Add Transparent Lighting Modes for material with option to use non-directional shading
This commit is contained in:
@@ -439,7 +439,17 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
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options.Macros.Add({ "MATERIAL_REFLECTIONS", Numbers[1] });
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options.Macros.Add({ "USE_FOG", Numbers[info.FeaturesFlags & MaterialFeaturesFlags::DisableFog ? 0 : 1] });
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if (useForward)
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{
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options.Macros.Add({ "USE_PIXEL_NORMAL_OFFSET_REFRACTION", Numbers[info.FeaturesFlags & MaterialFeaturesFlags::PixelNormalOffsetRefraction ? 1 : 0] });
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switch (info.TransparentLightingMode)
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{
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case MaterialTransparentLightingMode::Surface:
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break;
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case MaterialTransparentLightingMode::SurfaceNonDirectional:
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options.Macros.Add({ "LIGHTING_NO_DIRECTIONAL", "1" });
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break;
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}
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}
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// TODO: don't compile VS_Depth for deferred/forward materials if material doesn't use position offset or masking
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@@ -23,13 +23,14 @@ public:
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static const Upgrader upgraders[] =
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{
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{ 18, 19, &Upgrade_18_To_19 },
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{ 19, 20, &Upgrade_19_To_20 },
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};
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setup(upgraders, ARRAY_COUNT(upgraders));
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}
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private:
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// ============================================
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// Version 18:
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// Versions 18,19,20:
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// Designed: 7/24/2019
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// Custom Data: Header
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// Chunk 0: Material Params
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@@ -38,20 +39,46 @@ private:
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// Chunk 14: Visject Surface data
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// Chunk 15: Source code: ANSI text (encrypted)
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// ============================================
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// Version 18:
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// Designed: 9/13/2018
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// Custom Data: Header
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// Chunk 0: Material Params
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// Chunk 1: Internal SM5 cache
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// Chunk 2: Internal SM4 cache
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// Chunk 14: Visject Surface data
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// Chunk 15: Source code: ANSI text (encrypted)
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// ============================================
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typedef ShaderStorage::Header Header;
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typedef ShaderStorage::Header20 Header20;
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typedef ShaderStorage::Header19 Header19;
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typedef ShaderStorage::Header18 Header18;
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static bool Upgrade_19_To_20(AssetMigrationContext& context)
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{
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ASSERT(context.Input.SerializedVersion == 19 && context.Output.SerializedVersion == 20);
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// Convert header
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if (context.Input.CustomData.IsInvalid())
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return true;
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auto& oldHeader = *(Header19*)context.Input.CustomData.Get();
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Header20 newHeader;
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Platform::MemoryClear(&newHeader, sizeof(newHeader));
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if (context.Input.Header.TypeName == TEXT("FlaxEngine.ParticleEmitter"))
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{
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newHeader.ParticleEmitter.GraphVersion = oldHeader.ParticleEmitter.GraphVersion;
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newHeader.ParticleEmitter.CustomDataSize = oldHeader.ParticleEmitter.CustomDataSize;
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}
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else if (context.Input.Header.TypeName == TEXT("FlaxEngine.Material"))
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{
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newHeader.Material.GraphVersion = oldHeader.Material.GraphVersion;
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newHeader.Material.Info = oldHeader.Material.Info;
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}
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else if (context.Input.Header.TypeName == TEXT("FlaxEngine.Shader"))
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{
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}
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else
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{
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LOG(Warning, "Unknown input asset type.");
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return true;
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}
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context.Output.CustomData.Copy(&newHeader);
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// Copy all chunks
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return CopyChunks(context);
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}
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static bool Upgrade_18_To_19(AssetMigrationContext& context)
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{
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ASSERT(context.Input.SerializedVersion == 18 && context.Output.SerializedVersion == 19);
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@@ -107,10 +107,10 @@ CreateMaterial::Options::Options()
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CreateAssetResult CreateMaterial::Create(CreateAssetContext& context)
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{
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// Base
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IMPORT_SETUP(Material, 19);
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IMPORT_SETUP(Material, 20);
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context.SkipMetadata = true;
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ShaderStorage::Header19 shaderHeader;
