ModelComponent.cpp 12 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. {
  17. m_gpuSceneTransforms.allocate();
  18. }
  19. ModelComponent::~ModelComponent()
  20. {
  21. }
  22. void ModelComponent::freeGpuScene()
  23. {
  24. GpuSceneBuffer::getSingleton().deferredFree(m_gpuSceneUniforms);
  25. for(PatchInfo& patch : m_patchInfos)
  26. {
  27. patch.m_gpuSceneMeshLods.free();
  28. patch.m_gpuSceneRenderable.free();
  29. patch.m_gpuSceneRenderableAabbDepth.free();
  30. patch.m_gpuSceneRenderableAabbForward.free();
  31. patch.m_gpuSceneRenderableAabbGBuffer.free();
  32. patch.m_gpuSceneRenderableAabbRt.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 : EnumBitsIterable<RenderingTechnique, RenderingTechniqueBit>(out.m_techniques))
  78. {
  79. switch(t)
  80. {
  81. case RenderingTechnique::kGBuffer:
  82. out.m_gpuSceneRenderableAabbGBuffer.allocate();
  83. break;
  84. case RenderingTechnique::kForward:
  85. out.m_gpuSceneRenderableAabbForward.allocate();
  86. break;
  87. case RenderingTechnique::kDepth:
  88. out.m_gpuSceneRenderableAabbDepth.allocate();
  89. break;
  90. case RenderingTechnique::kRtShadow:
  91. out.m_gpuSceneRenderableAabbRt.allocate();
  92. break;
  93. default:
  94. ANKI_ASSERT(0);
  95. }
  96. }
  97. }
  98. }
  99. Error ModelComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  100. {
  101. if(!isEnabled()) [[unlikely]]
  102. {
  103. updated = false;
  104. return Error::kNone;
  105. }
  106. const Bool resourceUpdated = m_resourceChanged;
  107. m_resourceChanged = false;
  108. const Bool moved = info.m_node->movedThisFrame() || m_firstTimeUpdate;
  109. const Bool movedLastFrame = m_movedLastFrame || m_firstTimeUpdate;
  110. m_firstTimeUpdate = false;
  111. m_movedLastFrame = moved;
  112. const Bool hasSkin = m_skinComponent != nullptr && m_skinComponent->isEnabled();
  113. updated = resourceUpdated || moved || movedLastFrame;
  114. // Upload GpuSceneMeshLod, uniforms and GpuSceneRenderable
  115. if(resourceUpdated) [[unlikely]]
  116. {
  117. // Upload the mesh views
  118. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  119. for(U32 i = 0; i < modelPatchCount; ++i)
  120. {
  121. const ModelPatch& patch = m_model->getModelPatches()[i];
  122. const MeshResource& mesh = *patch.getMesh();
  123. const MaterialResource& mtl = *patch.getMaterial();
  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_indexUgbOffset % getIndexSize(inf.m_indexType)) == 0);
  134. meshLod.m_firstIndex = U32(inf.m_indexUgbOffset / 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_vertexUgbOffsets[stream] % elementSize) == 0);
  142. meshLod.m_vertexOffsets[U32(stream)] = U32(inf.m_vertexUgbOffsets[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. meshLod.m_tlasInstanceMask = 0xFFFFFFFF;
  154. }
  155. if(inf.m_meshletCount)
  156. {
  157. ANKI_ASSERT((inf.m_meshletsUgbOffset % sizeof(Meshlet)) == 0);
  158. meshLod.m_firstMeshlet = U32(inf.m_meshletsUgbOffset / sizeof(Meshlet));
  159. meshLod.m_meshletCount = inf.m_meshletCount;
  160. }
  161. }
  162. // Copy the last LOD to the rest just in case
  163. for(U32 l = mesh.getLodCount(); l < kMaxLodCount; ++l)
  164. {
  165. meshLods[l] = meshLods[l - 1];
  166. }
  167. m_patchInfos[i].m_gpuSceneMeshLods.uploadToGpuScene(meshLods);
  168. // Upload the GpuSceneRenderable
  169. GpuSceneRenderable gpuRenderable = {};
  170. gpuRenderable.m_worldTransformsOffset = m_gpuSceneTransforms.getGpuSceneOffset();
