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modelcontext.h
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1#pragma once
2//------------------------------------------------------------------------------
9//------------------------------------------------------------------------------
12#include "core/singleton.h"
16#include "model.h"
17#include "nodes/modelnode.h"
18namespace Jobs
19{
20 struct JobFuncContext;
21 struct JobSyncId;
22};
23
24namespace Materials
25{
26 struct MaterialId;
27};
28
29namespace CoreGraphics
30{
31 struct MeshId;
32};
33
34namespace Visibility
35{
36 class VisibilityContext;
37};
38
39namespace Raytracing
40{
42};
43
44namespace Models
45{
46
48{
49 NodeInstance_Active = N_BIT(1) // If set, node is active to render
50 , NodeInstance_LodActive = N_BIT(2) // If set, the node's LOD is active
51 , NodeInstance_AlwaysVisible = N_BIT(3) // Should always resolve to being visible by visibility
52 , NodeInstance_Visible = N_BIT(4) // Set to true if any observer sees it
54};
56
58{
60public:
62
66 virtual ~ModelContext();
67
69 static void Create();
70
72 static void Setup(
74 , const Resources::ResourceName& name
75 , const Util::StringAtom& tag
76 , std::function<void()> finishedCallback
78 );
80 static void Setup(
82 , const Math::mat4 transform
83 , const Math::bbox& boundingBox
84 , const Materials::MaterialId material
85 , const CoreGraphics::MeshId mesh
86 , const IndexT primitiveGroup
89 , const Util::String debugName = ""
90#endif
91 );
93 static void Setup(
95 , const Util::Array<Math::mat4>& transforms
97 , const Util::Array<Materials::MaterialId>& materials
98 , const Util::Array<Math::bbox>& boundingBoxes
99 , const Util::Array<IndexT>& primitiveGroups
102 , const Util::String debugName = ""
103#endif
104 );
105
107 static void ChangeModel(const Graphics::GraphicsEntityId id, const Resources::ResourceName& name, const Util::StringAtom& tag, std::function<void()> finishedCallback);
109 static void ChangeMaterial(const Graphics::GraphicsEntityId id, const Materials::MaterialId material);
112
114 static void SetTransform(const Graphics::GraphicsEntityId id, const Math::mat4& transform);
119
121 static void SetStageMask(const Graphics::GraphicsEntityId id, const Graphics::StageMask stageMask);
122
125
129 static MaterialInstanceContext& SetupMaterialInstanceContext(const Graphics::GraphicsEntityId id, const IndexT nodeIndex, const MaterialTemplatesGPULang::BatchGroup batch);
131 static MaterialInstanceContext& SetupMaterialInstanceContext(const Graphics::GraphicsEntityId id, const MaterialTemplatesGPULang::BatchGroup batch);
136
138 static void SetAlwaysVisible(const Graphics::GraphicsEntityId id);
139
141 static void UpdateTransforms(const Graphics::FrameContext& ctx);
143 static void WaitForWork(const Graphics::FrameContext& ctx);
144#ifndef PUBLIC_DEBUG
146 static void OnRenderDebug(uint32_t flags);
147#endif
148
151
162
164 {
172
199
200 };
201
207
225 static bool IsLoaded(const Graphics::GraphicsEntityId id);
226
229
230private:
233
236
237 enum
238 {
247 };
248 typedef Ids::IdAllocator<
249 Resources::ResourceId,
254 Math::mat4, // pending transforms
255 Graphics::StageMask, // stage
256 bool // transform is dirty
259
261
262 static Threading::Event completionEvent;
263
267 static void Dealloc(Graphics::ContextEntityId id);
268};
269
270//------------------------------------------------------------------------------
275{
276 return modelContextAllocator.Alloc();
277}
278
279//------------------------------------------------------------------------------
282inline void
284{
285 // clean up old stuff, but don't deallocate entity
286 Resources::ResourceId rid = modelContextAllocator.Get<Model_Id>(id.id);
287
288 if (rid != Resources::InvalidResourceId) // decrement model resource
290 rid = Resources::InvalidResourceId;
291
296
297 modelContextAllocator.Dealloc(id.id);
298}
299
300} // namespace Models
Definition graphicscontext.h:175
An ID allocator associates an id with a slice in an N number of arrays.
Definition idallocator.h:39
Nebula's bounding box class.
