ModelComponent.cpp 11 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. namespace anki {
  14. ModelComponent::ModelComponent(SceneNode* node)
  15. : SceneComponent(node, kClassType)
  16. , m_node(node)
  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. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  34. {
  35. RenderStateBucketContainer::getSingleton().removeUser(patch.m_renderStateBucketIndices[t]);
  36. }
  37. }
  38. }
  39. void ModelComponent::loadModelResource(CString filename)
  40. {
  41. ModelResourcePtr rsrc;
  42. const Error err = ResourceManager::getSingleton().loadResource(filename, rsrc);
  43. if(err)
  44. {
  45. ANKI_SCENE_LOGE("Failed to load model resource");
  46. return;
  47. }
  48. m_resourceChanged = true;
  49. m_model = std::move(rsrc);
  50. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  51. // Init
  52. freeGpuScene();
  53. m_patchInfos.resize(modelPatchCount);
  54. m_presentRenderingTechniques = RenderingTechniqueBit::kNone;
  55. // Allocate all uniforms so you can make one allocation
  56. U32 uniformsSize = 0;
  57. for(U32 i = 0; i < modelPatchCount; ++i)
  58. {
  59. const U32 size = U32(m_model->getModelPatches()[i].getMaterial()->getPrefilledLocalUniforms().getSizeInBytes());
  60. ANKI_ASSERT((size % 4) == 0);
  61. uniformsSize += size;
  62. }
  63. m_gpuSceneUniforms = GpuSceneBuffer::getSingleton().allocate(uniformsSize, 4);
  64. uniformsSize = 0;
  65. // Init the patches
  66. for(U32 i = 0; i < modelPatchCount; ++i)
  67. {
  68. PatchInfo& out = m_patchInfos[i];
  69. const ModelPatch& in = m_model->getModelPatches()[i];
  70. out.m_techniques = in.getMaterial()->getRenderingTechniques();
  71. m_castsShadow = m_castsShadow || in.getMaterial()->castsShadow();
  72. m_presentRenderingTechniques |= in.getMaterial()->getRenderingTechniques();
  73. out.m_gpuSceneUniformsOffset = m_gpuSceneUniforms.getOffset() + uniformsSize;
  74. uniformsSize += U32(in.getMaterial()->getPrefilledLocalUniforms().getSizeInBytes());
  75. out.m_gpuSceneMeshLods.allocate();
  76. out.m_gpuSceneRenderable.allocate();
  77. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  78. {
  79. if(!(RenderingTechniqueBit(1 << t) & out.m_techniques) || !!(RenderingTechniqueBit(1 << t) & RenderingTechniqueBit::kAllRt))
  80. {
  81. continue;
  82. }
  83. switch(t)
  84. {
  85. case RenderingTechnique::kGBuffer:
  86. out.m_gpuSceneRenderableAabbGBuffer.allocate();
  87. break;
  88. case RenderingTechnique::kForward:
  89. out.m_gpuSceneRenderableAabbForward.allocate();
  90. break;
  91. case RenderingTechnique::kDepth:
  92. out.m_gpuSceneRenderableAabbDepth.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. Array<GpuSceneMeshLod, kMaxLodCount> meshLods;
  125. for(U32 l = 0; l < mesh.getLodCount(); ++l)
  126. {
  127. GpuSceneMeshLod& meshLod = meshLods[l];
  128. meshLod = {};
  129. meshLod.m_positionScale = mesh.getPositionsScale();
  130. meshLod.m_positionTranslation = mesh.getPositionsTranslation();
  131. ModelPatchGeometryInfo inf;
  132. patch.getGeometryInfo(l, inf);
  133. ANKI_ASSERT((inf.m_indexBufferOffset % getIndexSize(inf.m_indexType)) == 0);
  134. meshLod.m_firstIndex = U32(inf.m_indexBufferOffset / getIndexSize(inf.m_indexType));
  135. meshLod.m_indexCount = inf.m_indexCount;
