feat(virtualgeometry): add Nanite-style virtualized geometry rendering

Add a virtualgeometry module implementing a Nanite-inspired virtualized
geometry pipeline on the Vulkan backend:

- Cluster DAG preprocess (CPU): greedy meshletization + QEM edge-collapse
  hierarchical LOD, with per-cluster bounding spheres and geometric error.
- GPU-driven culling (compute): frustum + screen-space-error LOD selection
  that emits exactly one cluster per DAG branch (no gaps/overlaps).
- Software cluster rasterizer (compute): fills a visibility buffer
  (packed depth<<16 | clusterId) via atomicMin.
- Visibility-buffer resolve (CPU readback + resolve shader reference).
- Module facade (VirtualGeometry / VirtualGeometryRenderer) reusing the
  gpgpu compute backend; LodSelection CPU reference for tests.
- 14 unit tests (CPU preprocess + LOD-transition sweep + GPU end-to-end),
  shader compile script, example, and design doc.
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sunxfancy committed 2026-08-16 21:49:40 +08:00
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#include "virtualgeometry/VirtualGeometryRenderer.h"
#include "virtualgeometry/Builder.h"
#include "common/Exception.h"
#include "data/ByteData.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <vector>
namespace eve::virtualgeometry {
namespace {
// Minimal column-major mat4 helpers (GLM is not linked into this module).
struct Mat4 {
float m[16];
static Mat4 identity() {
Mat4 r{};
r.m[0] = r.m[5] = r.m[10] = r.m[15] = 1.f;
return r;
}
static Mat4 mul(const Mat4 &a, const Mat4 &b) {
Mat4 r{};
for (int c = 0; c < 4; ++c)
for (int row = 0; row < 4; ++row) {
float sum = 0;
for (int k = 0; k < 4; ++k) sum += a.m[k * 4 + row] * b.m[c * 4 + k];
r.m[c * 4 + row] = sum;
}
return r;
}
};
} // namespace
VirtualGeometryRenderer::VirtualGeometryRenderer() { vgCreate(backend_); }
VirtualGeometryRenderer::~VirtualGeometryRenderer() { vgDestroy(backend_); }
bool VirtualGeometryRenderer::build(const VirtualGeometryBuilder::MeshInput &in) {
VirtualGeometryBuilder builder;
bool ok = builder.build(in, builderOptions_, asset_);
if (!ok) return false;
vgReset(backend_, visibleCapacity_); // size visible/stats before upload
vgUpload(backend_, asset_);
return true;
}
bool VirtualGeometryRenderer::build(const float *positions, int vertexCount,
const std::uint32_t *indices, int indexCount) {
VirtualGeometryBuilder::MeshInput in;
in.vertexCount = vertexCount;
in.positions = positions;
in.indices = indices;
in.indexCount = indexCount;
return build(in);
}
namespace {
// Build a unit icosphere (triangulated) into CPU buffers.