Definition bbox.h:24
Simple transform using position, quaternion, and scale.
Definition transform.h:18
Allocates memory ranges using the TLSF method, with extended handling of padding to better suit GPUs.
Definition rangeallocator.h:46
static ModelInstance NodeInstances
Definition modelcontext.h:234
static const Util::Array< NodeInstanceFlags > & GetModelRenderableFlags()
Get array to all model node instance flags.
Definition modelcontext.cc:773
static Memory::RangeAllocator TransformInstanceAllocator
Definition modelcontext.h:235
static Util::Dictionary< Models::ModelNode *, MaterialInstanceContext > materialInstanceContexts
Definition modelcontext.h:260
static Math::bbox ComputeBoundingBox(const Graphics::GraphicsEntityId id)
Compute the bounding box for a model.
Definition modelcontext.cc:586
static CoreGraphics::ConstantBufferOffset AllocateInstanceConstants(const Graphics::GraphicsEntityId id, const IndexT nodeIndex, const Materials::BatchIndex batch)
Allocate constant memory for instance constants in this frame.
Definition modelcontext.cc:690
Ids::IdAllocator< Resources::ResourceId, Util::Array< uint32_t >, NodeInstanceRange, NodeInstanceRange, Util::Dictionary< Util::StringAtom, IndexT >, Math::mat4, Graphics::StageMask, bool > ModelContextAllocator
Definition modelcontext.h:257
static void Setup(const Graphics::GraphicsEntityId id, const Util::Array< Math::mat4 > &transforms, const Util::Array< CoreGraphics::MeshId > &meshes, const Util::Array< Materials::MaterialId > &materials, const Util::Array< Math::bbox > &boundingBoxes, const Util::Array< IndexT > &primitiveGroups, const Graphics::StageMask stageMask=Graphics::PRIMARY_STAGE_MASK|Graphics::SHADOW_STAGE_MASK)
Setup with a list of meshes, materials, bounding boxes and transforms.
static void UpdateTransforms(const Graphics::FrameContext &ctx)
runs before frame is updated
Definition modelcontext.cc:810
static const ModelInstance::Renderable & GetModelRenderables()
Get node renderable context.
Definition modelcontext.cc:782
virtual ~ModelContext()
destructor
Definition modelcontext.cc:56
static void ChangeMaterial(const Graphics::GraphicsEntityId id, const Materials::MaterialId material)
Changes the material for the first node in the model.
Definition modelcontext.cc:529
static void SetTransform(const Graphics::GraphicsEntityId id, const Math::mat4 &transform)
set the transform for a model
Definition modelcontext.cc:570
static void Setup(const Graphics::GraphicsEntityId id, const Resources::ResourceName &name, const Util::StringAtom &tag, std::function< void()> finishedCallback, const Graphics::StageMask stage=Graphics::PRIMARY_STAGE_MASK|Graphics::SHADOW_STAGE_MASK)
Setup from a model resource.
Definition modelcontext.cc:84
static const Graphics::StageMask GetModelStageMask(const Graphics::GraphicsEntityId id)
Get stage for model.
Definition modelcontext.cc:735
static Memory::RangeAllocator RenderInstanceAllocator
Definition modelcontext.h:235
static void Dealloc(Graphics::ContextEntityId id)
deallocate a slice
Definition modelcontext.h:283
static void ChangeModel(const Graphics::GraphicsEntityId id, const Resources::ResourceName &name, const Util::StringAtom &tag, std::function< void()> finishedCallback)
change model for existing entity
Definition modelcontext.cc:502
static const NodeInstanceRange & GetModelRenderableRange(const Graphics::GraphicsEntityId id)
Get model node instance states.
Definition modelcontext.cc:725
@ Model_NodeInstanceRoots
Definition modelcontext.h:240
@ Model_Dirty
Definition modelcontext.h:246
@ Model_Id
Definition modelcontext.h:239
@ Model_NodeLookup
Definition modelcontext.h:243
@ Model_Transform
Definition modelcontext.h:244
@ Model_NodeInstanceTransform
Definition modelcontext.h:241
@ Model_NodeInstanceStates
Definition modelcontext.h:242
@ Model_StageMask
Definition modelcontext.h:245
static void SetStageMask(const Graphics::GraphicsEntityId id, const Graphics::StageMask stageMask)
Set the stage where this model can be seen.
