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