MaterialComponent.cpp 12 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/Scene/Components/MoveComponent.h>
  9. #include <AnKi/Resource/MeshResource.h>
  10. #include <AnKi/Resource/MaterialResource.h>
  11. #include <AnKi/Resource/ResourceManager.h>
  12. #include <AnKi/Core/App.h>
  13. #include <AnKi/Shaders/Include/GpuSceneFunctions.h>
  14. namespace anki {
  15. MaterialComponent::MaterialComponent(SceneNode* node)
  16. : SceneComponent(node, kClassType)
  17. {
  18. m_gpuSceneRenderable.allocate();
  19. }
  20. MaterialComponent::~MaterialComponent()
  21. {
  22. m_gpuSceneRenderable.free();
  23. }
  24. MaterialComponent& MaterialComponent::setMaterialFilename(CString fname)
  25. {
  26. MaterialResourcePtr newRsrc;
  27. if(ResourceManager::getSingleton().loadResource(fname, newRsrc))
  28. {
  29. ANKI_SCENE_LOGE("Failed to load resource: %s", fname.cstr());
  30. }
  31. else
  32. {
  33. m_resourceDirty = !m_resource || (m_resource->getUuid() != newRsrc->getUuid());
  34. m_resource = std::move(newRsrc);
  35. m_castsShadow = m_resource->castsShadow();
  36. }
  37. return *this;
  38. }
  39. CString MaterialComponent::getMaterialFilename() const
  40. {
  41. if(m_resource)
  42. {
  43. return m_resource->getFilename();
  44. }
  45. else
  46. {
  47. return "*Error*";
  48. }
  49. }
  50. MaterialComponent& MaterialComponent::setSubmeshIndex(U32 submeshIdx)
  51. {
  52. if(m_submeshIdx != submeshIdx)
  53. {
  54. m_submeshIdx = submeshIdx;
  55. m_submeshIdxDirty = true;
  56. }
  57. return *this;
  58. }
  59. void MaterialComponent::onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added)
  60. {
  61. ANKI_ASSERT(other);
  62. if(other->getType() == SceneComponentType::kMesh)
  63. {
  64. Bool dirty;
  65. bookkeepComponent(m_meshComponents, other, added, dirty);
  66. m_meshComponentDirty = dirty;
  67. }
  68. if(other->getType() == SceneComponentType::kSkin)
  69. {
  70. Bool dirty;
  71. bookkeepComponent(m_skinComponents, other, added, dirty);
  72. m_skinDirty = dirty;
  73. }
  74. }
  75. Aabb MaterialComponent::computeAabb(U32 submeshIndex, const SceneNode& node) const
  76. {
  77. U32 firstIndex, indexCount, firstMeshlet, meshletCount;
  78. Aabb aabbLocal;
  79. m_meshComponents[0]->getMeshResource().getSubMeshInfo(0, submeshIndex, firstIndex, indexCount, firstMeshlet, meshletCount, aabbLocal);
  80. if(m_skinComponents.getSize() && m_skinComponents[0]->isValid())
  81. {
  82. aabbLocal = m_skinComponents[0]->getBoneBoundingVolumeLocalSpace().getCompoundShape(aabbLocal);
  83. }
  84. const Aabb aabbWorld = aabbLocal.getTransformed(node.getWorldTransform());
  85. return aabbWorld;
  86. }
  87. Bool MaterialComponent::isValid() const
  88. {
  89. Bool valid = !!m_resource && m_resource->isLoaded() && m_meshComponents.getSize() && m_meshComponents[0]->isValid();
  90. if(m_skinComponents.getSize())
  91. {
  92. valid = valid && m_skinComponents[0]->isValid();
  93. }
  94. return valid;
  95. }
  96. void MaterialComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  97. {
  98. if(!isValid()) [[unlikely]]
  99. {
  100. m_gpuSceneRenderableAabbGBuffer.free();
  101. m_gpuSceneRenderableAabbDepth.free();
