MaterialComponent.cpp 13 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/Scene/Components/ParticleEmitter2Component.h>
  10. #include <AnKi/Resource/MeshResource.h>
  11. #include <AnKi/Resource/MaterialResource.h>
  12. #include <AnKi/Resource/ResourceManager.h>
  13. #include <AnKi/Core/App.h>
  14. #include <AnKi/Shaders/Include/GpuSceneFunctions.h>
  15. namespace anki {
  16. MaterialComponent::MaterialComponent(SceneNode* node)
  17. : SceneComponent(node, kClassType)
  18. {
  19. m_gpuSceneRenderable.allocate();
  20. }
  21. MaterialComponent::~MaterialComponent()
  22. {
  23. m_gpuSceneRenderable.free();
  24. }
  25. MaterialComponent& MaterialComponent::setMaterialFilename(CString fname)
  26. {
  27. MaterialResourcePtr newRsrc;
  28. if(ResourceManager::getSingleton().loadResource(fname, newRsrc))
  29. {
  30. ANKI_SCENE_LOGE("Failed to load resource: %s", fname.cstr());
  31. }
  32. else
  33. {
  34. m_anyDirty = !m_resource || (m_resource->getUuid() != newRsrc->getUuid());
  35. m_resource = std::move(newRsrc);
  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_anyDirty = 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. bookkeepComponent(m_meshComponent, other, added);
  65. m_anyDirty = true;
  66. }
  67. if(other->getType() == SceneComponentType::kSkin)
  68. {
  69. bookkeepComponent(m_skinComponent, other, added);
  70. m_anyDirty = true;
  71. }
  72. if(other->getType() == SceneComponentType::kParticleEmitter2)
  73. {
  74. bookkeepComponent(m_emitterComponent, other, added);
  75. m_anyDirty = true;
  76. }
  77. }
  78. Bool MaterialComponent::isValid() const
  79. {
  80. Bool valid = !!m_resource && m_resource->isLoaded();
  81. if(m_meshComponent)
  82. {
  83. valid = valid && m_meshComponent->isValid();
  84. }
  85. if(m_emitterComponent)
  86. {
  87. valid = valid && m_emitterComponent->isValid();
  88. }
  89. valid = valid && (m_meshComponent || m_emitterComponent);
  90. if(m_skinComponent)
  91. {
  92. valid = valid && m_skinComponent->isValid();
  93. }
  94. return valid;
  95. }
  96. Aabb MaterialComponent::computeAabb(const SceneNode& node) const
  97. {
  98. const Bool prioritizeEmitter = m_emitterComponent != nullptr;
  99. Aabb aabbWorld;
  100. if(prioritizeEmitter)
  101. {
  102. aabbWorld = Aabb(m_emitterComponent->getBoundingVolume()[0], m_emitterComponent->getBoundingVolume()[1]);
  103. }
  104. else
  105. {
  106. Aabb aabbLocal;
  107. U32 firstIndex, indexCount, firstMeshlet, meshletCount;
  108. m_meshComponent->getMeshResource().getSubMeshInfo(0, m_submeshIdx, firstIndex, indexCount, firstMeshlet, meshletCount, aabbLocal);
  109. if(m_skinComponent && m_skinComponent->isValid())
  110. {
  111. aabbLocal = m_skinComponent->getBoneBoundingVolumeLocalSpace().getCompoundShape(aabbLocal);
  112. }
  113. aabbWorld = aabbLocal.getTransformed(node.getWorldTransform());
  114. }
  115. return aabbWorld;
  116. }
  117. void MaterialComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  118. {
  119. if(!isValid()) [[unlikely]]
  120. {
  121. m_gpuSceneRenderableAabbGBuffer.free();
  122. m_gpuSceneRenderableAabbDepth.free();
  123. m_gpuSceneRenderableAabbForward.free();
  124. m_gpuSceneRenderableAabbRt.free();
  125. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  126. {
  127. RenderStateBucketContainer::getSingleton().removeUser(m_renderStateBucketIndices[t]);
  128. }
  129. return;
  130. }
  131. // From now on the component is considered valid
  132. const Bool moved = info.m_node->movedThisFrame();
