BIN
Content/Shaders/Sky.flax
(Stored with Git LFS)
BIN
Content/Shaders/Sky.flax
(Stored with Git LFS)
Binary file not shown.
@@ -21,7 +21,8 @@
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#endif
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GPU_CB_STRUCT(Data {
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Matrix WVP;
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Matrix WorldViewProjection;
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Matrix InvViewProjection;
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Float3 ViewOffset;
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float Padding;
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ShaderGBufferData GBuffer;
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@@ -30,9 +31,6 @@ GPU_CB_STRUCT(Data {
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Sky::Sky(const SpawnParams& params)
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: Actor(params)
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, _shader(nullptr)
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, _psSky(nullptr)
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, _psFog(nullptr)
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{
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_drawNoCulling = 1;
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_drawCategory = SceneRendering::PreRender;
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@@ -52,7 +50,6 @@ Sky::Sky(const SpawnParams& params)
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Sky::~Sky()
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{
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SAFE_DELETE_GPU_RESOURCE(_psSky);
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SAFE_DELETE_GPU_RESOURCE(_psFog);
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}
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void Sky::InitConfig(ShaderAtmosphericFogData& config) const
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@@ -91,7 +88,7 @@ void Sky::Draw(RenderContext& renderContext)
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if (HasContentLoaded() && EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::Sky))
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{
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// Ensure to have pipeline state cache created
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if (_psSky == nullptr || _psFog == nullptr)
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if (_psSky == nullptr)
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{
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const auto shader = _shader->GetShader();
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@@ -113,21 +110,6 @@ void Sky::Draw(RenderContext& renderContext)
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LOG(Warning, "Cannot create graphics pipeline state object for '{0}'.", ToString());
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}
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}
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if (_psFog == nullptr)
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{
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_psFog = GPUDevice::Instance->CreatePipelineState();
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GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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psDesc.PS = shader->GetPS("PS_Fog");
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psDesc.DepthWriteEnable = false;
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psDesc.DepthClipEnable = false;
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psDesc.BlendMode = BlendingMode::Additive;
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if (_psFog->Init(psDesc))
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{
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LOG(Warning, "Cannot create graphics pipeline state object for '{0}'.", ToString());
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}
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}
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}
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// Register for the sky and fog pass
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@@ -139,7 +121,6 @@ void Sky::Draw(RenderContext& renderContext)
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void Sky::Serialize(SerializeStream& stream, const void* otherObj)
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{
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// Base
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Actor::Serialize(stream, otherObj);
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SERIALIZE_GET_OTHER_OBJ(Sky);
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@@ -152,7 +133,6 @@ void Sky::Serialize(SerializeStream& stream, const void* otherObj)
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void Sky::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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// Base
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Actor::Deserialize(stream, modifier);
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DESERIALIZE_MEMBER(Sun, SunLight);
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@@ -173,39 +153,7 @@ bool Sky::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
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void Sky::DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureView* output)
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{
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// Get precomputed cache and bind it to the pipeline
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AtmosphereCache cache;
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if (!AtmospherePreCompute::GetCache(&cache))
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return;
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context->BindSR(4, cache.Transmittance);
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context->BindSR(5, cache.Irradiance);
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context->BindSR(6, cache.Inscatter->ViewVolume());
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// Bind GBuffer inputs
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context->BindSR(0, renderContext.Buffers->GBuffer0);
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context->BindSR(1, renderContext.Buffers->GBuffer1);
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context->BindSR(2, renderContext.Buffers->GBuffer2);
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context->BindSR(3, renderContext.Buffers->DepthBuffer);
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// Setup constants data
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Data data;
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GBufferPass::SetInputs(renderContext.View, data.GBuffer);
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data.ViewOffset = renderContext.View.Origin + GetPosition();
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InitConfig(data.Fog);
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data.Fog.AtmosphericFogSunPower *= SunLight ? SunLight->Brightness : 1.0f;
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bool useSpecularLight = EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::SpecularLight);
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if (!useSpecularLight)
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{