  136. for(VertexStreamId stream = VertexStreamId::kMeshRelatedFirst; stream < VertexStreamId::kMeshRelatedCount; ++stream)
  137. {
  138. if(mesh.isVertexStreamPresent(stream))
  139. {
  140. const PtrSize elementSize = getFormatInfo(kMeshRelatedVertexStreamFormats[stream]).m_texelSize;
  141. ANKI_ASSERT((inf.m_vertexBufferOffsets[stream] % elementSize) == 0);
  142. meshLod.m_vertexOffsets[U32(stream)] = U32(inf.m_vertexBufferOffsets[stream] / elementSize);
  143. }
  144. else
  145. {
  146. meshLod.m_vertexOffsets[U32(stream)] = kMaxU32;
  147. }
  148. }
  149. if(inf.m_blas)
  150. {
  151. const U64 address = inf.m_blas->getGpuAddress();
  152. memcpy(&meshLod.m_blasAddress, &address, sizeof(meshLod.m_blasAddress));
  153. }
  154. }
  155. // Copy the last LOD to the rest just in case
  156. for(U32 l = mesh.getLodCount(); l < kMaxLodCount; ++l)
  157. {
  158. meshLods[l] = meshLods[l - 1];
  159. }
  160. m_patchInfos[i].m_gpuSceneMeshLods.uploadToGpuScene(meshLods);
  161. // Upload the GpuSceneRenderable
  162. GpuSceneRenderable gpuRenderable = {};
  163. gpuRenderable.m_worldTransformsOffset = m_gpuSceneTransforms.getGpuSceneOffset();
  164. gpuRenderable.m_uniformsOffset = m_patchInfos[i].m_gpuSceneUniformsOffset;
  165. gpuRenderable.m_meshLodsOffset = m_patchInfos[i].m_gpuSceneMeshLods.getGpuSceneOffset();
  166. gpuRenderable.m_boneTransformsOffset = (hasSkin) ? m_skinComponent->getBoneTransformsGpuSceneOffset() : 0;
  167. m_patchInfos[i].m_gpuSceneRenderable.uploadToGpuScene(gpuRenderable);
  168. }
  169. // Upload the uniforms
  170. DynamicArray<U32, MemoryPoolPtrWrapper<StackMemoryPool>> allUniforms(info.m_framePool);
  171. allUniforms.resize(m_gpuSceneUniforms.getAllocatedSize() / 4);
  172. U32 count = 0;
  173. for(U32 i = 0; i < modelPatchCount; ++i)
  174. {
  175. const ModelPatch& patch = m_model->getModelPatches()[i];
  176. const MaterialResource& mtl = *patch.getMaterial();
  177. memcpy(&allUniforms[count], mtl.getPrefilledLocalUniforms().getBegin(), mtl.getPrefilledLocalUniforms().getSizeInBytes());
  178. count += U32(mtl.getPrefilledLocalUniforms().getSizeInBytes() / 4);
  179. }
  180. ANKI_ASSERT(count * 4 == m_gpuSceneUniforms.getAllocatedSize());
  181. GpuSceneMicroPatcher::getSingleton().newCopy(*info.m_framePool, m_gpuSceneUniforms.getOffset(), m_gpuSceneUniforms.getAllocatedSize(),
  182. &allUniforms[0]);
  183. }
  184. // Upload transforms
  185. if(moved || movedLastFrame) [[unlikely]]
  186. {
  187. Array<Mat3x4, 2> trfs;
  188. trfs[0] = Mat3x4(info.m_node->getWorldTransform());
  189. trfs[1] = Mat3x4(info.m_node->getPreviousWorldTransform());
  190. m_gpuSceneTransforms.uploadToGpuScene(trfs);
  191. }
  192. // Scene bounds update
  193. const Bool aabbUpdated = moved || resourceUpdated || m_skinComponent;
  194. if(aabbUpdated) [[unlikely]]
  195. {
  196. const Aabb aabbWorld = computeAabbWorldSpace(info.m_node->getWorldTransform());
  197. SceneGraph::getSingleton().updateSceneBounds(aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz());
  198. }
  199. // Update the buckets
  200. const Bool bucketsNeedUpdate = resourceUpdated || moved != movedLastFrame;
  201. if(bucketsNeedUpdate)
  202. {
  203. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  204. for(U32 i = 0; i < modelPatchCount; ++i)
  205. {
  206. // Refresh the render state buckets