  102. m_gpuSceneRenderableAabbForward.free();
  103. m_gpuSceneRenderableAabbRt.free();
  104. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  105. {
  106. RenderStateBucketContainer::getSingleton().removeUser(m_renderStateBucketIndices[t]);
  107. }
  108. return;
  109. }
  110. // From now on the component is considered valid
  111. const Bool mtlResourceChanged = m_resourceDirty;
  112. const Bool meshChanged = m_meshComponentDirty || m_meshComponents[0]->gpuSceneReallocationsThisFrame();
  113. const Bool moved = info.m_node->movedThisFrame() || m_firstTimeUpdate;
  114. const Bool movedLastFrame = m_movedLastFrame || m_firstTimeUpdate;
  115. const Bool hasSkin = m_skinComponents.getSize();
  116. const Bool skinChanged = m_skinDirty || (hasSkin && m_skinComponents[0]->gpuSceneReallocationsThisFrame());
  117. const Bool submeshChanged = m_submeshIdxDirty;
  118. updated = mtlResourceChanged || meshChanged || moved || skinChanged || submeshChanged;
  119. m_resourceDirty = false;
  120. m_firstTimeUpdate = false;
  121. m_meshComponentDirty = false;
  122. m_movedLastFrame = moved;
  123. m_skinDirty = false;
  124. m_submeshIdxDirty = false;
  125. const MaterialResource& mtl = *m_resource;
  126. const MeshResource& mesh = m_meshComponents[0]->getMeshResource();
  127. const U32 submeshIdx = min(mesh.getSubMeshCount() - 1, m_submeshIdx);
  128. // Extract the diffuse color
  129. Vec3 averageDiffuse(0.0f);
  130. if(mtlResourceChanged)
  131. {
  132. const MaterialVariable* diffuseRelatedMtlVar = nullptr;
  133. for(const MaterialVariable& mtlVar : mtl.getVariables())
  134. {
  135. SceneString name = mtlVar.getName();
  136. name.toLower();
  137. if(name.find("diffuse") != String::kNpos || name.find("albedo") != String::kNpos)
  138. {
  139. if(diffuseRelatedMtlVar)
  140. {
  141. if(name.find("tex") != String::kNpos)
  142. {
  143. diffuseRelatedMtlVar = &mtlVar;
  144. }
  145. }
  146. else
  147. {
  148. diffuseRelatedMtlVar = &mtlVar;
  149. }
  150. }
  151. }
  152. if(diffuseRelatedMtlVar)
  153. {
  154. if(diffuseRelatedMtlVar->getDataType() >= ShaderVariableDataType::kTextureFirst
  155. && diffuseRelatedMtlVar->getDataType() <= ShaderVariableDataType::kTextureLast)
  156. {
  157. averageDiffuse = diffuseRelatedMtlVar->getValue<ImageResourcePtr>()->getAverageColor().xyz();
  158. }
  159. else if(diffuseRelatedMtlVar->getDataType() == ShaderVariableDataType::kVec3)
  160. {
  161. averageDiffuse = diffuseRelatedMtlVar->getValue<Vec3>();
  162. }
  163. else if(diffuseRelatedMtlVar->getDataType() == ShaderVariableDataType::kU32 && diffuseRelatedMtlVar->tryGetImageResource())
  164. {
  165. // Bindless texture
  166. averageDiffuse = diffuseRelatedMtlVar->tryGetImageResource()->getAverageColor().xyz();
  167. }
  168. else
  169. {
  170. ANKI_SCENE_LOGW("Couldn't extract a diffuse value for material: %s", mtl.getFilename().cstr());
  171. }
  172. }
  173. }
  174. // Update the constants
  175. Bool constantsReallocated = false;
  176. if(mtlResourceChanged) [[unlikely]]
  177. {
  178. ConstWeakArray<U8> preallocatedConsts = mtl.getPrefilledLocalConstants();
