Add Volumetric Fog support for particles to modify local fog

This commit is contained in:
Wojtek Figat
2021-03-05 13:56:07 +01:00
parent dfb502621d
commit 1dee615d6e
22 changed files with 726 additions and 84 deletions

View File

@@ -44,6 +44,11 @@ API_ENUM() enum class MaterialDomain : byte
/// The deformable shader. Can be used only with objects that can be deformed (spline models).
/// </summary>
Deformable = 6,
/// <summary>
/// The particle shader used for volumetric effects rendering such as Volumetric Fog.
/// </summary>
VolumeParticle = 7,
};
/// <summary>

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@@ -15,6 +15,7 @@
#include "TerrainMaterialShader.h"
#include "ParticleMaterialShader.h"
#include "DeformableMaterialShader.h"
#include "VolumeParticleMaterialShader.h"
GPUPipelineState* MaterialShader::PipelineStateCache::InitPS(CullMode mode, bool wireframe)
{
@@ -65,8 +66,11 @@ MaterialShader* MaterialShader::Create(const String& name, MemoryReadStream& sha
case MaterialDomain::Deformable:
material = New<DeformableMaterialShader>(name);
break;
case MaterialDomain::VolumeParticle:
material = New<VolumeParticleMaterialShader>(name);
break;
default:
LOG(Fatal, "Unknown material type.");
LOG(Error, "Unknown material type.");
return nullptr;
}
if (material->Load(shaderCacheStream, info))

