Add Sign Distant Field (SDF) generation for models
This commit is contained in:
@@ -360,6 +360,7 @@
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Upgrader/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=upgraders/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Visject/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=voxel/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=voxels/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=vsync/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=vtable/@EntryIndexedValue">True</s:Boolean>
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@@ -2,18 +2,27 @@
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#include "Model.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/Int3.h"
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#include "Engine/Core/RandomStream.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Content/WeakAssetReference.h"
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#include "Engine/Content/Upgraders/ModelAssetUpgrader.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Core/Math/Int2.h"
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#include "Engine/Debug/DebugDraw.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/Models/ModelInstanceEntry.h"
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#include "Engine/Streaming/StreamingGroup.h"
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#include "Engine/Debug/Exceptions/ArgumentOutOfRangeException.h"
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#include "Engine/Graphics/Async/GPUTask.h"
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#include "Engine/Graphics/Textures/GPUTexture.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Threading/JobSystem.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Tools/ModelTool/MeshAccelerationStructure.h"
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#if GPU_ENABLE_ASYNC_RESOURCES_CREATION
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#include "Engine/Threading/ThreadPoolTask.h"
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#define STREAM_TASK_BASE ThreadPoolTask
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@@ -37,13 +46,11 @@ REGISTER_BINARY_ASSET_ABSTRACT(ModelBase, "FlaxEngine.ModelBase");
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class StreamModelLODTask : public STREAM_TASK_BASE
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{
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private:
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WeakAssetReference<Model> _asset;
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int32 _lodIndex;
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FlaxStorage::LockData _dataLock;
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public:
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/// <summary>
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/// Init
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/// </summary>
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@@ -57,7 +64,6 @@ public:
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}
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public:
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// [ThreadPoolTask]
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bool HasReference(Object* resource) const override
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{
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@@ -65,7 +71,6 @@ public:
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}
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protected:
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// [ThreadPoolTask]
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bool Run() override
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{
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@@ -229,7 +234,7 @@ void Model::Draw(const RenderContext& renderContext, const Mesh::DrawInfo& info)
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info.DrawState->PrevLOD = lodIndex;
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}
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}
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// Check if there was a gap between frames in drawing this model instance
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// Check if there was a gap between frames in drawing this model instance
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else if (modelFrame < frame || info.DrawState->PrevLOD == -1)
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{
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// Reset state
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@@ -560,6 +565,192 @@ bool Model::Save(bool withMeshDataFromGpu, const StringView& path)
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#endif
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bool Model::GenerateSDF(float resolutionScale, int32 lodIndex)
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{
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if (!HasAnyLODInitialized())
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return true;
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PROFILE_CPU();
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auto startTime = Platform::GetTimeSeconds();
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ScopeLock lock(Locker);
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// Setup SDF texture properties
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lodIndex = Math::Clamp(lodIndex, HighestResidentLODIndex(), LODs.Count() - 1);
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auto& lod = LODs[lodIndex];
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BoundingBox bounds = lod.GetBox();
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Vector3 size = bounds.GetSize();
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SDF.WorldUnitsPerVoxel = 10 / Math::Max(resolutionScale, 0.0001f);
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Int3 resolution(Vector3::Ceil(Vector3::Clamp(size / SDF.WorldUnitsPerVoxel, 4, 256)));
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Vector3 uvwToLocalMul = size;
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Vector3 uvwToLocalAdd = bounds.Minimum;
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SDF.LocalToUVWMul = Vector3::One / uvwToLocalMul;
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SDF.LocalToUVWAdd = -uvwToLocalAdd / uvwToLocalMul;
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SDF.MaxDistance = size.MaxValue();
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SDF.LocalBoundsMin = bounds.Minimum;
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SDF.LocalBoundsMax = bounds.Maximum;
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// TODO: maybe apply 1 voxel margin around the geometry?