  179. if(!m_gpuSceneConstants || m_gpuSceneConstants.getAllocatedSize() != preallocatedConsts.getSizeInBytes())
  180. {
  181. GpuSceneBuffer::getSingleton().deferredFree(m_gpuSceneConstants);
  182. m_gpuSceneConstants = GpuSceneBuffer::getSingleton().allocate(preallocatedConsts.getSizeInBytes(), 4);
  183. constantsReallocated = true;
  184. }
  185. GpuSceneMicroPatcher::getSingleton().newCopy(*info.m_framePool, m_gpuSceneConstants.getOffset(), m_gpuSceneConstants.getAllocatedSize(),
  186. preallocatedConsts.getBegin());
  187. }
  188. // Update renderable
  189. if(mtlResourceChanged || constantsReallocated || skinChanged || meshChanged || submeshChanged) [[unlikely]]
  190. {
  191. const MoveComponent& movec = info.m_node->getFirstComponentOfType<MoveComponent>();
  192. GpuSceneRenderable gpuRenderable = {};
  193. gpuRenderable.m_worldTransformsIndex = movec.getGpuSceneTransforms().getIndex() * 2;
  194. gpuRenderable.m_constantsOffset = m_gpuSceneConstants.getOffset();
  195. gpuRenderable.m_meshLodsIndex = m_meshComponents[0]->getGpuSceneMeshLods(submeshIdx).getIndex() * kMaxLodCount;
  196. gpuRenderable.m_boneTransformsOffset = (hasSkin) ? m_skinComponents[0]->getBoneTransformsGpuSceneOffset() : 0;
  197. gpuRenderable.m_particleEmitterIndex = kMaxU32;
  198. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kRtShadow))
  199. {
  200. const RenderingKey key(RenderingTechnique::kRtShadow, 0, false, false, false);
  201. const MaterialVariant& variant = mtl.getOrCreateVariant(key);
  202. gpuRenderable.m_rtShadowsShaderHandleIndex = variant.getRtShaderGroupHandleIndex();
  203. }
  204. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kRtMaterialFetch))
  205. {
  206. const RenderingKey key(RenderingTechnique::kRtMaterialFetch, 0, false, false, false);
  207. const MaterialVariant& variant = mtl.getOrCreateVariant(key);
  208. gpuRenderable.m_rtMaterialFetchShaderHandleIndex = variant.getRtShaderGroupHandleIndex();
  209. }
  210. gpuRenderable.m_uuid = SceneGraph::getSingleton().getNewUuid();
  211. const UVec3 u3(averageDiffuse.xyz().clamp(0.0f, 1.0f) * 255.0f);
  212. gpuRenderable.m_diffuseColor = ((u3.x() << 16u) | (u3.y() << 8u) | u3.z()) & 0xFFFFFFF;
  213. m_gpuSceneRenderable.uploadToGpuScene(gpuRenderable);
  214. }
  215. // Scene bounds update
  216. const Bool aabbUpdated = moved || meshChanged || submeshChanged || hasSkin;
  217. if(aabbUpdated || info.m_forceUpdateSceneBounds) [[unlikely]]
  218. {
  219. const Aabb aabbWorld = computeAabb(submeshIdx, *info.m_node);
  220. info.updateSceneBounds(aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz());
  221. }
  222. // Update the buckets
  223. const Bool bucketsNeedUpdate = mtlResourceChanged || submeshChanged || moved != movedLastFrame || skinChanged;
  224. if(bucketsNeedUpdate) [[unlikely]]
  225. {
  226. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  227. {
  228. RenderStateBucketContainer::getSingleton().removeUser(m_renderStateBucketIndices[t]);
  229. if(!(RenderingTechniqueBit(1 << t) & mtl.getRenderingTechniques()))
  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_cvarCoreMeshletRendering);
  240. const MaterialVariant& mvariant = mtl.getOrCreateVariant(key);
  241. RenderStateInfo state;
