Move GPU particles generator code to be more compact

This commit is contained in:
Wojtek Figat
2021-02-06 15:58:33 +01:00
parent 25f35b22be
commit 5cb0da3340
4 changed files with 125 additions and 143 deletions

View File

@@ -1,98 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#if COMPILE_WITH_PARTICLE_GPU_GRAPH
#include "ParticleEmitterGraph.GPU.h"
void ParticleEmitterGPUGenerator::ProcessGroupParameters(Box* box, Node* node, Value& value)
{
switch (node->TypeID)
{
// Get
case 1:
case 2:
{
// Get parameter
const auto param = findParam((Guid)node->Values[0]);
if (param)
{
switch (param->Type)
{
case MaterialParameterType::Bool:
value = Value(VariantType::Bool, param->ShaderName);
break;
case MaterialParameterType::Integer:
case MaterialParameterType::SceneTexture:
value = Value(VariantType::Int, param->ShaderName);
break;
case MaterialParameterType::Float:
value = Value(VariantType::Float, param->ShaderName);
break;
case MaterialParameterType::Vector2:
case MaterialParameterType::Vector3:
case MaterialParameterType::Vector4:
case MaterialParameterType::Color:
{
// Set result values based on box ID
const Value sample(box->Type.Type, param->ShaderName);
switch (box->ID)
{
case 0:
value = sample;
break;
case 1:
value.Value = sample.Value + _subs[0];
break;
case 2:
value.Value = sample.Value + _subs[1];
break;
case 3:
value.Value = sample.Value + _subs[2];
break;
case 4:
value.Value = sample.Value + _subs[3];
break;
default: CRASH;
break;
}
value.Type = box->Type.Type;
break;
}
case MaterialParameterType::Matrix:
{
value = Value(box->Type.Type, String::Format(TEXT("{0}[{1}]"), param->ShaderName, box->ID));
break;
}
case MaterialParameterType::ChannelMask:
{
const auto input = tryGetValue(node->GetBox(0), Value::Zero);
value = writeLocal(VariantType::Float, String::Format(TEXT("dot({0}, {1})"), input.Value, param->ShaderName), node);
break;
}
case MaterialParameterType::CubeTexture:
case MaterialParameterType::Texture:
case MaterialParameterType::GPUTextureArray:
case MaterialParameterType::GPUTextureCube:
case MaterialParameterType::GPUTextureVolume:
case MaterialParameterType::GPUTexture:
value = Value(VariantType::Object, param->ShaderName);
break;
default:
CRASH;
break;
}
}
else
{
OnError(node, box, String::Format(TEXT("Missing graph parameter {0}."), node->Values[0]));
value = Value::Zero;
}
break;
}
default:
break;
}
}
#endif

