4564 lines
151 KiB
C++
4564 lines
151 KiB
C++
#include "wiScene.h"
|
|
#include "wiTextureHelper.h"
|
|
#include "wiResourceManager.h"
|
|
#include "wiPhysics.h"
|
|
#include "wiArchive.h"
|
|
#include "wiRenderer.h"
|
|
#include "wiJobSystem.h"
|
|
#include "wiSpinLock.h"
|
|
#include "wiHelper.h"
|
|
#include "wiRenderer.h"
|
|
#include "wiBacklog.h"
|
|
#include "wiTimer.h"
|
|
#include "wiUnorderedMap.h"
|
|
|
|
#include "shaders/ShaderInterop_SurfelGI.h"
|
|
|
|
#include <functional>
|
|
|
|
using namespace wi::ecs;
|
|
using namespace wi::enums;
|
|
using namespace wi::graphics;
|
|
using namespace wi::primitive;
|
|
|
|
namespace wi::scene
|
|
{
|
|
|
|
XMFLOAT3 TransformComponent::GetPosition() const
|
|
{
|
|
return *((XMFLOAT3*)&world._41);
|
|
}
|
|
XMFLOAT4 TransformComponent::GetRotation() const
|
|
{
|
|
XMFLOAT4 rotation;
|
|
XMStoreFloat4(&rotation, GetRotationV());
|
|
return rotation;
|
|
}
|
|
XMFLOAT3 TransformComponent::GetScale() const
|
|
{
|
|
XMFLOAT3 scale;
|
|
XMStoreFloat3(&scale, GetScaleV());
|
|
return scale;
|
|
}
|
|
XMVECTOR TransformComponent::GetPositionV() const
|
|
{
|
|
return XMLoadFloat3((XMFLOAT3*)&world._41);
|
|
}
|
|
XMVECTOR TransformComponent::GetRotationV() const
|
|
{
|
|
XMVECTOR S, R, T;
|
|
XMMatrixDecompose(&S, &R, &T, XMLoadFloat4x4(&world));
|
|
return R;
|
|
}
|
|
XMVECTOR TransformComponent::GetScaleV() const
|
|
{
|
|
XMVECTOR S, R, T;
|
|
XMMatrixDecompose(&S, &R, &T, XMLoadFloat4x4(&world));
|
|
return S;
|
|
}
|
|
XMMATRIX TransformComponent::GetLocalMatrix() const
|
|
{
|
|
XMVECTOR S_local = XMLoadFloat3(&scale_local);
|
|
XMVECTOR R_local = XMLoadFloat4(&rotation_local);
|
|
XMVECTOR T_local = XMLoadFloat3(&translation_local);
|
|
return
|
|
XMMatrixScalingFromVector(S_local) *
|
|
XMMatrixRotationQuaternion(R_local) *
|
|
XMMatrixTranslationFromVector(T_local);
|
|
}
|
|
void TransformComponent::UpdateTransform()
|
|
{
|
|
if (IsDirty())
|
|
{
|
|
SetDirty(false);
|
|
|
|
XMStoreFloat4x4(&world, GetLocalMatrix());
|
|
}
|
|
}
|
|
void TransformComponent::UpdateTransform_Parented(const TransformComponent& parent)
|
|
{
|
|
XMMATRIX W = GetLocalMatrix();
|
|
XMMATRIX W_parent = XMLoadFloat4x4(&parent.world);
|
|
W = W * W_parent;
|
|
|
|
XMStoreFloat4x4(&world, W);
|
|
}
|
|
void TransformComponent::ApplyTransform()
|
|
{
|
|
SetDirty();
|
|
|
|
XMVECTOR S, R, T;
|
|
XMMatrixDecompose(&S, &R, &T, XMLoadFloat4x4(&world));
|
|
XMStoreFloat3(&scale_local, S);
|
|
XMStoreFloat4(&rotation_local, R);
|
|
XMStoreFloat3(&translation_local, T);
|
|
}
|
|
void TransformComponent::ClearTransform()
|
|
{
|
|
SetDirty();
|
|
scale_local = XMFLOAT3(1, 1, 1);
|
|
rotation_local = XMFLOAT4(0, 0, 0, 1);
|
|
translation_local = XMFLOAT3(0, 0, 0);
|
|
}
|
|
void TransformComponent::Translate(const XMFLOAT3& value)
|
|
{
|
|
SetDirty();
|
|
translation_local.x += value.x;
|
|
translation_local.y += value.y;
|
|
translation_local.z += value.z;
|
|
}
|
|
void TransformComponent::Translate(const XMVECTOR& value)
|
|
{
|
|
XMFLOAT3 translation;
|
|
XMStoreFloat3(&translation, value);
|
|
Translate(translation);
|
|
}
|
|
void TransformComponent::RotateRollPitchYaw(const XMFLOAT3& value)
|
|
{
|
|
SetDirty();
|
|
|
|
// This needs to be handled a bit differently
|
|
XMVECTOR quat = XMLoadFloat4(&rotation_local);
|
|
XMVECTOR x = XMQuaternionRotationRollPitchYaw(value.x, 0, 0);
|
|
XMVECTOR y = XMQuaternionRotationRollPitchYaw(0, value.y, 0);
|
|
XMVECTOR z = XMQuaternionRotationRollPitchYaw(0, 0, value.z);
|
|
|
|
quat = XMQuaternionMultiply(x, quat);
|
|
quat = XMQuaternionMultiply(quat, y);
|
|
quat = XMQuaternionMultiply(z, quat);
|
|
quat = XMQuaternionNormalize(quat);
|
|
|
|
XMStoreFloat4(&rotation_local, quat);
|
|
}
|
|
void TransformComponent::Rotate(const XMFLOAT4& quaternion)
|
|
{
|
|
SetDirty();
|
|
|
|
XMVECTOR result = XMQuaternionMultiply(XMLoadFloat4(&rotation_local), XMLoadFloat4(&quaternion));
|
|
result = XMQuaternionNormalize(result);
|
|
XMStoreFloat4(&rotation_local, result);
|
|
}
|
|
void TransformComponent::Rotate(const XMVECTOR& quaternion)
|
|
{
|
|
XMFLOAT4 rotation;
|
|
XMStoreFloat4(&rotation, quaternion);
|
|
Rotate(rotation);
|
|
}
|
|
void TransformComponent::Scale(const XMFLOAT3& value)
|
|
{
|
|
SetDirty();
|
|
scale_local.x *= value.x;
|
|
scale_local.y *= value.y;
|
|
scale_local.z *= value.z;
|
|
}
|
|
void TransformComponent::Scale(const XMVECTOR& value)
|
|
{
|
|
XMFLOAT3 scale;
|
|
XMStoreFloat3(&scale, value);
|
|
Scale(scale);
|
|
}
|
|
void TransformComponent::MatrixTransform(const XMFLOAT4X4& matrix)
|
|
{
|
|
MatrixTransform(XMLoadFloat4x4(&matrix));
|
|
}
|
|
void TransformComponent::MatrixTransform(const XMMATRIX& matrix)
|
|
{
|
|
SetDirty();
|
|
|
|
XMVECTOR S;
|
|
XMVECTOR R;
|
|
XMVECTOR T;
|
|
XMMatrixDecompose(&S, &R, &T, GetLocalMatrix() * matrix);
|
|
|
|
XMStoreFloat3(&scale_local, S);
|
|
XMStoreFloat4(&rotation_local, R);
|
|
XMStoreFloat3(&translation_local, T);
|
|
}
|
|
void TransformComponent::Lerp(const TransformComponent& a, const TransformComponent& b, float t)
|
|
{
|
|
SetDirty();
|
|
|
|
XMVECTOR aS, aR, aT;
|
|
XMMatrixDecompose(&aS, &aR, &aT, XMLoadFloat4x4(&a.world));
|
|
|
|
XMVECTOR bS, bR, bT;
|
|
XMMatrixDecompose(&bS, &bR, &bT, XMLoadFloat4x4(&b.world));
|
|
|
|
XMVECTOR S = XMVectorLerp(aS, bS, t);
|
|
XMVECTOR R = XMQuaternionSlerp(aR, bR, t);
|
|
XMVECTOR T = XMVectorLerp(aT, bT, t);
|
|
|
|
XMStoreFloat3(&scale_local, S);
|
|
XMStoreFloat4(&rotation_local, R);
|
|
XMStoreFloat3(&translation_local, T);
|
|
}
|
|
void TransformComponent::CatmullRom(const TransformComponent& a, const TransformComponent& b, const TransformComponent& c, const TransformComponent& d, float t)
|
|
{
|
|
SetDirty();
|
|
|
|
XMVECTOR aS, aR, aT;
|
|
XMMatrixDecompose(&aS, &aR, &aT, XMLoadFloat4x4(&a.world));
|
|
|
|
XMVECTOR bS, bR, bT;
|
|
XMMatrixDecompose(&bS, &bR, &bT, XMLoadFloat4x4(&b.world));
|
|
|
|
XMVECTOR cS, cR, cT;
|
|
XMMatrixDecompose(&cS, &cR, &cT, XMLoadFloat4x4(&c.world));
|
|
|
|
XMVECTOR dS, dR, dT;
|
|
XMMatrixDecompose(&dS, &dR, &dT, XMLoadFloat4x4(&d.world));
|
|
|
|
XMVECTOR T = XMVectorCatmullRom(aT, bT, cT, dT, t);
|
|
|
|
XMVECTOR setupA;
|
|
XMVECTOR setupB;
|
|
XMVECTOR setupC;
|
|
|
|
aR = XMQuaternionNormalize(aR);
|
|
bR = XMQuaternionNormalize(bR);
|
|
cR = XMQuaternionNormalize(cR);
|
|
dR = XMQuaternionNormalize(dR);
|
|
|
|
XMQuaternionSquadSetup(&setupA, &setupB, &setupC, aR, bR, cR, dR);
|
|
XMVECTOR R = XMQuaternionSquad(bR, setupA, setupB, setupC, t);
|
|
|
|
XMVECTOR S = XMVectorCatmullRom(aS, bS, cS, dS, t);
|
|
|
|
XMStoreFloat3(&translation_local, T);
|
|
XMStoreFloat4(&rotation_local, R);
|
|
XMStoreFloat3(&scale_local, S);
|
|
}
|
|
|
|
void MaterialComponent::WriteShaderMaterial(ShaderMaterial* dest) const
|
|
{
|
|
dest->baseColor = baseColor;
|
|
dest->emissive_r11g11b10 = wi::math::Pack_R11G11B10_FLOAT(XMFLOAT3(emissiveColor.x * emissiveColor.w, emissiveColor.y * emissiveColor.w, emissiveColor.z * emissiveColor.w));
|
|
dest->specular_r11g11b10 = wi::math::Pack_R11G11B10_FLOAT(XMFLOAT3(specularColor.x * specularColor.w, specularColor.y * specularColor.w, specularColor.z * specularColor.w));
|
|
dest->texMulAdd = texMulAdd;
|
|
dest->roughness = roughness;
|
|
dest->reflectance = reflectance;
|
|
dest->metalness = metalness;
|
|
dest->refraction = refraction;
|
|
dest->normalMapStrength = (textures[NORMALMAP].resource.IsValid() ? normalMapStrength : 0);
|
|
dest->parallaxOcclusionMapping = parallaxOcclusionMapping;
|
|
dest->displacementMapping = displacementMapping;
|
|
XMFLOAT4 sss = subsurfaceScattering;
|
|
sss.x *= sss.w;
|
|
sss.y *= sss.w;
|
|
sss.z *= sss.w;
|
|
XMFLOAT4 sss_inv = XMFLOAT4(
|
|
sss_inv.x = 1.0f / ((1 + sss.x) * (1 + sss.x)),
|
|
sss_inv.y = 1.0f / ((1 + sss.y) * (1 + sss.y)),
|
|
sss_inv.z = 1.0f / ((1 + sss.z) * (1 + sss.z)),
|
|
sss_inv.w = 1.0f / ((1 + sss.w) * (1 + sss.w))
|
|
);
|
|
dest->subsurfaceScattering = sss;
|
|
dest->subsurfaceScattering_inv = sss_inv;
|
|
dest->uvset_baseColorMap = textures[BASECOLORMAP].GetUVSet();
|
|
dest->uvset_surfaceMap = textures[SURFACEMAP].GetUVSet();
|
|
dest->uvset_normalMap = textures[NORMALMAP].GetUVSet();
|
|
dest->uvset_displacementMap = textures[DISPLACEMENTMAP].GetUVSet();
|
|
dest->uvset_emissiveMap = textures[EMISSIVEMAP].GetUVSet();
|
|
dest->uvset_occlusionMap = textures[OCCLUSIONMAP].GetUVSet();
|
|
dest->uvset_transmissionMap = textures[TRANSMISSIONMAP].GetUVSet();
|
|
dest->uvset_sheenColorMap = textures[SHEENCOLORMAP].GetUVSet();
|
|
dest->uvset_sheenRoughnessMap = textures[SHEENROUGHNESSMAP].GetUVSet();
|
|
dest->uvset_clearcoatMap = textures[CLEARCOATMAP].GetUVSet();
|
|
dest->uvset_clearcoatRoughnessMap = textures[CLEARCOATROUGHNESSMAP].GetUVSet();
|
|
dest->uvset_clearcoatNormalMap = textures[CLEARCOATNORMALMAP].GetUVSet();
|
|
dest->uvset_specularMap = textures[SPECULARMAP].GetUVSet();
|
|
dest->sheenColor_r11g11b10 = wi::math::Pack_R11G11B10_FLOAT(XMFLOAT3(sheenColor.x, sheenColor.y, sheenColor.z));
|
|
dest->sheenRoughness = sheenRoughness;
|
|
dest->clearcoat = clearcoat;
|
|
dest->clearcoatRoughness = clearcoatRoughness;
|
|
dest->alphaTest = 1 - alphaRef;
|
|
dest->layerMask = layerMask;
|
|
dest->transmission = transmission;
|
|
|
|
uint32_t options = 0;
|
|
if (IsUsingVertexColors())
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_USE_VERTEXCOLORS;
|
|
}
|
|
if (IsUsingSpecularGlossinessWorkflow())
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_SPECULARGLOSSINESS_WORKFLOW;
|
|
}
|
|
if (IsOcclusionEnabled_Primary())
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_OCCLUSION_PRIMARY;
|
|
}
|
|
if (IsOcclusionEnabled_Secondary())
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_OCCLUSION_SECONDARY;
|
|
}
|
|
if (IsUsingWind())
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_USE_WIND;
|
|
}
|
|
if (IsReceiveShadow())
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_RECEIVE_SHADOW;
|
|
}
|
|
if (IsCastingShadow())
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_CAST_SHADOW;
|
|
}
|
|
if (IsDoubleSided())
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_DOUBLE_SIDED;
|
|
}
|
|
if (GetRenderTypes() & RENDERTYPE_TRANSPARENT)
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_TRANSPARENT;
|
|
}
|
|
if (userBlendMode == BLENDMODE_ADDITIVE)
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_ADDITIVE;
|
|
}
|
|
if (shaderType == SHADERTYPE_UNLIT)
|
|
{
|
|
options |= SHADERMATERIAL_OPTION_BIT_UNLIT;
|
|
}
|
|
dest->options = options; // ensure that this memory is not read, so bitwise ORs also not performed with it!
|
|
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
dest->texture_basecolormap_index = device->GetDescriptorIndex(textures[BASECOLORMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_surfacemap_index = device->GetDescriptorIndex(textures[SURFACEMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_emissivemap_index = device->GetDescriptorIndex(textures[EMISSIVEMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_normalmap_index = device->GetDescriptorIndex(textures[NORMALMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_displacementmap_index = device->GetDescriptorIndex(textures[DISPLACEMENTMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_occlusionmap_index = device->GetDescriptorIndex(textures[OCCLUSIONMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_transmissionmap_index = device->GetDescriptorIndex(textures[TRANSMISSIONMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_sheencolormap_index = device->GetDescriptorIndex(textures[SHEENCOLORMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_sheenroughnessmap_index = device->GetDescriptorIndex(textures[SHEENROUGHNESSMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_clearcoatmap_index = device->GetDescriptorIndex(textures[CLEARCOATMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_clearcoatroughnessmap_index = device->GetDescriptorIndex(textures[CLEARCOATROUGHNESSMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_clearcoatnormalmap_index = device->GetDescriptorIndex(textures[CLEARCOATNORMALMAP].GetGPUResource(), SubresourceType::SRV);
|
|
dest->texture_specularmap_index = device->GetDescriptorIndex(textures[SPECULARMAP].GetGPUResource(), SubresourceType::SRV);
|
|
|
|
}
|
|
void MaterialComponent::WriteTextures(const wi::graphics::GPUResource** dest, int count) const
|
|
{
|
|
count = std::min(count, (int)TEXTURESLOT_COUNT);
|
|
for (int i = 0; i < count; ++i)
|
|
{
|
|
dest[i] = textures[i].GetGPUResource();
|
|
}
|
|
}
|
|
uint32_t MaterialComponent::GetRenderTypes() const
|
|
{
|
|
if (IsCustomShader() && customShaderID < (int)wi::renderer::GetCustomShaders().size())
|
|
{
|
|
auto& customShader = wi::renderer::GetCustomShaders()[customShaderID];
|
|
return customShader.renderTypeFlags;
|
|
}
|
|
if (shaderType == SHADERTYPE_WATER)
|
|
{
|
|
return RENDERTYPE_TRANSPARENT | RENDERTYPE_WATER;
|
|
}
|
|
if (transmission > 0)
|
|
{
|
|
return RENDERTYPE_TRANSPARENT;
|
|
}
|
|
if (userBlendMode == BLENDMODE_OPAQUE)
|
|
{
|
|
return RENDERTYPE_OPAQUE;
|
|
}
|
|
return RENDERTYPE_TRANSPARENT;
|
|
}
|
|
void MaterialComponent::CreateRenderData()
|
|
{
|
|
for (auto& x : textures)
|
|
{
|
|
if (!x.name.empty())
|
|
{
|
|
x.resource = wi::resourcemanager::Load(x.name, wi::resourcemanager::Flags::IMPORT_RETAIN_FILEDATA);
|
|
}
|
|
}
|
|
}
|
|
uint32_t MaterialComponent::GetStencilRef() const
|
|
{
|
|
return wi::renderer::CombineStencilrefs(engineStencilRef, userStencilRef);
|
|
}
|
|
|
|
void MeshComponent::CreateRenderData()
|
|
{
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
|
|
vertex_subsets.resize(vertex_positions.size());
|
|
uint32_t subsetCounter = 0;
|
|
for (auto& subset : subsets)
|
|
{
|
|
for (uint32_t i = 0; i < subset.indexCount; ++i)
|
|
{
|
|
uint32_t index = indices[subset.indexOffset + i];
|
|
vertex_subsets[index] = subsetCounter;
|
|
}
|
|
subsetCounter++;
|
|
}
|
|
|
|
// Create index buffer GPU data:
|
|
{
|
|
GPUBufferDesc bd;
|
|
bd.bind_flags = BindFlag::INDEX_BUFFER | BindFlag::SHADER_RESOURCE;
|
|
if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
|
|
{
|
|
bd.misc_flags |= ResourceMiscFlag::RAY_TRACING;
|
|
}
|
|
|
|
if (GetIndexFormat() == IndexBufferFormat::UINT32)
|
|
{
|
|
bd.stride = sizeof(uint32_t);
|
|
bd.format = Format::R32_UINT;
|
|
bd.size = uint32_t(sizeof(uint32_t) * indices.size());
|
|
|
|
// Use indices directly since vector is in correct format
|
|
static_assert(std::is_same<decltype(indices)::value_type, uint32_t>::value, "indices not in IndexBufferFormat::UINT32");
|
|
|
|
device->CreateBuffer(&bd, indices.data(), &indexBuffer);
|
|
device->SetName(&indexBuffer, "indexBuffer_32bit");
|
|
}
|
|
else
|
|
{
|
|
bd.stride = sizeof(uint16_t);
|
|
bd.format = Format::R16_UINT;
|
|
bd.size = uint32_t(sizeof(uint16_t) * indices.size());
|
|
|
|
wi::vector<uint16_t> gpuIndexData(indices.size());
|
|
std::copy(indices.begin(), indices.end(), gpuIndexData.begin());
|
|
|
|
device->CreateBuffer(&bd, gpuIndexData.data(), &indexBuffer);
|
|
device->SetName(&indexBuffer, "indexBuffer_16bit");
|
|
}
|
|
}
|
|
|
|
|
|
XMFLOAT3 _min = XMFLOAT3(std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
|
|
XMFLOAT3 _max = XMFLOAT3(std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest());
|
|
|
|
// vertexBuffer - POSITION + NORMAL + WIND:
|
|
{
|
|
if (!targets.empty())
|
|
{
|
|
vertex_positions_morphed.resize(vertex_positions.size());
|
|
dirty_morph = true;
|
|
}
|
|
|
|
wi::vector<Vertex_POS> vertices(vertex_positions.size());
|
|
for (size_t i = 0; i < vertices.size(); ++i)
|
|
{
|
|
const XMFLOAT3& pos = vertex_positions[i];
|
|
XMFLOAT3 nor = vertex_normals.empty() ? XMFLOAT3(1, 1, 1) : vertex_normals[i];
|
|
XMStoreFloat3(&nor, XMVector3Normalize(XMLoadFloat3(&nor)));
|
|
const uint8_t wind = vertex_windweights.empty() ? 0xFF : vertex_windweights[i];
|
|
vertices[i].FromFULL(pos, nor, wind);
|
|
|
|
_min = wi::math::Min(_min, pos);
|
|
_max = wi::math::Max(_max, pos);
|
|
}
|
|
|
|
GPUBufferDesc bd;
|
|
bd.usage = Usage::DEFAULT;
|
|
bd.bind_flags = BindFlag::VERTEX_BUFFER | BindFlag::SHADER_RESOURCE;
|
|
bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
|
|
{
|
|
bd.misc_flags |= ResourceMiscFlag::RAY_TRACING;
|
|
}
|
|
bd.size = (uint32_t)(sizeof(Vertex_POS) * vertices.size());
|
|
|
|
device->CreateBuffer(&bd, vertices.data(), &vertexBuffer_POS);
|
|
device->SetName(&vertexBuffer_POS, "vertexBuffer_POS");
|
|
}
|
|
|
|
// vertexBuffer - TANGENTS
|
|
if(!vertex_uvset_0.empty())
|
|
{
|
|
if (vertex_tangents.empty())
|
|
{
|
|
// Generate tangents if not found:
|
|
vertex_tangents.resize(vertex_positions.size());
|
|
|
|
for (size_t i = 0; i < indices.size(); i += 3)
|
|
{
|
|
const uint32_t i0 = indices[i + 0];
|
|
const uint32_t i1 = indices[i + 1];
|
|
const uint32_t i2 = indices[i + 2];
|
|
|
|
const XMFLOAT3 v0 = vertex_positions[i0];
|
|
const XMFLOAT3 v1 = vertex_positions[i1];
|
|
const XMFLOAT3 v2 = vertex_positions[i2];
|
|
|
|
const XMFLOAT2 u0 = vertex_uvset_0[i0];
|
|
const XMFLOAT2 u1 = vertex_uvset_0[i1];
|
|
const XMFLOAT2 u2 = vertex_uvset_0[i2];
|
|
|
|
const XMFLOAT3 n0 = vertex_normals[i0];
|
|
const XMFLOAT3 n1 = vertex_normals[i1];
|
|
const XMFLOAT3 n2 = vertex_normals[i2];
|
|
|
|
const XMVECTOR nor0 = XMLoadFloat3(&n0);
|
|
const XMVECTOR nor1 = XMLoadFloat3(&n1);
|
|
const XMVECTOR nor2 = XMLoadFloat3(&n2);
|
|
|
|
const XMVECTOR facenormal = XMVector3Normalize(nor0 + nor1 + nor2);
|
|
|
|
const float x1 = v1.x - v0.x;
|
|
const float x2 = v2.x - v0.x;
|
|
const float y1 = v1.y - v0.y;
|
|
const float y2 = v2.y - v0.y;
|
|
const float z1 = v1.z - v0.z;
|
|
const float z2 = v2.z - v0.z;
|
|
|
|
const float s1 = u1.x - u0.x;
|
|
const float s2 = u2.x - u0.x;
|
|
const float t1 = u1.y - u0.y;
|
|
const float t2 = u2.y - u0.y;
|
|
|
|
const float r = 1.0f / (s1 * t2 - s2 * t1);
|
|
const XMVECTOR sdir = XMVectorSet((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
|
|
(t2 * z1 - t1 * z2) * r, 0);
|
|
const XMVECTOR tdir = XMVectorSet((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
|
|
(s1 * z2 - s2 * z1) * r, 0);
|
|
|
|
XMVECTOR tangent;
|
|
tangent = XMVector3Normalize(sdir - facenormal * XMVector3Dot(facenormal, sdir));
|
|
float sign = XMVectorGetX(XMVector3Dot(XMVector3Cross(tangent, facenormal), tdir)) < 0.0f ? -1.0f : 1.0f;
|
|
|
|
XMFLOAT3 t;
|
|
XMStoreFloat3(&t, tangent);
|
|
|
|
vertex_tangents[i0].x += t.x;
|
|
vertex_tangents[i0].y += t.y;
|
|
vertex_tangents[i0].z += t.z;
|
|
vertex_tangents[i0].w = sign;
|
|
|
|
vertex_tangents[i1].x += t.x;
|
|
vertex_tangents[i1].y += t.y;
|
|
vertex_tangents[i1].z += t.z;
|
|
vertex_tangents[i1].w = sign;
|
|
|
|
vertex_tangents[i2].x += t.x;
|
|
vertex_tangents[i2].y += t.y;
|
|
vertex_tangents[i2].z += t.z;
|
|
vertex_tangents[i2].w = sign;
|
|
}
|
|
|
|
}
|
|
|
|
wi::vector<Vertex_TAN> vertices(vertex_tangents.size());
|
|
for (size_t i = 0; i < vertex_tangents.size(); ++i)
|
|
{
|
|
vertices[i].FromFULL(vertex_tangents[i]);
|
|
}
|
|
|
|
GPUBufferDesc bd;
|
|
bd.usage = Usage::DEFAULT;
|
|
bd.bind_flags = BindFlag::VERTEX_BUFFER | BindFlag::SHADER_RESOURCE;
|
|
bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
bd.stride = sizeof(Vertex_TAN);
|
|
bd.size = (uint32_t)(bd.stride * vertices.size());
|
|
|
|
device->CreateBuffer(&bd, vertices.data(), &vertexBuffer_TAN);
|
|
device->SetName(&vertexBuffer_TAN, "vertexBuffer_TAN");
|
|
}
|
|
|
|
aabb = AABB(_min, _max);
|
|
|
|
// skinning buffers:
|
|
if (!vertex_boneindices.empty())
|
|
{
|
|
wi::vector<Vertex_BON> vertices(vertex_boneindices.size());
|
|
for (size_t i = 0; i < vertices.size(); ++i)
|
|
{
|
|
XMFLOAT4& wei = vertex_boneweights[i];
|
|
// normalize bone weights
|
|
float len = wei.x + wei.y + wei.z + wei.w;
|
|
if (len > 0)
|
|
{
|
|
wei.x /= len;
|
|
wei.y /= len;
|
|
wei.z /= len;
|
|
wei.w /= len;
|
|
}
|
|
vertices[i].FromFULL(vertex_boneindices[i], wei);
|
|
}
|
|
|
|
GPUBufferDesc bd;
|
|
bd.bind_flags = BindFlag::SHADER_RESOURCE;
|
|
bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
bd.size = (uint32_t)(sizeof(Vertex_BON) * vertices.size());
|
|
|
|
device->CreateBuffer(&bd, vertices.data(), &vertexBuffer_BON);
|
|
|
|
bd.usage = Usage::DEFAULT;
|
|
bd.bind_flags = BindFlag::VERTEX_BUFFER | BindFlag::UNORDERED_ACCESS | BindFlag::SHADER_RESOURCE;
|
|
bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
|
|
if (!vertex_tangents.empty())
|
|
{
|
|
bd.size = (uint32_t)(sizeof(Vertex_TAN) * vertex_tangents.size());
|
|
device->CreateBuffer(&bd, nullptr, &streamoutBuffer_TAN);
|
|
device->SetName(&streamoutBuffer_TAN, "streamoutBuffer_TAN");
|
|
}
|
|
|
|
bd.size = (uint32_t)(sizeof(Vertex_POS) * vertex_positions.size());
|
|
if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
|
|
{
|
|
bd.misc_flags |= ResourceMiscFlag::RAY_TRACING;
|
|
}
|
|
device->CreateBuffer(&bd, nullptr, &streamoutBuffer_POS);
|
|
device->SetName(&streamoutBuffer_POS, "streamoutBuffer_POS");
|
|
}
|
|
|
|
// vertexBuffer - UV SET 0
|
|
if(!vertex_uvset_0.empty())
|
|
{
|
|
wi::vector<Vertex_TEX> vertices(vertex_uvset_0.size());
|
|
for (size_t i = 0; i < vertices.size(); ++i)
|
|
{
|
|
vertices[i].FromFULL(vertex_uvset_0[i]);
|
|
}
|
|
|
|
GPUBufferDesc bd;
|
|
bd.bind_flags = BindFlag::VERTEX_BUFFER | BindFlag::SHADER_RESOURCE;
|
|
bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
bd.stride = sizeof(Vertex_TEX);
|
|
bd.size = (uint32_t)(bd.stride * vertices.size());
|
|
|
|
device->CreateBuffer(&bd, vertices.data(), &vertexBuffer_UV0);
|
|
device->SetName(&vertexBuffer_UV0, "vertexBuffer_UV0");
|
|
}
|
|
|
|
// vertexBuffer - UV SET 1
|
|
if (!vertex_uvset_1.empty())
|
|
{
|
|
wi::vector<Vertex_TEX> vertices(vertex_uvset_1.size());
|
|
for (size_t i = 0; i < vertices.size(); ++i)
|
|
{
|
|
vertices[i].FromFULL(vertex_uvset_1[i]);
|
|
}
|
|
|
|
GPUBufferDesc bd;
|
|
bd.bind_flags = BindFlag::VERTEX_BUFFER | BindFlag::SHADER_RESOURCE;
|
|
bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
bd.stride = sizeof(Vertex_TEX);
|
|
bd.size = (uint32_t)(bd.stride * vertices.size());
|
|
|
|
device->CreateBuffer(&bd, vertices.data(), &vertexBuffer_UV1);
|
|
device->SetName(&vertexBuffer_UV1, "vertexBuffer_UV1");
|
|
}
|
|
|
|
// vertexBuffer - COLORS
|
|
if (!vertex_colors.empty())
|
|
{
|
|
GPUBufferDesc bd;
|
|
bd.bind_flags = BindFlag::VERTEX_BUFFER | BindFlag::SHADER_RESOURCE;
|
|
bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
bd.stride = sizeof(Vertex_COL);
|
|
bd.size = (uint32_t)(bd.stride * vertex_colors.size());
|
|
|
|
device->CreateBuffer(&bd, vertex_colors.data(), &vertexBuffer_COL);
|
|
device->SetName(&vertexBuffer_COL, "vertexBuffer_COL");
|
|
}
|
|
|
|
// vertexBuffer - ATLAS
|
|
if (!vertex_atlas.empty())
|
|
{
|
|
wi::vector<Vertex_TEX> vertices(vertex_atlas.size());
|
|
for (size_t i = 0; i < vertices.size(); ++i)
|
|
{
|
|
vertices[i].FromFULL(vertex_atlas[i]);
|
|
}
|
|
|
|
GPUBufferDesc bd;
|
|
bd.bind_flags = BindFlag::VERTEX_BUFFER | BindFlag::SHADER_RESOURCE;
|
|
bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
bd.stride = sizeof(Vertex_TEX);
|
|
bd.size = (uint32_t)(bd.stride * vertices.size());
|
|
|
|
device->CreateBuffer(&bd, vertices.data(), &vertexBuffer_ATL);
|
|
device->SetName(&vertexBuffer_ATL, "vertexBuffer_ATL");
|
|
}
|
|
|
|
// vertexBuffer_PRE will be created on demand later!