  242. state.m_primitiveTopology = PrimitiveTopology::kTriangles;
  243. state.m_program = mvariant.getShaderProgram();
  244. U32 firstIndex, indexCount, firstMeshlet, meshletCount;
  245. Aabb aabb;
  246. mesh.getSubMeshInfo(0, submeshIdx, firstIndex, indexCount, firstMeshlet, meshletCount, aabb);
  247. const Bool wantsMesletCount = key.getMeshletRendering() && !(RenderingTechniqueBit(1 << t) & RenderingTechniqueBit::kAllRt);
  248. m_renderStateBucketIndices[t] = RenderStateBucketContainer::getSingleton().addUser(state, t, (wantsMesletCount) ? meshletCount : 0);
  249. }
  250. }
  251. // Upload the AABBs to the GPU scene
  252. const Bool gpuSceneAabbsNeedUpdate = aabbUpdated || bucketsNeedUpdate;
  253. if(gpuSceneAabbsNeedUpdate) [[unlikely]]
  254. {
  255. const Aabb aabbWorld = computeAabb(submeshIdx, *info.m_node);
  256. // Raster
  257. for(RenderingTechnique t : EnumBitsIterable<RenderingTechnique, RenderingTechniqueBit>(RenderingTechniqueBit::kAllRaster))
  258. {
  259. const RenderingTechniqueBit bit = RenderingTechniqueBit(1 << t);
  260. if(!(mtl.getRenderingTechniques() & bit))
  261. {
  262. switch(t)
  263. {
  264. case RenderingTechnique::kGBuffer:
  265. m_gpuSceneRenderableAabbGBuffer.free();
  266. break;
  267. case RenderingTechnique::kDepth:
  268. m_gpuSceneRenderableAabbDepth.free();
  269. break;
  270. case RenderingTechnique::kForward:
  271. m_gpuSceneRenderableAabbForward.free();
  272. break;
  273. default:
  274. ANKI_ASSERT(0);
  275. }
  276. }
  277. else
  278. {
  279. const GpuSceneRenderableBoundingVolume gpuVolume = initGpuSceneRenderableBoundingVolume(
  280. aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz(), m_gpuSceneRenderable.getIndex(), m_renderStateBucketIndices[t].get());
  281. switch(t)
  282. {
  283. case RenderingTechnique::kGBuffer:
  284. if(!m_gpuSceneRenderableAabbGBuffer.isValid())
  285. {
  286. m_gpuSceneRenderableAabbGBuffer.allocate();
  287. }
  288. m_gpuSceneRenderableAabbGBuffer.uploadToGpuScene(gpuVolume);
  289. break;
  290. case RenderingTechnique::kDepth:
  291. if(!m_gpuSceneRenderableAabbDepth.isValid())
  292. {
  293. m_gpuSceneRenderableAabbDepth.allocate();
  294. }
  295. m_gpuSceneRenderableAabbDepth.uploadToGpuScene(gpuVolume);
  296. break;
  297. case RenderingTechnique::kForward:
  298. if(!m_gpuSceneRenderableAabbForward.isValid())
  299. {
  300. m_gpuSceneRenderableAabbForward.allocate();
  301. }
  302. m_gpuSceneRenderableAabbForward.uploadToGpuScene(gpuVolume);
  303. break;
  304. default:
  305. ANKI_ASSERT(0);
  306. }
  307. }
  308. }
  309. // RT
  310. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kAllRt))
  311. {
  312. if(!m_gpuSceneRenderableAabbRt.isValid())
  313. {
  314. m_gpuSceneRenderableAabbRt.allocate();
  315. }
  316. const U32 bucketIdx = 0;
  317. const GpuSceneRenderableBoundingVolume gpuVolume =
  318. initGpuSceneRenderableBoundingVolume(aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz(), m_gpuSceneRenderable.getIndex(), bucketIdx);
  319. m_gpuSceneRenderableAabbRt.uploadToGpuScene(gpuVolume);
  320. }
  321. else
  322. {
  323. m_gpuSceneRenderableAabbRt.free();
  324. }
  325. }
  326. }
  327. } // end namespace anki