Add Spline Model

This commit is contained in:
Wojtek Figat
2021-02-09 16:04:47 +01:00
parent 2b962e4389
commit 311dad7b82
6 changed files with 639 additions and 26 deletions

View File

@@ -390,12 +390,12 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
// Prepare
auto& info = _shaderHeader.Material.Info;
const bool isSurfaceOrTerrain = info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Terrain;
const bool isSurfaceOrTerrainOrDeformable = info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Terrain || info.Domain == MaterialDomain::Deformable;
const bool useCustomData = info.ShadingModel == MaterialShadingModel::Subsurface || info.ShadingModel == MaterialShadingModel::Foliage;
const bool useForward = ((info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable) && info.BlendMode != MaterialBlendMode::Opaque) || info.Domain == MaterialDomain::Particle;
const bool useTess =
info.TessellationMode != TessellationMethod::None &&
RenderTools::CanSupportTessellation(options.Profile) && isSurfaceOrTerrain;
RenderTools::CanSupportTessellation(options.Profile) && isSurfaceOrTerrainOrDeformable;
const bool useDistortion =
(info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable || info.Domain == MaterialDomain::Particle) &&
info.BlendMode != MaterialBlendMode::Opaque &&
@@ -457,7 +457,7 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
options.Macros.Add({ "IS_PARTICLE", Numbers[info.Domain == MaterialDomain::Particle ? 1 : 0] });
options.Macros.Add({ "IS_DEFORMABLE", Numbers[info.Domain == MaterialDomain::Deformable ? 1 : 0] });
options.Macros.Add({ "USE_FORWARD", Numbers[useForward ? 1 : 0] });
options.Macros.Add({ "USE_DEFERRED", Numbers[isSurfaceOrTerrain && info.BlendMode == MaterialBlendMode::Opaque ? 1 : 0] });
options.Macros.Add({ "USE_DEFERRED", Numbers[isSurfaceOrTerrainOrDeformable && info.BlendMode == MaterialBlendMode::Opaque ? 1 : 0] });
options.Macros.Add({ "USE_DISTORTION", Numbers[useDistortion ? 1 : 0] });
#endif
}