|
|
vertexBuffer_PRE = GPUBuffer();
|
|
|
|
GPUBufferDesc desc;
|
|
desc.bind_flags = BindFlag::SHADER_RESOURCE;
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
desc.stride = sizeof(ShaderMeshSubset);
|
|
desc.size = desc.stride * (uint32_t)subsets.size();
|
|
bool success = device->CreateBuffer(&desc, nullptr, &subsetBuffer);
|
|
assert(success);
|
|
dirty_subsets = true;
|
|
|
|
|
|
if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
|
|
{
|
|
BLAS_state = MeshComponent::BLAS_STATE_NEEDS_REBUILD;
|
|
|
|
RaytracingAccelerationStructureDesc desc;
|
|
desc.type = RaytracingAccelerationStructureDesc::Type::BOTTOMLEVEL;
|
|
|
|
if (streamoutBuffer_POS.IsValid())
|
|
{
|
|
desc.flags |= RaytracingAccelerationStructureDesc::FLAG_ALLOW_UPDATE;
|
|
desc.flags |= RaytracingAccelerationStructureDesc::FLAG_PREFER_FAST_BUILD;
|
|
}
|
|
else
|
|
{
|
|
desc.flags |= RaytracingAccelerationStructureDesc::FLAG_PREFER_FAST_TRACE;
|
|
}
|
|
|
|
for (auto& subset : subsets)
|
|
{
|
|
desc.bottom_level.geometries.emplace_back();
|
|
auto& geometry = desc.bottom_level.geometries.back();
|
|
geometry.type = RaytracingAccelerationStructureDesc::BottomLevel::Geometry::Type::TRIANGLES;
|
|
geometry.triangles.vertex_buffer = streamoutBuffer_POS.IsValid() ? streamoutBuffer_POS : vertexBuffer_POS;
|
|
geometry.triangles.index_buffer = indexBuffer;
|
|
geometry.triangles.index_format = GetIndexFormat();
|
|
geometry.triangles.index_count = subset.indexCount;
|
|
geometry.triangles.index_offset = subset.indexOffset;
|
|
geometry.triangles.vertex_count = (uint32_t)vertex_positions.size();
|
|
geometry.triangles.vertex_format = Format::R32G32B32_FLOAT;
|
|
geometry.triangles.vertex_stride = sizeof(MeshComponent::Vertex_POS);
|
|
}
|
|
|
|
bool success = device->CreateRaytracingAccelerationStructure(&desc, &BLAS);
|
|
assert(success);
|
|
device->SetName(&BLAS, "BLAS");
|
|
}
|
|
}
|
|
void MeshComponent::WriteShaderMesh(ShaderMesh* dest) const
|
|
{
|
|
dest->init();
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
dest->ib = device->GetDescriptorIndex(&indexBuffer, SubresourceType::SRV);
|
|
if (streamoutBuffer_POS.IsValid())
|
|
{
|
|
dest->vb_pos_nor_wind = device->GetDescriptorIndex(&streamoutBuffer_POS, SubresourceType::SRV);
|
|
}
|
|
else
|
|
{
|
|
dest->vb_pos_nor_wind = device->GetDescriptorIndex(&vertexBuffer_POS, SubresourceType::SRV);
|
|
}
|
|
if (streamoutBuffer_TAN.IsValid())
|
|
{
|
|
dest->vb_tan = device->GetDescriptorIndex(&streamoutBuffer_TAN, SubresourceType::SRV);
|
|
}
|
|
else
|
|
{
|
|
dest->vb_tan = device->GetDescriptorIndex(&vertexBuffer_TAN, SubresourceType::SRV);
|
|
}
|
|
dest->vb_col = device->GetDescriptorIndex(&vertexBuffer_COL, SubresourceType::SRV);
|
|
dest->vb_uv0 = device->GetDescriptorIndex(&vertexBuffer_UV0, SubresourceType::SRV);
|
|
dest->vb_uv1 = device->GetDescriptorIndex(&vertexBuffer_UV1, SubresourceType::SRV);
|
|
dest->vb_atl = device->GetDescriptorIndex(&vertexBuffer_ATL, SubresourceType::SRV);
|
|
dest->vb_pre = device->GetDescriptorIndex(&vertexBuffer_PRE, SubresourceType::SRV);
|
|
dest->blendmaterial1 = terrain_material1_index;
|
|
dest->blendmaterial2 = terrain_material2_index;
|
|
dest->blendmaterial3 = terrain_material3_index;
|
|
dest->subsetbuffer = device->GetDescriptorIndex(&subsetBuffer, SubresourceType::SRV);
|
|
dest->aabb_min = aabb._min;
|
|
dest->aabb_max = aabb._max;
|
|
dest->tessellation_factor = tessellationFactor;
|
|
|
|
uint flags = 0;
|
|
if (IsDoubleSided())
|
|
{
|
|
flags |= SHADERMESH_FLAG_DOUBLE_SIDED;
|
|
}
|
|
dest->flags = flags; // ensure that this memory is not read, so bitwise ORs also not performed with it!
|
|
|
|
}
|
|
void MeshComponent::ComputeNormals(COMPUTE_NORMALS compute)
|
|
{
|
|
// Start recalculating normals:
|
|
|
|
if(compute != COMPUTE_NORMALS_SMOOTH_FAST)
|
|
{
|
|
// Compute hard surface normals:
|
|
|
|
// Right now they are always computed even before smooth setting
|
|
|
|
wi::vector<uint32_t> newIndexBuffer;
|
|
wi::vector<XMFLOAT3> newPositionsBuffer;
|
|
wi::vector<XMFLOAT3> newNormalsBuffer;
|
|
wi::vector<XMFLOAT2> newUV0Buffer;
|
|
wi::vector<XMFLOAT2> newUV1Buffer;
|
|
wi::vector<XMFLOAT2> newAtlasBuffer;
|
|
wi::vector<XMUINT4> newBoneIndicesBuffer;
|
|
wi::vector<XMFLOAT4> newBoneWeightsBuffer;
|
|
wi::vector<uint32_t> newColorsBuffer;
|
|
|
|
for (size_t face = 0; face < indices.size() / 3; face++)
|
|
{
|
|
uint32_t i0 = indices[face * 3 + 0];
|
|
uint32_t i1 = indices[face * 3 + 1];
|
|
uint32_t i2 = indices[face * 3 + 2];
|
|
|
|
XMFLOAT3& p0 = vertex_positions[i0];
|
|
XMFLOAT3& p1 = vertex_positions[i1];
|
|
XMFLOAT3& p2 = vertex_positions[i2];
|
|
|
|
XMVECTOR U = XMLoadFloat3(&p2) - XMLoadFloat3(&p0);
|
|
XMVECTOR V = XMLoadFloat3(&p1) - XMLoadFloat3(&p0);
|
|
|
|
XMVECTOR N = XMVector3Cross(U, V);
|
|
N = XMVector3Normalize(N);
|
|
|
|
XMFLOAT3 normal;
|
|
XMStoreFloat3(&normal, N);
|
|
|
|
newPositionsBuffer.push_back(p0);
|
|
newPositionsBuffer.push_back(p1);
|
|
newPositionsBuffer.push_back(p2);
|
|
|
|
newNormalsBuffer.push_back(normal);
|
|
newNormalsBuffer.push_back(normal);
|
|
newNormalsBuffer.push_back(normal);
|
|
|
|
if (!vertex_uvset_0.empty())
|
|
{
|
|
newUV0Buffer.push_back(vertex_uvset_0[i0]);
|
|
newUV0Buffer.push_back(vertex_uvset_0[i1]);
|
|
newUV0Buffer.push_back(vertex_uvset_0[i2]);
|
|
}
|
|
|
|
if (!vertex_uvset_1.empty())
|
|
{
|
|
newUV1Buffer.push_back(vertex_uvset_1[i0]);
|
|
newUV1Buffer.push_back(vertex_uvset_1[i1]);
|
|
newUV1Buffer.push_back(vertex_uvset_1[i2]);
|
|
}
|
|
|
|
if (!vertex_atlas.empty())
|
|
{
|
|
newAtlasBuffer.push_back(vertex_atlas[i0]);
|
|
newAtlasBuffer.push_back(vertex_atlas[i1]);
|
|
newAtlasBuffer.push_back(vertex_atlas[i2]);
|
|
}
|
|
|
|
if (!vertex_boneindices.empty())
|
|
{
|
|
newBoneIndicesBuffer.push_back(vertex_boneindices[i0]);
|
|
newBoneIndicesBuffer.push_back(vertex_boneindices[i1]);
|
|
newBoneIndicesBuffer.push_back(vertex_boneindices[i2]);
|
|
}
|
|
|
|
if (!vertex_boneweights.empty())
|
|
{
|
|
newBoneWeightsBuffer.push_back(vertex_boneweights[i0]);
|
|
newBoneWeightsBuffer.push_back(vertex_boneweights[i1]);
|
|
newBoneWeightsBuffer.push_back(vertex_boneweights[i2]);
|
|
}
|
|
|
|
if (!vertex_colors.empty())
|
|
{
|
|
newColorsBuffer.push_back(vertex_colors[i0]);
|
|
newColorsBuffer.push_back(vertex_colors[i1]);
|
|
newColorsBuffer.push_back(vertex_colors[i2]);
|
|
}
|
|
|
|
newIndexBuffer.push_back(static_cast<uint32_t>(newIndexBuffer.size()));
|
|
newIndexBuffer.push_back(static_cast<uint32_t>(newIndexBuffer.size()));
|
|
newIndexBuffer.push_back(static_cast<uint32_t>(newIndexBuffer.size()));
|
|
}
|
|
|
|
// For hard surface normals, we created a new mesh in the previous loop through faces, so swap data:
|
|
vertex_positions = newPositionsBuffer;
|
|
vertex_normals = newNormalsBuffer;
|
|
vertex_uvset_0 = newUV0Buffer;
|
|
vertex_uvset_1 = newUV1Buffer;
|
|
vertex_atlas = newAtlasBuffer;
|
|
vertex_colors = newColorsBuffer;
|
|
if (!vertex_boneindices.empty())
|
|
{
|
|
vertex_boneindices = newBoneIndicesBuffer;
|
|
}
|
|
if (!vertex_boneweights.empty())
|
|
{
|
|
vertex_boneweights = newBoneWeightsBuffer;
|
|
}
|
|
indices = newIndexBuffer;
|
|
}
|
|
|
|
switch (compute)
|
|
{
|
|
case MeshComponent::COMPUTE_NORMALS_HARD:
|
|
break;
|
|
|
|
case MeshComponent::COMPUTE_NORMALS_SMOOTH:
|
|
{
|
|
// Compute smooth surface normals:
|
|
|
|
// 1.) Zero normals, they will be averaged later
|
|
for (size_t i = 0; i < vertex_normals.size(); i++)
|
|
{
|
|
vertex_normals[i] = XMFLOAT3(0, 0, 0);
|
|
}
|
|
|
|
// 2.) Find identical vertices by POSITION, accumulate face normals
|
|
for (size_t i = 0; i < vertex_positions.size(); i++)
|
|
{
|
|
XMFLOAT3& v_search_pos = vertex_positions[i];
|
|
|
|
for (size_t ind = 0; ind < indices.size() / 3; ++ind)
|
|
{
|
|
uint32_t i0 = indices[ind * 3 + 0];
|
|
uint32_t i1 = indices[ind * 3 + 1];
|
|
uint32_t i2 = indices[ind * 3 + 2];
|
|
|
|
XMFLOAT3& v0 = vertex_positions[i0];
|
|
XMFLOAT3& v1 = vertex_positions[i1];
|
|
XMFLOAT3& v2 = vertex_positions[i2];
|
|
|
|
bool match_pos0 =
|
|
fabs(v_search_pos.x - v0.x) < FLT_EPSILON &&
|
|
fabs(v_search_pos.y - v0.y) < FLT_EPSILON &&
|
|
fabs(v_search_pos.z - v0.z) < FLT_EPSILON;
|
|
|
|
bool match_pos1 =
|
|
fabs(v_search_pos.x - v1.x) < FLT_EPSILON &&
|
|
fabs(v_search_pos.y - v1.y) < FLT_EPSILON &&
|
|
fabs(v_search_pos.z - v1.z) < FLT_EPSILON;
|
|
|
|
bool match_pos2 =
|
|
fabs(v_search_pos.x - v2.x) < FLT_EPSILON &&
|
|
fabs(v_search_pos.y - v2.y) < FLT_EPSILON &&
|
|
fabs(v_search_pos.z - v2.z) < FLT_EPSILON;
|
|
|
|
if (match_pos0 || match_pos1 || match_pos2)
|
|
{
|
|
XMVECTOR U = XMLoadFloat3(&v2) - XMLoadFloat3(&v0);
|
|
XMVECTOR V = XMLoadFloat3(&v1) - XMLoadFloat3(&v0);
|
|
|
|
XMVECTOR N = XMVector3Cross(U, V);
|
|
N = XMVector3Normalize(N);
|
|
|
|
XMFLOAT3 normal;
|
|
XMStoreFloat3(&normal, N);
|
|
|
|
vertex_normals[i].x += normal.x;
|
|
vertex_normals[i].y += normal.y;
|
|
vertex_normals[i].z += normal.z;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// 3.) Find duplicated vertices by POSITION and UV0 and UV1 and ATLAS and SUBSET and remove them:
|
|
for (auto& subset : subsets)
|
|
{
|
|
for (uint32_t i = 0; i < subset.indexCount - 1; i++)
|
|
{
|
|
uint32_t ind0 = indices[subset.indexOffset + (uint32_t)i];
|
|
const XMFLOAT3& p0 = vertex_positions[ind0];
|
|
const XMFLOAT2& u00 = vertex_uvset_0.empty() ? XMFLOAT2(0, 0) : vertex_uvset_0[ind0];
|
|
const XMFLOAT2& u10 = vertex_uvset_1.empty() ? XMFLOAT2(0, 0) : vertex_uvset_1[ind0];
|
|
const XMFLOAT2& at0 = vertex_atlas.empty() ? XMFLOAT2(0, 0) : vertex_atlas[ind0];
|
|
|
|
for (uint32_t j = i + 1; j < subset.indexCount; j++)
|
|
{
|
|
uint32_t ind1 = indices[subset.indexOffset + (uint32_t)j];
|
|
|
|
if (ind1 == ind0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const XMFLOAT3& p1 = vertex_positions[ind1];
|
|
const XMFLOAT2& u01 = vertex_uvset_0.empty() ? XMFLOAT2(0, 0) : vertex_uvset_0[ind1];
|
|
const XMFLOAT2& u11 = vertex_uvset_1.empty() ? XMFLOAT2(0, 0) : vertex_uvset_1[ind1];
|
|
const XMFLOAT2& at1 = vertex_atlas.empty() ? XMFLOAT2(0, 0) : vertex_atlas[ind1];
|
|
|
|
const bool duplicated_pos =
|
|
fabs(p0.x - p1.x) < FLT_EPSILON &&
|
|
fabs(p0.y - p1.y) < FLT_EPSILON &&
|
|
fabs(p0.z - p1.z) < FLT_EPSILON;
|
|
|
|
const bool duplicated_uv0 =
|
|
fabs(u00.x - u01.x) < FLT_EPSILON &&
|
|
fabs(u00.y - u01.y) < FLT_EPSILON;
|
|
|
|
const bool duplicated_uv1 =
|
|
fabs(u10.x - u11.x) < FLT_EPSILON &&
|
|
fabs(u10.y - u11.y) < FLT_EPSILON;
|
|
|
|
const bool duplicated_atl =
|
|
fabs(at0.x - at1.x) < FLT_EPSILON &&
|
|
fabs(at0.y - at1.y) < FLT_EPSILON;
|
|
|
|
if (duplicated_pos && duplicated_uv0 && duplicated_uv1 && duplicated_atl)
|
|
{
|
|
// Erase vertices[ind1] because it is a duplicate:
|
|
if (ind1 < vertex_positions.size())
|
|
{
|
|
vertex_positions.erase(vertex_positions.begin() + ind1);
|
|
}
|
|
if (ind1 < vertex_normals.size())
|
|
{
|
|
vertex_normals.erase(vertex_normals.begin() + ind1);
|
|
}
|
|
if (ind1 < vertex_uvset_0.size())
|
|
{
|
|
vertex_uvset_0.erase(vertex_uvset_0.begin() + ind1);
|
|
}
|
|
if (ind1 < vertex_uvset_1.size())
|
|
{
|
|
vertex_uvset_1.erase(vertex_uvset_1.begin() + ind1);
|
|
}
|
|
if (ind1 < vertex_atlas.size())
|
|
{
|
|
vertex_atlas.erase(vertex_atlas.begin() + ind1);
|
|
}
|
|
if (ind1 < vertex_boneindices.size())
|
|
{
|
|
vertex_boneindices.erase(vertex_boneindices.begin() + ind1);
|
|
}
|
|
if (ind1 < vertex_boneweights.size())
|
|
{
|
|
vertex_boneweights.erase(vertex_boneweights.begin() + ind1);
|
|
}
|
|
|
|
// The vertices[ind1] was removed, so each index after that needs to be updated:
|
|
for (auto& index : indices)
|
|
{
|
|
if (index > ind1 && index > 0)
|
|
{
|
|
index--;
|
|
}
|
|
else if (index == ind1)
|
|
{
|
|
index = ind0;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
break;
|
|
|
|
case MeshComponent::COMPUTE_NORMALS_SMOOTH_FAST:
|
|
{
|
|
for (size_t i = 0; i < vertex_normals.size(); i++)
|
|
{
|
|
vertex_normals[i] = XMFLOAT3(0, 0, 0);
|
|
}
|
|
for (size_t i = 0; i < indices.size() / 3; ++i)
|
|
{
|
|
uint32_t index1 = indices[i * 3];
|
|
uint32_t index2 = indices[i * 3 + 1];
|
|
uint32_t index3 = indices[i * 3 + 2];
|
|
|
|
XMVECTOR side1 = XMLoadFloat3(&vertex_positions[index1]) - XMLoadFloat3(&vertex_positions[index3]);
|
|
XMVECTOR side2 = XMLoadFloat3(&vertex_positions[index1]) - XMLoadFloat3(&vertex_positions[index2]);
|
|
XMVECTOR N = XMVector3Normalize(XMVector3Cross(side1, side2));
|
|
XMFLOAT3 normal;
|
|
XMStoreFloat3(&normal, N);
|
|
|
|
vertex_normals[index1].x += normal.x;
|
|
vertex_normals[index1].y += normal.y;
|
|
vertex_normals[index1].z += normal.z;
|
|
|
|
vertex_normals[index2].x += normal.x;
|
|
vertex_normals[index2].y += normal.y;
|
|
vertex_normals[index2].z += normal.z;
|
|
|
|
vertex_normals[index3].x += normal.x;
|
|
vertex_normals[index3].y += normal.y;
|
|
vertex_normals[index3].z += normal.z;
|
|
}
|
|
}
|
|
break;
|
|
|
|
}
|
|
|
|
vertex_tangents.clear(); // <- will be recomputed
|
|
|
|
CreateRenderData(); // <- normals will be normalized here!