Definition modelcontext.cc:628
static const ModelInstance::Transformable & GetModelTransformables()
Get node transformable context.
Definition modelcontext.cc:791
static const NodeInstanceRange & GetModelTransformableRange(const Graphics::GraphicsEntityId id)
Get model node instance transformables.
Definition modelcontext.cc:745
static const Util::Array< Math::bbox > & GetModelRenderableBoundingBoxes()
Get array to all model node instace bounding boxes.
Definition modelcontext.cc:764
ModelContext()
constructor
Definition modelcontext.cc:48
static Math::mat4 GetTransform(const Graphics::GraphicsEntityId id)
get the transform for a model
Definition modelcontext.cc:609
static MaterialInstanceContext & SetupMaterialInstanceContext(const Graphics::GraphicsEntityId id, const IndexT nodeIndex, const MaterialTemplatesGPULang::BatchGroup batch)
Setup material instance context.
Definition modelcontext.cc:651
static const Models::ModelId GetModel(const Graphics::GraphicsEntityId id)
get model
Definition modelcontext.cc:551
static Threading::Event completionEvent
Definition modelcontext.h:262
static void OnRenderDebug(uint32_t flags)
debug rendering
Definition modelcontext.cc:1062
static Threading::AtomicCounter ConstantsUpdateCounter
Definition modelcontext.h:227
static void Create()
create context
Definition modelcontext.cc:65
static bool IsLoaded(const Graphics::GraphicsEntityId id)
Get if model is loaded.
Definition modelcontext.cc:800
static Threading::AtomicCounter TransformsUpdateCounter
Definition modelcontext.h:228
static ModelContextAllocator modelContextAllocator
Definition modelcontext.h:258
static void SetAlwaysVisible(const Graphics::GraphicsEntityId id)
Set all nodes in the model to always be visible.
Definition modelcontext.cc:711
static const Util::Array< NodeInstanceState > & GetModelRenderableStates()
Get array to all model node states.
Definition modelcontext.cc:755
static void WaitForWork(const Graphics::FrameContext &ctx)
Wait for thread work to finish.
Definition modelcontext.cc:1052
static IndexT GetNodeIndex(const Graphics::GraphicsEntityId id, const Util::StringAtom &name)
Get node index based on name.
Definition modelcontext.cc:638
static Graphics::ContextEntityId Alloc()
allocate a new slice for this context
Definition modelcontext.h:274
friend class Visibility::VisibilityContext
Definition modelcontext.h:231
Definition raytracingcontext.h:39
Nebula's dynamic array class.
Definition array.h:61
A collection of key/value pairs with quick value retrieval by key at roughly O(log n).
Definition dictionary.h:35
Implements a fixed size one-dimensional array.
Definition fixedarray.h:20
Definition pinnedarray.h:17
A StringAtom.
Definition stringatom.h:22
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
uint64_t ConstantBufferOffset
Definition config.h:21
@ Clear
Definition pass.h:34
static constexpr StageMask SHADOW_STAGE_MASK
Definition view.h:25
static constexpr StageMask PRIMARY_STAGE_MASK
Definition view.h:24
uint16_t StageMask
Definition view.h:23
Job system allows for scheduling and execution of a parallel task.
Definition jobs.cc:11
Material special version of variant.
Definition material.cc:12
IndexT BatchIndex
Definition material.h:39
A model resource consists of nodes, each of which inhibit some information read from an ....
Definition model.cc:10
NodeInstanceFlags
Definition modelcontext.h:48
@ NodeInstance_AlwaysVisible
Definition modelcontext.h:51
@ NodeInstance_Moved
Definition modelcontext.h:53
@ NodeInstance_LodActive
Definition modelcontext.h:50
@ NodeInstance_Visible
Definition modelcontext.h:52
@ NodeInstance_Active
Definition modelcontext.h:49
Context dealing with scene management for ray tracing.
Definition modelcontext.h:40
void DiscardResource(const Resources::ResourceId id)
Definition resourceserver.h:424
Util::StringAtom ResourceName
Definition resourceid.h:33
volatile int AtomicCounter
Definition interlocked.h:19
Implements a resource loader for models.
Definition modelcontext.h:35
#define NEBULA_GRAPHICS_DEBUG
Definition config.h:397
A resource table declares a list of resources (ResourceTable in DX12, DescriptorSet in Vulkan).