View File

@@ -113,6 +113,131 @@ ParticleEmitterGPUGenerator::Value ParticleEmitterGPUGenerator::AccessParticleAt
return value.Variable;
}
void ParticleEmitterGPUGenerator::ProcessGroupParameters(Box* box, Node* node, Value& value)
{
switch (node->TypeID)
{
// Get
case 1:
case 2:
{
// Get parameter
const auto param = findParam((Guid)node->Values[0]);
if (param)
{
switch (param->Type)
{
case MaterialParameterType::Bool:
value = Value(VariantType::Bool, param->ShaderName);
break;
case MaterialParameterType::Integer:
case MaterialParameterType::SceneTexture:
value = Value(VariantType::Int, param->ShaderName);
break;
case MaterialParameterType::Float:
value = Value(VariantType::Float, param->ShaderName);
break;
case MaterialParameterType::Vector2:
case MaterialParameterType::Vector3:
case MaterialParameterType::Vector4:
case MaterialParameterType::Color:
{
// Set result values based on box ID
const Value sample(box->Type.Type, param->ShaderName);
switch (box->ID)
{
case 0:
value = sample;
break;
case 1:
value.Value = sample.Value + _subs[0];
break;
case 2:
value.Value = sample.Value + _subs[1];
break;
case 3:
value.Value = sample.Value + _subs[2];
break;
case 4:
value.Value = sample.Value + _subs[3];
break;
default: CRASH;
break;
}
value.Type = box->Type.Type;
break;
}
case MaterialParameterType::Matrix:
{
value = Value(box->Type.Type, String::Format(TEXT("{0}[{1}]"), param->ShaderName, box->ID));
break;
}
case MaterialParameterType::ChannelMask:
{
const auto input = tryGetValue(node->GetBox(0), Value::Zero);
value = writeLocal(VariantType::Float, String::Format(TEXT("dot({0}, {1})"), input.Value, param->ShaderName), node);
break;
}
case MaterialParameterType::CubeTexture:
case MaterialParameterType::Texture:
case MaterialParameterType::GPUTextureArray:
case MaterialParameterType::GPUTextureCube:
case MaterialParameterType::GPUTextureVolume:
case MaterialParameterType::GPUTexture:
value = Value(VariantType::Object, param->ShaderName);
break;
default:
CRASH;
break;
}
}
else
{
OnError(node, box, String::Format(TEXT("Missing graph parameter {0}."), node->Values[0]));
value = Value::Zero;
}
break;
}
default:
break;
}
}
void ParticleEmitterGPUGenerator::ProcessGroupTools(Box* box, Node* node, Value& value)
{
switch (node->TypeID)
{
// Linearize Depth
case 7:
{
// Get input
const Value depth = tryGetValue(node->GetBox(0), Value::Zero).AsFloat();
// Linearize raw device depth
linearizeSceneDepth(node, depth, value);
break;
}
// Time
case 8:
value = box->ID == 0 ? Value(VariantType::Float, TEXT("Time")) : Value(VariantType::Float, TEXT("DeltaTime"));
break;
// Transform Position To Screen UV
case 9:
{
const Value position = tryGetValue(node->GetBox(0), Value::Zero).AsVector3();
const Value projPos = writeLocal(VariantType::Vector4, String::Format(TEXT("mul(float4({0}, 1.0f), ViewProjectionMatrix)"), position.Value), node);
_writer.Write(TEXT("\t{0}.xy /= {0}.w;\n"), projPos.Value);
_writer.Write(TEXT("\t{0}.xy = {0}.xy * 0.5f + 0.5f;\n"), projPos.Value);
value = Value(VariantType::Vector2, projPos.Value + TEXT(".xy"));
break;
}
default:
ShaderGenerator::ProcessGroupTools(box, node, value);
break;
}
}
void ParticleEmitterGPUGenerator::ProcessGroupParticles(Box* box, Node* node, Value& value)
{
switch (node->TypeID)

View File

@@ -256,10 +256,8 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
}
// Scene Depth
case 8:
{
sampleSceneDepth(node, value, box);
break;
}
// Texture
case 11:
{

View File

@@ -1,43 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#if COMPILE_WITH_PARTICLE_GPU_GRAPH
#include "ParticleEmitterGraph.GPU.h"
void ParticleEmitterGPUGenerator::ProcessGroupTools(Box* box, Node* node, Value& value)
{
switch (node->TypeID)
{
// Linearize Depth
case 7:
{
// Get input
const Value depth = tryGetValue(node->GetBox(0), Value::Zero).AsFloat();
// Linearize raw device depth
linearizeSceneDepth(node, depth, value);
break;
}
// Time
case 8:
{
value = box->ID == 0 ? Value(VariantType::Float, TEXT("Time")) : Value(VariantType::Float, TEXT("DeltaTime"));
break;
}
// Transform Position To Screen UV
case 9:
{
const Value position = tryGetValue(node->GetBox(0), Value::Zero).AsVector3();
const Value projPos = writeLocal(VariantType::Vector4, String::Format(TEXT("mul(float4({0}, 1.0f), ViewProjectionMatrix)"), position.Value), node);
_writer.Write(TEXT("\t{0}.xy /= {0}.w;\n"), projPos.Value);
_writer.Write(TEXT("\t{0}.xy = {0}.xy * 0.5f + 0.5f;\n"), projPos.Value);
value = Value(VariantType::Vector2, projPos.Value + TEXT(".xy"));
break;
}
default:
ShaderGenerator::ProcessGroupTools(box, node, value);
break;
}
}
#endif