|
|
}
|
|
void MeshComponent::FlipCulling()
|
|
{
|
|
for (size_t face = 0; face < indices.size() / 3; face++)
|
|
{
|
|
uint32_t i0 = indices[face * 3 + 0];
|
|
uint32_t i1 = indices[face * 3 + 1];
|
|
uint32_t i2 = indices[face * 3 + 2];
|
|
|
|
indices[face * 3 + 0] = i0;
|
|
indices[face * 3 + 1] = i2;
|
|
indices[face * 3 + 2] = i1;
|
|
}
|
|
|
|
CreateRenderData();
|
|
}
|
|
void MeshComponent::FlipNormals()
|
|
{
|
|
for (auto& normal : vertex_normals)
|
|
{
|
|
normal.x *= -1;
|
|
normal.y *= -1;
|
|
normal.z *= -1;
|
|
}
|
|
|
|
CreateRenderData();
|
|
}
|
|
void MeshComponent::Recenter()
|
|
{
|
|
XMFLOAT3 center = aabb.getCenter();
|
|
|
|
for (auto& pos : vertex_positions)
|
|
{
|
|
pos.x -= center.x;
|
|
pos.y -= center.y;
|
|
pos.z -= center.z;
|
|
}
|
|
|
|
CreateRenderData();
|
|
}
|
|
void MeshComponent::RecenterToBottom()
|
|
{
|
|
XMFLOAT3 center = aabb.getCenter();
|
|
center.y -= aabb.getHalfWidth().y;
|
|
|
|
for (auto& pos : vertex_positions)
|
|
{
|
|
pos.x -= center.x;
|
|
pos.y -= center.y;
|
|
pos.z -= center.z;
|
|
}
|
|
|
|
CreateRenderData();
|
|
}
|
|
Sphere MeshComponent::GetBoundingSphere() const
|
|
{
|
|
XMFLOAT3 halfwidth = aabb.getHalfWidth();
|
|
|
|
Sphere sphere;
|
|
sphere.center = aabb.getCenter();
|
|
sphere.radius = std::max(halfwidth.x, std::max(halfwidth.y, halfwidth.z));
|
|
|
|
return sphere;
|
|
}
|
|
|
|
void ObjectComponent::ClearLightmap()
|
|
{
|
|
lightmap = Texture();
|
|
lightmapWidth = 0;
|
|
lightmapHeight = 0;
|
|
lightmapIterationCount = 0;
|
|
lightmapTextureData.clear();
|
|
SetLightmapRenderRequest(false);
|
|
}
|
|
|
|
#if __has_include("OpenImageDenoise/oidn.hpp")
|
|
#define OPEN_IMAGE_DENOISE
|
|
#include "OpenImageDenoise/oidn.hpp"
|
|
#pragma comment(lib,"OpenImageDenoise.lib")
|
|
#pragma comment(lib,"tbb.lib")
|
|
// Also provide OpenImageDenoise.dll and tbb.dll near the exe!
|
|
#endif
|
|
void ObjectComponent::SaveLightmap()
|
|
{
|
|
if (lightmap.IsValid() && has_flag(lightmap.desc.bind_flags, BindFlag::RENDER_TARGET))
|
|
{
|
|
SetLightmapRenderRequest(false);
|
|
|
|
bool success = wi::helper::saveTextureToMemory(lightmap, lightmapTextureData);
|
|
assert(success);
|
|
|
|
#ifdef OPEN_IMAGE_DENOISE
|
|
if (success)
|
|
{
|
|
wi::vector<uint8_t> texturedata_dst(lightmapTextureData.size());
|
|
|
|
size_t width = (size_t)lightmapWidth;
|
|
size_t height = (size_t)lightmapHeight;
|
|
{
|
|
// https://github.com/OpenImageDenoise/oidn#c11-api-example
|
|
|
|
// Create an Intel Open Image Denoise device
|
|
static oidn::DeviceRef device = oidn::newDevice();
|
|
static bool init = false;
|
|
if (!init)
|
|
{
|
|
device.commit();
|
|
init = true;
|
|
}
|
|
|
|
// Create a denoising filter
|
|
oidn::FilterRef filter = device.newFilter("RTLightmap");
|
|
filter.setImage("color", lightmapTextureData.data(), oidn::Format::Float3, width, height, 0, sizeof(XMFLOAT4));
|
|
filter.setImage("output", texturedata_dst.data(), oidn::Format::Float3, width, height, 0, sizeof(XMFLOAT4));
|
|
filter.commit();
|
|
|
|
// Filter the image
|
|
filter.execute();
|
|
|
|
// Check for errors
|
|
const char* errorMessage;
|
|
auto error = device.getError(errorMessage);
|
|
if (error != oidn::Error::None && error != oidn::Error::Cancelled)
|
|
{
|
|
wi::backlog::post(std::string("[OpenImageDenoise error] ") + errorMessage);
|
|
}
|
|
}
|
|
|
|
lightmapTextureData = std::move(texturedata_dst); // replace old (raw) data with denoised data
|
|
}
|
|
#endif // OPEN_IMAGE_DENOISE
|
|
|
|
CompressLightmap();
|
|
|
|
wi::texturehelper::CreateTexture(lightmap, lightmapTextureData.data(), lightmapWidth, lightmapHeight, lightmap.desc.format);
|
|
wi::graphics::GetDevice()->SetName(&lightmap, "lightmap");
|
|
}
|
|
}
|
|
void ObjectComponent::CompressLightmap()
|
|
{
|
|
|
|
// BC6 Block compression code that uses DirectXTex library, but it's not cross platform, so disabled:
|
|
#if 0
|
|
wi::Timer timer;
|
|
wi::backlog::post("compressing lightmap...");
|
|
|
|
lightmap.desc.Format = lightmap_block_format;
|
|
lightmap.desc.BindFlags = BindFlag::SHADER_RESOURCE;
|
|
|
|
static constexpr wi::graphics::FORMAT lightmap_block_format = wi::graphics::FORMAT_BC6H_UF16;
|
|
static constexpr uint32_t lightmap_blocksize = wi::graphics::GetFormatBlockSize(lightmap_block_format);
|
|
static_assert(lightmap_blocksize == 4u);
|
|
const uint32_t bc6_width = lightmapWidth / lightmap_blocksize;
|
|
const uint32_t bc6_height = lightmapHeight / lightmap_blocksize;
|
|
wi::vector<uint8_t> bc6_data;
|
|
bc6_data.resize(sizeof(XMFLOAT4) * bc6_width * bc6_height);
|
|
const XMFLOAT4* raw_data = (const XMFLOAT4*)lightmapTextureData.data();
|
|
|
|
for (uint32_t x = 0; x < bc6_width; ++x)
|
|
{
|
|
for (uint32_t y = 0; y < bc6_height; ++y)
|
|
{
|
|
uint32_t bc6_idx = x + y * bc6_width;
|
|
uint8_t* ptr = (uint8_t*)((XMFLOAT4*)bc6_data.data() + bc6_idx);
|
|
|
|
XMVECTOR raw_vec[lightmap_blocksize * lightmap_blocksize];
|
|
for (uint32_t i = 0; i < lightmap_blocksize; ++i)
|
|
{
|
|
for (uint32_t j = 0; j < lightmap_blocksize; ++j)
|
|
{
|
|
uint32_t raw_idx = (x * lightmap_blocksize + i) + (y * lightmap_blocksize + j) * lightmapWidth;
|
|
uint32_t block_idx = i + j * lightmap_blocksize;
|
|
raw_vec[block_idx] = XMLoadFloat4(raw_data + raw_idx);
|
|
}
|
|
}
|
|
static_assert(arraysize(raw_vec) == 16); // it will work only for a certain block size!
|
|
D3DXEncodeBC6HU(ptr, raw_vec, 0);
|
|
}
|
|
}
|
|
|
|
lightmapTextureData = std::move(bc6_data); // replace old (raw) data with compressed data
|
|
|
|
wi::backlog::post(
|
|
"compressing lightmap [" +
|
|
std::to_string(lightmapWidth) +
|
|
"x" +
|
|
std::to_string(lightmapHeight) +
|
|
"] finished in " +
|
|
std::to_string(timer.elapsed_seconds()) +
|
|
" seconds"
|
|
);
|
|
#else
|
|
|
|
// Simple compression to R11G11B10_FLOAT format:
|
|
using namespace PackedVector;
|
|
wi::vector<uint8_t> packed_data;
|
|
packed_data.resize(sizeof(XMFLOAT3PK) * lightmapWidth * lightmapHeight);
|
|
XMFLOAT3PK* packed_ptr = (XMFLOAT3PK*)packed_data.data();
|
|
XMFLOAT4* raw_ptr = (XMFLOAT4*)lightmapTextureData.data();
|
|
|
|
uint32_t texelcount = lightmapWidth * lightmapHeight;
|
|
for (uint32_t i = 0; i < texelcount; ++i)
|
|
{
|
|
XMStoreFloat3PK(packed_ptr + i, XMLoadFloat4(raw_ptr + i));
|
|
}
|
|
|
|
lightmapTextureData = std::move(packed_data);
|
|
lightmap.desc.format = Format::R11G11B10_FLOAT;
|
|
lightmap.desc.bind_flags = BindFlag::SHADER_RESOURCE;
|
|
|
|
#endif
|
|
}
|
|
|
|
void ArmatureComponent::CreateRenderData()
|
|
{
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
|
|
GPUBufferDesc bd;
|
|
bd.size = sizeof(ShaderTransform) * (uint32_t)boneCollection.size();
|
|
bd.bind_flags = BindFlag::SHADER_RESOURCE;
|
|
bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
bd.stride = sizeof(ShaderTransform);
|
|
|
|
device->CreateBuffer(&bd, nullptr, &boneBuffer);
|
|
}
|
|
|
|
void SoftBodyPhysicsComponent::CreateFromMesh(const MeshComponent& mesh)
|
|
{
|
|
vertex_positions_simulation.resize(mesh.vertex_positions.size());
|
|
vertex_tangents_tmp.resize(mesh.vertex_tangents.size());
|
|
vertex_tangents_simulation.resize(mesh.vertex_tangents.size());
|
|
|
|
XMMATRIX W = XMLoadFloat4x4(&worldMatrix);
|
|
XMFLOAT3 _min = XMFLOAT3(std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
|
|
XMFLOAT3 _max = XMFLOAT3(std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest());
|
|
for (size_t i = 0; i < vertex_positions_simulation.size(); ++i)
|
|
{
|
|
XMFLOAT3 pos = mesh.vertex_positions[i];
|
|
XMStoreFloat3(&pos, XMVector3Transform(XMLoadFloat3(&pos), W));
|
|
XMFLOAT3 nor = mesh.vertex_normals.empty() ? XMFLOAT3(1, 1, 1) : mesh.vertex_normals[i];
|
|
XMStoreFloat3(&nor, XMVector3Normalize(XMVector3TransformNormal(XMLoadFloat3(&nor), W)));
|
|
const uint8_t wind = mesh.vertex_windweights.empty() ? 0xFF : mesh.vertex_windweights[i];
|
|
vertex_positions_simulation[i].FromFULL(pos, nor, wind);
|
|
_min = wi::math::Min(_min, pos);
|
|
_max = wi::math::Max(_max, pos);
|
|
}
|
|
aabb = AABB(_min, _max);
|
|
|
|
if(physicsToGraphicsVertexMapping.empty())
|
|
{
|
|
// Create a mapping that maps unique vertex positions to all vertex indices that share that. Unique vertex positions will make up the physics mesh:
|
|
wi::unordered_map<size_t, uint32_t> uniquePositions;
|
|
graphicsToPhysicsVertexMapping.resize(mesh.vertex_positions.size());
|
|
physicsToGraphicsVertexMapping.clear();
|
|
weights.clear();
|
|
|
|
for (size_t i = 0; i < mesh.vertex_positions.size(); ++i)
|
|
{
|
|
const XMFLOAT3& position = mesh.vertex_positions[i];
|
|
|
|
size_t hashes[] = {
|
|
std::hash<float>{}(position.x),
|
|
std::hash<float>{}(position.y),
|
|
std::hash<float>{}(position.z),
|
|
};
|
|
size_t vertexHash = (((hashes[0] ^ (hashes[1] << 1) >> 1) ^ (hashes[2] << 1)) >> 1);
|
|
|
|
if (uniquePositions.count(vertexHash) == 0)
|
|
{
|
|
uniquePositions[vertexHash] = (uint32_t)physicsToGraphicsVertexMapping.size();
|
|
physicsToGraphicsVertexMapping.push_back((uint32_t)i);
|
|
}
|
|
graphicsToPhysicsVertexMapping[i] = uniquePositions[vertexHash];
|
|
}
|
|
|
|
weights.resize(physicsToGraphicsVertexMapping.size());
|
|
std::fill(weights.begin(), weights.end(), 1.0f);
|
|
}
|
|
}
|
|
|
|
void CameraComponent::CreatePerspective(float newWidth, float newHeight, float newNear, float newFar, float newFOV)
|
|
{
|
|
zNearP = newNear;
|
|
zFarP = newFar;
|
|
width = newWidth;
|
|
height = newHeight;
|
|
fov = newFOV;
|
|
|
|
SetCustomProjectionEnabled(false);
|
|
|
|
UpdateCamera();
|
|
}
|
|
void CameraComponent::UpdateCamera()
|
|
{
|
|
if (!IsCustomProjectionEnabled())
|
|
{
|
|
XMStoreFloat4x4(&Projection, XMMatrixPerspectiveFovLH(fov, width / height, zFarP, zNearP)); // reverse zbuffer!
|
|
Projection.m[2][0] = jitter.x;
|
|
Projection.m[2][1] = jitter.y;
|
|
}
|
|
|
|
XMVECTOR _Eye = XMLoadFloat3(&Eye);
|
|
XMVECTOR _At = XMLoadFloat3(&At);
|
|
XMVECTOR _Up = XMLoadFloat3(&Up);
|
|
|
|
XMMATRIX _V = XMMatrixLookToLH(_Eye, _At, _Up);
|
|
XMStoreFloat4x4(&View, _V);
|
|
|
|
XMMATRIX _P = XMLoadFloat4x4(&Projection);
|
|
XMMATRIX _InvP = XMMatrixInverse(nullptr, _P);
|
|
XMStoreFloat4x4(&InvProjection, _InvP);
|
|
|
|
XMMATRIX _VP = XMMatrixMultiply(_V, _P);
|
|
XMStoreFloat4x4(&View, _V);
|
|
XMStoreFloat4x4(&VP, _VP);
|
|
XMStoreFloat4x4(&InvView, XMMatrixInverse(nullptr, _V));
|
|
XMStoreFloat4x4(&InvVP, XMMatrixInverse(nullptr, _VP));
|
|
XMStoreFloat4x4(&Projection, _P);
|
|
XMStoreFloat4x4(&InvProjection, XMMatrixInverse(nullptr, _P));
|
|
|
|
frustum.Create(_VP);
|
|
}
|
|
void CameraComponent::TransformCamera(const TransformComponent& transform)
|
|
{
|
|
XMVECTOR S, R, T;
|
|
XMMatrixDecompose(&S, &R, &T, XMLoadFloat4x4(&transform.world));
|
|
|
|
XMVECTOR _Eye = T;
|
|
XMVECTOR _At = XMVectorSet(0, 0, 1, 0);
|
|
XMVECTOR _Up = XMVectorSet(0, 1, 0, 0);
|
|
|
|
XMMATRIX _Rot = XMMatrixRotationQuaternion(R);
|
|
_At = XMVector3TransformNormal(_At, _Rot);
|
|
_Up = XMVector3TransformNormal(_Up, _Rot);
|
|
XMStoreFloat3x3(&rotationMatrix, _Rot);
|
|
|
|
XMMATRIX _V = XMMatrixLookToLH(_Eye, _At, _Up);
|
|
XMStoreFloat4x4(&View, _V);
|
|
|
|
XMStoreFloat3(&Eye, _Eye);
|
|
XMStoreFloat3(&At, _At);
|
|
XMStoreFloat3(&Up, _Up);
|
|
}
|
|
void CameraComponent::Reflect(const XMFLOAT4& plane)
|
|
{
|
|
XMVECTOR _Eye = XMLoadFloat3(&Eye);
|
|
XMVECTOR _At = XMLoadFloat3(&At);
|
|
XMVECTOR _Up = XMLoadFloat3(&Up);
|
|
XMMATRIX _Ref = XMMatrixReflect(XMLoadFloat4(&plane));
|
|
|
|
// reverse clipping if behind clip plane ("if underwater")
|
|
clipPlane = plane;
|
|
float d = XMVectorGetX(XMPlaneDotCoord(XMLoadFloat4(&clipPlane), _Eye));
|
|
if (d < 0)
|
|
{
|
|
clipPlane.x *= -1;
|
|
clipPlane.y *= -1;
|
|
clipPlane.z *= -1;
|
|
clipPlane.w *= -1;
|
|
}
|
|
|
|
_Eye = XMVector3Transform(_Eye, _Ref);
|
|
_At = XMVector3TransformNormal(_At, _Ref);
|
|
_Up = XMVector3TransformNormal(_Up, _Ref);
|
|
|
|
XMStoreFloat3(&Eye, _Eye);
|
|
XMStoreFloat3(&At, _At);
|
|
XMStoreFloat3(&Up, _Up);
|
|
|
|
UpdateCamera();
|
|
}
|
|
|
|
|
|
|
|
void Scene::Update(float dt)
|
|
{
|
|
this->dt = dt;
|
|
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
|
|
instanceArraySize = objects.GetCount() + hairs.GetCount() + emitters.GetCount();
|
|
if (instanceBuffer.desc.size < (instanceArraySize * sizeof(ShaderMeshInstance)))
|
|
{
|
|
GPUBufferDesc desc;
|
|
desc.stride = sizeof(ShaderMeshInstance);
|
|
desc.size = desc.stride * instanceArraySize * 2; // *2 to grow fast
|
|
desc.bind_flags = BindFlag::SHADER_RESOURCE;
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
device->CreateBuffer(&desc, nullptr, &instanceBuffer);
|
|
device->SetName(&instanceBuffer, "instanceBuffer");
|
|
|
|
desc.usage = Usage::UPLOAD;
|
|
desc.bind_flags = BindFlag::NONE;
|
|
desc.misc_flags = ResourceMiscFlag::NONE;
|
|
for (int i = 0; i < arraysize(instanceUploadBuffer); ++i)
|
|
{
|
|
device->CreateBuffer(&desc, nullptr, &instanceUploadBuffer[i]);
|
|
device->SetName(&instanceUploadBuffer[i], "instanceUploadBuffer");
|
|
}
|
|
}
|
|
instanceArrayMapped = (ShaderMeshInstance*)instanceUploadBuffer[device->GetBufferIndex()].mapped_data;
|
|
|
|
meshArraySize = meshes.GetCount() + hairs.GetCount() + emitters.GetCount();
|
|
if (meshBuffer.desc.size < (meshArraySize * sizeof(ShaderMesh)))
|
|
{
|
|
GPUBufferDesc desc;
|
|
desc.stride = sizeof(ShaderMesh);
|
|
desc.size = desc.stride * meshArraySize * 2; // *2 to grow fast
|
|
desc.bind_flags = BindFlag::SHADER_RESOURCE;
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
device->CreateBuffer(&desc, nullptr, &meshBuffer);
|
|
device->SetName(&meshBuffer, "meshBuffer");
|
|
|
|
desc.usage = Usage::UPLOAD;
|
|
desc.bind_flags = BindFlag::NONE;
|
|
desc.misc_flags = ResourceMiscFlag::NONE;
|
|
for (int i = 0; i < arraysize(meshUploadBuffer); ++i)
|
|
{
|
|
device->CreateBuffer(&desc, nullptr, &meshUploadBuffer[i]);
|
|
device->SetName(&meshUploadBuffer[i], "meshUploadBuffer");
|
|
}
|
|
}
|
|
meshArrayMapped = (ShaderMesh*)meshUploadBuffer[device->GetBufferIndex()].mapped_data;
|
|
|
|
materialArraySize = materials.GetCount();
|
|
if (materialBuffer.desc.size < (materialArraySize * sizeof(ShaderMaterial)))
|
|
{
|
|
GPUBufferDesc desc;
|
|
desc.stride = sizeof(ShaderMaterial);
|
|
desc.size = desc.stride * materialArraySize * 2; // *2 to grow fast
|
|
desc.bind_flags = BindFlag::SHADER_RESOURCE;
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_RAW;
|
|
device->CreateBuffer(&desc, nullptr, &materialBuffer);
|
|
device->SetName(&materialBuffer, "materialBuffer");
|
|
|
|
desc.usage = Usage::UPLOAD;
|
|
desc.bind_flags = BindFlag::NONE;
|
|
desc.misc_flags = ResourceMiscFlag::NONE;
|
|
for (int i = 0; i < arraysize(materialUploadBuffer); ++i)
|
|
{
|
|
device->CreateBuffer(&desc, nullptr, &materialUploadBuffer[i]);
|
|
device->SetName(&materialUploadBuffer[i], "materialUploadBuffer");
|
|
}
|
|
}
|
|
materialArrayMapped = (ShaderMaterial*)materialUploadBuffer[device->GetBufferIndex()].mapped_data;
|
|
|
|
TLAS_instancesMapped = nullptr;
|
|
if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
|
|
{
|
|
GPUBufferDesc desc;
|
|
desc.stride = (uint32_t)device->GetTopLevelAccelerationStructureInstanceSize();
|
|
desc.size = desc.stride * instanceArraySize * 2; // *2 to grow fast
|
|
desc.usage = Usage::UPLOAD;
|
|
if (TLAS_instancesUpload->desc.size < desc.size)
|
|
{
|
|
for (int i = 0; i < arraysize(TLAS_instancesUpload); ++i)
|
|
{
|
|
device->CreateBuffer(&desc, nullptr, &TLAS_instancesUpload[i]);
|
|
device->SetName(&TLAS_instancesUpload[i], "TLAS_instancesUpload");
|
|
}
|
|
}
|
|
TLAS_instancesMapped = TLAS_instancesUpload[device->GetBufferIndex()].mapped_data;
|
|
}
|
|
|
|
// Occlusion culling read:
|
|
if(wi::renderer::GetOcclusionCullingEnabled() && !wi::renderer::GetFreezeCullingCameraEnabled())
|
|
{
|
|
uint32_t minQueryCount = uint32_t(objects.GetCount() + lights.GetCount());
|
|
if (queryHeap.desc.query_count < minQueryCount)
|
|
{
|
|
GPUQueryHeapDesc desc;
|
|
desc.type = GpuQueryType::OCCLUSION_BINARY;
|
|
desc.query_count = minQueryCount;
|
|
bool success = device->CreateQueryHeap(&desc, &queryHeap);
|
|
assert(success);
|
|
|
|
GPUBufferDesc bd;
|
|
bd.usage = Usage::READBACK;
|
|
bd.size = desc.query_count * sizeof(uint64_t);
|
|
|
|
for (int i = 0; i < arraysize(queryResultBuffer); ++i)
|
|
{
|
|
success = device->CreateBuffer(&bd, nullptr, &queryResultBuffer[i]);
|
|
assert(success);
|
|
}
|
|
|
|
if (device->CheckCapability(GraphicsDeviceCapability::PREDICATION))
|
|
{
|
|
bd.usage = Usage::DEFAULT;
|
|
bd.misc_flags |= ResourceMiscFlag::PREDICATION;
|
|
success = device->CreateBuffer(&bd, nullptr, &queryPredicationBuffer);
|
|
assert(success);
|
|
}
|
|
}
|
|
|
|
// Advance to next query result buffer to use (this will be the oldest one that was written)
|
|
queryheap_idx = (queryheap_idx + 1) % arraysize(queryResultBuffer);
|
|
|
|
// Clear query allocation state:
|
|
queryAllocator.store(0);
|
|
}
|
|
|
|
wi::jobsystem::context ctx;
|
|
|
|
wi::jobsystem::Execute(ctx, [&](wi::jobsystem::JobArgs args) {
|
|
// Must not keep inactive TLAS instances, so zero them out for safety:
|
|
std::memset(TLAS_instancesMapped, 0, TLAS_instancesUpload->desc.size);
|
|
});
|
|
|
|
RunPreviousFrameTransformUpdateSystem(ctx);
|
|
|
|
RunAnimationUpdateSystem(ctx);
|
|
|
|
RunTransformUpdateSystem(ctx);
|
|
|
|
wi::jobsystem::Wait(ctx); // dependencies
|
|
|
|
RunHierarchyUpdateSystem(ctx);
|
|
|
|
RunSpringUpdateSystem(ctx);
|
|
|
|
RunInverseKinematicsUpdateSystem(ctx);
|
|
|
|
RunArmatureUpdateSystem(ctx);
|
|
|
|
RunMeshUpdateSystem(ctx);
|
|
|
|
RunMaterialUpdateSystem(ctx);
|
|
|
|
RunImpostorUpdateSystem(ctx);
|
|
|
|
RunWeatherUpdateSystem(ctx);
|
|
|
|
wi::jobsystem::Wait(ctx); // dependencies
|
|
|
|
wi::physics::RunPhysicsUpdateSystem(ctx, *this, dt);
|
|
|
|
RunObjectUpdateSystem(ctx);
|
|
|
|
RunCameraUpdateSystem(ctx);
|
|
|
|
RunDecalUpdateSystem(ctx);
|
|
|
|
RunProbeUpdateSystem(ctx);
|
|
|
|
RunForceUpdateSystem(ctx);
|
|
|
|
RunLightUpdateSystem(ctx);
|
|
|
|
RunParticleUpdateSystem(ctx);
|
|
|
|
RunSoundUpdateSystem(ctx);
|
|
|
|
wi::jobsystem::Wait(ctx); // dependencies
|
|
|
|
// Merge parallel bounds computation (depends on object update system):