  133. const Bool movedLastFrame = m_movedLastFrame;
  134. m_movedLastFrame = moved;
  135. Bool dirty = m_anyDirty || moved != movedLastFrame;
  136. const Bool prioritizeEmitter = !!m_emitterComponent;
  137. const MaterialResource& mtl = *m_resource;
  138. if(m_skinComponent)
  139. {
  140. dirty = dirty || m_skinComponent->gpuSceneReallocationsThisFrame();
  141. }
  142. if(m_emitterComponent)
  143. {
  144. dirty = dirty || m_emitterComponent->gpuSceneReallocationsThisFrame();
  145. }
  146. if(m_meshComponent)
  147. {
  148. dirty = dirty || m_meshComponent->gpuSceneReallocationsThisFrame();
  149. }
  150. if(!dirty) [[likely]]
  151. {
  152. // Update Scene bounds
  153. if(info.m_forceUpdateSceneBounds || m_skinComponent) [[unlikely]]
  154. {
  155. const Aabb aabbWorld = computeAabb(*info.m_node);
  156. info.updateSceneBounds(aabbWorld.getMin().xyz, aabbWorld.getMax().xyz);
  157. }
  158. // Update the GPU scene AABBs
  159. if(prioritizeEmitter || m_skinComponent || moved)
  160. {
  161. const Aabb aabbWorld = computeAabb(*info.m_node);
  162. for(RenderingTechnique t : EnumBitsIterable<RenderingTechnique, RenderingTechniqueBit>(mtl.getRenderingTechniques()))
  163. {
  164. const GpuSceneRenderableBoundingVolume gpuVolume = initGpuSceneRenderableBoundingVolume(
  165. aabbWorld.getMin().xyz, aabbWorld.getMax().xyz, m_gpuSceneRenderable.getIndex(), m_renderStateBucketIndices[t].get());
  166. switch(t)
  167. {
  168. case RenderingTechnique::kGBuffer:
  169. m_gpuSceneRenderableAabbGBuffer.uploadToGpuScene(gpuVolume);
  170. break;
  171. case RenderingTechnique::kDepth:
  172. m_gpuSceneRenderableAabbDepth.uploadToGpuScene(gpuVolume);
  173. break;
  174. case RenderingTechnique::kForward:
  175. m_gpuSceneRenderableAabbForward.uploadToGpuScene(gpuVolume);
  176. break;
  177. case RenderingTechnique::kRtMaterialFetch:
  178. case RenderingTechnique::kRtShadow:
  179. m_gpuSceneRenderableAabbRt.uploadToGpuScene(gpuVolume);
  180. break;
  181. default:
  182. ANKI_ASSERT(0);
  183. }
  184. }
  185. }
  186. return;
  187. }
  188. // From now on something is dirty, update everything
  189. updated = true;
  190. m_anyDirty = false;
  191. // Sanitize
  192. m_submeshIdx = min(m_submeshIdx, (m_meshComponent) ? (m_meshComponent->getMeshResource().getSubMeshCount() - 1) : 0);
  193. // Extract the diffuse color
  194. Vec3 averageDiffuse(0.0f);
  195. {
  196. const MaterialVariable* diffuseRelatedMtlVar = nullptr;
  197. for(const MaterialVariable& mtlVar : mtl.getVariables())
  198. {
  199. SceneString name = mtlVar.getName();
  200. name.toLower();
  201. if(name.find("diffuse") != String::kNpos || name.find("albedo") != String::kNpos)
  202. {
  203. if(diffuseRelatedMtlVar)
  204. {
  205. if(name.find("tex") != String::kNpos)
  206. {
  207. diffuseRelatedMtlVar = &mtlVar;
  208. }
  209. }
  210. else
  211. {
  212. diffuseRelatedMtlVar = &mtlVar;
  213. }
  214. }
  215. }
  216. if(diffuseRelatedMtlVar)
  217. {
  218. if(diffuseRelatedMtlVar->getDataType() >= ShaderVariableDataType::kTextureFirst
  219. && diffuseRelatedMtlVar->getDataType() <= ShaderVariableDataType::kTextureLast)
  220. {
  221. averageDiffuse = diffuseRelatedMtlVar->getValue<ImageResourcePtr>()->getAverageColor().xyz;
  222. }
  223. else if(diffuseRelatedMtlVar->getDataType() == ShaderVariableDataType::kVec3)
  224. {
  225. averageDiffuse = diffuseRelatedMtlVar->getValue<Vec3>();
  226. }
  227. else if(diffuseRelatedMtlVar->getDataType() == ShaderVariableDataType::kU32 && diffuseRelatedMtlVar->tryGetImageResource())