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const int32 maxMips = 3;
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const int32 mipCount = Math::Min(MipLevelsCount(resolution.X, resolution.Y, resolution.Z, true), maxMips);
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if (!SDF.Texture)
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SDF.Texture = GPUTexture::New();
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// TODO: use 8bit format for smaller SDF textures (eg. res<100)
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if (SDF.Texture->Init(GPUTextureDescription::New3D(resolution.X, resolution.Y, resolution.Z, PixelFormat::R16_Float, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, mipCount)))
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{
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SAFE_DELETE_GPU_RESOURCE(SDF.Texture);
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return true;
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}
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// TODO: support GPU to generate model SDF on-the-fly (if called during rendering)
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// Setup acceleration structure for fast ray tracing the mesh triangles
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MeshAccelerationStructure scene;
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scene.Add(this, lodIndex);
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scene.BuildBVH();
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// Allocate memory for the distant field
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Array<Half> voxels;
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voxels.Resize(resolution.X * resolution.Y * resolution.Z);
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Vector3 xyzToLocalMul = uvwToLocalMul / Vector3(resolution);
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Vector3 xyzToLocalAdd = uvwToLocalAdd;
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// TODO: use optimized sparse storage for SDF data as hierarchical bricks
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// https://graphics.pixar.com/library/IrradianceAtlas/paper.pdf
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// http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf
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// http://ramakarl.com/pdfs/2016_Hoetzlein_GVDB.pdf
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// https://www.cse.chalmers.se/~uffe/HighResolutionSparseVoxelDAGs.pdf
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// then use R8 format and brick size of 8x8x8
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// Brute-force for each voxel to calculate distance to the closest triangle with point query and distance sign by raycasting around the voxel
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const int32 sampleCount = 12;
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Array<Vector3> sampleDirections;
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sampleDirections.Resize(sampleCount);
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{
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RandomStream rand;
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sampleDirections.Get()[0] = Vector3::Up;
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sampleDirections.Get()[1] = Vector3::Down;
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sampleDirections.Get()[2] = Vector3::Left;
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sampleDirections.Get()[3] = Vector3::Right;
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sampleDirections.Get()[4] = Vector3::Forward;
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sampleDirections.Get()[5] = Vector3::Backward;
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for (int32 i = 6; i < sampleCount; i++)
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sampleDirections.Get()[i] = rand.GetUnitVector();
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}
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Function<void(int32)> sdfJob = [this, &resolution, &sampleDirections, &scene, &voxels, &xyzToLocalMul, &xyzToLocalAdd](int32 z)
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{
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PROFILE_CPU_NAMED("Model SDF Job");
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const float encodeScale = 1.0f / SDF.MaxDistance;
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float hitDistance;
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Vector3 hitNormal, hitPoint;
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Triangle hitTriangle;
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const int32 zAddress = resolution.Y * resolution.X * z;
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for (int32 y = 0; y < resolution.Y; y++)
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{
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const int32 yAddress = resolution.X * y + zAddress;
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for (int32 x = 0; x < resolution.X; x++)
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{
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float minDistance = SDF.MaxDistance;
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Vector3 voxelPos = Vector3((float)x, (float)y, (float)z) * xyzToLocalMul + xyzToLocalAdd;
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// Point query to find the distance to the closest surface
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scene.PointQuery(voxelPos, minDistance, hitPoint, hitTriangle);
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// Raycast samples around voxel to count triangle backfaces hit
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int32 hitBackCount = 0, hitCount = 0;
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for (int32 sample = 0; sample < sampleDirections.Count(); sample++)
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{
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Ray sampleRay(voxelPos, sampleDirections[sample]);
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if (scene.RayCast(sampleRay, hitDistance, hitNormal, hitTriangle))
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{
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hitCount++;
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const bool backHit = Vector3::Dot(sampleRay.Direction, hitTriangle.GetNormal()) > 0;
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if (backHit)
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hitBackCount++;
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}
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}
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float distance = minDistance;
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// TODO: surface thickness threshold? shift reduce distance for all voxels by something like 0.01 to enlarge thin geometry
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//if ((float)hitBackCount > )hitCount * 0.3f && hitCount != 0)
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if ((float)hitBackCount > (float)sampleDirections.Count() * 0.6f && hitCount != 0)
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{
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// Voxel is inside the geometry so turn it into negative distance to the surface
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distance *= -1;
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}
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const int32 xAddress = x + yAddress;