|
|
bounds = AABB();
|
|
for (auto& group_bound : parallel_bounds)
|
|
{
|
|
bounds = AABB::Merge(bounds, group_bound);
|
|
}
|
|
|
|
if (lightmap_refresh_needed.load())
|
|
{
|
|
SetAccelerationStructureUpdateRequested(true);
|
|
}
|
|
|
|
if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
|
|
{
|
|
// Recreate top level acceleration structure if the object count changed:
|
|
if (TLAS.desc.top_level.count < instanceArraySize)
|
|
{
|
|
RaytracingAccelerationStructureDesc desc;
|
|
desc.flags = RaytracingAccelerationStructureDesc::FLAG_PREFER_FAST_BUILD;
|
|
desc.type = RaytracingAccelerationStructureDesc::Type::TOPLEVEL;
|
|
desc.top_level.count = (uint32_t)instanceArraySize * 2; // *2 to grow fast
|
|
GPUBufferDesc bufdesc;
|
|
bufdesc.misc_flags |= ResourceMiscFlag::RAY_TRACING;
|
|
bufdesc.stride = (uint32_t)device->GetTopLevelAccelerationStructureInstanceSize();
|
|
bufdesc.size = bufdesc.stride * desc.top_level.count;
|
|
bool success = device->CreateBuffer(&bufdesc, nullptr, &desc.top_level.instance_buffer);
|
|
assert(success);
|
|
device->SetName(&desc.top_level.instance_buffer, "TLAS.instanceBuffer");
|
|
success = device->CreateRaytracingAccelerationStructure(&desc, &TLAS);
|
|
assert(success);
|
|
device->SetName(&TLAS, "TLAS");
|
|
}
|
|
}
|
|
|
|
if (!device->CheckCapability(GraphicsDeviceCapability::RAYTRACING) && IsAccelerationStructureUpdateRequested())
|
|
{
|
|
BVH.Update(*this);
|
|
}
|
|
|
|
// Update water ripples:
|
|
for (size_t i = 0; i < waterRipples.size(); ++i)
|
|
{
|
|
auto& ripple = waterRipples[i];
|
|
ripple.Update(dt * 60);
|
|
|
|
// Remove inactive ripples:
|
|
if (ripple.params.opacity <= 0 + FLT_EPSILON || ripple.params.fade >= 1 - FLT_EPSILON)
|
|
{
|
|
ripple = waterRipples.back();
|
|
waterRipples.pop_back();
|
|
i--;
|
|
}
|
|
}
|
|
|
|
if (wi::renderer::GetSurfelGIEnabled())
|
|
{
|
|
if (!surfelBuffer.IsValid())
|
|
{
|
|
GPUBufferDesc desc;
|
|
desc.stride = sizeof(Surfel);
|
|
desc.size = desc.stride * SURFEL_CAPACITY;
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
|
|
desc.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
|
|
device->CreateBuffer(&desc, nullptr, &surfelBuffer);
|
|
device->SetName(&surfelBuffer, "surfelBuffer");
|
|
|
|
desc.stride = sizeof(SurfelData);
|
|
desc.size = desc.stride * SURFEL_CAPACITY;
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
|
|
device->CreateBuffer(&desc, nullptr, &surfelDataBuffer);
|
|
device->SetName(&surfelDataBuffer, "surfelDataBuffer");
|
|
|
|
desc.stride = sizeof(uint);
|
|
desc.size = desc.stride * SURFEL_CAPACITY;
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
|
|
device->CreateBuffer(&desc, nullptr, &surfelAliveBuffer[0]);
|
|
device->SetName(&surfelAliveBuffer[0], "surfelAliveBuffer[0]");
|
|
device->CreateBuffer(&desc, nullptr, &surfelAliveBuffer[1]);
|
|
device->SetName(&surfelAliveBuffer[1], "surfelAliveBuffer[1]");
|
|
|
|
wi::vector<uint32_t> dead_indices(SURFEL_CAPACITY);
|
|
for (uint32_t i = 0; i < dead_indices.size(); ++i)
|
|
{
|
|
dead_indices[i] = uint32_t(dead_indices.size() - 1 - i);
|
|
}
|
|
device->CreateBuffer(&desc, dead_indices.data(), &surfelDeadBuffer);
|
|
device->SetName(&surfelDeadBuffer, "surfelDeadBuffer");
|
|
|
|
desc.stride = sizeof(uint);
|
|
desc.size = desc.stride * 9; // count (1 uint), nextCount (1 uint), deadCount (1 uint), cellAllocator (1 uint), IndirectDispatchArgs (3 uints), raycount (1 uint), shortage (1 uint)
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_RAW | ResourceMiscFlag::INDIRECT_ARGS;
|
|
uint stats_data[] = { 0,0,SURFEL_CAPACITY,0,0,0,0,0,0 };
|
|
device->CreateBuffer(&desc, &stats_data, &surfelStatsBuffer);
|
|
device->SetName(&surfelStatsBuffer, "surfelStatsBuffer");
|
|
|
|
desc.stride = sizeof(SurfelGridCell);
|
|
desc.size = desc.stride * SURFEL_TABLE_SIZE;
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
|
|
device->CreateBuffer(&desc, nullptr, &surfelGridBuffer);
|
|
device->SetName(&surfelGridBuffer, "surfelGridBuffer");
|
|
|
|
desc.stride = sizeof(uint);
|
|
desc.size = desc.stride * SURFEL_CAPACITY * 27; // each surfel can be in 3x3x3=27 cells
|
|
desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
|
|
device->CreateBuffer(&desc, nullptr, &surfelCellBuffer);
|
|
device->SetName(&surfelCellBuffer, "surfelCellBuffer");
|
|
|
|
TextureDesc tex;
|
|
tex.width = SURFEL_MOMENT_ATLAS_TEXELS;
|
|
tex.height = SURFEL_MOMENT_ATLAS_TEXELS;
|
|
tex.format = Format::R16G16_FLOAT;
|
|
tex.bind_flags = BindFlag::UNORDERED_ACCESS | BindFlag::SHADER_RESOURCE;
|
|
device->CreateTexture(&tex, nullptr, &surfelMomentsTexture[0]);
|
|
device->SetName(&surfelMomentsTexture[0], "surfelMomentsTexture[0]");
|
|
device->CreateTexture(&tex, nullptr, &surfelMomentsTexture[1]);
|
|
device->SetName(&surfelMomentsTexture[1], "surfelMomentsTexture[1]");
|
|
}
|
|
std::swap(surfelAliveBuffer[0], surfelAliveBuffer[1]);
|
|
std::swap(surfelMomentsTexture[0], surfelMomentsTexture[1]);
|
|
}
|
|
|
|
|
|
// Shader scene resources:
|
|
shaderscene.instancebuffer = device->GetDescriptorIndex(&instanceBuffer, SubresourceType::SRV);
|
|
shaderscene.meshbuffer = device->GetDescriptorIndex(&meshBuffer, SubresourceType::SRV);
|
|
shaderscene.materialbuffer = device->GetDescriptorIndex(&materialBuffer, SubresourceType::SRV);
|
|
shaderscene.envmaparray = device->GetDescriptorIndex(&envmapArray, SubresourceType::SRV);
|
|
if (weather.skyMap.IsValid())
|
|
{
|
|
shaderscene.globalenvmap = device->GetDescriptorIndex(&weather.skyMap.GetTexture(), SubresourceType::SRV);
|
|
}
|
|
else
|
|
{
|
|
shaderscene.globalenvmap = -1;
|
|
}
|
|
shaderscene.TLAS = device->GetDescriptorIndex(&TLAS, SubresourceType::SRV);
|
|
shaderscene.BVH_counter = device->GetDescriptorIndex(&BVH.primitiveCounterBuffer, SubresourceType::SRV);
|
|
shaderscene.BVH_nodes = device->GetDescriptorIndex(&BVH.bvhNodeBuffer, SubresourceType::SRV);
|
|
shaderscene.BVH_primitives = device->GetDescriptorIndex(&BVH.primitiveBuffer, SubresourceType::SRV);
|
|
|
|
shaderscene.aabb_min = bounds.getMin();
|
|
shaderscene.aabb_max = bounds.getMax();
|
|
shaderscene.aabb_extents.x = abs(shaderscene.aabb_max.x - shaderscene.aabb_min.x);
|
|
shaderscene.aabb_extents.y = abs(shaderscene.aabb_max.y - shaderscene.aabb_min.y);
|
|
shaderscene.aabb_extents.z = abs(shaderscene.aabb_max.z - shaderscene.aabb_min.z);
|
|
shaderscene.aabb_extents_rcp.x = 1.0f / shaderscene.aabb_extents.x;
|
|
shaderscene.aabb_extents_rcp.y = 1.0f / shaderscene.aabb_extents.y;
|
|
shaderscene.aabb_extents_rcp.z = 1.0f / shaderscene.aabb_extents.z;
|
|
|
|
shaderscene.weather.sun_color = weather.sunColor;
|
|
shaderscene.weather.sun_direction = weather.sunDirection;
|
|
shaderscene.weather.sun_energy = weather.sunEnergy;
|
|
shaderscene.weather.ambient = weather.ambient;
|
|
shaderscene.weather.cloudiness = weather.cloudiness;
|
|
shaderscene.weather.cloud_scale = weather.cloudScale;
|
|
shaderscene.weather.cloud_speed = weather.cloudSpeed;
|
|
shaderscene.weather.fog.start = weather.fogStart;
|
|
shaderscene.weather.fog.end = weather.fogEnd;
|
|
shaderscene.weather.fog.height_start = weather.fogHeightStart;
|
|
shaderscene.weather.fog.height_end = weather.fogHeightEnd;
|
|
shaderscene.weather.fog.height_sky = weather.fogHeightSky;
|
|
shaderscene.weather.horizon = weather.horizon;
|
|
shaderscene.weather.zenith = weather.zenith;
|
|
shaderscene.weather.sky_exposure = weather.skyExposure;
|
|
shaderscene.weather.wind.speed = weather.windSpeed;
|
|
shaderscene.weather.wind.randomness = weather.windRandomness;
|
|
shaderscene.weather.wind.wavesize = weather.windWaveSize;
|
|
shaderscene.weather.wind.direction = weather.windDirection;
|
|
shaderscene.weather.atmosphere = weather.atmosphereParameters;
|
|
shaderscene.weather.volumetric_clouds = weather.volumetricCloudParameters;
|
|
}
|
|
void Scene::Clear()
|
|
{
|
|
names.Clear();
|
|
layers.Clear();
|
|
transforms.Clear();
|
|
prev_transforms.Clear();
|
|
hierarchy.Clear();
|
|
materials.Clear();
|
|
meshes.Clear();
|
|
impostors.Clear();
|
|
objects.Clear();
|
|
aabb_objects.Clear();
|
|
rigidbodies.Clear();
|
|
softbodies.Clear();
|
|
armatures.Clear();
|
|
lights.Clear();
|
|
aabb_lights.Clear();
|
|
cameras.Clear();
|
|
probes.Clear();
|
|
aabb_probes.Clear();
|
|
forces.Clear();
|
|
decals.Clear();
|
|
aabb_decals.Clear();
|
|
animations.Clear();
|
|
animation_datas.Clear();
|
|
emitters.Clear();
|
|
hairs.Clear();
|
|
weathers.Clear();
|
|
sounds.Clear();
|
|
inverse_kinematics.Clear();
|
|
springs.Clear();
|
|
|
|
TLAS = RaytracingAccelerationStructure();
|
|
BVH.Clear();
|
|
waterRipples.clear();
|
|
|
|
surfelBuffer = {};
|
|
surfelDataBuffer = {};
|
|
surfelAliveBuffer[0] = {};
|
|
surfelAliveBuffer[1] = {};
|
|
surfelDeadBuffer = {};
|
|
surfelStatsBuffer = {};
|
|
surfelGridBuffer = {};
|
|
surfelCellBuffer = {};
|
|
}
|
|
void Scene::Merge(Scene& other)
|
|
{
|
|
names.Merge(other.names);
|
|
layers.Merge(other.layers);
|
|
transforms.Merge(other.transforms);
|
|
prev_transforms.Merge(other.prev_transforms);
|
|
hierarchy.Merge(other.hierarchy);
|
|
materials.Merge(other.materials);
|
|
meshes.Merge(other.meshes);
|
|
impostors.Merge(other.impostors);
|
|
objects.Merge(other.objects);
|
|
aabb_objects.Merge(other.aabb_objects);
|
|
rigidbodies.Merge(other.rigidbodies);
|
|
softbodies.Merge(other.softbodies);
|
|
armatures.Merge(other.armatures);
|
|
lights.Merge(other.lights);
|
|
aabb_lights.Merge(other.aabb_lights);
|
|
cameras.Merge(other.cameras);
|
|
probes.Merge(other.probes);
|
|
aabb_probes.Merge(other.aabb_probes);
|
|
forces.Merge(other.forces);
|
|
decals.Merge(other.decals);
|
|
aabb_decals.Merge(other.aabb_decals);
|
|
animations.Merge(other.animations);
|
|
animation_datas.Merge(other.animation_datas);
|
|
emitters.Merge(other.emitters);
|
|
hairs.Merge(other.hairs);
|
|
weathers.Merge(other.weathers);
|
|
sounds.Merge(other.sounds);
|
|
inverse_kinematics.Merge(other.inverse_kinematics);
|
|
springs.Merge(other.springs);
|
|
|
|
bounds = AABB::Merge(bounds, other.bounds);
|
|
}
|
|
|
|
void Scene::Entity_Remove(Entity entity)
|
|
{
|
|
Component_Detach(entity); // special case, this will also remove entity from hierarchy but also do more!
|
|
|
|
names.Remove(entity);
|
|
layers.Remove(entity);
|
|
transforms.Remove(entity);
|
|
prev_transforms.Remove(entity);
|
|
materials.Remove(entity);
|
|
meshes.Remove(entity);
|
|
impostors.Remove(entity);
|
|
objects.Remove(entity);
|
|
aabb_objects.Remove(entity);
|
|
rigidbodies.Remove(entity);
|
|
softbodies.Remove(entity);
|
|
armatures.Remove(entity);
|
|
lights.Remove(entity);
|
|
aabb_lights.Remove(entity);
|
|
cameras.Remove(entity);
|
|
probes.Remove(entity);
|
|
aabb_probes.Remove(entity);
|
|
forces.Remove(entity);
|
|
decals.Remove(entity);
|
|
aabb_decals.Remove(entity);
|
|
animations.Remove(entity);
|
|
animation_datas.Remove(entity);
|
|
emitters.Remove(entity);
|
|
hairs.Remove(entity);
|
|
weathers.Remove(entity);
|
|
sounds.Remove(entity);
|
|
inverse_kinematics.Remove(entity);
|
|
springs.Remove(entity);
|
|
}
|
|
Entity Scene::Entity_FindByName(const std::string& name)
|
|
{
|
|
for (size_t i = 0; i < names.GetCount(); ++i)
|
|
{
|
|
if (names[i] == name)
|
|
{
|
|
return names.GetEntity(i);
|
|
}
|
|
}
|
|
return INVALID_ENTITY;
|
|
}
|
|
Entity Scene::Entity_Duplicate(Entity entity)
|
|
{
|
|
wi::Archive archive;
|
|
|
|
// First write the root entity to staging area:
|
|
archive.SetReadModeAndResetPos(false);
|
|
Entity_Serialize(archive, entity);
|
|
|
|
// Then deserialize root:
|
|
archive.SetReadModeAndResetPos(true);
|
|
Entity root = Entity_Serialize(archive);
|
|
|
|
return root;
|
|
}
|
|
Entity Scene::Entity_CreateMaterial(
|
|
const std::string& name
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
materials.Create(entity);
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateObject(
|
|
const std::string& name
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
layers.Create(entity);
|
|
|
|
transforms.Create(entity);
|
|
|
|
prev_transforms.Create(entity);
|
|
|
|
aabb_objects.Create(entity);
|
|
|
|
objects.Create(entity);
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateMesh(
|
|
const std::string& name
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
meshes.Create(entity);
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateLight(
|
|
const std::string& name,
|
|
const XMFLOAT3& position,
|
|
const XMFLOAT3& color,
|
|
float energy,
|
|
float range,
|
|
LightComponent::LightType type)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
layers.Create(entity);
|
|
|
|
TransformComponent& transform = transforms.Create(entity);
|
|
transform.Translate(position);
|
|
transform.UpdateTransform();
|
|
|
|
aabb_lights.Create(entity).createFromHalfWidth(position, XMFLOAT3(range, range, range));
|
|
|
|
LightComponent& light = lights.Create(entity);
|
|
light.energy = energy;
|
|
light.range_local = range;
|
|
light.fov = XM_PIDIV4;
|
|
light.color = color;
|
|
light.SetType(type);
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateForce(
|
|
const std::string& name,
|
|
const XMFLOAT3& position
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
layers.Create(entity);
|
|
|
|
TransformComponent& transform = transforms.Create(entity);
|
|
transform.Translate(position);
|
|
transform.UpdateTransform();
|
|
|
|
ForceFieldComponent& force = forces.Create(entity);
|
|
force.gravity = 0;
|
|
force.range_local = 0;
|
|
force.type = ENTITY_TYPE_FORCEFIELD_POINT;
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateEnvironmentProbe(
|
|
const std::string& name,
|
|
const XMFLOAT3& position
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
layers.Create(entity);
|
|
|
|
TransformComponent& transform = transforms.Create(entity);
|
|
transform.Translate(position);
|
|
transform.UpdateTransform();
|
|
|
|
aabb_probes.Create(entity);
|
|
|
|
probes.Create(entity);
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateDecal(
|
|
const std::string& name,
|
|
const std::string& textureName,
|
|
const std::string& normalMapName
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
layers.Create(entity);
|
|
|
|
transforms.Create(entity);
|
|
|
|
aabb_decals.Create(entity);
|
|
|
|
decals.Create(entity);
|
|
|
|
MaterialComponent& material = materials.Create(entity);
|
|
material.textures[MaterialComponent::BASECOLORMAP].name = textureName;
|
|
material.textures[MaterialComponent::NORMALMAP].name = normalMapName;
|
|
material.CreateRenderData();
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateCamera(
|
|
const std::string& name,
|
|
float width, float height, float nearPlane, float farPlane, float fov
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
layers.Create(entity);
|
|
|
|
transforms.Create(entity);
|
|
|
|
CameraComponent& camera = cameras.Create(entity);
|
|
camera.CreatePerspective(width, height, nearPlane, farPlane, fov);
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateEmitter(
|
|
const std::string& name,
|
|
const XMFLOAT3& position
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
emitters.Create(entity).count = 10;
|
|
|
|
TransformComponent& transform = transforms.Create(entity);
|
|
transform.Translate(position);
|
|
transform.UpdateTransform();
|
|
|
|
materials.Create(entity).userBlendMode = BLENDMODE_ALPHA;
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateHair(
|
|
const std::string& name,
|
|
const XMFLOAT3& position
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
hairs.Create(entity);
|
|
|
|
TransformComponent& transform = transforms.Create(entity);
|
|
transform.Translate(position);
|
|
transform.UpdateTransform();
|
|
|
|
materials.Create(entity);
|
|
|
|
return entity;
|
|
}
|
|
Entity Scene::Entity_CreateSound(
|
|
const std::string& name,
|
|
const std::string& filename,
|
|
const XMFLOAT3& position
|
|
)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
|
|
names.Create(entity) = name;
|
|
|
|
SoundComponent& sound = sounds.Create(entity);
|
|
sound.filename = filename;
|
|
sound.soundResource = wi::resourcemanager::Load(filename, wi::resourcemanager::Flags::IMPORT_RETAIN_FILEDATA);
|
|
wi::audio::CreateSoundInstance(&sound.soundResource.GetSound(), &sound.soundinstance);
|
|
|
|
TransformComponent& transform = transforms.Create(entity);
|
|
transform.Translate(position);
|
|
transform.UpdateTransform();
|
|
|
|
return entity;
|
|
}
|
|
|
|
void Scene::Component_Attach(Entity entity, Entity parent, bool child_already_in_local_space)
|
|
{
|
|
assert(entity != parent);
|
|
|
|
if (hierarchy.Contains(entity))
|
|
{
|
|
Component_Detach(entity);
|
|
}
|
|
|
|
// Add a new hierarchy node to the end of container:
|
|
hierarchy.Create(entity).parentID = parent;
|
|
|
|
// Detect breaks in the tree and fix them:
|
|
// when children are before parents, we move the parents before the children while keeping ordering of other components intact
|
|
if (hierarchy.GetCount() > 1)
|
|
{
|
|
for (size_t i = hierarchy.GetCount() - 1; i > 0; --i)
|
|
{
|
|
Entity parent_candidate_entity = hierarchy.GetEntity(i);
|
|
for (size_t j = 0; j < i; ++j)
|
|
{
|
|
const HierarchyComponent& child_candidate = hierarchy[j];
|
|
|
|
if (child_candidate.parentID == parent_candidate_entity)
|
|
{
|
|
hierarchy.MoveItem(i, j);
|
|
++i; // next outer iteration will check the same index again as parent candidate, however things were moved upwards, so it will be a different entity!
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Re-query parent after potential MoveItem(), because it invalidates references:
|
|
HierarchyComponent& parentcomponent = *hierarchy.GetComponent(entity);
|
|
|
|
TransformComponent* transform_parent = transforms.GetComponent(parent);
|
|
if (transform_parent == nullptr)
|
|
{
|
|
transform_parent = &transforms.Create(parent);
|
|
}
|
|
|
|
TransformComponent* transform_child = transforms.GetComponent(entity);
|
|
if (transform_child == nullptr)
|
|
{
|
|
transform_child = &transforms.Create(entity);
|
|
transform_parent = transforms.GetComponent(parent); // after transforms.Create(), transform_parent pointer could have become invalidated!
