Use single color materialinstead of shader for LOD Preview

This commit is contained in:
Wojtek Figat
2021-10-07 09:29:22 +02:00
parent 98ca7c1726
commit 0bd5f63ae4
4 changed files with 22 additions and 170 deletions

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Content/Shaders/Editor/LODPreview.flax (Stored with Git LFS)

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@@ -3,83 +3,46 @@
#if USE_EDITOR
#include "LODPreview.h"
#include "Engine/Core/Types/Variant.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUPipelineState.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Renderer/RenderList.h"
PACK_STRUCT(struct SingleColorShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Color Color;
Vector3 Dummy0;
float LODDitherFactor;
});
LODPreviewMaterialShader::LODPreviewMaterialShader()
{
_psModel.CreatePipelineStates();
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Editor/SingleColor"));
if (!_shader)
return;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<LODPreviewMaterialShader, &LODPreviewMaterialShader::OnShaderReloading>(this);
#endif
_material = Content::LoadAsyncInternal<Material>(TEXT("Editor/DebugMaterials/Single Color Surface"));
}
#if COMPILE_WITH_DEV_ENV
void LODPreviewMaterialShader::OnShaderReloading(Asset* obj)
{
_psModel.Release();
}
#endif
const MaterialInfo& LODPreviewMaterialShader::GetInfo() const
{
return _info;
if (_material)
return _material->GetInfo();
return MaterialInfo();
}
bool LODPreviewMaterialShader::IsReady() const
{
return _shader && _shader->IsLoaded();
return _material && _material->IsReady();
}
bool LODPreviewMaterialShader::CanUseInstancing(InstancingHandler& handler) const
{
handler = { SurfaceDrawCallHandler::GetHash, SurfaceDrawCallHandler::CanBatch, SurfaceDrawCallHandler::WriteDrawCall, };
return true;
return _material->CanUseInstancing(handler);
}
DrawPass LODPreviewMaterialShader::GetDrawModes() const
{
return DrawPass::GBuffer;
return _material->GetDrawModes();
}
void LODPreviewMaterialShader::Bind(BindParameters& params)
{
auto context = params.GPUContext;
auto& drawCall = *params.FirstDrawCall;
auto shader = _shader->GetShader();
auto cb = shader->GetCB(0);
const int32 psIndex = params.DrawCallsCount == 1 ? 0 : 1;
auto ps = _psModel[psIndex];
if (!ps->IsValid())
{
auto psDesc = GPUPipelineState::Description::Default;
psDesc.VS = shader->GetVS("VS_Model", psIndex);
psDesc.PS = shader->GetPS("PS_GBuffer");
ps->Init(psDesc);
}
// Find the LOD that produced this draw call
int32 lodIndex = 0;
auto& drawCall = *params.FirstDrawCall;
for (auto& e : Content::GetAssetsRaw())
{
auto model = ScriptingObject::Cast<Model>(e.Value);
@@ -103,27 +66,17 @@ void LODPreviewMaterialShader::Bind(BindParameters& params)
}
// Bind
if (cb && cb->GetSize())
{
ASSERT_LOW_LAYER(cb->GetSize() == sizeof(SingleColorShaderData));
SingleColorShaderData data;
Matrix::Transpose(params.RenderContext.View.Frustum.GetMatrix(), data.ViewProjectionMatrix);
Matrix::Transpose(drawCall.World, data.WorldMatrix);
data.LODDitherFactor = drawCall.Surface.LODDitherFactor;
const Color colors[MODEL_MAX_LODS] = {
Color::White,
Color::Red,
Color::Orange,
Color::Yellow,
Color::Green,
Color::Blue,
};
ASSERT(lodIndex < MODEL_MAX_LODS);
data.Color = colors[lodIndex];
context->UpdateCB(cb, &data);
context->BindCB(0, cb);
}
context->SetState(ps);
const Color colors[MODEL_MAX_LODS] = {
Color::White,
Color::Red,
Color::Orange,
Color::Yellow,
Color::Green,
Color::Blue,
};
const Color color(colors[lodIndex]);
_material->SetParameterValue(TEXT("Color"), Variant(color));
_material->Bind(params);
}
#endif

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@@ -5,9 +5,8 @@
#if USE_EDITOR
#include "Engine/Content/AssetReference.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/Assets/Material.h"
#include "Engine/Graphics/Materials/IMaterial.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
class GPUPipelineState;
@@ -18,9 +17,7 @@ class LODPreviewMaterialShader : public IMaterial
{
private:
AssetReference<Shader> _shader;
GPUPipelineStatePermutations<2> _psModel;
MaterialInfo _info;
AssetReference<Material> _material;
public:
@@ -29,12 +26,6 @@ public:
{
}
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj);
#endif
public:
// [IMaterial]

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@@ -1,89 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#define MATERIAL 1
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4 Color;
float3 WorldInvScale;
float LODDitherFactor;
META_CB_END
struct VertexOutput
{
float4 Position : SV_Position;
float3 WorldNormal : TEXCOORD0;
};
struct PixelInput
{
float4 Position : SV_Position;
float3 WorldNormal : TEXCOORD0;
};
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{
localToWorld[0] *= WorldInvScale.x;
localToWorld[1] *= WorldInvScale.y;
localToWorld[2] *= WorldInvScale.z;
return localToWorld;
}
float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
{
float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
return mul(tangentToLocal, localToWorld);
}
float4 PerformFakeLighting(float3 n, float4 c)
{
c.rgb *= saturate(abs(dot(n, float3(0, 1, 0))) + 0.5f);
return c;
}
void ClipLODTransition(float4 svPosition, float ditherFactor)
{
if (abs(ditherFactor) > 0.001)
{
float randGrid = cos(dot(floor(svPosition.xy), float2(347.83452793, 3343.28371863)));
float randGridFrac = frac(randGrid * 1000.0);
half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac);
clip(mask - 0.001);
}
}
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
VertexOutput VS(ModelInput input)
{
float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
float3 normal = input.Normal.xyz * 2.0 - 1.0;
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
float3 bitangent = cross(normal, tangent) * bitangentSign;
float3x3 tangentToLocal = float3x3(tangent, bitangent, normal);
float3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
float3 worldPosition = mul(float4(input.Position.xyz, 1), WorldMatrix).xyz;
VertexOutput output;
output.Position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
output.WorldNormal = tangentToWorld[2];
return output;
}
META_PS(true, FEATURE_LEVEL_ES2)
void PS(in PixelInput input, out float4 Light : SV_Target0, out float4 RT0 : SV_Target1, out float4 RT1 : SV_Target2, out float4 RT2 : SV_Target3)
{
ClipLODTransition(input.Position, LODDitherFactor);
Light = PerformFakeLighting(input.WorldNormal, Color);
RT0 = float4(0, 0, 0, 0);
RT1 = float4(input.WorldNormal * 0.5 + 0.5, SHADING_MODEL_LIT * (1.0 / 3.0));
RT2 = float4(0.4, 0, 0.5, 0);
}