  171. gpuRenderable.m_constantsOffset = m_patchInfos[i].m_gpuSceneUniformsOffset;
  172. gpuRenderable.m_meshLodsOffset = m_patchInfos[i].m_gpuSceneMeshLods.getGpuSceneOffset();
  173. gpuRenderable.m_boneTransformsOffset = (hasSkin) ? m_skinComponent->getBoneTransformsGpuSceneOffset() : 0;
  174. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kRtShadow))
  175. {
  176. const RenderingKey key(RenderingTechnique::kRtShadow, 0, false, false, false);
  177. const MaterialVariant& variant = mtl.getOrCreateVariant(key);
  178. gpuRenderable.m_rtShadowsShaderHandleIndex = variant.getRtShaderGroupHandleIndex();
  179. }
  180. gpuRenderable.m_uuid = SceneGraph::getSingleton().getNewUuid();
  181. m_patchInfos[i].m_gpuSceneRenderable.uploadToGpuScene(gpuRenderable);
  182. }
  183. // Upload the uniforms
  184. DynamicArray<U32, MemoryPoolPtrWrapper<StackMemoryPool>> allUniforms(info.m_framePool);
  185. allUniforms.resize(m_gpuSceneUniforms.getAllocatedSize() / 4);
  186. U32 count = 0;
  187. for(U32 i = 0; i < modelPatchCount; ++i)
  188. {
  189. const ModelPatch& patch = m_model->getModelPatches()[i];
  190. const MaterialResource& mtl = *patch.getMaterial();
  191. memcpy(&allUniforms[count], mtl.getPrefilledLocalUniforms().getBegin(), mtl.getPrefilledLocalUniforms().getSizeInBytes());
  192. count += U32(mtl.getPrefilledLocalUniforms().getSizeInBytes() / 4);
  193. }
  194. ANKI_ASSERT(count * 4 == m_gpuSceneUniforms.getAllocatedSize());
  195. GpuSceneMicroPatcher::getSingleton().newCopy(*info.m_framePool, m_gpuSceneUniforms.getOffset(), m_gpuSceneUniforms.getAllocatedSize(),
  196. &allUniforms[0]);
  197. }
  198. // Upload transforms
  199. if(moved || movedLastFrame) [[unlikely]]
  200. {
  201. Array<Mat3x4, 2> trfs;
  202. trfs[0] = Mat3x4(info.m_node->getWorldTransform());
  203. trfs[1] = Mat3x4(info.m_node->getPreviousWorldTransform());
  204. m_gpuSceneTransforms.uploadToGpuScene(trfs);
  205. }
  206. // Scene bounds update
  207. const Bool aabbUpdated = moved || resourceUpdated || m_skinComponent;
  208. if(aabbUpdated) [[unlikely]]
  209. {
  210. const Aabb aabbWorld = computeAabbWorldSpace(info.m_node->getWorldTransform());
  211. SceneGraph::getSingleton().updateSceneBounds(aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz());
  212. }
  213. // Update the buckets
  214. const Bool bucketsNeedUpdate = resourceUpdated || moved != movedLastFrame;
  215. if(bucketsNeedUpdate)
  216. {
  217. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  218. for(U32 i = 0; i < modelPatchCount; ++i)
  219. {
  220. // Refresh the render state buckets
  221. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  222. {
  223. RenderStateBucketContainer::getSingleton().removeUser(m_patchInfos[i].m_renderStateBucketIndices[t]);
  224. if(!(RenderingTechniqueBit(1 << t) & m_patchInfos[i].m_techniques))
  225. {
  226. continue;
  227. }
  228. // Fill the state
  229. RenderingKey key;
  230. key.setLod(0); // Materials don't care
  231. key.setRenderingTechnique(t);
  232. key.setSkinned(hasSkin);
  233. key.setVelocity(moved);
  234. key.setMeshShaders(GrManager::getSingleton().getDeviceCapabilities().m_meshShaders);
  235. const MaterialVariant& mvariant = m_model->getModelPatches()[i].getMaterial()->getOrCreateVariant(key);
  236. RenderStateInfo state;
  237. state.m_primitiveTopology = PrimitiveTopology::kTriangles;
  238. state.m_indexedDrawcall = true;