|
|
}
|
|
if (!child_already_in_local_space)
|
|
{
|
|
XMMATRIX B = XMMatrixInverse(nullptr, XMLoadFloat4x4(&transform_parent->world));
|
|
transform_child->MatrixTransform(B);
|
|
transform_child->UpdateTransform();
|
|
}
|
|
transform_child->UpdateTransform_Parented(*transform_parent);
|
|
|
|
LayerComponent* layer_parent = layers.GetComponent(parent);
|
|
if (layer_parent == nullptr)
|
|
{
|
|
layer_parent = &layers.Create(parent);
|
|
}
|
|
LayerComponent* layer_child = layers.GetComponent(entity);
|
|
if (layer_child == nullptr)
|
|
{
|
|
layer_child = &layers.Create(entity);
|
|
}
|
|
layer_child->propagationMask = layer_parent->GetLayerMask();
|
|
}
|
|
void Scene::Component_Detach(Entity entity)
|
|
{
|
|
const HierarchyComponent* parent = hierarchy.GetComponent(entity);
|
|
|
|
if (parent != nullptr)
|
|
{
|
|
TransformComponent* transform = transforms.GetComponent(entity);
|
|
if (transform != nullptr)
|
|
{
|
|
transform->ApplyTransform();
|
|
}
|
|
|
|
LayerComponent* layer = layers.GetComponent(entity);
|
|
if (layer != nullptr)
|
|
{
|
|
layer->propagationMask = ~0;
|
|
}
|
|
|
|
hierarchy.Remove_KeepSorted(entity);
|
|
}
|
|
}
|
|
void Scene::Component_DetachChildren(Entity parent)
|
|
{
|
|
for (size_t i = 0; i < hierarchy.GetCount(); )
|
|
{
|
|
if (hierarchy[i].parentID == parent)
|
|
{
|
|
Entity entity = hierarchy.GetEntity(i);
|
|
Component_Detach(entity);
|
|
}
|
|
else
|
|
{
|
|
++i;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
const uint32_t small_subtask_groupsize = 64;
|
|
|
|
void Scene::RunPreviousFrameTransformUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)prev_transforms.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
PreviousFrameTransformComponent& prev_transform = prev_transforms[args.jobIndex];
|
|
Entity entity = prev_transforms.GetEntity(args.jobIndex);
|
|
const TransformComponent& transform = *transforms.GetComponent(entity);
|
|
|
|
prev_transform.world_prev = transform.world;
|
|
});
|
|
}
|
|
void Scene::RunAnimationUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
for (size_t i = 0; i < animations.GetCount(); ++i)
|
|
{
|
|
AnimationComponent& animation = animations[i];
|
|
if (!animation.IsPlaying() && animation.timer == 0.0f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (const AnimationComponent::AnimationChannel& channel : animation.channels)
|
|
{
|
|
assert(channel.samplerIndex < (int)animation.samplers.size());
|
|
AnimationComponent::AnimationSampler& sampler = animation.samplers[channel.samplerIndex];
|
|
if (sampler.data == INVALID_ENTITY)
|
|
{
|
|
// backwards-compatibility mode
|
|
sampler.data = CreateEntity();
|
|
animation_datas.Create(sampler.data) = sampler.backwards_compatibility_data;
|
|
sampler.backwards_compatibility_data.keyframe_times.clear();
|
|
sampler.backwards_compatibility_data.keyframe_data.clear();
|
|
}
|
|
const AnimationDataComponent* animationdata = animation_datas.GetComponent(sampler.data);
|
|
if (animationdata == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int keyLeft = 0;
|
|
int keyRight = 0;
|
|
|
|
if (animationdata->keyframe_times.back() < animation.timer)
|
|
{
|
|
// Rightmost keyframe is already outside animation, so just snap to last keyframe:
|
|
keyLeft = keyRight = (int)animationdata->keyframe_times.size() - 1;
|
|
}
|
|
else
|
|
{
|
|
// Search for the right keyframe (greater/equal to anim time):
|
|
while (animationdata->keyframe_times[keyRight++] < animation.timer) {}
|
|
keyRight--;
|
|
|
|
// Left keyframe is just near right:
|
|
keyLeft = std::max(0, keyRight - 1);
|
|
}
|
|
|
|
float left = animationdata->keyframe_times[keyLeft];
|
|
|
|
TransformComponent transform;
|
|
|
|
TransformComponent* target_transform = nullptr;
|
|
MeshComponent* target_mesh = nullptr;
|
|
|
|
if (channel.path == AnimationComponent::AnimationChannel::Path::WEIGHTS)
|
|
{
|
|
ObjectComponent* object = objects.GetComponent(channel.target);
|
|
assert(object != nullptr);
|
|
if (object == nullptr)
|
|
continue;
|
|
target_mesh = meshes.GetComponent(object->meshID);
|
|
assert(target_mesh != nullptr);
|
|
if (target_mesh == nullptr)
|
|
continue;
|
|
animation.morph_weights_temp.resize(target_mesh->targets.size());
|
|
}
|
|
else
|
|
{
|
|
target_transform = transforms.GetComponent(channel.target);
|
|
assert(target_transform != nullptr);
|
|
if (target_transform == nullptr)
|
|
continue;
|
|
transform = *target_transform;
|
|
}
|
|
|
|
switch (sampler.mode)
|
|
{
|
|
default:
|
|
case AnimationComponent::AnimationSampler::Mode::STEP:
|
|
{
|
|
// Nearest neighbor method (snap to left):
|
|
switch (channel.path)
|
|
{
|
|
default:
|
|
case AnimationComponent::AnimationChannel::Path::TRANSLATION:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * 3);
|
|
transform.translation_local = ((const XMFLOAT3*)animationdata->keyframe_data.data())[keyLeft];
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationChannel::Path::ROTATION:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * 4);
|
|
transform.rotation_local = ((const XMFLOAT4*)animationdata->keyframe_data.data())[keyLeft];
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationChannel::Path::SCALE:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * 3);
|
|
transform.scale_local = ((const XMFLOAT3*)animationdata->keyframe_data.data())[keyLeft];
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationChannel::Path::WEIGHTS:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * animation.morph_weights_temp.size());
|
|
for (size_t j = 0; j < animation.morph_weights_temp.size(); ++j)
|
|
{
|
|
animation.morph_weights_temp[j] = animationdata->keyframe_data[keyLeft * animation.morph_weights_temp.size() + j];
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationSampler::Mode::LINEAR:
|
|
{
|
|
// Linear interpolation method:
|
|
float t;
|
|
if (keyLeft == keyRight)
|
|
{
|
|
t = 0;
|
|
}
|
|
else
|
|
{
|
|
float right = animationdata->keyframe_times[keyRight];
|
|
t = (animation.timer - left) / (right - left);
|
|
}
|
|
|
|
switch (channel.path)
|
|
{
|
|
default:
|
|
case AnimationComponent::AnimationChannel::Path::TRANSLATION:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * 3);
|
|
const XMFLOAT3* data = (const XMFLOAT3*)animationdata->keyframe_data.data();
|
|
XMVECTOR vLeft = XMLoadFloat3(&data[keyLeft]);
|
|
XMVECTOR vRight = XMLoadFloat3(&data[keyRight]);
|
|
XMVECTOR vAnim = XMVectorLerp(vLeft, vRight, t);
|
|
XMStoreFloat3(&transform.translation_local, vAnim);
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationChannel::Path::ROTATION:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * 4);
|
|
const XMFLOAT4* data = (const XMFLOAT4*)animationdata->keyframe_data.data();
|
|
XMVECTOR vLeft = XMLoadFloat4(&data[keyLeft]);
|
|
XMVECTOR vRight = XMLoadFloat4(&data[keyRight]);
|
|
XMVECTOR vAnim = XMQuaternionSlerp(vLeft, vRight, t);
|
|
vAnim = XMQuaternionNormalize(vAnim);
|
|
XMStoreFloat4(&transform.rotation_local, vAnim);
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationChannel::Path::SCALE:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * 3);
|
|
const XMFLOAT3* data = (const XMFLOAT3*)animationdata->keyframe_data.data();
|
|
XMVECTOR vLeft = XMLoadFloat3(&data[keyLeft]);
|
|
XMVECTOR vRight = XMLoadFloat3(&data[keyRight]);
|
|
XMVECTOR vAnim = XMVectorLerp(vLeft, vRight, t);
|
|
XMStoreFloat3(&transform.scale_local, vAnim);
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationChannel::Path::WEIGHTS:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * animation.morph_weights_temp.size());
|
|
for (size_t j = 0; j < animation.morph_weights_temp.size(); ++j)
|
|
{
|
|
float vLeft = animationdata->keyframe_data[keyLeft * animation.morph_weights_temp.size() + j];
|
|
float vRight = animationdata->keyframe_data[keyLeft * animation.morph_weights_temp.size() + j];
|
|
float vAnim = wi::math::Lerp(vLeft, vRight, t);
|
|
animation.morph_weights_temp[j] = vAnim;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationSampler::Mode::CUBICSPLINE:
|
|
{
|
|
// Cubic Spline interpolation method:
|
|
float t;
|
|
if (keyLeft == keyRight)
|
|
{
|
|
t = 0;
|
|
}
|
|
else
|
|
{
|
|
float right = animationdata->keyframe_times[keyRight];
|
|
t = (animation.timer - left) / (right - left);
|
|
}
|
|
|
|
const float t2 = t * t;
|
|
const float t3 = t2 * t;
|
|
|
|
switch (channel.path)
|
|
{
|
|
default:
|
|
case AnimationComponent::AnimationChannel::Path::TRANSLATION:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * 3 * 3);
|
|
const XMFLOAT3* data = (const XMFLOAT3*)animationdata->keyframe_data.data();
|
|
XMVECTOR vLeft = XMLoadFloat3(&data[keyLeft * 3 + 1]);
|
|
XMVECTOR vLeftTanOut = dt * XMLoadFloat3(&data[keyLeft * 3 + 2]);
|
|
XMVECTOR vRightTanIn = dt * XMLoadFloat3(&data[keyRight * 3 + 0]);
|
|
XMVECTOR vRight = XMLoadFloat3(&data[keyRight * 3 + 1]);
|
|
XMVECTOR vAnim = (2 * t3 - 3 * t2 + 1) * vLeft + (t3 - 2 * t2 + t) * vLeftTanOut + (-2 * t3 + 3 * t2) * vRight + (t3 - t2) * vRightTanIn;
|
|
XMStoreFloat3(&transform.translation_local, vAnim);
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationChannel::Path::ROTATION:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * 4 * 3);
|
|
const XMFLOAT4* data = (const XMFLOAT4*)animationdata->keyframe_data.data();
|
|
XMVECTOR vLeft = XMLoadFloat4(&data[keyLeft * 3 + 1]);
|
|
XMVECTOR vLeftTanOut = dt * XMLoadFloat4(&data[keyLeft * 3 + 2]);
|
|
XMVECTOR vRightTanIn = dt * XMLoadFloat4(&data[keyRight * 3 + 0]);
|
|
XMVECTOR vRight = XMLoadFloat4(&data[keyRight * 3 + 1]);
|
|
XMVECTOR vAnim = (2 * t3 - 3 * t2 + 1) * vLeft + (t3 - 2 * t2 + t) * vLeftTanOut + (-2 * t3 + 3 * t2) * vRight + (t3 - t2) * vRightTanIn;
|
|
vAnim = XMQuaternionNormalize(vAnim);
|
|
XMStoreFloat4(&transform.rotation_local, vAnim);
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationChannel::Path::SCALE:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * 3 * 3);
|
|
const XMFLOAT3* data = (const XMFLOAT3*)animationdata->keyframe_data.data();
|
|
XMVECTOR vLeft = XMLoadFloat3(&data[keyLeft * 3 + 1]);
|
|
XMVECTOR vLeftTanOut = dt * XMLoadFloat3(&data[keyLeft * 3 + 2]);
|
|
XMVECTOR vRightTanIn = dt * XMLoadFloat3(&data[keyRight * 3 + 0]);
|
|
XMVECTOR vRight = XMLoadFloat3(&data[keyRight * 3 + 1]);
|
|
XMVECTOR vAnim = (2 * t3 - 3 * t2 + 1) * vLeft + (t3 - 2 * t2 + t) * vLeftTanOut + (-2 * t3 + 3 * t2) * vRight + (t3 - t2) * vRightTanIn;
|
|
XMStoreFloat3(&transform.scale_local, vAnim);
|
|
}
|
|
break;
|
|
case AnimationComponent::AnimationChannel::Path::WEIGHTS:
|
|
{
|
|
assert(animationdata->keyframe_data.size() == animationdata->keyframe_times.size() * animation.morph_weights_temp.size() * 3);
|
|
for (size_t j = 0; j < animation.morph_weights_temp.size(); ++j)
|
|
{
|
|
float vLeft = animationdata->keyframe_data[(keyLeft * animation.morph_weights_temp.size() + j) * 3 + 1];
|
|
float vLeftTanOut = animationdata->keyframe_data[(keyLeft * animation.morph_weights_temp.size() + j) * 3 + 2];
|
|
float vRightTanIn = animationdata->keyframe_data[(keyLeft * animation.morph_weights_temp.size() + j) * 3 + 0];
|
|
float vRight = animationdata->keyframe_data[(keyLeft * animation.morph_weights_temp.size() + j) * 3 + 1];
|
|
float vAnim = (2 * t3 - 3 * t2 + 1) * vLeft + (t3 - 2 * t2 + t) * vLeftTanOut + (-2 * t3 + 3 * t2) * vRight + (t3 - t2) * vRightTanIn;
|
|
animation.morph_weights_temp[j] = vAnim;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (target_transform != nullptr)
|
|
{
|
|
target_transform->SetDirty();
|
|
|
|
const float t = animation.amount;
|
|
|
|
const XMVECTOR aS = XMLoadFloat3(&target_transform->scale_local);
|
|
const XMVECTOR aR = XMLoadFloat4(&target_transform->rotation_local);
|
|
const XMVECTOR aT = XMLoadFloat3(&target_transform->translation_local);
|
|
|
|
const XMVECTOR bS = XMLoadFloat3(&transform.scale_local);
|
|
const XMVECTOR bR = XMLoadFloat4(&transform.rotation_local);
|
|
const XMVECTOR bT = XMLoadFloat3(&transform.translation_local);
|
|
|
|
const XMVECTOR S = XMVectorLerp(aS, bS, t);
|
|
const XMVECTOR R = XMQuaternionSlerp(aR, bR, t);
|
|
const XMVECTOR T = XMVectorLerp(aT, bT, t);
|
|
|
|
XMStoreFloat3(&target_transform->scale_local, S);
|
|
XMStoreFloat4(&target_transform->rotation_local, R);
|
|
XMStoreFloat3(&target_transform->translation_local, T);
|
|
}
|
|
|
|
if (target_mesh != nullptr)
|
|
{
|
|
const float t = animation.amount;
|
|
|
|
for (size_t j = 0; j < target_mesh->targets.size(); ++j)
|
|
{
|
|
target_mesh->targets[j].weight = wi::math::Lerp(target_mesh->targets[j].weight, animation.morph_weights_temp[j], t);
|
|
}
|
|
|
|
target_mesh->dirty_morph = true;
|
|
}
|
|
|
|
}
|
|
|
|
if (animation.IsPlaying())
|
|
{
|
|
animation.timer += dt * animation.speed;
|
|
}
|
|
|
|
if (animation.IsLooped() && animation.timer > animation.end)
|
|
{
|
|
animation.timer = animation.start;
|
|
}
|
|
}
|
|
}
|
|
void Scene::RunTransformUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)transforms.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
TransformComponent& transform = transforms[args.jobIndex];
|
|
transform.UpdateTransform();
|
|
});
|
|
}
|
|
void Scene::RunHierarchyUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
// This needs serialized execution because there are dependencies enforced by component order!
|
|
|
|
for (size_t i = 0; i < hierarchy.GetCount(); ++i)
|
|
{
|
|
const HierarchyComponent& parentcomponent = hierarchy[i];
|
|
Entity entity = hierarchy.GetEntity(i);
|
|
|
|
TransformComponent* transform_child = transforms.GetComponent(entity);
|
|
TransformComponent* transform_parent = transforms.GetComponent(parentcomponent.parentID);
|
|
if (transform_child != nullptr && transform_parent != nullptr)
|
|
{
|
|
transform_child->UpdateTransform_Parented(*transform_parent);
|
|
}
|
|
|
|
|
|
LayerComponent* layer_child = layers.GetComponent(entity);
|
|
LayerComponent* layer_parent = layers.GetComponent(parentcomponent.parentID);
|
|
if (layer_child != nullptr && layer_parent != nullptr)
|
|
{
|
|
layer_child->propagationMask = layer_parent->GetLayerMask();
|
|
}
|
|
|
|
}
|
|
}
|
|
void Scene::RunSpringUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
static float time = 0;
|
|
time += dt;
|
|
const XMVECTOR windDir = XMLoadFloat3(&weather.windDirection);
|
|
const XMVECTOR gravity = XMVectorSet(0, -9.8f, 0, 0);
|
|
|
|
for (size_t i = 0; i < springs.GetCount(); ++i)
|
|
{
|
|
SpringComponent& spring = springs[i];
|
|
if (spring.IsDisabled())
|
|
{
|
|
continue;
|
|
}
|
|
Entity entity = springs.GetEntity(i);
|
|
TransformComponent* transform = transforms.GetComponent(entity);
|
|
if (transform == nullptr)
|
|
{
|
|
assert(0);
|
|
continue;
|
|
}
|
|
|
|
if (spring.IsResetting())
|
|
{
|
|
spring.Reset(false);
|
|
spring.center_of_mass = transform->GetPosition();
|
|
spring.velocity = XMFLOAT3(0, 0, 0);
|
|
}
|
|
|
|
const HierarchyComponent* hier = hierarchy.GetComponent(entity);
|
|
TransformComponent* parent_transform = hier == nullptr ? nullptr : transforms.GetComponent(hier->parentID);
|
|
if (parent_transform != nullptr)
|
|
{
|
|
// Spring hierarchy resolve depends on spring component order!
|
|
// It works best when parent spring is located before child spring!
|
|
// It will work the other way, but results will be less convincing
|
|
transform->UpdateTransform_Parented(*parent_transform);
|
|
}
|
|
|
|
const XMVECTOR position_current = transform->GetPositionV();
|
|
XMVECTOR position_prev = XMLoadFloat3(&spring.center_of_mass);
|
|
XMVECTOR force = (position_current - position_prev) * spring.stiffness;
|
|
|
|
if (spring.wind_affection > 0)
|
|
{
|
|
force += std::sin(time * weather.windSpeed + XMVectorGetX(XMVector3Dot(position_current, windDir))) * windDir * spring.wind_affection;
|
|
}
|
|
if (spring.IsGravityEnabled())
|
|
{
|
|
force += gravity;
|
|
}
|
|
|
|
XMVECTOR velocity = XMLoadFloat3(&spring.velocity);
|
|
velocity += force * dt;
|
|
XMVECTOR position_target = position_prev + velocity * dt;
|
|
|
|
if (parent_transform != nullptr)
|
|
{
|
|
const XMVECTOR position_parent = parent_transform->GetPositionV();
|
|
const XMVECTOR parent_to_child = position_current - position_parent;
|
|
const XMVECTOR parent_to_target = position_target - position_parent;
|
|
|
|
if (!spring.IsStretchEnabled())
|
|
{
|
|
// Limit offset to keep distance from parent:
|
|
const XMVECTOR len = XMVector3Length(parent_to_child);
|
|
position_target = position_parent + XMVector3Normalize(parent_to_target) * len;
|
|
}
|
|
|
|
// Parent rotation to point to new child position:
|
|
const XMVECTOR dir_parent_to_child = XMVector3Normalize(parent_to_child);
|
|
const XMVECTOR dir_parent_to_target = XMVector3Normalize(parent_to_target);
|
|
const XMVECTOR axis = XMVector3Normalize(XMVector3Cross(dir_parent_to_child, dir_parent_to_target));
|
|
const float angle = XMScalarACos(XMVectorGetX(XMVector3Dot(dir_parent_to_child, dir_parent_to_target))); // don't use std::acos!
|
|
const XMVECTOR Q = XMQuaternionNormalize(XMQuaternionRotationNormal(axis, angle));
|
|
TransformComponent saved_parent = *parent_transform;
|
|
saved_parent.ApplyTransform();
|
|
saved_parent.Rotate(Q);
|
|
saved_parent.UpdateTransform();
|
|
std::swap(saved_parent.world, parent_transform->world); // only store temporary result, not modifying actual local space!
|
|
}
|
|
|
|
XMStoreFloat3(&spring.center_of_mass, position_target);
|
|
velocity *= spring.damping;
|
|
XMStoreFloat3(&spring.velocity, velocity);
|
|
*((XMFLOAT3*)&transform->world._41) = spring.center_of_mass;
|
|
}
|
|
}
|
|
void Scene::RunInverseKinematicsUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
bool recompute_hierarchy = false;
|
|
for (size_t i = 0; i < inverse_kinematics.GetCount(); ++i)
|
|
{
|
|
const InverseKinematicsComponent& ik = inverse_kinematics[i];
|
|
if (ik.IsDisabled())
|
|
{
|
|
continue;
|
|
}
|
|
Entity entity = inverse_kinematics.GetEntity(i);
|
|
TransformComponent* transform = transforms.GetComponent(entity);
|
|
TransformComponent* target = transforms.GetComponent(ik.target);
|
|
const HierarchyComponent* hier = hierarchy.GetComponent(entity);
|
|
if (transform == nullptr || target == nullptr || hier == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const XMVECTOR target_pos = target->GetPositionV();
|
|
for (uint32_t iteration = 0; iteration < ik.iteration_count; ++iteration)
|
|
{
|
|
TransformComponent* stack[32] = {};
|
|
Entity parent_entity = hier->parentID;
|
|
TransformComponent* child_transform = transform;
|
|
for (uint32_t chain = 0; chain < std::min(ik.chain_length, (uint32_t)arraysize(stack)); ++chain)
|
|
{
|
|
recompute_hierarchy = true; // any IK will trigger a full transform hierarchy recompute step at the end(**)
|
|
|
|
// stack stores all traversed chain links so far:
|
|
stack[chain] = child_transform;
|
|
|
|
// Compute required parent rotation that moves ik transform closer to target transform:
|
|
TransformComponent* parent_transform = transforms.GetComponent(parent_entity);
|
|
const XMVECTOR parent_pos = parent_transform->GetPositionV();
|
|
const XMVECTOR dir_parent_to_ik = XMVector3Normalize(transform->GetPositionV() - parent_pos);
|
|
const XMVECTOR dir_parent_to_target = XMVector3Normalize(target_pos - parent_pos);
|
|
const XMVECTOR axis = XMVector3Normalize(XMVector3Cross(dir_parent_to_ik, dir_parent_to_target));
|
|
const float angle = XMScalarACos(XMVectorGetX(XMVector3Dot(dir_parent_to_ik, dir_parent_to_target)));
|
|
const XMVECTOR Q = XMQuaternionNormalize(XMQuaternionRotationNormal(axis, angle));
|
|
|
|
// parent to world space:
|
|
parent_transform->ApplyTransform();
|
|
// rotate parent:
|
|
parent_transform->Rotate(Q);
|
|
parent_transform->UpdateTransform();
|
|
// parent back to local space (if parent has parent):
|
|
const HierarchyComponent* hier_parent = hierarchy.GetComponent(parent_entity);
|
|
if (hier_parent != nullptr)
|
|
{
|
|
Entity parent_of_parent_entity = hier_parent->parentID;
|
|
const TransformComponent* transform_parent_of_parent = transforms.GetComponent(parent_of_parent_entity);
|
|
XMMATRIX parent_of_parent_inverse = XMMatrixInverse(nullptr, XMLoadFloat4x4(&transform_parent_of_parent->world));
|
|
parent_transform->MatrixTransform(parent_of_parent_inverse);
|
|
// Do not call UpdateTransform() here, to keep parent world matrix in world space!
|
|
}
|
|
|
|
// update chain from parent to children:
|
|
const TransformComponent* recurse_parent = parent_transform;
|
|
for (int recurse_chain = (int)chain; recurse_chain >= 0; --recurse_chain)
|
|
{
|
|
stack[recurse_chain]->UpdateTransform_Parented(*recurse_parent);
|
|
recurse_parent = stack[recurse_chain];
|
|
}
|
|
|
|
if (hier_parent == nullptr)
|
|
{
|
|
// chain root reached, exit
|
|
break;
|
|
}
|
|
|
|
// move up in the chain by one:
|
|
child_transform = parent_transform;
|
|
parent_entity = hier_parent->parentID;
|
|
assert(chain < (uint32_t)arraysize(stack) - 1); // if this is encountered, just extend stack array size
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
if (recompute_hierarchy)
|
|
{
|
|
// (**)If there was IK, we need to recompute transform hierarchy. This is only necessary for transforms that have parent
|
|
// transforms that are IK. Because the IK chain is computed from child to parent upwards, IK that have child would not update
|
|
// its transform properly in some cases (such as if animation writes to that child)
|
|
for (size_t i = 0; i < hierarchy.GetCount(); ++i)
|
|
{
|
|
const HierarchyComponent& parentcomponent = hierarchy[i];
|
|
Entity entity = hierarchy.GetEntity(i);
|
|
|
|
TransformComponent* transform_child = transforms.GetComponent(entity);
|
|
TransformComponent* transform_parent = transforms.GetComponent(parentcomponent.parentID);
|
|
if (transform_child != nullptr && transform_parent != nullptr)
|
|
{
|
|
transform_child->UpdateTransform_Parented(*transform_parent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
void Scene::RunArmatureUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)armatures.GetCount(), 1, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
ArmatureComponent& armature = armatures[args.jobIndex];
|
|
Entity entity = armatures.GetEntity(args.jobIndex);
|
|
const TransformComponent& transform = *transforms.GetComponent(entity);
|
|
|
|
// The transform world matrices are in world space, but skinning needs them in armature-local space,
|
|
// so that the skin is reusable for instanced meshes.
|
|
// We remove the armature's world matrix from the bone world matrix to obtain the bone local transform
|
|
// These local bone matrices will only be used for skinning, the actual transform components for the bones
|
|
// remain unchanged.
|
|
//
|
|
// This is useful for an other thing too:
|
|
// If a whole transform tree is transformed by some parent (even gltf import does that to convert from RH to LH space)
|
|
// then the inverseBindMatrices are not reflected in that because they are not contained in the hierarchy system.
|
|
// But this will correct them too.