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@@ -15,8 +15,6 @@
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Particles/Graph/CPU/ParticleEmitterGraph.CPU.h"
#define MAX_LOCAL_LIGHTS 4
PACK_STRUCT(struct ParticleMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
@@ -98,53 +96,6 @@ void ParticleMaterialShader::Bind(BindParameters& params)
}
}
// Select pipeline state based on current pass and render mode
const bool wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != 0 || view.Mode == ViewMode::Wireframe;
CullMode cullMode = view.Pass == DrawPass::Depth ? CullMode::TwoSided : _info.CullMode;
PipelineStateCache* psCache = nullptr;
switch (drawCall.Particle.Module->TypeID)
{
// Sprite Rendering
case 400:
{
psCache = (PipelineStateCache*)_cacheSprite.GetPS(view.Pass);
break;
}
// Model Rendering
case 403:
{
psCache = (PipelineStateCache*)_cacheModel.GetPS(view.Pass);
break;
}
// Ribbon Rendering
case 404:
{
psCache = (PipelineStateCache*)_cacheRibbon.GetPS(view.Pass);
static StringView ParticleRibbonWidth(TEXT("RibbonWidth"));
static StringView ParticleRibbonTwist(TEXT("RibbonTwist"));
static StringView ParticleRibbonFacingVector(TEXT("RibbonFacingVector"));
materialData->RibbonWidthOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRibbonWidth, ParticleAttribute::ValueTypes::Float, -1);
materialData->RibbonTwistOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRibbonTwist, ParticleAttribute::ValueTypes::Float, -1);
materialData->RibbonFacingVectorOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRibbonFacingVector, ParticleAttribute::ValueTypes::Vector3, -1);
materialData->RibbonUVTilingDistance = drawCall.Particle.Ribbon.UVTilingDistance;
materialData->RibbonUVScale.X = drawCall.Particle.Ribbon.UVScaleX;
materialData->RibbonUVScale.Y = drawCall.Particle.Ribbon.UVScaleY;
materialData->RibbonUVOffset.X = drawCall.Particle.Ribbon.UVOffsetX;
materialData->RibbonUVOffset.Y = drawCall.Particle.Ribbon.UVOffsetY;
materialData->RibbonSegmentCount = drawCall.Particle.Ribbon.SegmentCount;
if (drawCall.Particle.Ribbon.SegmentDistances)
context->BindSR(1, drawCall.Particle.Ribbon.SegmentDistances->View());
break;
}
}
ASSERT(psCache);
GPUPipelineState* state = psCache->GetPS(cullMode, wireframe);
// Setup material constants
{
static StringView ParticlePosition(TEXT("Position"));
@@ -179,6 +130,53 @@ void ParticleMaterialShader::Bind(BindParameters& params)
Matrix::Invert(drawCall.World, materialData->WorldMatrixInverseTransposed);
}
// Select pipeline state based on current pass and render mode
bool wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != 0 || view.Mode == ViewMode::Wireframe;
CullMode cullMode = view.Pass == DrawPass::Depth ? CullMode::TwoSided : _info.CullMode;
PipelineStateCache* psCache = nullptr;
switch (drawCall.Particle.Module->TypeID)
{
// Sprite Rendering
case 400:
{
psCache = _cacheSprite.GetPS(view.Pass);
break;
}
// Model Rendering
case 403:
{
psCache = _cacheModel.GetPS(view.Pass);
break;
}
// Ribbon Rendering
case 404:
{
psCache = _cacheRibbon.GetPS(view.Pass);
static StringView ParticleRibbonWidth(TEXT("RibbonWidth"));
static StringView ParticleRibbonTwist(TEXT("RibbonTwist"));
static StringView ParticleRibbonFacingVector(TEXT("RibbonFacingVector"));
materialData->RibbonWidthOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRibbonWidth, ParticleAttribute::ValueTypes::Float, -1);
materialData->RibbonTwistOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRibbonTwist, ParticleAttribute::ValueTypes::Float, -1);
materialData->RibbonFacingVectorOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRibbonFacingVector, ParticleAttribute::ValueTypes::Vector3, -1);
materialData->RibbonUVTilingDistance = drawCall.Particle.Ribbon.UVTilingDistance;
materialData->RibbonUVScale.X = drawCall.Particle.Ribbon.UVScaleX;
materialData->RibbonUVScale.Y = drawCall.Particle.Ribbon.UVScaleY;
materialData->RibbonUVOffset.X = drawCall.Particle.Ribbon.UVOffsetX;
materialData->RibbonUVOffset.Y = drawCall.Particle.Ribbon.UVOffsetY;
materialData->RibbonSegmentCount = drawCall.Particle.Ribbon.SegmentCount;
if (drawCall.Particle.Ribbon.SegmentDistances)
context->BindSR(1, drawCall.Particle.Ribbon.SegmentDistances->View());
break;
}
}
ASSERT(psCache);
GPUPipelineState* state = psCache->GetPS(cullMode, wireframe);
// Bind constants
if (_cb)
{
@@ -198,6 +196,7 @@ void ParticleMaterialShader::Unload()
_cacheSprite.Release();
_cacheModel.Release();
_cacheRibbon.Release();
_cacheVolumetricFog.Release();
}
bool ParticleMaterialShader::Load()
@@ -263,5 +262,8 @@ bool ParticleMaterialShader::Load()
psDesc.VS = vsRibbon;
_cacheRibbon.Depth.Init(psDesc);
// Lazy initialization
_cacheVolumetricFog.Desc.PS = nullptr;
return false;
}

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@@ -45,6 +45,7 @@ private:
Cache _cacheSprite;
Cache _cacheModel;
Cache _cacheRibbon;
PipelineStateCache _cacheVolumetricFog;
DrawPass _drawModes = DrawPass::None;
public:

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@@ -0,0 +1,135 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "VolumeParticleMaterialShader.h"
#include "MaterialShaderFeatures.h"
#include "MaterialParams.h"
#include "Engine/Engine/Time.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Renderer/VolumetricFogPass.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Particles/Graph/CPU/ParticleEmitterGraph.CPU.h"
PACK_STRUCT(struct VolumeParticleMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix InverseViewProjectionMatrix;
Matrix ViewMatrix;
Matrix WorldMatrix;
Matrix WorldMatrixInverseTransposed;
Vector3 ViewPos;
float ViewFar;
Vector3 ViewDir;
float TimeParam;
Vector4 ViewInfo;
Vector4 ScreenSize;
Vector3 GridSize;
float PerInstanceRandom;
float Dummy0;
float VolumetricFogMaxDistance;
int ParticleStride;
int ParticleIndex;
});
DrawPass VolumeParticleMaterialShader::GetDrawModes() const
{
return DrawPass::None;
}
void VolumeParticleMaterialShader::Bind(BindParameters& params)
{
// Prepare
auto context = params.GPUContext;
auto& view = params.RenderContext.View;
auto& drawCall = *params.FirstDrawCall;
byte* cb = _cbData.Get();
auto materialData = reinterpret_cast<VolumeParticleMaterialShaderData*>(cb);
cb += sizeof(VolumeParticleMaterialShaderData);
int32 srv = 1;
auto customData = (VolumetricFogPass::CustomData*)params.CustomData;
// Setup parameters
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Constants = cb;
bindMeta.Input = nullptr;
bindMeta.Buffers = params.RenderContext.Buffers;
bindMeta.CanSampleDepth = true;
bindMeta.CanSampleGBuffer = true;
MaterialParams::Bind(params.ParamsLink, bindMeta);
// Setup particles data
context->BindSR(0, drawCall.Particle.Particles->GPU.Buffer->View());
// Setup particles attributes binding info
{
const auto& p = *params.ParamsLink->This;
for (int32 i = 0; i < p.Count(); i++)
{
const auto& param = p.At(i);
if (param.GetParameterType() == MaterialParameterType::Integer && param.GetName().StartsWith(TEXT("Particle.")))
{
const StringView name(param.GetName().Get() + 9, param.GetName().Length() - 9);
const int32 offset = drawCall.Particle.Particles->Layout->FindAttributeOffset(name);
*((int32*)(bindMeta.Constants + param.GetBindOffset())) = offset;
}
}
}
// Setup material constants
{
Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
Matrix::Transpose(view.IVP, materialData->InverseViewProjectionMatrix);
Matrix::Transpose(view.View, materialData->ViewMatrix);
Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
Matrix::Invert(drawCall.World, materialData->WorldMatrixInverseTransposed);
materialData->ViewPos = view.Position;
materialData->ViewFar = view.Far;
materialData->ViewDir = view.Direction;
materialData->TimeParam = Time::Draw.UnscaledTime.GetTotalSeconds();
materialData->ViewInfo = view.ViewInfo;
materialData->ScreenSize = view.ScreenSize;
materialData->GridSize = customData->GridSize;
materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
materialData->VolumetricFogMaxDistance = customData->VolumetricFogMaxDistance;
materialData->ParticleStride = drawCall.Particle.Particles->Stride;
materialData->ParticleIndex = customData->ParticleIndex;
}
// Bind constants
if (_cb)
{
context->UpdateCB(_cb, _cbData.Get());
context->BindCB(0, _cb);
}
// Bind pipeline
if (_psVolumetricFog == nullptr)
{
auto psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
psDesc.BlendMode = BlendingMode::Add;
psDesc.VS = customData->Shader->GetVS("VS_WriteToSlice");
psDesc.GS = customData->Shader->GetGS("GS_WriteToSlice");
psDesc.PS = _shader->GetPS("PS_VolumetricFog");
_psVolumetricFog = GPUDevice::Instance->CreatePipelineState();
_psVolumetricFog->Init(psDesc);
}
context->SetState(_psVolumetricFog);
}
void VolumeParticleMaterialShader::Unload()
{
// Base
MaterialShader::Unload();
SAFE_DELETE_GPU_RESOURCE(_psVolumetricFog);
}
bool VolumeParticleMaterialShader::Load()
{
return false;
}

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@@ -0,0 +1,38 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "MaterialShader.h"
/// <summary>
/// Represents material that can be used to render particles.
/// </summary>
class VolumeParticleMaterialShader : public MaterialShader
{
private:
GPUPipelineState* _psVolumetricFog = nullptr;
public:
/// <summary>
/// Init
/// </summary>
/// <param name="name">Material resource name</param>
VolumeParticleMaterialShader(const String& name)
: MaterialShader(name)
{
}
public:
// [MaterialShader]
DrawPass GetDrawModes() const override;
void Bind(BindParameters& params) override;
void Unload() override;
protected:
// [MaterialShader]
bool Load() override;
};