#define __ImplementEnumBitOperators(type)
Definition mesh.h:29
Definition graphicscontext.h:143
Definition graphicsserver.h:31
The graphics entity is only an Id, to which we can attach GraphicsContexts.
Definition graphicsentity.h:16
This class describes the size of a workload for a single thread (can be multiple items).
Definition jobs.h:51
Definition jobs.h:164
Definition material.h:36
Definition material.h:37
A 4x4 single point precision float matrix.
Definition mat4.h:49
Materials::BatchIndex batch
Definition modelcontext.h:204
SizeT constantBufferSize
Definition modelcontext.h:205
The bounding boxes are used by visibility and the states by rendering.
Definition modelcontext.h:175
Util::PinnedArray< 0xFFFF, const MaterialTemplatesGPULang::Entry * > nodeMaterialTemplates
Definition modelcontext.h:185
Util::PinnedArray< 0xFFFF, IndexT > nodePrimitiveGroupIndex
Definition modelcontext.h:191
Util::PinnedArray< 0xFFFF, Util::Tuple< float, float > > nodeLodDistances
Definition modelcontext.h:178
Util::PinnedArray< 0xFFFF, Models::NodeType > nodeTypes
Definition modelcontext.h:187
Util::PinnedArray< 0xFFFF, CoreGraphics::MeshId > nodeMeshes
Definition modelcontext.h:189
Util::PinnedArray< 0xFFFF, Math::bbox > nodeBoundingBoxes
Definition modelcontext.h:177
Util::PinnedArray< 0xFFFF, Util::Tuple< uint32_t, uint32_t > > nodeDrawModifiers
Definition modelcontext.h:192
Util::PinnedArray< 0xFFFF, uint32_t > nodeTransformIndex
Definition modelcontext.h:181
Util::PinnedArray< 0xFFFF, void * > nodeSpecialData
Definition modelcontext.h:194
Util::PinnedArray< 0xFFFF, Models::ModelNode * > nodes
Definition modelcontext.h:188
Util::PinnedArray< 0xFFFF, Math::bbox > origBoundingBoxes
Definition modelcontext.h:176
Util::PinnedArray< 0xFFFF, Materials::MaterialId > nodeMaterials
Definition modelcontext.h:184
Util::PinnedArray< 0xFFFF, uint64_t > nodeSortId
Definition modelcontext.h:182
Util::PinnedArray< 0xFFFF, NodeInstanceState > nodeStates
Definition modelcontext.h:186
Util::PinnedArray< 0xFFFF, float > textureLods
Definition modelcontext.h:180
Util::PinnedArray< 0xFFFF, float > nodeLods
Definition modelcontext.h:179
Util::PinnedArray< 0xFFFF, CoreGraphics::PrimitiveGroup > nodePrimitiveGroup
Definition modelcontext.h:190
Util::PinnedArray< 0xFFFF, NodeInstanceFlags > nodeFlags
Definition modelcontext.h:183
Transforms are only used by the model context to traverse and propagate the transform hierarchy.
Definition modelcontext.h:167
Util::PinnedArray< 0xFFFF, Math::mat4 > origTransforms
Definition modelcontext.h:168
Util::PinnedArray< 0xFFFF, Math::mat4 > nodeTransforms
Definition modelcontext.h:169
Util::PinnedArray< 0xFFFF, uint32_t > nodeParents
Definition modelcontext.h:170
Definition modelcontext.h:164
struct Models::ModelContext::ModelInstance::Renderable renderable
struct Models::ModelContext::ModelInstance::Transformable transformable
Definition modelcontext.h:153
IndexT instancingConstantsIndex
Definition modelcontext.h:158
Util::FixedArray< uint32_t > resourceTableOffsets
Definition modelcontext.h:156
Materials::MaterialInstanceId materialInstance
Definition modelcontext.h:155
IndexT skinningConstantsIndex
Definition modelcontext.h:159
IndexT objectConstantsIndex
Definition modelcontext.h:157
Util::FixedArray< CoreGraphics::ResourceTableId > resourceTables
Definition modelcontext.h:154
IndexT particleConstantsIndex
Definition modelcontext.h:160
Definition model.h:22
Definition model.h:60
Nebula's universal string class.
Definition String.cs:8
#define N_BIT(x)
Definition types.h:52
int SizeT
Definition types.h:42
int IndexT
Definition types.h:41