|
|
XMMATRIX R = XMMatrixInverse(nullptr, XMLoadFloat4x4(&transform.world));
|
|
|
|
if (armature.boneData.size() != armature.boneCollection.size())
|
|
{
|
|
armature.boneData.resize(armature.boneCollection.size());
|
|
}
|
|
|
|
XMFLOAT3 _min = XMFLOAT3(std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
|
|
XMFLOAT3 _max = XMFLOAT3(std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest());
|
|
|
|
int boneIndex = 0;
|
|
for (Entity boneEntity : armature.boneCollection)
|
|
{
|
|
const TransformComponent& bone = *transforms.GetComponent(boneEntity);
|
|
|
|
XMMATRIX B = XMLoadFloat4x4(&armature.inverseBindMatrices[boneIndex]);
|
|
XMMATRIX W = XMLoadFloat4x4(&bone.world);
|
|
XMMATRIX M = B * W * R;
|
|
|
|
XMFLOAT4X4 mat;
|
|
XMStoreFloat4x4(&mat, M);
|
|
armature.boneData[boneIndex++].Create(mat);
|
|
|
|
const float bone_radius = 1;
|
|
XMFLOAT3 bonepos = bone.GetPosition();
|
|
AABB boneAABB;
|
|
boneAABB.createFromHalfWidth(bonepos, XMFLOAT3(bone_radius, bone_radius, bone_radius));
|
|
_min = wi::math::Min(_min, boneAABB._min);
|
|
_max = wi::math::Max(_max, boneAABB._max);
|
|
}
|
|
|
|
armature.aabb = AABB(_min, _max);
|
|
|
|
if (!armature.boneBuffer.IsValid() || armature.boneBuffer.desc.size != armature.boneData.size() * sizeof(ShaderTransform))
|
|
{
|
|
armature.CreateRenderData();
|
|
}
|
|
});
|
|
}
|
|
void Scene::RunMeshUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)meshes.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
Entity entity = meshes.GetEntity(args.jobIndex);
|
|
MeshComponent& mesh = meshes[args.jobIndex];
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
|
|
if (!mesh.vertexBuffer_PRE.IsValid())
|
|
{
|
|
const SoftBodyPhysicsComponent* softbody = softbodies.GetComponent(entity);
|
|
if (softbody != nullptr && wi::physics::IsSimulationEnabled())
|
|
{
|
|
device->CreateBuffer(&mesh.vertexBuffer_POS.desc, nullptr, &mesh.streamoutBuffer_POS);
|
|
device->CreateBuffer(&mesh.vertexBuffer_POS.desc, nullptr, &mesh.vertexBuffer_PRE);
|
|
device->CreateBuffer(&mesh.vertexBuffer_TAN.desc, nullptr, &mesh.streamoutBuffer_TAN);
|
|
}
|
|
else if (mesh.IsSkinned() && armatures.Contains(mesh.armatureID))
|
|
{
|
|
if (softbody == nullptr || softbody->vertex_positions_simulation.empty())
|
|
{
|
|
device->CreateBuffer(&mesh.streamoutBuffer_POS.GetDesc(), nullptr, &mesh.vertexBuffer_PRE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mesh.streamoutBuffer_POS.IsValid() && mesh.vertexBuffer_PRE.IsValid())
|
|
{
|
|
std::swap(mesh.streamoutBuffer_POS, mesh.vertexBuffer_PRE);
|
|
}
|
|
|
|
uint32_t subsetIndex = 0;
|
|
for (auto& subset : mesh.subsets)
|
|
{
|
|
const MaterialComponent* material = materials.GetComponent(subset.materialID);
|
|
if (material != nullptr)
|
|
{
|
|
subset.materialIndex = (uint32_t)materials.GetIndex(subset.materialID);
|
|
if (mesh.BLAS.IsValid())
|
|
{
|
|
auto& geometry = mesh.BLAS.desc.bottom_level.geometries[subsetIndex];
|
|
uint32_t flags = geometry.flags;
|
|
if (material->IsAlphaTestEnabled() || (material->GetRenderTypes() & RENDERTYPE_TRANSPARENT) || !material->IsCastingShadow())
|
|
{
|
|
geometry.flags &= ~RaytracingAccelerationStructureDesc::BottomLevel::Geometry::FLAG_OPAQUE;
|
|
}
|
|
else
|
|
{
|
|
geometry.flags = RaytracingAccelerationStructureDesc::BottomLevel::Geometry::FLAG_OPAQUE;
|
|
}
|
|
if (flags != geometry.flags)
|
|
{
|
|
mesh.BLAS_state = MeshComponent::BLAS_STATE_NEEDS_REBUILD;
|
|
}
|
|
if (mesh.streamoutBuffer_POS.IsValid())
|
|
{
|
|
mesh.BLAS_state = MeshComponent::BLAS_STATE_NEEDS_REBUILD;
|
|
geometry.triangles.vertex_buffer = mesh.streamoutBuffer_POS;
|
|
}
|
|
if (material->IsDoubleSided())
|
|
{
|
|
mesh._flags |= MeshComponent::TLAS_FORCE_DOUBLE_SIDED;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
subset.materialIndex = 0;
|
|
}
|
|
subsetIndex++;
|
|
}
|
|
|
|
if (mesh.BLAS.IsValid())
|
|
{
|
|
if (mesh.dirty_morph)
|
|
{
|
|
mesh.BLAS_state = MeshComponent::BLAS_STATE_NEEDS_REBUILD;
|
|
}
|
|
}
|
|
|
|
mesh.terrain_material1_index = (uint32_t)materials.GetIndex(mesh.terrain_material1);
|
|
mesh.terrain_material2_index = (uint32_t)materials.GetIndex(mesh.terrain_material2);
|
|
mesh.terrain_material3_index = (uint32_t)materials.GetIndex(mesh.terrain_material3);
|
|
|
|
// Update morph targets if needed:
|
|
if (mesh.dirty_morph && !mesh.targets.empty())
|
|
{
|
|
XMFLOAT3 _min = XMFLOAT3(std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
|
|
XMFLOAT3 _max = XMFLOAT3(std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest());
|
|
|
|
for (size_t i = 0; i < mesh.vertex_positions.size(); ++i)
|
|
{
|
|
XMFLOAT3 pos = mesh.vertex_positions[i];
|
|
XMFLOAT3 nor = mesh.vertex_normals.empty() ? XMFLOAT3(1, 1, 1) : mesh.vertex_normals[i];
|
|
const uint8_t wind = mesh.vertex_windweights.empty() ? 0xFF : mesh.vertex_windweights[i];
|
|
|
|
for (const MeshComponent::MeshMorphTarget& target : mesh.targets)
|
|
{
|
|
pos.x += target.weight * target.vertex_positions[i].x;
|
|
pos.y += target.weight * target.vertex_positions[i].y;
|
|
pos.z += target.weight * target.vertex_positions[i].z;
|
|
|
|
if (!target.vertex_normals.empty())
|
|
{
|
|
nor.x += target.weight * target.vertex_normals[i].x;
|
|
nor.y += target.weight * target.vertex_normals[i].y;
|
|
nor.z += target.weight * target.vertex_normals[i].z;
|
|
}
|
|
}
|
|
|
|
XMStoreFloat3(&nor, XMVector3Normalize(XMLoadFloat3(&nor)));
|
|
mesh.vertex_positions_morphed[i].FromFULL(pos, nor, wind);
|
|
|
|
_min = wi::math::Min(_min, pos);
|
|
_max = wi::math::Max(_max, pos);
|
|
}
|
|
|
|
mesh.aabb = AABB(_min, _max);
|
|
}
|
|
|
|
mesh.WriteShaderMesh(meshArrayMapped + args.jobIndex);
|
|
|
|
});
|
|
}
|
|
void Scene::RunMaterialUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)materials.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
MaterialComponent& material = materials[args.jobIndex];
|
|
Entity entity = materials.GetEntity(args.jobIndex);
|
|
const LayerComponent* layer = layers.GetComponent(entity);
|
|
if (layer != nullptr)
|
|
{
|
|
material.layerMask = layer->layerMask;
|
|
}
|
|
|
|
material.texAnimElapsedTime += dt * material.texAnimFrameRate;
|
|
if (material.texAnimElapsedTime >= 1.0f)
|
|
{
|
|
material.texMulAdd.z = fmodf(material.texMulAdd.z + material.texAnimDirection.x, 1);
|
|
material.texMulAdd.w = fmodf(material.texMulAdd.w + material.texAnimDirection.y, 1);
|
|
material.texAnimElapsedTime = 0.0f;
|
|
|
|
material.SetDirty(); // will trigger constant buffer update later on
|
|
}
|
|
|
|
material.engineStencilRef = STENCILREF_DEFAULT;
|
|
if (material.IsCustomShader())
|
|
{
|
|
material.engineStencilRef = STENCILREF_CUSTOMSHADER;
|
|
}
|
|
|
|
if (material.IsDirty())
|
|
{
|
|
material.SetDirty(false);
|
|
}
|
|
|
|
material.WriteShaderMaterial(materialArrayMapped + args.jobIndex);
|
|
|
|
});
|
|
}
|
|
void Scene::RunImpostorUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
if (impostors.GetCount() > 0 && !impostorArray.IsValid())
|
|
{
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
|
|
TextureDesc desc;
|
|
desc.width = impostorTextureDim;
|
|
desc.height = impostorTextureDim;
|
|
|
|
desc.bind_flags = BindFlag::DEPTH_STENCIL;
|
|
desc.array_size = 1;
|
|
desc.format = Format::D16_UNORM;
|
|
desc.layout = ResourceState::DEPTHSTENCIL;
|
|
device->CreateTexture(&desc, nullptr, &impostorDepthStencil);
|
|
device->SetName(&impostorDepthStencil, "impostorDepthStencil");
|
|
|
|
desc.bind_flags = BindFlag::RENDER_TARGET | BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
|
|
desc.array_size = maxImpostorCount * impostorCaptureAngles * 3;
|
|
desc.format = Format::R8G8B8A8_UNORM;
|
|
desc.layout = ResourceState::SHADER_RESOURCE;
|
|
|
|
device->CreateTexture(&desc, nullptr, &impostorArray);
|
|
device->SetName(&impostorArray, "impostorArray");
|
|
|
|
renderpasses_impostor.resize(desc.array_size);
|
|
|
|
for (uint32_t i = 0; i < desc.array_size; ++i)
|
|
{
|
|
int subresource_index;
|
|
subresource_index = device->CreateSubresource(&impostorArray, SubresourceType::RTV, i, 1, 0, 1);
|
|
assert(subresource_index == i);
|
|
|
|
RenderPassDesc renderpassdesc;
|
|
renderpassdesc.attachments.push_back(
|
|
RenderPassAttachment::RenderTarget(
|
|
&impostorArray,
|
|
RenderPassAttachment::LoadOp::CLEAR
|
|
)
|
|
);
|
|
renderpassdesc.attachments.back().subresource = subresource_index;
|
|
|
|
renderpassdesc.attachments.push_back(
|
|
RenderPassAttachment::DepthStencil(
|
|
&impostorDepthStencil,
|
|
RenderPassAttachment::LoadOp::CLEAR,
|
|
RenderPassAttachment::StoreOp::DONTCARE
|
|
)
|
|
);
|
|
|
|
device->CreateRenderPass(&renderpassdesc, &renderpasses_impostor[subresource_index]);
|
|
}
|
|
}
|
|
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)impostors.GetCount(), 1, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
ImpostorComponent& impostor = impostors[args.jobIndex];
|
|
impostor.aabb = AABB();
|
|
impostor.instances.clear();
|
|
|
|
if (impostor.IsDirty())
|
|
{
|
|
impostor.SetDirty(false);
|
|
impostor.render_dirty = true;
|
|
}
|
|
});
|
|
}
|
|
void Scene::RunObjectUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
assert(objects.GetCount() == aabb_objects.GetCount());
|
|
|
|
parallel_bounds.clear();
|
|
parallel_bounds.resize((size_t)wi::jobsystem::DispatchGroupCount((uint32_t)objects.GetCount(), small_subtask_groupsize));
|
|
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)objects.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
Entity entity = objects.GetEntity(args.jobIndex);
|
|
ObjectComponent& object = objects[args.jobIndex];
|
|
AABB& aabb = aabb_objects[args.jobIndex];
|
|
|
|
// Update occlusion culling status:
|
|
if (!wi::renderer::GetFreezeCullingCameraEnabled())
|
|
{
|
|
object.occlusionHistory <<= 1; // advance history by 1 frame
|
|
int query_id = object.occlusionQueries[queryheap_idx];
|
|
if (queryResultBuffer[queryheap_idx].mapped_data != nullptr && query_id >= 0)
|
|
{
|
|
uint64_t visible = ((uint64_t*)queryResultBuffer[queryheap_idx].mapped_data)[query_id];
|
|
if (visible)
|
|
{
|
|
object.occlusionHistory |= 1; // visible
|
|
}
|
|
}
|
|
else
|
|
{
|
|
object.occlusionHistory |= 1; // visible
|
|
}
|
|
}
|
|
object.occlusionQueries[queryheap_idx] = -1; // invalidate query
|
|
|
|
const LayerComponent* layer = layers.GetComponent(entity);
|
|
uint32_t layerMask;
|
|
if (layer == nullptr)
|
|
{
|
|
layerMask = ~0;
|
|
}
|
|
else
|
|
{
|
|
layerMask = layer->GetLayerMask();
|
|
}
|
|
|
|
aabb = AABB();
|
|
object.rendertypeMask = 0;
|
|
object.SetDynamic(false);
|
|
object.SetImpostorPlacement(false);
|
|
object.SetRequestPlanarReflection(false);
|
|
|
|
if (object.meshID != INVALID_ENTITY)
|
|
{
|
|
|
|
const MeshComponent* mesh = meshes.GetComponent(object.meshID);
|
|
|
|
// These will only be valid for a single frame:
|
|
object.transform_index = (int)transforms.GetIndex(entity);
|
|
object.prev_transform_index = (int)prev_transforms.GetIndex(entity);
|
|
|
|
const TransformComponent& transform = transforms[object.transform_index];
|
|
|
|
if (mesh != nullptr)
|
|
{
|
|
XMMATRIX W = XMLoadFloat4x4(&transform.world);
|
|
aabb = mesh->aabb.transform(W);
|
|
|
|
// This is instance bounding box matrix:
|
|
XMFLOAT4X4 meshMatrix;
|
|
XMStoreFloat4x4(&meshMatrix, mesh->aabb.getAsBoxMatrix() * W);
|
|
|
|
// We need sometimes the center of the instance bounding box, not the transform position (which can be outside the bounding box)
|
|
object.center = *((XMFLOAT3*)&meshMatrix._41);
|
|
|
|
if (mesh->IsSkinned() || mesh->IsDynamic())
|
|
{
|
|
object.SetDynamic(true);
|
|
const ArmatureComponent* armature = armatures.GetComponent(mesh->armatureID);
|
|
if (armature != nullptr)
|
|
{
|
|
aabb = AABB::Merge(aabb, armature->aabb);
|
|
}
|
|
}
|
|
|
|
for (auto& subset : mesh->subsets)
|
|
{
|
|
const MaterialComponent* material = materials.GetComponent(subset.materialID);
|
|
|
|
if (material != nullptr)
|
|
{
|
|
object.rendertypeMask |= material->GetRenderTypes();
|
|
|
|
if (material->HasPlanarReflection())
|
|
{
|
|
object.SetRequestPlanarReflection(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
ImpostorComponent* impostor = impostors.GetComponent(object.meshID);
|
|
if (impostor != nullptr)
|
|
{
|
|
object.SetImpostorPlacement(true);
|
|
object.impostorSwapDistance = impostor->swapInDistance;
|
|
object.impostorFadeThresholdRadius = aabb.getRadius();
|
|
|
|
impostor->aabb = AABB::Merge(impostor->aabb, aabb);
|
|
impostor->color = object.color;
|
|
impostor->fadeThresholdRadius = object.impostorFadeThresholdRadius;
|
|
|
|
const Sphere boundingsphere = mesh->GetBoundingSphere();
|
|
|
|
locker.lock();
|
|
impostor->instances.push_back(args.jobIndex);
|
|
locker.unlock();
|
|
}
|
|
|
|
SoftBodyPhysicsComponent* softbody = softbodies.GetComponent(object.meshID);
|
|
if (softbody != nullptr)
|
|
{
|
|
// this will be registered as soft body in the next physics update
|
|
softbody->_flags |= SoftBodyPhysicsComponent::SAFE_TO_REGISTER;
|
|
|
|
// soft body manipulated with the object matrix
|
|
softbody->worldMatrix = transform.world;
|
|
|
|
if (softbody->graphicsToPhysicsVertexMapping.empty())
|
|
{
|
|
softbody->CreateFromMesh(*mesh);
|
|
}
|
|
|
|
// simulation aabb will be used for soft bodies
|
|
aabb = softbody->aabb;
|
|
|
|
// soft bodies have no transform, their vertices are simulated in world space
|
|
object.transform_index = -1;
|
|
object.prev_transform_index = -1;
|
|
}
|
|
|
|
// Create GPU instance data:
|
|
const XMFLOAT4X4& worldMatrix = object.transform_index >= 0 ? transforms[object.transform_index].world : wi::math::IDENTITY_MATRIX;
|
|
const XMFLOAT4X4& worldMatrixPrev = object.prev_transform_index >= 0 ? prev_transforms[object.prev_transform_index].world_prev : wi::math::IDENTITY_MATRIX;
|
|
|
|
XMMATRIX worldMatrixInverseTranspose = XMLoadFloat4x4(&worldMatrix);
|
|
worldMatrixInverseTranspose = XMMatrixInverse(nullptr, worldMatrixInverseTranspose);
|
|
worldMatrixInverseTranspose = XMMatrixTranspose(worldMatrixInverseTranspose);
|
|
XMFLOAT4X4 transformIT;
|
|
XMStoreFloat4x4(&transformIT, worldMatrixInverseTranspose);
|
|
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
ShaderMeshInstance& inst = instanceArrayMapped[args.jobIndex];
|
|
inst.init();
|
|
inst.transform.Create(worldMatrix);
|
|
inst.transformInverseTranspose.Create(transformIT);
|
|
inst.transformPrev.Create(worldMatrixPrev);
|
|
if (object.lightmap.IsValid())
|
|
{
|
|
inst.lightmap = device->GetDescriptorIndex(&object.lightmap, SubresourceType::SRV);
|
|
}
|
|
inst.uid = entity;
|
|
inst.layerMask = layerMask;
|
|
inst.color = wi::math::CompressColor(object.color);
|
|
inst.emissive = wi::math::Pack_R11G11B10_FLOAT(XMFLOAT3(object.emissiveColor.x * object.emissiveColor.w, object.emissiveColor.y * object.emissiveColor.w, object.emissiveColor.z * object.emissiveColor.w));
|
|
inst.meshIndex = (uint)meshes.GetIndex(object.meshID);
|
|
|
|
if (TLAS_instancesMapped != nullptr)
|
|
{
|
|
// TLAS instance data:
|
|
RaytracingAccelerationStructureDesc::TopLevel::Instance instance = {};
|
|
for (int i = 0; i < arraysize(instance.transform); ++i)
|
|
{
|
|
for (int j = 0; j < arraysize(instance.transform[i]); ++j)
|
|
{
|
|
instance.transform[i][j] = worldMatrix.m[j][i];
|
|
}
|
|
}
|
|
instance.instance_id = args.jobIndex;
|
|
instance.instance_mask = layerMask & 0xFF;
|
|
instance.bottom_level = mesh->BLAS;
|
|
|
|
if (mesh->IsDoubleSided() || mesh->_flags & MeshComponent::TLAS_FORCE_DOUBLE_SIDED)
|
|
{
|
|
instance.flags |= RaytracingAccelerationStructureDesc::TopLevel::Instance::FLAG_TRIANGLE_CULL_DISABLE;
|
|
}
|
|
|
|
if (XMVectorGetX(XMMatrixDeterminant(W)) > 0)
|
|
{
|
|
// There is a mismatch between object space winding and BLAS winding:
|
|
// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_raytracing_instance_flags
|
|
instance.flags |= RaytracingAccelerationStructureDesc::TopLevel::Instance::FLAG_TRIANGLE_FRONT_COUNTERCLOCKWISE;
|
|
}
|
|
|
|
void* dest = (void*)((size_t)TLAS_instancesMapped + (size_t)args.jobIndex * device->GetTopLevelAccelerationStructureInstanceSize());
|
|
device->WriteTopLevelAccelerationStructureInstance(&instance, dest);
|
|
}
|
|
|
|
// lightmap things:
|
|
if (object.IsLightmapRenderRequested() && dt > 0)
|
|
{
|
|
if (!object.lightmap.IsValid())
|
|
{
|
|
object.lightmapWidth = wi::math::GetNextPowerOfTwo(object.lightmapWidth + 1) / 2;
|
|
object.lightmapHeight = wi::math::GetNextPowerOfTwo(object.lightmapHeight + 1) / 2;
|
|
|
|
TextureDesc desc;
|
|
desc.width = object.lightmapWidth;
|
|
desc.height = object.lightmapHeight;
|
|
desc.bind_flags = BindFlag::RENDER_TARGET | BindFlag::SHADER_RESOURCE;
|
|
// Note: we need the full precision format to achieve correct accumulative blending!