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ShaderStorage::Header20 shaderHeader;
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Platform::MemoryClear(&shaderHeader, sizeof(shaderHeader));
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if (context.CustomArg)
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{
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@@ -18,6 +18,7 @@ namespace FlaxEngine
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UsageFlags = MaterialUsageFlags.None,
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FeaturesFlags = MaterialFeaturesFlags.None,
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DecalBlendingMode = MaterialDecalBlendingMode.Translucent,
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TransparentLightingMode = MaterialTransparentLightingMode.SurfaceNonDirectional,
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PostFxLocation = MaterialPostFxLocation.AfterPostProcessingPass,
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MaskThreshold = 0.3f,
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OpacityThreshold = 0.12f,
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@@ -61,6 +62,7 @@ namespace FlaxEngine
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&& UsageFlags == other.UsageFlags
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&& FeaturesFlags == other.FeaturesFlags
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&& DecalBlendingMode == other.DecalBlendingMode
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&& TransparentLightingMode == other.TransparentLightingMode
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&& PostFxLocation == other.PostFxLocation
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&& Mathf.NearEqual(MaskThreshold, other.MaskThreshold)
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&& Mathf.NearEqual(OpacityThreshold, other.OpacityThreshold)
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@@ -86,6 +88,7 @@ namespace FlaxEngine
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hashCode = (hashCode * 397) ^ (int)FeaturesFlags;
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hashCode = (hashCode * 397) ^ (int)PostFxLocation;
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hashCode = (hashCode * 397) ^ (int)DecalBlendingMode;
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hashCode = (hashCode * 397) ^ (int)TransparentLightingMode;
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hashCode = (hashCode * 397) ^ (int)(MaskThreshold * 1000.0f);
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hashCode = (hashCode * 397) ^ (int)(OpacityThreshold * 1000.0f);
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hashCode = (hashCode * 397) ^ (int)TessellationMode;
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@@ -355,6 +355,22 @@ API_ENUM() enum class MaterialDecalBlendingMode : byte
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Emissive = 3,
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};
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/// <summary>
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/// Transparent material lighting modes.
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/// </summary>
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API_ENUM() enum class MaterialTransparentLightingMode : byte
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{
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/// <summary>
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/// Default directional lighting evaluated per-pixel at the material surface. Use it for semi-transparent surfaces - with both diffuse and specular lighting component active.
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/// </summary>
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Surface = 0,
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/// <summary>
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/// Non-directional lighting evaluated per-pixel at material surface. Use it for volumetric objects such as smoke, rain or dust - only diffuse lighting term is active (no specular highlights).
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/// </summary>
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SurfaceNonDirectional = 1,
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};
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/// <summary>
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/// Material input scene textures. Special inputs from the graphics pipeline.
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/// </summary>
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@@ -441,6 +457,33 @@ struct MaterialInfo8
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bool operator==(const MaterialInfo8& other) const;
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};
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/// <summary>
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/// Material info structure - version 9
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/// [Deprecated on 13.07.2022, expires on 13.07.2024]
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/// </summary>
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struct MaterialInfo9
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{
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MaterialDomain Domain;
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MaterialBlendMode BlendMode;
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MaterialShadingModel ShadingModel;
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MaterialUsageFlags UsageFlags;
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MaterialFeaturesFlags FeaturesFlags;
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MaterialDecalBlendingMode DecalBlendingMode;
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MaterialPostFxLocation PostFxLocation;
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CullMode CullMode;
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float MaskThreshold;
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float OpacityThreshold;
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TessellationMethod TessellationMode;
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int32 MaxTessellationFactor;
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MaterialInfo9()
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{
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}
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MaterialInfo9(const MaterialInfo8& other);
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bool operator==(const MaterialInfo9& other) const;
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};
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/// <summary>
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/// Structure with basic information about the material surface. It describes how material is reacting on light and which graphical features of it requires to render.
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/// </summary>
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@@ -478,6 +521,11 @@ API_STRUCT() struct FLAXENGINE_API MaterialInfo
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/// </summary>
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API_FIELD() MaterialDecalBlendingMode DecalBlendingMode;
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/// <summary>
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/// The transparent material lighting mode.
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/// </summary>
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API_FIELD() MaterialTransparentLightingMode TransparentLightingMode;
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/// <summary>
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/// The post fx material rendering location.