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voxels.Get()[xAddress] = Float16Compressor::Compress(distance * encodeScale);
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}
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}
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};
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JobSystem::Execute(sdfJob, resolution.Z);
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// Upload data to the GPU
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BytesContainer data;
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data.Link((byte*)voxels.Get(), voxels.Count() * sizeof(Half));
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auto task = SDF.Texture->UploadMipMapAsync(data, 0, resolution.X * sizeof(Half), data.Length(), true);
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if (task)
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task->Start();
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// Generate mip maps
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Array<Half> voxelsMip;
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for (int32 mipLevel = 1; mipLevel < mipCount; mipLevel++)
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{
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Int3 resolutionMip = Int3::Max(resolution / 2, Int3::One);
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voxelsMip.Resize(resolutionMip.X * resolutionMip.Y * resolutionMip.Z);
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// Downscale mip
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Function<void(int32)> mipJob = [this, &voxelsMip, &voxels, &resolution, &resolutionMip](int32 z)
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{
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PROFILE_CPU_NAMED("Model SDF Mip Job");
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const float encodeScale = 1.0f / SDF.MaxDistance;
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const float decodeScale = SDF.MaxDistance;
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const int32 zAddress = resolutionMip.Y * resolutionMip.X * z;
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for (int32 y = 0; y < resolutionMip.Y; y++)
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{
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const int32 yAddress = resolutionMip.X * y + zAddress;
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for (int32 x = 0; x < resolutionMip.X; x++)
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{
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// Linear box filter around the voxel
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float distance = 0;
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for (int32 dz = 0; dz < 2; dz++)
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{
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const int32 dzAddress = (z * 2 + dz) * (resolution.Y * resolution.X);
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for (int32 dy = 0; dy < 2; dy++)
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{
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const int32 dyAddress = (y * 2 + dy) * (resolution.X) + dzAddress;
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for (int32 dx = 0; dx < 2; dx++)
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{
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const int32 dxAddress = (x * 2 + dx) + dyAddress;
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const float d = Float16Compressor::Decompress(voxels.Get()[dxAddress]) * decodeScale;
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distance += d;
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}
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}
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}
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distance *= 1.0f / 8.0f;
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const int32 xAddress = x + yAddress;
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voxelsMip.Get()[xAddress] = Float16Compressor::Compress(distance * encodeScale);
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}
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}
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};
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JobSystem::Execute(mipJob, resolutionMip.Z);
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// Upload to the GPU
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data.Link((byte*)voxelsMip.Get(), voxelsMip.Count() * sizeof(Half));
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task = SDF.Texture->UploadMipMapAsync(data, mipLevel, resolutionMip.X * sizeof(Half), data.Length(), true);
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if (task)
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task->Start();
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// Go down
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voxelsMip.Swap(voxels);
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resolution = resolutionMip;
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}
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#if !BUILD_RELEASE
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auto endTime = Platform::GetTimeSeconds();
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LOG(Info, "Generated SDF {}x{}x{} ({} kB) in {}ms for {}", resolution.X, resolution.Y, resolution.Z, SDF.Texture->GetMemoryUsage() / 1024, (int32)((endTime - startTime) * 1000.0), GetPath());
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#endif
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return false;
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}
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bool Model::Init(const Span<int32>& meshesCountPerLod)
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{
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if (meshesCountPerLod.IsInvalid() || meshesCountPerLod.Length() > MODEL_MAX_LODS)
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@@ -574,6 +765,7 @@ bool Model::Init(const Span<int32>& meshesCountPerLod)
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// Setup
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MaterialSlots.Resize(1);
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MinScreenSize = 0.0f;
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SAFE_DELETE_GPU_RESOURCE(SDF.Texture);
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// Setup LODs
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for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
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@@ -840,6 +1032,7 @@ void Model::unload(bool isReloading)
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}
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// Cleanup
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SAFE_DELETE_GPU_RESOURCE(SDF.Texture);
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MaterialSlots.Resize(0);
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for (int32 i = 0; i < LODs.Count(); i++)
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LODs[i].Dispose();
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@@ -28,6 +28,11 @@ public:
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/// </summary>
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API_FIELD(ReadOnly) Array<ModelLOD, FixedAllocation<MODEL_MAX_LODS>> LODs;
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/// <summary>
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/// The generated Sign Distant Field (SDF) for this model (merged all meshes). Use GenerateSDF to update it.