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data.Fog.AtmosphericFogSunDiscScale = 0;
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}
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// Bind pipeline
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auto cb = _shader->GetShader()->GetCB(0);
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context->UpdateCB(cb, &data);
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context->BindCB(0, cb);
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context->SetState(_psFog);
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context->SetRenderTarget(output);
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context->DrawFullscreenTriangle();
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MISSING_CODE("sky fog");
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}
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bool Sky::IsDynamicSky() const
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@@ -231,14 +179,14 @@ void Sky::ApplySky(GPUContext* context, RenderContext& renderContext, const Matr
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// Setup constants data
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Matrix m;
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Data data;
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Matrix::Multiply(world, renderContext.View.Frustum.GetMatrix(), m);
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Matrix::Transpose(m, data.WVP);
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Matrix::Multiply(world, renderContext.View.ViewProjection(), m);
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Matrix::Transpose(m, data.WorldViewProjection);
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Matrix::Transpose(renderContext.View.IVP, data.InvViewProjection);
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GBufferPass::SetInputs(renderContext.View, data.GBuffer);
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data.ViewOffset = renderContext.View.Origin + GetPosition();
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InitConfig(data.Fog);
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//data.Fog.AtmosphericFogSunPower *= SunLight ? SunLight->Brightness : 1.0f;
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bool useSpecularLight = EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::SpecularLight);
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if (!useSpecularLight)
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if (EnumHasNoneFlags(renderContext.View.Flags, ViewFlags::SpecularLight))
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{
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// Hide sun disc if specular light is disabled
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data.Fog.AtmosphericFogSunDiscScale = 0;
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@@ -253,11 +201,8 @@ void Sky::ApplySky(GPUContext* context, RenderContext& renderContext, const Matr
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void Sky::EndPlay()
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{
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// Cleanup
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SAFE_DELETE_GPU_RESOURCE(_psSky);
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SAFE_DELETE_GPU_RESOURCE(_psFog);
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// Base
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Actor::EndPlay();
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}
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@@ -268,7 +213,6 @@ void Sky::OnEnable()
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GetSceneRendering()->AddViewportIcon(this);
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#endif
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// Base
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Actor::OnEnable();
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}
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@@ -279,13 +223,11 @@ void Sky::OnDisable()
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#endif
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GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
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// Base
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Actor::OnDisable();
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}
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void Sky::OnTransformChanged()
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{
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation);
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@@ -20,8 +20,7 @@ class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public
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DECLARE_SCENE_OBJECT(Sky);
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psSky;
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GPUPipelineState* _psFog;
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GPUPipelineState* _psSky = nullptr;
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int32 _sceneRenderingKey = -1;
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public:
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@@ -57,7 +56,6 @@ private:
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void OnShaderReloading(Asset* obj)
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{
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_psSky = nullptr;
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_psFog = nullptr;
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}
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#endif
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void InitConfig(ShaderAtmosphericFogData& config) const;
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@@ -19,6 +19,7 @@
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Level/Actors/Decal.h"
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#include "Engine/Level/Actors/Sky.h"
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#include "Engine/Engine/Engine.h"
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GPU_CB_STRUCT(GBufferPassData {
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@@ -416,8 +417,17 @@ void GBufferPass::DrawSky(RenderContext& renderContext, GPUContext* context)
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// Calculate sphere model transform to cover far plane
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Matrix m1, m2;
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Matrix::Scaling(renderContext.View.Far / ((float)box.GetSize().Y * 0.5f) * 0.95f, m1); // Scale to fit whole view frustum
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Matrix::CreateWorld(renderContext.View.Position, Float3::Up, Float3::Backward, m2); // Rotate sphere model
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float size = renderContext.View.Far;
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Float3 origin = renderContext.View.Position;
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if (dynamic_cast<Sky*>(renderContext.List->Sky)) // TODO: refactor sky rendering (eg. let sky draw with custom projection)
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{
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BoundingSphere frustumBounds;
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renderContext.View.CullingFrustum.GetSphere(frustumBounds);
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origin = frustumBounds.Center;