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/// </summary>
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@@ -512,10 +560,10 @@ API_STRUCT() struct FLAXENGINE_API MaterialInfo
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{
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}
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MaterialInfo(const MaterialInfo8& other);
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MaterialInfo(const MaterialInfo9& other);
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bool operator==(const MaterialInfo& other) const;
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};
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// The current material info descriptor version used by the material pipeline
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typedef MaterialInfo MaterialInfo9;
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#define MaterialInfo_Version 9
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typedef MaterialInfo MaterialInfo10;
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#define MaterialInfo_Version 10
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@@ -30,7 +30,7 @@ bool MaterialInfo8::operator==(const MaterialInfo8& other) const
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&& MaxTessellationFactor == other.MaxTessellationFactor;
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}
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MaterialInfo::MaterialInfo(const MaterialInfo8& other)
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MaterialInfo9::MaterialInfo9(const MaterialInfo8& other)
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{
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Domain = other.Domain;
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BlendMode = other.BlendMode;
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@@ -78,6 +78,39 @@ MaterialInfo::MaterialInfo(const MaterialInfo8& other)
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MaxTessellationFactor = other.MaxTessellationFactor;
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}
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bool MaterialInfo9::operator==(const MaterialInfo9& other) const
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{
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return Domain == other.Domain
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&& BlendMode == other.BlendMode
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&& ShadingModel == other.ShadingModel
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&& UsageFlags == other.UsageFlags
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&& FeaturesFlags == other.FeaturesFlags
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&& DecalBlendingMode == other.DecalBlendingMode
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&& PostFxLocation == other.PostFxLocation
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&& CullMode == other.CullMode
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&& Math::NearEqual(MaskThreshold, other.MaskThreshold)
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&& Math::NearEqual(OpacityThreshold, other.OpacityThreshold)
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&& TessellationMode == other.TessellationMode
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&& MaxTessellationFactor == other.MaxTessellationFactor;
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}
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MaterialInfo::MaterialInfo(const MaterialInfo9& other)
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{
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Domain = other.Domain;
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BlendMode = other.BlendMode;
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ShadingModel = other.ShadingModel;
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UsageFlags = other.UsageFlags;
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FeaturesFlags = other.FeaturesFlags;
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DecalBlendingMode = other.DecalBlendingMode;
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TransparentLightingMode = MaterialTransparentLightingMode::Surface;
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PostFxLocation = other.PostFxLocation;
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CullMode = other.CullMode;
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MaskThreshold = other.MaskThreshold;
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OpacityThreshold = other.OpacityThreshold;
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TessellationMode = other.TessellationMode;
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MaxTessellationFactor = other.MaxTessellationFactor;
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}
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bool MaterialInfo::operator==(const MaterialInfo& other) const
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{
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return Domain == other.Domain
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@@ -86,6 +119,7 @@ bool MaterialInfo::operator==(const MaterialInfo& other) const
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&& UsageFlags == other.UsageFlags
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&& FeaturesFlags == other.FeaturesFlags
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&& DecalBlendingMode == other.DecalBlendingMode
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&& TransparentLightingMode == other.TransparentLightingMode
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&& PostFxLocation == other.PostFxLocation
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&& CullMode == other.CullMode
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&& Math::NearEqual(MaskThreshold, other.MaskThreshold)
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@@ -76,7 +76,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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// Set reflection probe data
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EnvironmentProbe* probe = nullptr;
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// TODO: optimize env probe searching for a transparent material - use spatial cache for renderer to find it
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const Vector3 drawCallOrigin = drawCall.World.GetTranslation() + view.Origin;
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const Vector3 drawCallOrigin = drawCall.ObjectPosition + view.Origin;
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for (int32 i = 0; i < cache->EnvironmentProbes.Count(); i++)
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{
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const auto p = cache->EnvironmentProbes[i];
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@@ -103,7 +103,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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for (int32 i = 0; i < cache->PointLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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const auto& light = cache->PointLights[i];
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint)
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.ObjectPosition) != ContainmentType::Disjoint)
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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@@ -112,7 +112,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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for (int32 i = 0; i < cache->SpotLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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const auto& light = cache->SpotLights[i];
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint)
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.ObjectPosition) != ContainmentType::Disjoint)
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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@@ -69,9 +69,9 @@ public:
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/// </summary>
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MaterialInfo8 MaterialInfo;
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};
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/// <summary>
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/// File header, version 19
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/// [Deprecated on 13.07.2022, expires on 13.07.2024]
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/// </summary>
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struct Header19
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{
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@@ -115,8 +115,53 @@ public:
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}
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};
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/// <summary>
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/// File header, version 20
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/// </summary>
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struct Header20
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{
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static const int32 Version = 20;
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union
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{
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struct
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{
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} Shader;
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struct
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{
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/// <summary>
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/// The material graph version.
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/// </summary>
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int32 GraphVersion;
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/// <summary>
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/// The material additional information.
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/// </summary>
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MaterialInfo10 Info;
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} Material;
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struct
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{
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/// <summary>
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/// The particle emitter graph version.
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/// </summary>
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int32 GraphVersion;
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/// <summary>
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/// The custom particles data size (in bytes).
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/// </summary>
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int32 CustomDataSize;
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} ParticleEmitter;
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};
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Header20()
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{
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}
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};
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/// <summary>
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/// Current header type
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/// </summary>
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typedef Header19 Header;
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typedef Header20 Header;
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};
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