  228. {
  229. // Bindless texture
  230. averageDiffuse = diffuseRelatedMtlVar->tryGetImageResource()->getAverageColor().xyz;
  231. }
  232. else
  233. {
  234. ANKI_SCENE_LOGW("Couldn't extract a diffuse value for material: %s", mtl.getFilename().cstr());
  235. }
  236. }
  237. }
  238. // Update the constants
  239. {
  240. ConstWeakArray<U8> preallocatedConsts = mtl.getPrefilledLocalConstants();
  241. if(!m_gpuSceneConstants || m_gpuSceneConstants.getAllocatedSize() != preallocatedConsts.getSizeInBytes())
  242. {
  243. GpuSceneBuffer::getSingleton().deferredFree(m_gpuSceneConstants);
  244. m_gpuSceneConstants = GpuSceneBuffer::getSingleton().allocate(preallocatedConsts.getSizeInBytes(), 4);
  245. }
  246. GpuSceneMicroPatcher::getSingleton().newCopy(m_gpuSceneConstants.getOffset(), m_gpuSceneConstants.getAllocatedSize(),
  247. preallocatedConsts.getBegin());
  248. }
  249. // Update renderable
  250. {
  251. const MoveComponent& movec = info.m_node->getFirstComponentOfType<MoveComponent>();
  252. GpuSceneRenderable gpuRenderable = {};
  253. gpuRenderable.m_worldTransformsIndex = movec.getGpuSceneTransformsIndex();
  254. gpuRenderable.m_constantsOffset = m_gpuSceneConstants.getOffset();
  255. gpuRenderable.m_meshLodsIndex =
  256. (prioritizeEmitter) ? m_emitterComponent->getGpuSceneMeshLodIndex(m_submeshIdx) : m_meshComponent->getGpuSceneMeshLodsIndex(m_submeshIdx);
  257. gpuRenderable.m_boneTransformsOffset = (m_skinComponent) ? m_skinComponent->getBoneTransformsGpuSceneOffset() : 0;
  258. gpuRenderable.m_particleEmitterIndex2 = (prioritizeEmitter) ? m_emitterComponent->getGpuSceneParticleEmitter2Index() : kMaxU32;
  259. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kRtShadow))
  260. {
  261. const RenderingKey key(RenderingTechnique::kRtShadow, 0, false, false, false);
  262. const MaterialVariant& variant = mtl.getOrCreateVariant(key);
  263. gpuRenderable.m_rtShadowsShaderHandleIndex = variant.getRtShaderGroupHandleIndex();
  264. }
  265. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kRtMaterialFetch))
  266. {
  267. const RenderingKey key(RenderingTechnique::kRtMaterialFetch, 0, false, false, false);
  268. const MaterialVariant& variant = mtl.getOrCreateVariant(key);
  269. gpuRenderable.m_rtMaterialFetchShaderHandleIndex = variant.getRtShaderGroupHandleIndex();
  270. }
  271. gpuRenderable.m_uuid = SceneGraph::getSingleton().getNewUuid();
  272. const UVec3 u3(averageDiffuse.xyz.clamp(0.0f, 1.0f) * 255.0f);
  273. gpuRenderable.m_diffuseColor = ((u3.x << 16u) | (u3.y << 8u) | u3.z) & 0xFFFFFFF;
  274. gpuRenderable.m_sceneNodeUuid = info.m_node->getUuid();
  275. m_gpuSceneRenderable.uploadToGpuScene(gpuRenderable);
  276. }
  277. // Update scene bounds
  278. {
  279. const Aabb aabbWorld = computeAabb(*info.m_node);
  280. info.updateSceneBounds(aabbWorld.getMin().xyz, aabbWorld.getMax().xyz);
  281. }
  282. // Update the buckets
  283. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  284. {
  285. RenderStateBucketContainer::getSingleton().removeUser(m_renderStateBucketIndices[t]);
  286. if(!(RenderingTechniqueBit(1 << t) & mtl.getRenderingTechniques()))
  287. {
  288. continue;
  289. }
  290. // Fill the state
  291. RenderingKey key;
  292. key.setLod(0); // Materials don't care
  293. key.setRenderingTechnique(t);
  294. key.setSkinned(m_skinComponent != nullptr);
  295. key.setVelocity(moved);
  296. key.setMeshletRendering(!prioritizeEmitter