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size = frustumBounds.Radius;
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}
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Matrix::Scaling(size / ((float)box.GetSize().Y * 0.5f) * 0.95f, m1); // Scale to fit whole view frustum
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Matrix::CreateWorld(origin, Float3::Up, Float3::Backward, m2); // Rotate sphere model
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m1 *= m2;
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// Draw sky
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@@ -7,7 +7,8 @@
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#include "./Flax/AtmosphereFog.hlsl"
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META_CB_BEGIN(0, Data)
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float4x4 WVP;
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float4x4 WorldViewProjection;
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float4x4 InvViewProjection;
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float3 ViewOffset;
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float Padding;
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GBufferData GBuffer;
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@@ -18,7 +19,7 @@ DECLARE_GBUFFERDATA_ACCESS(GBuffer)
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struct MaterialInput
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{
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float4 Position : SV_Position;
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float4 Position : SV_Position;
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float4 ScreenPos : TEXCOORD0;
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};
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@@ -30,12 +31,9 @@ MaterialInput VS(ModelInput_PosOnly input)
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MaterialInput output;
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// Compute vertex position
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output.Position = mul(float4(input.Position.xyz, 1), WVP);
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output.Position = mul(float4(input.Position.xyz, 1), WorldViewProjection);
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output.ScreenPos = output.Position;
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// Place pixels on the far plane
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output.Position = output.Position.xyzz;
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return output;
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}
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@@ -45,15 +43,15 @@ GBufferOutput PS_Sky(MaterialInput input)
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{
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GBufferOutput output;
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// Obtain UVs corresponding to the current pixel
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float2 uv = (input.ScreenPos.xy / input.ScreenPos.w) * float2(0.5, -0.5) + float2(0.5, 0.5);
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// Calculate view vector (unproject at the far plane)
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GBufferData gBufferData = GetGBufferData();
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float4 clipPos = float4(input.ScreenPos.xy / input.ScreenPos.w, 1.0, 1.0);
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clipPos = mul(clipPos, InvViewProjection);
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float3 worldPos = clipPos.xyz / clipPos.w;
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float3 viewVector = normalize(worldPos - gBufferData.ViewPos);
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// Sample atmosphere color
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GBufferData gBufferData = GetGBufferData();
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float3 vsPos = GetViewPos(gBufferData, uv, LinearZ2DeviceDepth(gBufferData, 1));
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float3 wsPos = mul(float4(vsPos, 1), gBufferData.InvViewMatrix).xyz;
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float3 viewVector = wsPos - gBufferData.ViewPos;
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float4 color = GetAtmosphericFog(AtmosphericFog, gBufferData.ViewFar, wsPos + ViewOffset, gBufferData.ViewPos + ViewOffset);
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float4 color = GetAtmosphericFog(AtmosphericFog, gBufferData.ViewFar, gBufferData.ViewPos + ViewOffset, viewVector, gBufferData.ViewFar, float3(0, 0, 0));
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// Pack GBuffer
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output.Light = color;
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@@ -64,36 +62,3 @@ GBufferOutput PS_Sky(MaterialInput input)
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return output;
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_Fog(Quad_VS2PS input) : SV_Target0
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{
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float4 result;
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/*
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// Sample GBuffer
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GBufferSample gBuffer = SampleGBuffer(GBuffer, input.TexCoord);
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// TODO: set valid scene color for better inscatter reflectance
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//float3 sceneColor = gBuffer.Color * AtmosphericFogDensityOffset;
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float3 sceneColor = float3(0, 0, 0);
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// Sample atmosphere color
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float3 viewVector = gBuffer.WorldPos - GBuffer.ViewPos;
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float SceneDepth = length(ViewVector);
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result = GetAtmosphericFog(AtmosphericFog, GBuffer.ViewFar, GBuffer.ViewPos, viewVector, SceneDepth, sceneColor);
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//result.rgb = normalize(ViewVector);
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//result.rgb = ViewVector;
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//result.rgb = SceneDepth.xxx / GBuffer.ViewFar * 0.5f;
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//result = float4(input.TexCoord, 0, 1);
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//result = AtmosphereTransmittanceTexture.Sample(SamplerLinearClamp, input.TexCoord);
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//result = float4(AtmosphereIrradianceTexture.Sample(SamplerLinearClamp, input.TexCoord).rgb*5.0, 1.0);
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//result = AtmosphereInscatterTexture.Sample(SamplerLinearClamp, float3(input.TexCoord.xy, (AtmosphericFogSunDirection.x+1.0)/2.0));
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*/
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// TODO: finish fog
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result = float4(1, 0, 0, 1);
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return result;
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}
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Reference in New Issue
Block a user