  239. state.m_program = mvariant.getShaderProgram();
  240. ModelPatchGeometryInfo inf;
  241. m_model->getModelPatches()[i].getGeometryInfo(0, inf);
  242. const Bool wantsMesletCount = GrManager::getSingleton().getDeviceCapabilities().m_meshShaders
  243. && !(RenderingTechniqueBit(1 << t) & RenderingTechniqueBit::kAllRt);
  244. m_patchInfos[i].m_renderStateBucketIndices[t] =
  245. RenderStateBucketContainer::getSingleton().addUser(state, t, (wantsMesletCount) ? inf.m_meshletCount : 0);
  246. }
  247. }
  248. }
  249. // Upload the AABBs to the GPU scene
  250. const Bool gpuSceneAabbsNeedUpdate = aabbUpdated || bucketsNeedUpdate;
  251. if(gpuSceneAabbsNeedUpdate)
  252. {
  253. const Aabb aabbWorld = computeAabbWorldSpace(info.m_node->getWorldTransform());
  254. const U32 modelPatchCount = m_model->getModelPatches().getSize();
  255. for(U32 i = 0; i < modelPatchCount; ++i)
  256. {
  257. // Do raster techniques
  258. for(RenderingTechnique t :
  259. EnumBitsIterable<RenderingTechnique, RenderingTechniqueBit>(m_patchInfos[i].m_techniques & ~RenderingTechniqueBit::kAllRt))
  260. {
  261. const GpuSceneRenderableBoundingVolume gpuVolume = initGpuSceneRenderableBoundingVolume(
  262. aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz(), m_patchInfos[i].m_gpuSceneRenderable.getIndex(),
  263. m_patchInfos[i].m_renderStateBucketIndices[t].get());
  264. switch(t)
  265. {
  266. case RenderingTechnique::kGBuffer:
  267. m_patchInfos[i].m_gpuSceneRenderableAabbGBuffer.uploadToGpuScene(gpuVolume);
  268. break;
  269. case RenderingTechnique::kDepth:
  270. m_patchInfos[i].m_gpuSceneRenderableAabbDepth.uploadToGpuScene(gpuVolume);
  271. break;
  272. case RenderingTechnique::kForward:
  273. m_patchInfos[i].m_gpuSceneRenderableAabbForward.uploadToGpuScene(gpuVolume);
  274. break;
  275. default:
  276. ANKI_ASSERT(0);
  277. }
  278. }
  279. // Do RT techniques
  280. if(!!(m_patchInfos[i].m_techniques & RenderingTechniqueBit::kAllRt))
  281. {
  282. const U32 bucket = 0;
  283. const GpuSceneRenderableBoundingVolume gpuVolume = initGpuSceneRenderableBoundingVolume(
  284. aabbWorld.getMin().xyz(), aabbWorld.getMax().xyz(), m_patchInfos[i].m_gpuSceneRenderable.getIndex(), bucket);
  285. m_patchInfos[i].m_gpuSceneRenderableAabbRt.uploadToGpuScene(gpuVolume);
  286. }
  287. }
  288. }
  289. return Error::kNone;
  290. }
  291. void ModelComponent::onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added)
  292. {
  293. ANKI_ASSERT(other);
  294. if(other->getType() != SceneComponentType::kSkin)
  295. {
  296. return;
  297. }
  298. const Bool alreadyHasSkinComponent = m_skinComponent != nullptr;
  299. if(added && !alreadyHasSkinComponent)
  300. {
  301. m_skinComponent = static_cast<SkinComponent*>(other);
  302. m_resourceChanged = true;
  303. }
  304. else if(!added && other == m_skinComponent)
  305. {
  306. m_skinComponent = nullptr;
  307. m_resourceChanged = true;
  308. }
  309. }
  310. Aabb ModelComponent::computeAabbWorldSpace(const Transform& worldTransform) const
  311. {
  312. Aabb aabbLocal;
  313. if(m_skinComponent == nullptr) [[likely]]
  314. {
  315. aabbLocal = m_model->getBoundingVolume();
  316. }
  317. else
  318. {
  319. aabbLocal = m_skinComponent->getBoneBoundingVolumeLocalSpace().getCompoundShape(m_model->getBoundingVolume());
  320. }
  321. return aabbLocal.getTransformed(worldTransform);
  322. }
  323. } // end namespace anki