Add support for main view information in Surface materials during subpass rendering (eg. shadow depth)
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@@ -14,6 +14,8 @@ float4x4 WorldMatrix;
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float4x4 ViewMatrix;
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float4x4 PrevViewProjectionMatrix;
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float4x4 PrevWorldMatrix;
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float4x4 MainViewProjectionMatrix;
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float4 MainScreenSize;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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@@ -357,11 +357,14 @@ namespace FlaxEditor.Surface.Archetypes
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Title = "Screen Position",
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Description = "Gathers screen position or texcoord",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(150, 40),
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Size = new Float2(160, 40),
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DefaultValues = new object[] { false },
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Elements = new[]
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{
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NodeElementArchetype.Factory.Output(0, "Position", typeof(Float2), 0),
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NodeElementArchetype.Factory.Output(1, "Texcoord", typeof(Float2), 1),
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NodeElementArchetype.Factory.Bool(0, 0, 0),
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NodeElementArchetype.Factory.Text(20, 0, "Main View"),
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}
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},
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new NodeArchetype
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@@ -370,11 +373,14 @@ namespace FlaxEditor.Surface.Archetypes
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Title = "Screen Size",
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Description = "Gathers screen size",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(150, 40),
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Size = new Float2(160, 40),
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DefaultValues = new object[] { false },
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Elements = new[]
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{
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NodeElementArchetype.Factory.Output(0, "Size", typeof(Float2), 0),
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NodeElementArchetype.Factory.Output(1, "Inv Size", typeof(Float2), 1),
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NodeElementArchetype.Factory.Bool(0, 0, 0),
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NodeElementArchetype.Factory.Text(20, 0, "Main View"),
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}
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},
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new NodeArchetype
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@@ -22,6 +22,8 @@ PACK_STRUCT(struct DeferredMaterialShaderData {
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Matrix ViewMatrix;
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Matrix PrevViewProjectionMatrix;
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Matrix PrevWorldMatrix;
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Matrix MainViewProjectionMatrix;
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Float4 MainScreenSize;
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Float3 ViewPos;
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float ViewFar;
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Float3 ViewDir;
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@@ -86,6 +88,8 @@ void DeferredMaterialShader::Bind(BindParameters& params)
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Matrix::Transpose(view.View, materialData->ViewMatrix);
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Matrix::Transpose(drawCall.Surface.PrevWorld, materialData->PrevWorldMatrix);
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Matrix::Transpose(view.PrevViewProjection, materialData->PrevViewProjectionMatrix);
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Matrix::Transpose(view.MainViewProjection, materialData->MainViewProjectionMatrix);
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materialData->MainScreenSize = view.MainScreenSize;
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materialData->ViewPos = view.Position;
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materialData->ViewFar = view.Far;
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materialData->ViewDir = view.Direction;
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@@ -24,6 +24,8 @@ PACK_STRUCT(struct ForwardMaterialShaderData {
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Matrix ViewMatrix;
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Matrix PrevViewProjectionMatrix;
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Matrix PrevWorldMatrix;
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Matrix MainViewProjectionMatrix;
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Float4 MainScreenSize;
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Float3 ViewPos;
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float ViewFar;
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Float3 ViewDir;
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@@ -94,6 +96,8 @@ void ForwardMaterialShader::Bind(BindParameters& params)
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Matrix::Transpose(view.View, materialData->ViewMatrix);
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Matrix::Transpose(drawCall.Surface.PrevWorld, materialData->PrevWorldMatrix);
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Matrix::Transpose(view.PrevViewProjection, materialData->PrevViewProjectionMatrix);
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Matrix::Transpose(view.MainViewProjection, materialData->MainViewProjectionMatrix);
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materialData->MainScreenSize = view.MainScreenSize;
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materialData->ViewPos = view.Position;
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materialData->ViewFar = view.Far;
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materialData->ViewDir = view.Direction;
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@@ -10,7 +10,7 @@
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/// <summary>
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/// Current materials shader version.
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/// </summary>
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#define MATERIAL_GRAPH_VERSION 154
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#define MATERIAL_GRAPH_VERSION 155
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class Material;
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class GPUShader;
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@@ -60,7 +60,7 @@ void RenderView::Prepare(RenderContext& renderContext)
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PrepareCache(renderContext, width, height, taaJitter);
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}
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void RenderView::PrepareCache(RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter)
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void RenderView::PrepareCache(RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter, RenderView* mainView)
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{
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// The same format used by the Flax common shaders and postFx materials
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ViewInfo = Float4(1.0f / Projection.M11, 1.0f / Projection.M22, Far / (Far - Near), (-Far * Near) / (Far - Near) / Far);
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@@ -76,6 +76,12 @@ void RenderView::PrepareCache(RenderContext& renderContext, float width, float h
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// Ortho views have issues with screen size LOD culling
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const float modelLODDistanceFactor = (renderContext.LodProxyView ? renderContext.LodProxyView->IsOrthographicProjection() : IsOrthographicProjection()) ? 100.0f : ModelLODDistanceFactor;
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ModelLODDistanceFactorSqrt = modelLODDistanceFactor * modelLODDistanceFactor;
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// Setup main view render info
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if (!mainView)
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mainView = this;
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MainViewProjection = mainView->ViewProjection();
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MainScreenSize = mainView->ScreenSize;
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}
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void RenderView::SetUp(const Matrix& view, const Matrix& projection)
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@@ -202,6 +202,16 @@ public:
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/// </summary>
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API_FIELD() Matrix PrevViewProjection;
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/// <summary>
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/// The main viewport view * projection matrix.