void buildIco(std::vector<float> &positions, std::vector<std::uint32_t> &indices, int subdiv) {
positions.clear();
indices.clear();
struct F { int a, b, c; };
auto addVtx = [&](float x, float y, float z) {
float l = std::sqrt(x * x + y * y + z * z);
positions.push_back(x / l);
positions.push_back(y / l);
positions.push_back(z / l);
return static_cast<int>(positions.size() / 3) - 1;
};
auto tri = [&](int a, int b, int c) {
indices.push_back(static_cast<std::uint32_t>(a));
indices.push_back(static_cast<std::uint32_t>(b));
indices.push_back(static_cast<std::uint32_t>(c));
};
auto mid = [&](int i0, int i1) {
return addVtx(0.5f * (positions[3 * i0] + positions[3 * i1]),
0.5f * (positions[3 * i0 + 1] + positions[3 * i1 + 1]),
0.5f * (positions[3 * i0 + 2] + positions[3 * i1 + 2]));
};
const float t = (1.f + std::sqrt(5.f)) * 0.5f;
std::vector<std::array<float, 3>> base = {
{-1, t, 0}, {1, t, 0}, {-1, -t, 0}, {1, -t, 0}, {0, -1, t}, {0, 1, t},
{0, -1, -t}, {0, 1, -t}, {t, 0, -1}, {t, 0, 1}, {-t, 0, -1}, {-t, 0, 1}};
int idx[12];
for (int i = 0; i < 12; ++i) idx[i] = addVtx(base[i][0], base[i][1], base[i][2]);
int faces[20][3] = {{0, 11, 5}, {0, 5, 1}, {0, 1, 7}, {0, 7, 10}, {0, 10, 11},
{1, 5, 9}, {5, 11, 4}, {11, 10, 2}, {10, 7, 6}, {7, 1, 8},
{3, 9, 4}, {3, 4, 2}, {3, 2, 6}, {3, 6, 8}, {3, 8, 9},
{4, 9, 5}, {2, 4, 11}, {6, 2, 10}, {8, 6, 7}, {9, 8, 1}};
std::vector<F> cur;
for (auto &f : faces) cur.push_back({idx[f[0]], idx[f[1]], idx[f[2]]});
for (int d = 0; d < subdiv; ++d) {
std::vector<F> nf;
for (auto &x : cur) {
int ab = mid(x.a, x.b), ac = mid(x.a, x.c), bc = mid(x.b, x.c);
nf.push_back({x.a, ab, ac});
nf.push_back({ab, x.b, bc});
nf.push_back({ac, bc, x.c});
nf.push_back({ab, bc, ac});
}
cur.swap(nf);
}
for (auto &x : cur) tri(x.a, x.b, x.c);
}
} // namespace
bool VirtualGeometryRenderer::buildIcosphere(int subdiv) {
std::vector<float> pos;
std::vector<std::uint32_t> idx;
buildIco(pos, idx, std::clamp(subdiv, 1, 6));
return build(pos.data(), static_cast<int>(pos.size() / 3), idx.data(),
static_cast<int>(idx.size()));
}
void VirtualGeometryRenderer::setViewport(int width, int height, float fovYDeg, float errorPx) {
width_ = std::max(1, width);
height_ = std::max(1, height);
uniforms_.params[0] = static_cast<float>(width_);
uniforms_.params[1] = static_cast<float>(height_);
uniforms_.params[2] = static_cast<float>(height_) /
(2.f * std::tan(fovYDeg * 3.14159265358979323846f / 360.f));
uniforms_.params[3] = errorPx;
}
void VirtualGeometryRenderer::setCamera(const float view[16], const float proj[16],
const float model[16], const float camPos[3]) {
// Combined view-projection: clip = P * V * model * pos. The shader uses
// vgU.viewProj * (vgU.model * pos), so viewProj = P * V.
Mat4 p;
for (int i = 0; i < 16; ++i) p.m[i] = proj[i];
Mat4 v;
for (int i = 0; i < 16; ++i) v.m[i] = view[i];
Mat4 vp = Mat4::mul(p, v);
for (int i = 0; i < 16; ++i) uniforms_.viewProj[i] = vp.m[i];
for (int i = 0; i < 16; ++i) uniforms_.model[i] = model ? model[i] : Mat4::identity().m[i];
uniforms_.cameraPos[0] = camPos[0];
uniforms_.cameraPos[1] = camPos[1];
uniforms_.cameraPos[2] = camPos[2];
uniforms_.cameraPos[3] = 0.f;
updateUniforms();
}
void VirtualGeometryRenderer::setCameraSimple(float camX, float camY, float camZ, float nearZ,
float farZ) {
const float fovY = (uniforms_.params[2] > 0.f)
? 2.f * std::atan(static_cast<float>(height_) / (2.f * uniforms_.params[2]))
: 60.f * 3.14159265358979323846f / 180.f;
// Identity view (looking down -Z).
Mat4 view = Mat4::identity();
// Perspective projection (column-major, D3D/Vulkan clip z in [0,1]).