|
|
// But the final lightmap will be compressed into an optimal format when the rendering is finished
|
|
desc.format = Format::R32G32B32A32_FLOAT;
|
|
|
|
device->CreateTexture(&desc, nullptr, &object.lightmap);
|
|
device->SetName(&object.lightmap, "lightmap_renderable");
|
|
|
|
RenderPassDesc renderpassdesc;
|
|
|
|
renderpassdesc.attachments.push_back(RenderPassAttachment::RenderTarget(&object.lightmap, RenderPassAttachment::LoadOp::CLEAR));
|
|
|
|
device->CreateRenderPass(&renderpassdesc, &object.renderpass_lightmap_clear);
|
|
|
|
renderpassdesc.attachments.back().loadop = RenderPassAttachment::LoadOp::LOAD;
|
|
device->CreateRenderPass(&renderpassdesc, &object.renderpass_lightmap_accumulate);
|
|
|
|
object.lightmapIterationCount = 0; // reset accumulation
|
|
}
|
|
lightmap_refresh_needed.store(true);
|
|
}
|
|
|
|
if (!object.lightmapTextureData.empty() && !object.lightmap.IsValid())
|
|
{
|
|
// Create a GPU-side per object lighmap if there is none yet, but the data exists already:
|
|
object.lightmap.desc.format = Format::R11G11B10_FLOAT;
|
|
wi::texturehelper::CreateTexture(object.lightmap, object.lightmapTextureData.data(), object.lightmapWidth, object.lightmapHeight, object.lightmap.desc.format);
|
|
device->SetName(&object.lightmap, "lightmap");
|
|
}
|
|
}
|
|
|
|
aabb.layerMask = layerMask;
|
|
|
|
// parallel bounds computation using shared memory:
|
|
AABB* shared_bounds = (AABB*)args.sharedmemory;
|
|
if (args.isFirstJobInGroup)
|
|
{
|
|
*shared_bounds = aabb_objects[args.jobIndex];
|
|
}
|
|
else
|
|
{
|
|
*shared_bounds = AABB::Merge(*shared_bounds, aabb_objects[args.jobIndex]);
|
|
}
|
|
if (args.isLastJobInGroup)
|
|
{
|
|
parallel_bounds[args.groupID] = *shared_bounds;
|
|
}
|
|
}
|
|
|
|
}, sizeof(AABB));
|
|
}
|
|
void Scene::RunCameraUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)cameras.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
CameraComponent& camera = cameras[args.jobIndex];
|
|
Entity entity = cameras.GetEntity(args.jobIndex);
|
|
const TransformComponent* transform = transforms.GetComponent(entity);
|
|
if (transform != nullptr)
|
|
{
|
|
camera.TransformCamera(*transform);
|
|
}
|
|
camera.UpdateCamera();
|
|
});
|
|
}
|
|
void Scene::RunDecalUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
assert(decals.GetCount() == aabb_decals.GetCount());
|
|
|
|
for (size_t i = 0; i < decals.GetCount(); ++i)
|
|
{
|
|
DecalComponent& decal = decals[i];
|
|
Entity entity = decals.GetEntity(i);
|
|
const TransformComponent& transform = *transforms.GetComponent(entity);
|
|
decal.world = transform.world;
|
|
|
|
XMMATRIX W = XMLoadFloat4x4(&decal.world);
|
|
XMVECTOR front = XMVectorSet(0, 0, 1, 0);
|
|
front = XMVector3TransformNormal(front, W);
|
|
XMStoreFloat3(&decal.front, front);
|
|
|
|
XMVECTOR S, R, T;
|
|
XMMatrixDecompose(&S, &R, &T, W);
|
|
XMStoreFloat3(&decal.position, T);
|
|
XMFLOAT3 scale;
|
|
XMStoreFloat3(&scale, S);
|
|
decal.range = std::max(scale.x, std::max(scale.y, scale.z)) * 2;
|
|
|
|
AABB& aabb = aabb_decals[i];
|
|
aabb.createFromHalfWidth(XMFLOAT3(0, 0, 0), XMFLOAT3(1, 1, 1));
|
|
aabb = aabb.transform(transform.world);
|
|
|
|
const LayerComponent* layer = layers.GetComponent(entity);
|
|
if (layer == nullptr)
|
|
{
|
|
aabb.layerMask = ~0;
|
|
}
|
|
else
|
|
{
|
|
aabb.layerMask = layer->GetLayerMask();
|
|
}
|
|
|
|
const MaterialComponent& material = *materials.GetComponent(entity);
|
|
decal.color = material.baseColor;
|
|
decal.emissive = material.GetEmissiveStrength();
|
|
decal.texture = material.textures[MaterialComponent::BASECOLORMAP].resource;
|
|
decal.normal = material.textures[MaterialComponent::NORMALMAP].resource;
|
|
}
|
|
}
|
|
void Scene::RunProbeUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
assert(probes.GetCount() == aabb_probes.GetCount());
|
|
|
|
if (!envmapArray.IsValid()) // even when zero probes, this will be created, since sometimes only the sky will be rendered into it
|
|
{
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
|
|
TextureDesc desc;
|
|
desc.array_size = 6;
|
|
desc.bind_flags = BindFlag::DEPTH_STENCIL;
|
|
desc.format = Format::D16_UNORM;
|
|
desc.height = envmapRes;
|
|
desc.width = envmapRes;
|
|
desc.mip_levels = 1;
|
|
desc.misc_flags = ResourceMiscFlag::TEXTURECUBE;
|
|
desc.usage = Usage::DEFAULT;
|
|
desc.layout = ResourceState::DEPTHSTENCIL;
|
|
|
|
device->CreateTexture(&desc, nullptr, &envrenderingDepthBuffer);
|
|
device->SetName(&envrenderingDepthBuffer, "envrenderingDepthBuffer");
|
|
|
|
desc.array_size = envmapCount * 6;
|
|
desc.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::RENDER_TARGET | BindFlag::UNORDERED_ACCESS;
|
|
desc.format = Format::R11G11B10_FLOAT;
|
|
desc.height = envmapRes;
|
|
desc.width = envmapRes;
|
|
desc.mip_levels = envmapMIPs;
|
|
desc.misc_flags = ResourceMiscFlag::TEXTURECUBE;
|
|
desc.usage = Usage::DEFAULT;
|
|
desc.layout = ResourceState::SHADER_RESOURCE;
|
|
|
|
device->CreateTexture(&desc, nullptr, &envmapArray);
|
|
device->SetName(&envmapArray, "envmapArray");
|
|
|
|
renderpasses_envmap.resize(envmapCount);
|
|
|
|
for (uint32_t i = 0; i < envmapCount; ++i)
|
|
{
|
|
int subresource_index;
|
|
subresource_index = device->CreateSubresource(&envmapArray, SubresourceType::RTV, i * 6, 6, 0, 1);
|
|
assert(subresource_index == i);
|
|
|
|
RenderPassDesc renderpassdesc;
|
|
renderpassdesc.attachments.push_back(
|
|
RenderPassAttachment::RenderTarget(&envmapArray,
|
|
RenderPassAttachment::LoadOp::DONTCARE
|
|
)
|
|
);
|
|
renderpassdesc.attachments.back().subresource = subresource_index;
|
|
|
|
renderpassdesc.attachments.push_back(
|
|
RenderPassAttachment::DepthStencil(
|
|
&envrenderingDepthBuffer,
|
|
RenderPassAttachment::LoadOp::CLEAR,
|
|
RenderPassAttachment::StoreOp::DONTCARE
|
|
)
|
|
);
|
|
|
|
device->CreateRenderPass(&renderpassdesc, &renderpasses_envmap[subresource_index]);
|
|
}
|
|
for (uint32_t i = 0; i < envmapArray.desc.mip_levels; ++i)
|
|
{
|
|
int subresource_index;
|
|
subresource_index = device->CreateSubresource(&envmapArray, SubresourceType::SRV, 0, desc.array_size, i, 1);
|
|
assert(subresource_index == i);
|
|
subresource_index = device->CreateSubresource(&envmapArray, SubresourceType::UAV, 0, desc.array_size, i, 1);
|
|
assert(subresource_index == i);
|
|
}
|
|
|
|
// debug probe views, individual cubes:
|
|
for (uint32_t i = 0; i < envmapCount; ++i)
|
|
{
|
|
int subresource_index;
|
|
subresource_index = device->CreateSubresource(&envmapArray, SubresourceType::SRV, i * 6, 6, 0, -1);
|
|
assert(subresource_index == envmapArray.desc.mip_levels + i);
|
|
}
|
|
}
|
|
|
|
// reconstruct envmap array status:
|
|
bool envmapTaken[envmapCount] = {};
|
|
for (size_t i = 0; i < probes.GetCount(); ++i)
|
|
{
|
|
EnvironmentProbeComponent& probe = probes[i];
|
|
if (probe.textureIndex >= 0 && probe.textureIndex < envmapCount)
|
|
{
|
|
envmapTaken[probe.textureIndex] = true;
|
|
}
|
|
else
|
|
{
|
|
probe.textureIndex = -1;
|
|
}
|
|
}
|
|
|
|
for (size_t probeIndex = 0; probeIndex < probes.GetCount(); ++probeIndex)
|
|
{
|
|
EnvironmentProbeComponent& probe = probes[probeIndex];
|
|
Entity entity = probes.GetEntity(probeIndex);
|
|
const TransformComponent& transform = *transforms.GetComponent(entity);
|
|
|
|
probe.position = transform.GetPosition();
|
|
|
|
XMMATRIX W = XMLoadFloat4x4(&transform.world);
|
|
XMStoreFloat4x4(&probe.inverseMatrix, XMMatrixInverse(nullptr, W));
|
|
|
|
XMVECTOR S, R, T;
|
|
XMMatrixDecompose(&S, &R, &T, W);
|
|
XMFLOAT3 scale;
|
|
XMStoreFloat3(&scale, S);
|
|
probe.range = std::max(scale.x, std::max(scale.y, scale.z)) * 2;
|
|
|
|
AABB& aabb = aabb_probes[probeIndex];
|
|
aabb.createFromHalfWidth(XMFLOAT3(0, 0, 0), XMFLOAT3(1, 1, 1));
|
|
aabb = aabb.transform(transform.world);
|
|
|
|
const LayerComponent* layer = layers.GetComponent(entity);
|
|
if (layer == nullptr)
|
|
{
|
|
aabb.layerMask = ~0;
|
|
}
|
|
else
|
|
{
|
|
aabb.layerMask = layer->GetLayerMask();
|
|
}
|
|
|
|
if (probe.IsDirty() || probe.IsRealTime())
|
|
{
|
|
probe.SetDirty(false);
|
|
probe.render_dirty = true;
|
|
}
|
|
|
|
if (probe.render_dirty && probe.textureIndex < 0)
|
|
{
|
|
// need to take a free envmap texture slot:
|
|
bool found = false;
|
|
for (int i = 0; i < arraysize(envmapTaken); ++i)
|
|
{
|
|
if (envmapTaken[i] == false)
|
|
{
|
|
envmapTaken[i] = true;
|
|
probe.textureIndex = i;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
void Scene::RunForceUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)forces.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
ForceFieldComponent& force = forces[args.jobIndex];
|
|
Entity entity = forces.GetEntity(args.jobIndex);
|
|
const TransformComponent& transform = *transforms.GetComponent(entity);
|
|
|
|
XMMATRIX W = XMLoadFloat4x4(&transform.world);
|
|
XMVECTOR S, R, T;
|
|
XMMatrixDecompose(&S, &R, &T, W);
|
|
|
|
XMStoreFloat3(&force.position, T);
|
|
XMStoreFloat3(&force.direction, XMVector3Normalize(XMVector3TransformNormal(XMVectorSet(0, -1, 0, 0), W)));
|
|
|
|
force.range_global = force.range_local * std::max(XMVectorGetX(S), std::max(XMVectorGetY(S), XMVectorGetZ(S)));
|
|
});
|
|
}
|
|
void Scene::RunLightUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
assert(lights.GetCount() == aabb_lights.GetCount());
|
|
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)lights.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
LightComponent& light = lights[args.jobIndex];
|
|
Entity entity = lights.GetEntity(args.jobIndex);
|
|
const TransformComponent& transform = *transforms.GetComponent(entity);
|
|
AABB& aabb = aabb_lights[args.jobIndex];
|
|
|
|
light.occlusionquery = -1;
|
|
|
|
const LayerComponent* layer = layers.GetComponent(entity);
|
|
if (layer == nullptr)
|
|
{
|
|
aabb.layerMask = ~0;
|
|
}
|
|
else
|
|
{
|
|
aabb.layerMask = layer->GetLayerMask();
|
|
}
|
|
|
|
XMMATRIX W = XMLoadFloat4x4(&transform.world);
|
|
XMVECTOR S, R, T;
|
|
XMMatrixDecompose(&S, &R, &T, W);
|
|
|
|
XMStoreFloat3(&light.position, T);
|
|
XMStoreFloat4(&light.rotation, R);
|
|
XMStoreFloat3(&light.scale, S);
|
|
XMStoreFloat3(&light.direction, XMVector3TransformNormal(XMVectorSet(0, 1, 0, 0), W));
|
|
|
|
light.range_global = light.range_local * std::max(XMVectorGetX(S), std::max(XMVectorGetY(S), XMVectorGetZ(S)));
|
|
|
|
switch (light.type)
|
|
{
|
|
default:
|
|
case LightComponent::DIRECTIONAL:
|
|
aabb.createFromHalfWidth(XMFLOAT3(0, 0, 0), XMFLOAT3(std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max()));
|
|
locker.lock();
|
|
if (args.jobIndex < weather.most_important_light_index)
|
|
{
|
|
weather.most_important_light_index = args.jobIndex;
|
|
weather.sunColor = light.color;
|
|
weather.sunDirection = light.direction;
|
|
weather.sunEnergy = light.energy;
|
|
}
|
|
locker.unlock();
|
|
break;
|
|
case LightComponent::SPOT:
|
|
aabb.createFromHalfWidth(light.position, XMFLOAT3(light.GetRange(), light.GetRange(), light.GetRange()));
|
|
break;
|
|
case LightComponent::POINT:
|
|
aabb.createFromHalfWidth(light.position, XMFLOAT3(light.GetRange(), light.GetRange(), light.GetRange()));
|
|
break;
|
|
}
|
|
|
|
});
|
|
}
|
|
void Scene::RunParticleUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)hairs.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
HairParticleSystem& hair = hairs[args.jobIndex];
|
|
Entity entity = hairs.GetEntity(args.jobIndex);
|
|
|
|
const LayerComponent* layer = layers.GetComponent(entity);
|
|
if (layer != nullptr)
|
|
{
|
|
hair.layerMask = layer->GetLayerMask();
|
|
}
|
|
|
|
if (hair.meshID != INVALID_ENTITY)
|
|
{
|
|
const MeshComponent* mesh = meshes.GetComponent(hair.meshID);
|
|
|
|
if (mesh != nullptr)
|
|
{
|
|
const TransformComponent& transform = *transforms.GetComponent(entity);
|
|
|
|
hair.UpdateCPU(transform, *mesh, dt);
|
|
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
|
|
size_t meshIndex = meshes.GetCount() + args.jobIndex;
|
|
ShaderMesh& mesh = meshArrayMapped[meshIndex];
|
|
mesh.init();
|
|
mesh.ib = device->GetDescriptorIndex(&hair.primitiveBuffer, SubresourceType::SRV);
|
|
mesh.vb_pos_nor_wind = device->GetDescriptorIndex(&hair.vertexBuffer_POS[0], SubresourceType::SRV);
|
|
mesh.vb_pre = device->GetDescriptorIndex(&hair.vertexBuffer_POS[1], SubresourceType::SRV);
|
|
mesh.vb_uv0 = device->GetDescriptorIndex(&hair.vertexBuffer_TEX, SubresourceType::SRV);
|
|
mesh.subsetbuffer = device->GetDescriptorIndex(&hair.subsetBuffer, SubresourceType::SRV);
|
|
mesh.flags = SHADERMESH_FLAG_DOUBLE_SIDED | SHADERMESH_FLAG_HAIRPARTICLE;
|
|
|
|
size_t instanceIndex = objects.GetCount() + args.jobIndex;
|
|
ShaderMeshInstance& inst = instanceArrayMapped[instanceIndex];
|
|
inst.init();
|
|
inst.uid = entity;
|
|
inst.layerMask = hair.layerMask;
|
|
// every vertex is pretransformed and simulated in worldspace for hair particle:
|
|
inst.transform.Create(wi::math::IDENTITY_MATRIX);
|
|
inst.transformPrev.Create(wi::math::IDENTITY_MATRIX);
|
|
inst.meshIndex = (uint)meshIndex;
|
|
|
|
if (TLAS_instancesMapped != nullptr && hair.BLAS.IsValid())
|
|
{
|
|
// TLAS instance data:
|
|
RaytracingAccelerationStructureDesc::TopLevel::Instance instance = {};
|
|
for (int i = 0; i < arraysize(instance.transform); ++i)
|
|
{
|
|
for (int j = 0; j < arraysize(instance.transform[i]); ++j)
|
|
{
|
|
instance.transform[i][j] = wi::math::IDENTITY_MATRIX.m[j][i];
|
|
}
|
|
}
|
|
instance.instance_id = (uint32_t)instanceIndex;
|
|
instance.instance_mask = hair.layerMask & 0xFF;
|
|
instance.bottom_level = hair.BLAS;
|
|
instance.flags = RaytracingAccelerationStructureDesc::TopLevel::Instance::FLAG_TRIANGLE_CULL_DISABLE;
|
|
|
|
void* dest = (void*)((size_t)TLAS_instancesMapped + instanceIndex * device->GetTopLevelAccelerationStructureInstanceSize());
|
|
device->WriteTopLevelAccelerationStructureInstance(&instance, dest);
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
wi::jobsystem::Dispatch(ctx, (uint32_t)emitters.GetCount(), small_subtask_groupsize, [&](wi::jobsystem::JobArgs args) {
|
|
|
|
EmittedParticleSystem& emitter = emitters[args.jobIndex];
|
|
Entity entity = emitters.GetEntity(args.jobIndex);
|
|
|
|
MaterialComponent* material = materials.GetComponent(entity);
|
|
if (material != nullptr)
|
|
{
|
|
if (!material->IsUsingVertexColors())
|
|
{
|
|
material->SetUseVertexColors(true);
|
|
}
|
|
if (emitter.shaderType == EmittedParticleSystem::PARTICLESHADERTYPE::SOFT_LIGHTING)
|
|
{
|
|
material->shaderType = MaterialComponent::SHADERTYPE_PBR;
|
|
}
|
|
else
|
|
{
|
|
material->shaderType = MaterialComponent::SHADERTYPE_UNLIT;
|
|
}
|
|
}
|
|
|
|
const LayerComponent* layer = layers.GetComponent(entity);
|
|
if (layer != nullptr)
|
|
{
|
|
emitter.layerMask = layer->GetLayerMask();
|
|
}
|
|
|
|
const TransformComponent& transform = *transforms.GetComponent(entity);
|
|
emitter.UpdateCPU(transform, dt);
|
|
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
|
|
size_t meshIndex = meshes.GetCount() + hairs.GetCount() + args.jobIndex;
|
|
ShaderMesh& mesh = meshArrayMapped[meshIndex];
|
|
mesh.init();
|
|
mesh.ib = device->GetDescriptorIndex(&emitter.primitiveBuffer, SubresourceType::SRV);
|
|
mesh.vb_pos_nor_wind = device->GetDescriptorIndex(&emitter.vertexBuffer_POS, SubresourceType::SRV);
|
|
mesh.vb_uv0 = device->GetDescriptorIndex(&emitter.vertexBuffer_TEX, SubresourceType::SRV);
|
|
mesh.vb_uv1 = device->GetDescriptorIndex(&emitter.vertexBuffer_TEX2, SubresourceType::SRV);
|
|
mesh.vb_col = device->GetDescriptorIndex(&emitter.vertexBuffer_COL, SubresourceType::SRV);
|
|
mesh.subsetbuffer = device->GetDescriptorIndex(&emitter.subsetBuffer, SubresourceType::SRV);
|
|
mesh.flags = SHADERMESH_FLAG_DOUBLE_SIDED | SHADERMESH_FLAG_EMITTEDPARTICLE;
|
|
|
|
size_t instanceIndex = objects.GetCount() + hairs.GetCount() + args.jobIndex;
|
|
ShaderMeshInstance& inst = instanceArrayMapped[instanceIndex];
|
|
inst.init();
|
|
inst.uid = entity;
|
|
inst.layerMask = emitter.layerMask;
|
|
// every vertex is pretransformed and simulated in worldspace for emitted particle:
|
|
inst.transform.Create(wi::math::IDENTITY_MATRIX);
|
|
inst.transformPrev.Create(wi::math::IDENTITY_MATRIX);
|
|
inst.meshIndex = (uint)meshIndex;
|
|
|
|
if (TLAS_instancesMapped != nullptr && emitter.BLAS.IsValid())
|
|
{
|
|
// TLAS instance data:
|
|
RaytracingAccelerationStructureDesc::TopLevel::Instance instance = {};
|
|
for (int i = 0; i < arraysize(instance.transform); ++i)
|
|
{
|
|
for (int j = 0; j < arraysize(instance.transform[i]); ++j)
|
|
{
|
|
instance.transform[i][j] = wi::math::IDENTITY_MATRIX.m[j][i];
|
|
}
|
|
}
|
|
instance.instance_id = (uint32_t)instanceIndex;
|
|
instance.instance_mask = emitter.layerMask & 0xFF;
|
|
instance.bottom_level = emitter.BLAS;
|
|
instance.flags = RaytracingAccelerationStructureDesc::TopLevel::Instance::FLAG_TRIANGLE_CULL_DISABLE;
|
|
|
|
void* dest = (void*)((size_t)TLAS_instancesMapped + instanceIndex * device->GetTopLevelAccelerationStructureInstanceSize());
|
|
device->WriteTopLevelAccelerationStructureInstance(&instance, dest);
|
|
}
|
|
|
|
});
|
|
}
|
|
void Scene::RunWeatherUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
if (weathers.GetCount() > 0)
|
|
{
|
|
weather = weathers[0];
|
|
weather.most_important_light_index = ~0;
|
|
|
|
if (weather.IsOceanEnabled() && !ocean.IsValid())
|
|
{
|
|
OceanRegenerate();
|
|
}
|
|
}
|
|
}
|
|
void Scene::RunSoundUpdateSystem(wi::jobsystem::context& ctx)
|
|
{
|
|
const CameraComponent& camera = GetCamera();
|
|
wi::audio::SoundInstance3D instance3D;
|
|
instance3D.listenerPos = camera.Eye;
|
|
instance3D.listenerUp = camera.Up;
|
|
instance3D.listenerFront = camera.At;
|
|
|
|
for (size_t i = 0; i < sounds.GetCount(); ++i)
|
|
{
|
|
SoundComponent& sound = sounds[i];
|
|
|
|
if (!sound.IsDisable3D())
|
|
{
|
|
Entity entity = sounds.GetEntity(i);
|
|
const TransformComponent* transform = transforms.GetComponent(entity);
|
|
if (transform != nullptr)
|
|
{
|
|
instance3D.emitterPos = transform->GetPosition();
|
|
wi::audio::Update3D(&sound.soundinstance, instance3D);
|
|
}
|
|
}
|
|
if (sound.IsPlaying())
|
|
{
|
|
wi::audio::Play(&sound.soundinstance);
|
|
}
|
|
else
|
|
{
|
|
wi::audio::Stop(&sound.soundinstance);
|
|
}
|
|
if (!sound.IsLooped())
|
|
{
|
|
wi::audio::ExitLoop(&sound.soundinstance);
|
|
}
|
|
wi::audio::SetVolume(sound.volume, &sound.soundinstance);
|
|
}
|
|
}
|
|
|
|
void Scene::PutWaterRipple(const std::string& image, const XMFLOAT3& pos)
|
|
{
|
|
wi::Sprite img(image);
|
|
img.params.enableExtractNormalMap();
|
|
img.params.blendFlag = BLENDMODE_ADDITIVE;
|
|
img.anim.fad = 0.01f;
|
|
img.anim.scaleX = 0.2f;
|
|
img.anim.scaleY = 0.2f;
|
|
img.params.pos = pos;
|
|
img.params.rotation = (wi::random::GetRandom(0, 1000) * 0.001f) * 2 * 3.1415f;
|
|
img.params.siz = XMFLOAT2(1, 1);
|
|
img.params.quality = wi::image::QUALITY_ANISOTROPIC;
|
|
img.params.pivot = XMFLOAT2(0.5f, 0.5f);
|
|
waterRipples.push_back(img);
|
|
}
|
|
|
|
XMVECTOR SkinVertex(const MeshComponent& mesh, const ArmatureComponent& armature, uint32_t index, XMVECTOR* N)
|
|
{
|
|
XMVECTOR P;
|
|
if (mesh.vertex_positions_morphed.empty())
|
|
{
|
|
P = XMLoadFloat3(&mesh.vertex_positions[index]);
|
|
}
|
|
else
|
|
{
|
|
P = mesh.vertex_positions_morphed[index].LoadPOS();
|
|
}
|
|
const XMUINT4& ind = mesh.vertex_boneindices[index];
|
|
const XMFLOAT4& wei = mesh.vertex_boneweights[index];
|
|
|
|
const XMFLOAT4X4 mat[] = {
|
|
armature.boneData[ind.x].GetMatrix(),
|
|
armature.boneData[ind.y].GetMatrix(),
|
|
armature.boneData[ind.z].GetMatrix(),
|
|
armature.boneData[ind.w].GetMatrix(),
|
|
};
|
|
const XMMATRIX M[] = {
|
|
XMMatrixTranspose(XMLoadFloat4x4(&mat[0])),
|
|
XMMatrixTranspose(XMLoadFloat4x4(&mat[1])),
|
|
XMMatrixTranspose(XMLoadFloat4x4(&mat[2])),
|
|
XMMatrixTranspose(XMLoadFloat4x4(&mat[3])),
|
|
};
|
|
|
|
XMVECTOR skinned;
|
|
skinned = XMVector3Transform(P, M[0]) * wei.x;
|
|
skinned += XMVector3Transform(P, M[1]) * wei.y;
|
|
skinned += XMVector3Transform(P, M[2]) * wei.z;
|
|
skinned += XMVector3Transform(P, M[3]) * wei.w;
|
|
P = skinned;
|
|
|
|
if (N != nullptr)
|
|
{
|
|
*N = XMLoadFloat3(&mesh.vertex_normals[index]);
|
|
skinned = XMVector3TransformNormal(*N, M[0]) * wei.x;
|
|
skinned += XMVector3TransformNormal(*N, M[1]) * wei.y;
|
|
skinned += XMVector3TransformNormal(*N, M[2]) * wei.z;
|
|
skinned += XMVector3TransformNormal(*N, M[3]) * wei.w;
|
|
*N = XMVector3Normalize(skinned);
|
|
}
|
|
|
|
return P;
|
|
}
|
|
|
|
|
|
|
|
|
|
Entity LoadModel(const std::string& fileName, const XMMATRIX& transformMatrix, bool attached)
|
|
{
|
|
Scene scene;
|
|
Entity root = LoadModel(scene, fileName, transformMatrix, attached);
|
|
GetScene().Merge(scene);
|
|
return root;
|
|
}
|
|
|
|
Entity LoadModel(Scene& scene, const std::string& fileName, const XMMATRIX& transformMatrix, bool attached)
|
|
{
|
|
wi::Archive archive(fileName, true);
|
|
if (archive.IsOpen())
|
|
{
|
|
// Serialize it from file:
|
|
scene.Serialize(archive);
|
|
|
|
// First, create new root:
|
|
Entity root = CreateEntity();
|
|
scene.transforms.Create(root);
|
|
scene.layers.Create(root).layerMask = ~0;
|
|
|
|
{
|
|
// Apply the optional transformation matrix to the new scene:
|
|
|
|
// Parent all unparented transforms to new root entity
|
|
for (size_t i = 0; i < scene.transforms.GetCount() - 1; ++i) // GetCount() - 1 because the last added was the "root"
|
|
{
|
|
Entity entity = scene.transforms.GetEntity(i);
|
|
if (!scene.hierarchy.Contains(entity))
|
|
{
|
|
scene.Component_Attach(entity, root);
|
|
}
|
|
}
|
|
|
|
// The root component is transformed, scene is updated:
|
|
TransformComponent* root_transform = scene.transforms.GetComponent(root);
|
|
root_transform->MatrixTransform(transformMatrix);
|
|
|
|
scene.Update(0);
|
|
}
|
|
|
|
if (!attached)
|
|
{
|
|
// In this case, we don't care about the root anymore, so delete it. This will simplify overall hierarchy
|
|
scene.Component_DetachChildren(root);
|
|
scene.Entity_Remove(root);
|
|
root = INVALID_ENTITY;
|
|
}
|
|
|
|
return root;
|
|
}
|
|
|
|
return INVALID_ENTITY;
|
|
}
|
|
|
|
PickResult Pick(const Ray& ray, uint32_t renderTypeMask, uint32_t layerMask, const Scene& scene)
|
|
{
|
|
PickResult result;
|
|
|
|
if (scene.objects.GetCount() > 0)
|
|
{
|
|
const XMVECTOR rayOrigin = XMLoadFloat3(&ray.origin);
|
|
const XMVECTOR rayDirection = XMVector3Normalize(XMLoadFloat3(&ray.direction));
|
|
|
|
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
|
|
{
|
|
const AABB& aabb = scene.aabb_objects[i];
|
|
if (!ray.intersects(aabb))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const ObjectComponent& object = scene.objects[i];
|
|
if (object.meshID == INVALID_ENTITY)
|
|
{
|
|
continue;
|
|
}
|
|
if (!(renderTypeMask & object.GetRenderTypes()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Entity entity = scene.aabb_objects.GetEntity(i);
|
|
const LayerComponent* layer = scene.layers.GetComponent(entity);
|
|
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
|
|
const SoftBodyPhysicsComponent* softbody = scene.softbodies.GetComponent(object.meshID);
|
|
const bool softbody_active = softbody != nullptr && !softbody->vertex_positions_simulation.empty();
|
|
|
|
const XMMATRIX objectMat = object.transform_index >= 0 ? XMLoadFloat4x4(&scene.transforms[object.transform_index].world) : XMMatrixIdentity();
|
|
const XMMATRIX objectMat_Inverse = XMMatrixInverse(nullptr, objectMat);
|
|
|
|
const XMVECTOR rayOrigin_local = XMVector3Transform(rayOrigin, objectMat_Inverse);
|
|
const XMVECTOR rayDirection_local = XMVector3Normalize(XMVector3TransformNormal(rayDirection, objectMat_Inverse));
|
|
|
|
const ArmatureComponent* armature = mesh.IsSkinned() ? scene.armatures.GetComponent(mesh.armatureID) : nullptr;
|
|
|
|
int subsetCounter = 0;
|
|
for (auto& subset : mesh.subsets)
|
|
{
|
|
for (size_t i = 0; i < subset.indexCount; i += 3)
|
|
{
|
|
const uint32_t i0 = mesh.indices[subset.indexOffset + i + 0];
|
|
const uint32_t i1 = mesh.indices[subset.indexOffset + i + 1];
|
|
const uint32_t i2 = mesh.indices[subset.indexOffset + i + 2];
|
|
|
|
XMVECTOR p0;
|
|
XMVECTOR p1;
|
|
XMVECTOR p2;
|
|
|
|
if (softbody_active)
|
|
{
|
|
p0 = softbody->vertex_positions_simulation[i0].LoadPOS();
|
|
p1 = softbody->vertex_positions_simulation[i1].LoadPOS();
|
|
p2 = softbody->vertex_positions_simulation[i2].LoadPOS();
|
|
}
|
|
else
|
|
{
|
|
if (armature == nullptr)
|
|
{
|
|
if (mesh.vertex_positions_morphed.empty())
|
|
{
|
|
p0 = XMLoadFloat3(&mesh.vertex_positions[i0]);
|
|
p1 = XMLoadFloat3(&mesh.vertex_positions[i1]);
|
|
p2 = XMLoadFloat3(&mesh.vertex_positions[i2]);
|
|
}
|
|
else
|
|
{
|
|
p0 = mesh.vertex_positions_morphed[i0].LoadPOS();
|
|
p1 = mesh.vertex_positions_morphed[i1].LoadPOS();
|
|
p2 = mesh.vertex_positions_morphed[i2].LoadPOS();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
p0 = SkinVertex(mesh, *armature, i0);
|
|
p1 = SkinVertex(mesh, *armature, i1);
|
|
p2 = SkinVertex(mesh, *armature, i2);
|
|
}
|
|
}
|
|
|
|
float distance;
|
|
XMFLOAT2 bary;
|
|
if (wi::math::RayTriangleIntersects(rayOrigin_local, rayDirection_local, p0, p1, p2, distance, bary))
|
|
{
|
|
const XMVECTOR pos = XMVector3Transform(XMVectorAdd(rayOrigin_local, rayDirection_local*distance), objectMat);
|
|
distance = wi::math::Distance(pos, rayOrigin);
|
|
|
|
if (distance < result.distance)
|
|
{
|
|
const XMVECTOR nor = XMVector3Normalize(XMVector3TransformNormal(XMVector3Cross(XMVectorSubtract(p2, p1), XMVectorSubtract(p1, p0)), objectMat));
|
|
|
|
result.entity = entity;
|
|
XMStoreFloat3(&result.position, pos);
|
|
XMStoreFloat3(&result.normal, nor);
|
|
result.distance = distance;
|
|
result.subsetIndex = subsetCounter;
|
|
result.vertexID0 = (int)i0;
|
|
result.vertexID1 = (int)i1;
|
|
result.vertexID2 = (int)i2;
|
|
result.bary = bary;
|
|
}
|
|
}
|
|
}
|
|
subsetCounter++;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// Construct a matrix that will orient to position (P) according to surface normal (N):
|
|
XMVECTOR N = XMLoadFloat3(&result.normal);
|
|
XMVECTOR P = XMLoadFloat3(&result.position);
|
|
XMVECTOR E = XMLoadFloat3(&ray.origin);
|
|
XMVECTOR T = XMVector3Normalize(XMVector3Cross(N, P - E));
|
|
XMVECTOR B = XMVector3Normalize(XMVector3Cross(T, N));
|
|
XMMATRIX M = { T, N, B, P };
|
|
XMStoreFloat4x4(&result.orientation, M);
|
|
|
|
return result;
|
|
}
|
|
|
|
SceneIntersectSphereResult SceneIntersectSphere(const Sphere& sphere, uint32_t renderTypeMask, uint32_t layerMask, const Scene& scene)
|
|
{
|
|
SceneIntersectSphereResult result;
|
|
XMVECTOR Center = XMLoadFloat3(&sphere.center);
|
|
XMVECTOR Radius = XMVectorReplicate(sphere.radius);
|
|
XMVECTOR RadiusSq = XMVectorMultiply(Radius, Radius);
|
|
|
|
if (scene.objects.GetCount() > 0)
|
|
{
|
|
|
|
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
|
|
{
|
|
const AABB& aabb = scene.aabb_objects[i];
|
|
if (!sphere.intersects(aabb))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const ObjectComponent& object = scene.objects[i];
|
|
if (object.meshID == INVALID_ENTITY)
|
|
{
|
|
continue;
|
|
}
|
|
if (!(renderTypeMask & object.GetRenderTypes()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Entity entity = scene.aabb_objects.GetEntity(i);
|
|
const LayerComponent* layer = scene.layers.GetComponent(entity);
|
|
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
|
|
const SoftBodyPhysicsComponent* softbody = scene.softbodies.GetComponent(object.meshID);
|
|
const bool softbody_active = softbody != nullptr && !softbody->vertex_positions_simulation.empty();
|
|
|
|
const XMMATRIX objectMat = object.transform_index >= 0 ? XMLoadFloat4x4(&scene.transforms[object.transform_index].world) : XMMatrixIdentity();
|
|
|
|
const ArmatureComponent* armature = mesh.IsSkinned() ? scene.armatures.GetComponent(mesh.armatureID) : nullptr;
|
|
|
|
int subsetCounter = 0;
|
|
for (auto& subset : mesh.subsets)
|
|
{
|
|
for (size_t i = 0; i < subset.indexCount; i += 3)
|
|
{
|
|
const uint32_t i0 = mesh.indices[subset.indexOffset + i + 0];
|
|
const uint32_t i1 = mesh.indices[subset.indexOffset + i + 1];
|
|
const uint32_t i2 = mesh.indices[subset.indexOffset + i + 2];
|
|
|
|
XMVECTOR p0;
|
|
XMVECTOR p1;
|
|
XMVECTOR p2;
|
|
|
|
if (softbody_active)
|
|
{
|
|
p0 = softbody->vertex_positions_simulation[i0].LoadPOS();
|
|
p1 = softbody->vertex_positions_simulation[i1].LoadPOS();
|
|
p2 = softbody->vertex_positions_simulation[i2].LoadPOS();
|
|
}
|
|
else
|
|
{
|
|
if (armature == nullptr)
|
|
{
|
|
p0 = XMLoadFloat3(&mesh.vertex_positions[i0]);
|
|
p1 = XMLoadFloat3(&mesh.vertex_positions[i1]);
|
|
p2 = XMLoadFloat3(&mesh.vertex_positions[i2]);
|
|
}
|
|
else
|
|
{
|
|
p0 = SkinVertex(mesh, *armature, i0);
|
|
p1 = SkinVertex(mesh, *armature, i1);
|
|
p2 = SkinVertex(mesh, *armature, i2);
|
|
}
|
|
}
|
|
|
|
p0 = XMVector3Transform(p0, objectMat);
|
|
p1 = XMVector3Transform(p1, objectMat);
|
|
p2 = XMVector3Transform(p2, objectMat);
|
|
|
|
XMFLOAT3 min, max;
|
|
XMStoreFloat3(&min, XMVectorMin(p0, XMVectorMin(p1, p2)));
|
|
XMStoreFloat3(&max, XMVectorMax(p0, XMVectorMax(p1, p2)));
|
|
AABB aabb_triangle(min, max);
|
|
if (sphere.intersects(aabb_triangle) == AABB::OUTSIDE)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Compute the plane of the triangle (has to be normalized).
