucketsNeedUpdate = resourceUpdated || moved != movedLastFrame;
  220. if(bucketsNeedUpdate)
  221. {
  222. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  223. for(U32 i = 0; i < modelPatchCount; ++i)
  224. {
  225. // Refresh the render state buckets
  226. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  227. {
  228. RenderStateBucketContainer::getSingleton().removeUser(m_patchInfos[i].m_renderStateBucketIndices[t]);
  229. if(!(RenderingTechniqueBit(1 << t) & m_patchInfos[i].m_techniques))
  230. {
  231. continue;
  232. }
  233. // Fill the state
  234. RenderingKey key;
  235. key.setLod(0); // Materials don't care
  236. key.setRenderingTechnique(t);
  237. key.setSkinned(hasSkin);
  238. key.setVelocity(moved);
  239. key.setMeshletRendering(GrManager::getSingleton().getDeviceCapabilities().m_meshShaders || g_meshletRenderingCVar.get());
  240. const MaterialVariant& mvariant = m_model->getModelPatches()[i].getMaterial()->getOrCreateVariant(key);
  241. RenderStateInfo state;
  242. state.m_primitiveTopology = PrimitiveTopology::kTriangles;
  243. state.m_indexedDrawcall = true;
  244. state.m_program = mvariant.getShaderProgram();
  245. ModelPatchGeometryInfo inf;
  246. m_model->getModelPatches()[i].getGeometryInfo(0, inf);
  247. const Bool wantsMesletCount = key.getMeshletRendering() && !(RenderingTechniqueBit(1 << t) & RenderingTechniqueBit::kAllRt);
  248. m_patchInfos[i].m_renderStateBucketIndices[t] =
  249. RenderStateBucketContainer::getSingleton().addUser(state, t, (wantsMesletCount) ? inf.m_meshletCount : 0);
  250. }
  251. }
  252. }
  253. // Upload the AABBs to the GPU scene
  254. const Bool gpuSceneAabbsNeedUpdate = aabbUpdated || bucketsNeedUpdate;
  255. if(gpuSceneAabbsNeedUpdate)
  256. {
  257. const Aabb aabbWorld = computeAabbWorldSpace(info.m_node->getWorldTransform());
  258. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  259. for(U32 i = 0; i < modelPatchCount; ++i)
  260. {
  261. // Do raster techniques
  262. for(RenderingTechnique t :
  263. EnumBitsIterable<RenderingTechnique, RenderingTechniqueBit>(m_patchInfos[i].m_techniques & ~RenderingTechniqueBit::kAllRt))
  264. {
  265. const GpuSceneRenderableBoundingVolume gpuVolume = initGpuSceneRenderableBoundingVolume(
  266. aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz(), m_patchInfos[i].m_gpuSceneRenderable.getIndex(),
  267. m_patchInfos[i].m_renderStateBucketIndices[t].get());
  268. switch(t)
  269. {
  270. case RenderingTechnique::kGBuffer:
  271. m_patchInfos[i].m_gpuSceneRenderableAabbGBuffer.uploadToGpuScene(gpuVolume);
  272. break;
  273. case RenderingTechnique::kDepth:
  274. m_patchInfos[i].m_gpuSceneRenderableAabbDepth.uploadToGpuScene(gpuVolume);
  275. break;
  276. case RenderingTechnique::kForward:
  277. m_patchInfos[i].m_gpuSceneRenderableAabbForward.uploadToGpuScene(gpuVolume);
  278. break;
  279. default:
  280. ANKI_ASSERT(0);
  281. }
  282. }
  283. // Do RT techniques
  284. if(!!(m_patchInfos[i].m_techniques & RenderingTechniqueBit::kAllRt))
  285. {
  286. const U32 bucket = 0;
  287. const GpuSceneRenderableBoundingVolume gpuVolume = initGpuSceneRenderableBoundingVolume(
  288. aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz(), m_patchInfos[i].m_gpuSceneRenderable.getIndex(), bucket);
  289. m_patchInfos[i].m_gpuSceneRenderableAabbRt.uploadToGpuScene(gpuVolume);
  290. }
  291. }
  292. }
  293. return Error::kNone;
  294. }
  295. void ModelComponent::onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added)
  296. {
  297. ANKI_ASSERT(other);
  298. if(other->getType() != SceneComponentType::kSkin)
  299. {
  300. return;
  301. }
  302. const Bool alreadyHasSkinComponent = m_skinComponent != nullptr;
  303. if(added && !alreadyHasSkinComponent)
  304. {
  305. m_skinComponent = static_cast<SkinComponent*>(other);
  306. m_resourceChanged = true;
  307. }
  308. else if(!added && other == m_skinComponent)
  309. {
  310. m_skinComponent = nullptr;
  311. m_resourceChanged = true;
  312. }
  313. }
  314. Aabb ModelComponent::computeAabbWorldSpace(const Transform& worldTransform) const
  315. {
  316. Aabb aabbLocal;
  317. if(m_skinComponent == nullptr) [[likely]]
  318. {
  319. aabbLocal = m_model->getBoundingVolume();
  320. }
  321. else
  322. {
  323. aabbLocal = m_skinComponent->getBoneBoundingVolumeLocalSpace().getCompoundShape(m_model->getBoundingVolume());
  324. }
  325. return aabbLocal.getTransformed(worldTransform);
  326. }
  327. } // end namespace anki