  207. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  208. {
  209. RenderStateBucketContainer::getSingleton().removeUser(m_patchInfos[i].m_renderStateBucketIndices[t]);
  210. if(!(RenderingTechniqueBit(1 << t) & m_patchInfos[i].m_techniques))
  211. {
  212. continue;
  213. }
  214. // Fill the state
  215. RenderingKey key;
  216. key.setLod(0); // Materials don't care
  217. key.setRenderingTechnique(t);
  218. key.setSkinned(hasSkin);
  219. key.setVelocity(moved);
  220. const MaterialVariant& mvariant = m_model->getModelPatches()[i].getMaterial()->getOrCreateVariant(key);
  221. RenderStateInfo state;
  222. state.m_primitiveTopology = PrimitiveTopology::kTriangles;
  223. state.m_indexedDrawcall = true;
  224. state.m_program = mvariant.getShaderProgram();
  225. m_patchInfos[i].m_renderStateBucketIndices[t] = RenderStateBucketContainer::getSingleton().addUser(state, t);
  226. }
  227. }
  228. }
  229. // Upload the AABBs to the GPU scene
  230. const Bool gpuSceneAabbsNeedUpdate = aabbUpdated || bucketsNeedUpdate;
  231. if(gpuSceneAabbsNeedUpdate)
  232. {
  233. const Aabb aabbWorld = computeAabbWorldSpace(info.m_node->getWorldTransform());
  234. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  235. for(U32 i = 0; i < modelPatchCount; ++i)
  236. {
  237. for(RenderingTechnique t :
  238. EnumBitsIterable<RenderingTechnique, RenderingTechniqueBit>(m_patchInfos[i].m_techniques & ~RenderingTechniqueBit::kAllRt))
  239. {
  240. const GpuSceneRenderableAabb gpuVolume =
  241. initGpuSceneRenderableAabb(aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz(), m_patchInfos[i].m_gpuSceneRenderable.getIndex(),
  242. m_patchInfos[i].m_renderStateBucketIndices[t].get());
  243. switch(t)
  244. {
  245. case RenderingTechnique::kGBuffer:
  246. m_patchInfos[i].m_gpuSceneRenderableAabbGBuffer.uploadToGpuScene(gpuVolume);
  247. break;
  248. case RenderingTechnique::kDepth:
  249. m_patchInfos[i].m_gpuSceneRenderableAabbDepth.uploadToGpuScene(gpuVolume);
  250. break;
  251. case RenderingTechnique::kForward:
  252. m_patchInfos[i].m_gpuSceneRenderableAabbForward.uploadToGpuScene(gpuVolume);
  253. break;
  254. default:
  255. ANKI_ASSERT(0);
  256. }
  257. }
  258. }
  259. }
  260. return Error::kNone;
  261. }
  262. void ModelComponent::onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added)
  263. {
  264. ANKI_ASSERT(other);
  265. if(other->getType() != SceneComponentType::kSkin)
  266. {
  267. return;
  268. }
  269. const Bool alreadyHasSkinComponent = m_skinComponent != nullptr;
  270. if(added && !alreadyHasSkinComponent)
  271. {
  272. m_skinComponent = static_cast<SkinComponent*>(other);
  273. m_resourceChanged = true;
  274. }
  275. else if(!added && other == m_skinComponent)
  276. {
  277. m_skinComponent = nullptr;
  278. m_resourceChanged = true;
  279. }
  280. }
  281. Aabb ModelComponent::computeAabbWorldSpace(const Transform& worldTransform) const
  282. {
  283. Aabb aabbLocal;
  284. if(m_skinComponent == nullptr) [[likely]]
  285. {
  286. aabbLocal = m_model->getBoundingVolume();
  287. }
  288. else
  289. {
  290. aabbLocal = m_skinComponent->getBoneBoundingVolumeLocalSpace().getCompoundShape(m_model->getBoundingVolume());
  291. }
  292. return aabbLocal.getTransformed(worldTransform);
  293. }
  294. } // end namespace anki