Mat4 proj{};
const float a = 1.f / std::tan(fovY * 0.5f);
const float aspect = static_cast<float>(width_) / static_cast<float>(height_);
proj.m[0] = a / aspect;
proj.m[5] = a;
proj.m[10] = farZ / (nearZ - farZ);
proj.m[11] = -1.f;
proj.m[14] = (nearZ * farZ) / (nearZ - farZ);
const float camPos[3] = {camX, camY, camZ};
setCamera(view.m, proj.m, nullptr, camPos);
}
void VirtualGeometryRenderer::setModelYaw(float yaw) { modelYaw_ = yaw; }
void VirtualGeometryRenderer::updateUniforms() {
uniforms_.misc[0] = static_cast<float>(static_cast<int>(asset_.clusters.size()));
if (modelYaw_ != 0.f) {
// Build a Y-rotation model matrix (column-major) and override.
float c = std::cos(modelYaw_), s = std::sin(modelYaw_);
Mat4 r = Mat4::identity();
r.m[0] = c; r.m[2] = s;
r.m[8] = -s; r.m[10] = c;
for (int i = 0; i < 16; ++i) uniforms_.model[i] = r.m[i];
}
// Recompute per-cluster screen-space error constants (errorR * projScale).
for (auto &c : asset_.clusters) c.errorRScreen = c.errorR * uniforms_.params[2];
vgUploadUniforms(backend_, uniforms_);
}
int VirtualGeometryRenderer::update() {
int clusters = static_cast<int>(asset_.clusters.size());
if (clusters <= 0 || !backend_.state) return 0;
lastVisible_ = vgUpdate(backend_, clusters, visibleCapacity_, width_, height_);
return lastVisible_;
}
bool VirtualGeometryRenderer::resolve(unsigned char *outRgba, int &outW, int &outH) {
std::vector<std::uint32_t> pix;
if (!vgReadPixels(backend_, pix)) return false;
outW = width_;
outH = height_;
const int n = outW * outH;
for (int i = 0; i < n; ++i) {
std::uint32_t packed = pix[i];
std::uint32_t depth = packed >> 16;
std::uint32_t cid = packed & 0xFFFFu;
if (cid == 0u && depth == 0xFFFFu) {
outRgba[4 * i + 0] = 4;
outRgba[4 * i + 1] = 6;
outRgba[4 * i + 2] = 12;
outRgba[4 * i + 3] = 255;
continue;
}
// Stable per-cluster color hash.
std::uint32_t h = cid * 2654435761u;
float cr = (h >> 16) & 0xFFu, cg = (h >> 8) & 0xFFu, cb = h & 0xFFu;
float mx = std::max({cr, cg, cb, 1.f});
float depthF = static_cast<float>(depth) / 65535.f;
float shade = 0.35f + 0.65f * (1.f - depthF);
outRgba[4 * i + 0] = static_cast<unsigned char>(cr / mx * 255.f * shade);
outRgba[4 * i + 1] = static_cast<unsigned char>(cg / mx * 255.f * shade);
outRgba[4 * i + 2] = static_cast<unsigned char>(cb / mx * 255.f * shade);
outRgba[4 * i + 3] = 255;
}
return true;
}
eve::data::ByteData *VirtualGeometryRenderer::resolveByteData() {
int w = 1, h = 1;
auto *bd = new eve::data::ByteData(static_cast<std::size_t>(width_) * height_ * 4);
if (!bd) return nullptr;
if (!resolve(static_cast<unsigned char *>(bd->getData()), w, h)) {
delete bd;
return nullptr;
}
return bd;
}
int VirtualGeometryRenderer::getClusterCount() const {
return static_cast<int>(asset_.clusters.size());
}
int VirtualGeometryRenderer::getTotalTriangleCount() const {
return asset_.totalTriangles();
}
int VirtualGeometryRenderer::getLodLevel(int clusterId) const {
if (clusterId < 0 || static_cast<std::size_t>(clusterId) >= asset_.clusters.size()) return -1;
return static_cast<int>(asset_.clusters[clusterId].lodLevel);
}
int VirtualGeometryRenderer::getMaxLodLevel() const {
int m = 0;
for (const auto &c : asset_.clusters) m = std::max(m, static_cast<int>(c.lodLevel));
return m;
}
} // namespace eve::virtualgeometry