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/// </summary>
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API_FIELD() Matrix MainViewProjection;
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/// <summary>
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/// The main viewport screen size packed (x - width, y - height, zw - inv width, w - inv height).
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/// </summary>
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API_FIELD() Float4 MainScreenSize;
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/// <summary>
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/// Square of <see cref="ModelLODDistanceFactor"/>. Cached by rendering backend.
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/// </summary>
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@@ -220,7 +230,8 @@ public:
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/// <param name="width">The rendering width.</param>
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/// <param name="height">The rendering height.</param>
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/// <param name="temporalAAJitter">The temporal jitter for this frame.</param>
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void PrepareCache(RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter);
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/// <param name="mainView">The main rendering viewport. Use null if it's top level view; pass pointer to main view for sub-passes like shadow depths.</param>
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void PrepareCache(RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter, RenderView* mainView = nullptr);
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/// <summary>
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/// Determines whether view is perspective projection or orthographic.
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@@ -289,7 +289,7 @@ void ShadowsPass::RenderShadow(RenderContext& renderContext, RendererPointLightD
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const auto shadowMapsSizeCube = (float)_shadowMapsSizeCube;
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context->SetViewportAndScissors(shadowMapsSizeCube, shadowMapsSizeCube);
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_shadowContext.View.SetUpCube(PointLight_NearPlane, lightRadius, lightPosition);
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_shadowContext.View.PrepareCache(_shadowContext, shadowMapsSizeCube, shadowMapsSizeCube, Float2::Zero);
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_shadowContext.View.PrepareCache(_shadowContext, shadowMapsSizeCube, shadowMapsSizeCube, Float2::Zero, &view);
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// Render depth to all 6 faces of the cube map
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for (int32 faceIndex = 0; faceIndex < 6; faceIndex++)
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@@ -392,7 +392,7 @@ void ShadowsPass::RenderShadow(RenderContext& renderContext, RendererSpotLightDa
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const auto shadowMapsSizeCube = (float)_shadowMapsSizeCube;
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context->SetViewportAndScissors(shadowMapsSizeCube, shadowMapsSizeCube);
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_shadowContext.View.SetProjector(SpotLight_NearPlane, lightRadius, lightPosition, lightDirection, light.UpVector, light.OuterConeAngle * 2.0f);
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_shadowContext.View.PrepareCache(_shadowContext, shadowMapsSizeCube, shadowMapsSizeCube, Float2::Zero);
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_shadowContext.View.PrepareCache(_shadowContext, shadowMapsSizeCube, shadowMapsSizeCube, Float2::Zero, &view);
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// Render depth to all 1 face of the cube map
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const int32 cubeFaceIndex = 0;
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@@ -588,7 +588,7 @@ void ShadowsPass::RenderShadow(RenderContext& renderContext, RendererDirectional
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// Set up GPU context and render view
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const auto shadowMapsSizeCSM = (float)_shadowMapsSizeCSM;
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context->SetViewportAndScissors(shadowMapsSizeCSM, shadowMapsSizeCSM);
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_shadowContext.View.PrepareCache(_shadowContext, shadowMapsSizeCSM, shadowMapsSizeCSM, Float2::Zero);
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_shadowContext.View.PrepareCache(_shadowContext, shadowMapsSizeCSM, shadowMapsSizeCSM, Float2::Zero, &view);
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// Create the different view and projection matrices for each split
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float splitMinRatio = 0;
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@@ -45,19 +45,43 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// Screen Position
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case 6:
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{
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// Position
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if (box->ID == 0)
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value = Value(VariantType::Float2, TEXT("input.SvPosition.xy"));
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// Texcoord
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else if (box->ID == 1)
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value = writeLocal(VariantType::Float2, TEXT("input.SvPosition.xy * ScreenSize.zw"), node);
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// Check if use main view position
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const auto layer = GetRootLayer();
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if (layer && layer->Domain == MaterialDomain::Surface && node->Values.Count() > 0 && node->Values[0].AsBool)
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{
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// Transform world position into main viewport texcoord space
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Value clipPosition = writeLocal(VariantType::Float4, TEXT("mul(float4(input.WorldPosition.xyz, 1), MainViewProjectionMatrix)"), node);
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Value uvPos = writeLocal(VariantType::Float2, String::Format(TEXT("(({0}.xy / {0}.w) * float2(0.5, -0.5) + float2(0.5, 0.5))"), clipPosition.Value), node);
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// Position
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if (box->ID == 0)
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value = writeLocal(VariantType::Float2, String::Format(TEXT("{0} * MainScreenSize.xy"), uvPos.Value), node);
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// Texcoord
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else if (box->ID == 1)
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value = uvPos;
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}
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else
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{
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// Position
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if (box->ID == 0)
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value = Value(VariantType::Float2, TEXT("input.SvPosition.xy"));
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// Texcoord
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else if (box->ID == 1)
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value = writeLocal(VariantType::Float2, TEXT("input.SvPosition.xy * ScreenSize.zw"), node);
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}
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break;
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}
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// Screen Size
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case 7:
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value = Value(VariantType::Float2, box->ID == 0 ? TEXT("ScreenSize.xy") : TEXT("ScreenSize.zw"));
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{
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// Check if use main view position
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const auto layer = GetRootLayer();
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if (layer && layer->Domain == MaterialDomain::Surface && node->Values.Count() > 0 && node->Values[0].AsBool)
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value = Value(VariantType::Float2, box->ID == 0 ? TEXT("MainScreenSize.xy") : TEXT("MainScreenSize.zw"));
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else
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value = Value(VariantType::Float2, box->ID == 0 ? TEXT("ScreenSize.xy") : TEXT("ScreenSize.zw"));
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break;
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}
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// Custom code
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case 8:
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{
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