|
|
XMVECTOR N = XMVector3Normalize(XMVector3Cross(XMVectorSubtract(p1, p0), XMVectorSubtract(p2, p0)));
|
|
|
|
// Assert that the triangle is not degenerate.
|
|
assert(!XMVector3Equal(N, XMVectorZero()));
|
|
|
|
// Find the nearest feature on the triangle to the sphere.
|
|
XMVECTOR Dist = XMVector3Dot(XMVectorSubtract(Center, p0), N);
|
|
|
|
if (!mesh.IsDoubleSided() && XMVectorGetX(Dist) > 0)
|
|
{
|
|
continue; // pass through back faces
|
|
}
|
|
|
|
// If the center of the sphere is farther from the plane of the triangle than
|
|
// the radius of the sphere, then there cannot be an intersection.
|
|
XMVECTOR NoIntersection = XMVectorLess(Dist, XMVectorNegate(Radius));
|
|
NoIntersection = XMVectorOrInt(NoIntersection, XMVectorGreater(Dist, Radius));
|
|
|
|
// Project the center of the sphere onto the plane of the triangle.
|
|
XMVECTOR Point0 = XMVectorNegativeMultiplySubtract(N, Dist, Center);
|
|
|
|
// Is it inside all the edges? If so we intersect because the distance
|
|
// to the plane is less than the radius.
|
|
//XMVECTOR Intersection = DirectX::Internal::PointOnPlaneInsideTriangle(Point0, p0, p1, p2);
|
|
|
|
// Compute the cross products of the vector from the base of each edge to
|
|
// the point with each edge vector.
|
|
XMVECTOR C0 = XMVector3Cross(XMVectorSubtract(Point0, p0), XMVectorSubtract(p1, p0));
|
|
XMVECTOR C1 = XMVector3Cross(XMVectorSubtract(Point0, p1), XMVectorSubtract(p2, p1));
|
|
XMVECTOR C2 = XMVector3Cross(XMVectorSubtract(Point0, p2), XMVectorSubtract(p0, p2));
|
|
|
|
// If the cross product points in the same direction as the normal the the
|
|
// point is inside the edge (it is zero if is on the edge).
|
|
XMVECTOR Zero = XMVectorZero();
|
|
XMVECTOR Inside0 = XMVectorLessOrEqual(XMVector3Dot(C0, N), Zero);
|
|
XMVECTOR Inside1 = XMVectorLessOrEqual(XMVector3Dot(C1, N), Zero);
|
|
XMVECTOR Inside2 = XMVectorLessOrEqual(XMVector3Dot(C2, N), Zero);
|
|
|
|
// If the point inside all of the edges it is inside.
|
|
XMVECTOR Intersection = XMVectorAndInt(XMVectorAndInt(Inside0, Inside1), Inside2);
|
|
|
|
bool inside = XMVector4EqualInt(XMVectorAndCInt(Intersection, NoIntersection), XMVectorTrueInt());
|
|
|
|
// Find the nearest point on each edge.
|
|
|
|
// Edge 0,1
|
|
XMVECTOR Point1 = DirectX::Internal::PointOnLineSegmentNearestPoint(p0, p1, Center);
|
|
|
|
// If the distance to the center of the sphere to the point is less than
|
|
// the radius of the sphere then it must intersect.
|
|
Intersection = XMVectorOrInt(Intersection, XMVectorLessOrEqual(XMVector3LengthSq(XMVectorSubtract(Center, Point1)), RadiusSq));
|
|
|
|
// Edge 1,2
|
|
XMVECTOR Point2 = DirectX::Internal::PointOnLineSegmentNearestPoint(p1, p2, Center);
|
|
|
|
// If the distance to the center of the sphere to the point is less than
|
|
// the radius of the sphere then it must intersect.
|
|
Intersection = XMVectorOrInt(Intersection, XMVectorLessOrEqual(XMVector3LengthSq(XMVectorSubtract(Center, Point2)), RadiusSq));
|
|
|
|
// Edge 2,0
|
|
XMVECTOR Point3 = DirectX::Internal::PointOnLineSegmentNearestPoint(p2, p0, Center);
|
|
|
|
// If the distance to the center of the sphere to the point is less than
|
|
// the radius of the sphere then it must intersect.
|
|
Intersection = XMVectorOrInt(Intersection, XMVectorLessOrEqual(XMVector3LengthSq(XMVectorSubtract(Center, Point3)), RadiusSq));
|
|
|
|
bool intersects = XMVector4EqualInt(XMVectorAndCInt(Intersection, NoIntersection), XMVectorTrueInt());
|
|
|
|
if (intersects)
|
|
{
|
|
XMVECTOR bestPoint = Point0;
|
|
if (!inside)
|
|
{
|
|
// If the sphere center's projection on the triangle plane is not within the triangle,
|
|
// determine the closest point on triangle to the sphere center
|
|
float bestDist = XMVectorGetX(XMVector3LengthSq(Point1 - Center));
|
|
bestPoint = Point1;
|
|
|
|
float d = XMVectorGetX(XMVector3LengthSq(Point2 - Center));
|
|
if (d < bestDist)
|
|
{
|
|
bestDist = d;
|
|
bestPoint = Point2;
|
|
}
|
|
d = XMVectorGetX(XMVector3LengthSq(Point3 - Center));
|
|
if (d < bestDist)
|
|
{
|
|
bestDist = d;
|
|
bestPoint = Point3;
|
|
}
|
|
}
|
|
XMVECTOR intersectionVec = Center - bestPoint;
|
|
XMVECTOR intersectionVecLen = XMVector3Length(intersectionVec);
|
|
|
|
result.entity = entity;
|
|
result.depth = sphere.radius - XMVectorGetX(intersectionVecLen);
|
|
XMStoreFloat3(&result.position, bestPoint);
|
|
XMStoreFloat3(&result.normal, intersectionVec / intersectionVecLen);
|
|
return result;
|
|
}
|
|
}
|
|
subsetCounter++;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
SceneIntersectSphereResult SceneIntersectCapsule(const Capsule& capsule, uint32_t renderTypeMask, uint32_t layerMask, const Scene& scene)
|
|
{
|
|
SceneIntersectSphereResult result;
|
|
XMVECTOR Base = XMLoadFloat3(&capsule.base);
|
|
XMVECTOR Tip = XMLoadFloat3(&capsule.tip);
|
|
XMVECTOR Radius = XMVectorReplicate(capsule.radius);
|
|
XMVECTOR LineEndOffset = XMVector3Normalize(Tip - Base) * Radius;
|
|
XMVECTOR A = Base + LineEndOffset;
|
|
XMVECTOR B = Tip - LineEndOffset;
|
|
XMVECTOR RadiusSq = XMVectorMultiply(Radius, Radius);
|
|
AABB capsule_aabb = capsule.getAABB();
|
|
|
|
if (scene.objects.GetCount() > 0)
|
|
{
|
|
|
|
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
|
|
{
|
|
const AABB& aabb = scene.aabb_objects[i];
|
|
if (capsule_aabb.intersects(aabb) == AABB::INTERSECTION_TYPE::OUTSIDE)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const ObjectComponent& object = scene.objects[i];
|
|
if (object.meshID == INVALID_ENTITY)
|
|
{
|
|
continue;
|
|
}
|
|
if (!(renderTypeMask & object.GetRenderTypes()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Entity entity = scene.aabb_objects.GetEntity(i);
|
|
const LayerComponent* layer = scene.layers.GetComponent(entity);
|
|
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
|
|
const SoftBodyPhysicsComponent* softbody = scene.softbodies.GetComponent(object.meshID);
|
|
const bool softbody_active = softbody != nullptr && !softbody->vertex_positions_simulation.empty();
|
|
|
|
const XMMATRIX objectMat = object.transform_index >= 0 ? XMLoadFloat4x4(&scene.transforms[object.transform_index].world) : XMMatrixIdentity();
|
|
|
|
const ArmatureComponent* armature = mesh.IsSkinned() ? scene.armatures.GetComponent(mesh.armatureID) : nullptr;
|
|
|
|
int subsetCounter = 0;
|
|
for (auto& subset : mesh.subsets)
|
|
{
|
|
for (size_t i = 0; i < subset.indexCount; i += 3)
|
|
{
|
|
const uint32_t i0 = mesh.indices[subset.indexOffset + i + 0];
|
|
const uint32_t i1 = mesh.indices[subset.indexOffset + i + 1];
|
|
const uint32_t i2 = mesh.indices[subset.indexOffset + i + 2];
|
|
|
|
XMVECTOR p0;
|
|
XMVECTOR p1;
|
|
XMVECTOR p2;
|
|
|
|
if (softbody_active)
|
|
{
|
|
p0 = softbody->vertex_positions_simulation[i0].LoadPOS();
|
|
p1 = softbody->vertex_positions_simulation[i1].LoadPOS();
|
|
p2 = softbody->vertex_positions_simulation[i2].LoadPOS();
|
|
}
|
|
else
|
|
{
|
|
if (armature == nullptr || armature->boneData.empty())
|
|
{
|
|
p0 = XMLoadFloat3(&mesh.vertex_positions[i0]);
|
|
p1 = XMLoadFloat3(&mesh.vertex_positions[i1]);
|
|
p2 = XMLoadFloat3(&mesh.vertex_positions[i2]);
|
|
}
|
|
else
|
|
{
|
|
p0 = SkinVertex(mesh, *armature, i0);
|
|
p1 = SkinVertex(mesh, *armature, i1);
|
|
p2 = SkinVertex(mesh, *armature, i2);
|
|
}
|
|
}
|
|
|
|
p0 = XMVector3Transform(p0, objectMat);
|
|
p1 = XMVector3Transform(p1, objectMat);
|
|
p2 = XMVector3Transform(p2, objectMat);
|
|
|
|
XMFLOAT3 min, max;
|
|
XMStoreFloat3(&min, XMVectorMin(p0, XMVectorMin(p1, p2)));
|
|
XMStoreFloat3(&max, XMVectorMax(p0, XMVectorMax(p1, p2)));
|
|
AABB aabb_triangle(min, max);
|
|
if (capsule_aabb.intersects(aabb_triangle) == AABB::OUTSIDE)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Compute the plane of the triangle (has to be normalized).
|
|
XMVECTOR N = XMVector3Normalize(XMVector3Cross(XMVectorSubtract(p1, p0), XMVectorSubtract(p2, p0)));
|
|
|
|
XMVECTOR ReferencePoint;
|
|
XMVECTOR d = XMVector3Normalize(B - A);
|
|
if (abs(XMVectorGetX(XMVector3Dot(N, d))) < FLT_EPSILON)
|
|
{
|
|
// Capsule line cannot be intersected with triangle plane (they are parallel)
|
|
// In this case, just take a point from triangle
|
|
ReferencePoint = p0;
|
|
}
|
|
else
|
|
{
|
|
// Intersect capsule line with triangle plane:
|
|
XMVECTOR t = XMVector3Dot(N, (Base - p0) / XMVectorAbs(XMVector3Dot(N, d)));
|
|
XMVECTOR LinePlaneIntersection = Base + d * t;
|
|
|
|
// Compute the cross products of the vector from the base of each edge to
|
|
// the point with each edge vector.
|
|
XMVECTOR C0 = XMVector3Cross(XMVectorSubtract(LinePlaneIntersection, p0), XMVectorSubtract(p1, p0));
|
|
XMVECTOR C1 = XMVector3Cross(XMVectorSubtract(LinePlaneIntersection, p1), XMVectorSubtract(p2, p1));
|
|
XMVECTOR C2 = XMVector3Cross(XMVectorSubtract(LinePlaneIntersection, p2), XMVectorSubtract(p0, p2));
|
|
|
|
// If the cross product points in the same direction as the normal the the
|
|
// point is inside the edge (it is zero if is on the edge).
|
|
XMVECTOR Zero = XMVectorZero();
|
|
XMVECTOR Inside0 = XMVectorLessOrEqual(XMVector3Dot(C0, N), Zero);
|
|
XMVECTOR Inside1 = XMVectorLessOrEqual(XMVector3Dot(C1, N), Zero);
|
|
XMVECTOR Inside2 = XMVectorLessOrEqual(XMVector3Dot(C2, N), Zero);
|
|
|
|
// If the point inside all of the edges it is inside.
|
|
XMVECTOR Intersection = XMVectorAndInt(XMVectorAndInt(Inside0, Inside1), Inside2);
|
|
|
|
bool inside = XMVectorGetIntX(Intersection) != 0;
|
|
|
|
if (inside)
|
|
{
|
|
ReferencePoint = LinePlaneIntersection;
|
|
}
|
|
else
|
|
{
|
|
// Find the nearest point on each edge.
|
|
|
|
// Edge 0,1
|
|
XMVECTOR Point1 = wi::math::ClosestPointOnLineSegment(p0, p1, LinePlaneIntersection);
|
|
|
|
// Edge 1,2
|
|
XMVECTOR Point2 = wi::math::ClosestPointOnLineSegment(p1, p2, LinePlaneIntersection);
|
|
|
|
// Edge 2,0
|
|
XMVECTOR Point3 = wi::math::ClosestPointOnLineSegment(p2, p0, LinePlaneIntersection);
|
|
|
|
ReferencePoint = Point1;
|
|
float bestDist = XMVectorGetX(XMVector3LengthSq(Point1 - LinePlaneIntersection));
|
|
float d = abs(XMVectorGetX(XMVector3LengthSq(Point2 - LinePlaneIntersection)));
|
|
if (d < bestDist)
|
|
{
|
|
bestDist = d;
|
|
ReferencePoint = Point2;
|
|
}
|
|
d = abs(XMVectorGetX(XMVector3LengthSq(Point3 - LinePlaneIntersection)));
|
|
if (d < bestDist)
|
|
{
|
|
bestDist = d;
|
|
ReferencePoint = Point3;
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// Place a sphere on closest point on line segment to intersection:
|
|
XMVECTOR Center = wi::math::ClosestPointOnLineSegment(A, B, ReferencePoint);
|
|
|
|
// Assert that the triangle is not degenerate.
|
|
assert(!XMVector3Equal(N, XMVectorZero()));
|
|
|
|
// Find the nearest feature on the triangle to the sphere.
|
|
XMVECTOR Dist = XMVector3Dot(XMVectorSubtract(Center, p0), N);
|
|
|
|
if (!mesh.IsDoubleSided() && XMVectorGetX(Dist) > 0)
|
|
{
|
|
continue; // pass through back faces
|
|
}
|
|
|
|
// If the center of the sphere is farther from the plane of the triangle than
|
|
// the radius of the sphere, then there cannot be an intersection.
|
|
XMVECTOR NoIntersection = XMVectorLess(Dist, XMVectorNegate(Radius));
|
|
NoIntersection = XMVectorOrInt(NoIntersection, XMVectorGreater(Dist, Radius));
|
|
|
|
// Project the center of the sphere onto the plane of the triangle.
|
|
XMVECTOR Point0 = XMVectorNegativeMultiplySubtract(N, Dist, Center);
|
|
|
|
// Is it inside all the edges? If so we intersect because the distance
|
|
// to the plane is less than the radius.
|
|
//XMVECTOR Intersection = DirectX::Internal::PointOnPlaneInsideTriangle(Point0, p0, p1, p2);
|
|
|
|
// Compute the cross products of the vector from the base of each edge to
|
|
// the point with each edge vector.
|
|
XMVECTOR C0 = XMVector3Cross(XMVectorSubtract(Point0, p0), XMVectorSubtract(p1, p0));
|
|
XMVECTOR C1 = XMVector3Cross(XMVectorSubtract(Point0, p1), XMVectorSubtract(p2, p1));
|
|
XMVECTOR C2 = XMVector3Cross(XMVectorSubtract(Point0, p2), XMVectorSubtract(p0, p2));
|
|
|
|
// If the cross product points in the same direction as the normal the the
|
|
// point is inside the edge (it is zero if is on the edge).
|
|
XMVECTOR Zero = XMVectorZero();
|
|
XMVECTOR Inside0 = XMVectorLessOrEqual(XMVector3Dot(C0, N), Zero);
|
|
XMVECTOR Inside1 = XMVectorLessOrEqual(XMVector3Dot(C1, N), Zero);
|
|
XMVECTOR Inside2 = XMVectorLessOrEqual(XMVector3Dot(C2, N), Zero);
|
|
|
|
// If the point inside all of the edges it is inside.
|
|
XMVECTOR Intersection = XMVectorAndInt(XMVectorAndInt(Inside0, Inside1), Inside2);
|
|
|
|
bool inside = XMVector4EqualInt(XMVectorAndCInt(Intersection, NoIntersection), XMVectorTrueInt());
|
|
|
|
// Find the nearest point on each edge.
|
|
|
|
// Edge 0,1
|
|
XMVECTOR Point1 = wi::math::ClosestPointOnLineSegment(p0, p1, Center);
|
|
|
|
// If the distance to the center of the sphere to the point is less than
|
|
// the radius of the sphere then it must intersect.
|
|
Intersection = XMVectorOrInt(Intersection, XMVectorLessOrEqual(XMVector3LengthSq(XMVectorSubtract(Center, Point1)), RadiusSq));
|
|
|
|
// Edge 1,2
|
|
XMVECTOR Point2 = wi::math::ClosestPointOnLineSegment(p1, p2, Center);
|
|
|
|
// If the distance to the center of the sphere to the point is less than
|
|
// the radius of the sphere then it must intersect.
|
|
Intersection = XMVectorOrInt(Intersection, XMVectorLessOrEqual(XMVector3LengthSq(XMVectorSubtract(Center, Point2)), RadiusSq));
|
|
|
|
// Edge 2,0
|
|
XMVECTOR Point3 = wi::math::ClosestPointOnLineSegment(p2, p0, Center);
|
|
|
|
// If the distance to the center of the sphere to the point is less than
|
|
// the radius of the sphere then it must intersect.
|
|
Intersection = XMVectorOrInt(Intersection, XMVectorLessOrEqual(XMVector3LengthSq(XMVectorSubtract(Center, Point3)), RadiusSq));
|
|
|
|
bool intersects = XMVector4EqualInt(XMVectorAndCInt(Intersection, NoIntersection), XMVectorTrueInt());
|
|
|
|
if (intersects)
|
|
{
|
|
XMVECTOR bestPoint = Point0;
|
|
if (!inside)
|
|
{
|
|
// If the sphere center's projection on the triangle plane is not within the triangle,
|
|
// determine the closest point on triangle to the sphere center
|
|
float bestDist = XMVectorGetX(XMVector3LengthSq(Point1 - Center));
|
|
bestPoint = Point1;
|
|
|
|
float d = XMVectorGetX(XMVector3LengthSq(Point2 - Center));
|
|
if (d < bestDist)
|
|
{
|
|
bestDist = d;
|
|
bestPoint = Point2;
|
|
}
|
|
d = XMVectorGetX(XMVector3LengthSq(Point3 - Center));
|
|
if (d < bestDist)
|
|
{
|
|
bestDist = d;
|
|
bestPoint = Point3;
|
|
}
|
|
}
|
|
XMVECTOR intersectionVec = Center - bestPoint;
|
|
XMVECTOR intersectionVecLen = XMVector3Length(intersectionVec);
|
|
|
|
result.entity = entity;
|
|
result.depth = capsule.radius - XMVectorGetX(intersectionVecLen);
|
|
XMStoreFloat3(&result.position, bestPoint);
|
|
XMStoreFloat3(&result.normal, intersectionVec / intersectionVecLen);
|
|
return result;
|
|
}
|
|
}
|
|
subsetCounter++;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
}
|