  297. && (GrManager::getSingleton().getDeviceCapabilities().m_meshShaders || g_cvarCoreMeshletRendering));
  298. const MaterialVariant& mvariant = mtl.getOrCreateVariant(key);
  299. RenderStateInfo state;
  300. state.m_primitiveTopology = PrimitiveTopology::kTriangles;
  301. state.m_program = mvariant.getShaderProgram();
  302. Bool wantsMesletCount = false;
  303. U32 meshletCount = 0;
  304. if(!prioritizeEmitter)
  305. {
  306. U32 firstIndex, indexCount, firstMeshlet;
  307. Aabb aabb;
  308. m_meshComponent->getMeshResource().getSubMeshInfo(0, m_submeshIdx, firstIndex, indexCount, firstMeshlet, meshletCount, aabb);
  309. wantsMesletCount = key.getMeshletRendering() && !(RenderingTechniqueBit(1 << t) & RenderingTechniqueBit::kAllRt);
  310. }
  311. m_renderStateBucketIndices[t] = RenderStateBucketContainer::getSingleton().addUser(state, t, (wantsMesletCount) ? meshletCount : 0);
  312. }
  313. // Upload the AABBs to the GPU scene
  314. {
  315. const Aabb aabbWorld = computeAabb(*info.m_node);
  316. // Raster
  317. for(RenderingTechnique t : EnumBitsIterable<RenderingTechnique, RenderingTechniqueBit>(RenderingTechniqueBit::kAllRaster))
  318. {
  319. const RenderingTechniqueBit bit = RenderingTechniqueBit(1 << t);
  320. if(!(mtl.getRenderingTechniques() & bit))
  321. {
  322. switch(t)
  323. {
  324. case RenderingTechnique::kGBuffer:
  325. m_gpuSceneRenderableAabbGBuffer.free();
  326. break;
  327. case RenderingTechnique::kDepth:
  328. m_gpuSceneRenderableAabbDepth.free();
  329. break;
  330. case RenderingTechnique::kForward:
  331. m_gpuSceneRenderableAabbForward.free();
  332. break;
  333. default:
  334. ANKI_ASSERT(0);
  335. }
  336. }
  337. else
  338. {
  339. const GpuSceneRenderableBoundingVolume gpuVolume = initGpuSceneRenderableBoundingVolume(
  340. aabbWorld.getMin().xyz, aabbWorld.getMax().xyz, m_gpuSceneRenderable.getIndex(), m_renderStateBucketIndices[t].get());
  341. switch(t)
  342. {
  343. case RenderingTechnique::kGBuffer:
  344. if(!m_gpuSceneRenderableAabbGBuffer.isValid())
  345. {
  346. m_gpuSceneRenderableAabbGBuffer.allocate();
  347. }
  348. m_gpuSceneRenderableAabbGBuffer.uploadToGpuScene(gpuVolume);
  349. break;
  350. case RenderingTechnique::kDepth:
  351. if(!m_gpuSceneRenderableAabbDepth.isValid())
  352. {
  353. m_gpuSceneRenderableAabbDepth.allocate();
  354. }
  355. m_gpuSceneRenderableAabbDepth.uploadToGpuScene(gpuVolume);
  356. break;
  357. case RenderingTechnique::kForward:
  358. if(!m_gpuSceneRenderableAabbForward.isValid())
  359. {
  360. m_gpuSceneRenderableAabbForward.allocate();
  361. }
  362. m_gpuSceneRenderableAabbForward.uploadToGpuScene(gpuVolume);
  363. break;
  364. default:
  365. ANKI_ASSERT(0);
  366. }
  367. }
  368. }
  369. // RT
  370. if(!!(mtl.getRenderingTechniques() & RenderingTechniqueBit::kAllRt))
  371. {
  372. if(!m_gpuSceneRenderableAabbRt.isValid())
  373. {
  374. m_gpuSceneRenderableAabbRt.allocate();
  375. }
  376. const U32 bucketIdx = 0;
  377. const GpuSceneRenderableBoundingVolume gpuVolume =
  378. initGpuSceneRenderableBoundingVolume(aabbWorld.getMin().xyz, aabbWorld.getMax().xyz, m_gpuSceneRenderable.getIndex(), bucketIdx);
  379. m_gpuSceneRenderableAabbRt.uploadToGpuScene(gpuVolume);
  380. }
  381. else
  382. {
  383. m_gpuSceneRenderableAabbRt.free();
  384. }
  385. }
  386. }
  387. Error MaterialComponent::serialize(SceneSerializer& serializer)
  388. {
  389. ANKI_SERIALIZE(m_resource, 1);
  390. ANKI_SERIALIZE(m_submeshIdx, 1);
  391. return Error::kNone;
  392. }
  393. } // end namespace anki