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/// </summary>
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API_FIELD(ReadOnly) SDFData SDF;
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public:
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/// <summary>
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@@ -200,6 +205,15 @@ public:
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API_FUNCTION() bool Save(bool withMeshDataFromGpu = false, const StringView& path = StringView::Empty);
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#endif
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/// <summary>
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/// Generates the Sign Distant Field for this model.
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/// </summary>
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/// <remarks>Can be called in async in case of SDF generation on a CPU (assuming model is not during rendering).</remarks>
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/// <param name="resolutionScale">The SDF texture resolution scale. Use higher values for more precise data but with significant performance and memory overhead.</param>
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/// <param name="lodIndex">The index of the LOD to use for the SDF building.</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() bool GenerateSDF(float resolutionScale = 1.0f, int32 lodIndex = 6);
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private:
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@@ -24,9 +24,52 @@ class MeshBase;
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/// </summary>
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API_CLASS(Abstract, NoSpawn) class FLAXENGINE_API ModelBase : public BinaryAsset, public StreamableResource
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{
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DECLARE_ASSET_HEADER(ModelBase);
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protected:
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DECLARE_ASSET_HEADER(ModelBase);
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public:
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/// <summary>
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/// The Sign Distant Field (SDF) data for the model.
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/// </summary>
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API_STRUCT() struct SDFData
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(SDFData);
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/// <summary>
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/// The SDF volume texture (merged all meshes).
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/// </summary>
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API_FIELD() GPUTexture* Texture = nullptr;
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/// <summary>
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/// The transformation scale from model local-space to the generated SDF texture space (local-space -> uv).
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/// </summary>
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API_FIELD() Vector3 LocalToUVWMul;
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/// <summary>
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/// Amount of world-units per SDF texture voxel.
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/// </summary>
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API_FIELD() float WorldUnitsPerVoxel;
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/// <summary>
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/// The transformation offset from model local-space to the generated SDF texture space (local-space -> uv).
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/// </summary>
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API_FIELD() Vector3 LocalToUVWAdd;
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/// <summary>
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/// The maximum distance stored in the SDF texture. Used to rescale normalized SDF into world-units (in model local space).
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/// </summary>
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API_FIELD() float MaxDistance;
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/// <summary>
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/// The bounding box of the SDF texture in the model local-space.
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/// </summary>
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API_FIELD() Vector3 LocalBoundsMin;
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/// <summary>
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/// The bounding box of the SDF texture in the model local-space.
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/// </summary>
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API_FIELD() Vector3 LocalBoundsMax;
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};
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protected:
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explicit ModelBase(const SpawnParams& params, const AssetInfo* info, StreamingGroup* group)
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: BinaryAsset(params, info)
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, StreamableResource(group)
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@@ -34,7 +77,6 @@ protected:
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}
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public:
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/// <summary>
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/// The minimum screen size to draw this model (the bottom limit). Used to cull small models. Set to 0 to disable this feature.
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/// </summary>
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@@ -18,6 +18,7 @@ public class Content : EngineModule
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options.PrivateDependencies.Add("lz4");
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options.PrivateDependencies.Add("AudioTool");
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options.PrivateDependencies.Add("TextureTool");
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options.PrivateDependencies.Add("ModelTool");
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options.PrivateDependencies.Add("Particles");
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if (options.Target.IsEditor)
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