Reuse texture sampling code for procedural sampling node #872

This commit is contained in:
Wojciech Figat
2023-01-13 11:37:53 +01:00
parent aa8ab65ae0
commit 986fa13585
2 changed files with 84 additions and 241 deletions

View File

@@ -459,6 +459,8 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
}
// Sample Texture
case 9:
// Procedural Texture Sample
case 17:
{
enum CommonSamplerType
{
@@ -479,7 +481,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
// Get input boxes
auto textureBox = node->GetBox(0);
auto uvsBox = node->GetBox(1);
auto levelBox = node->GetBox(2);
auto levelBox = node->TryGetBox(2);
auto offsetBox = node->GetBox(3);
if (!textureBox->HasConnection())
{
@@ -519,7 +521,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
// Get other inputs
const auto level = tryGetValue(levelBox, node->Values[1]);
const bool useLevel = levelBox->HasConnection() || (int32)node->Values[1] != -1;
const bool useLevel = (levelBox && levelBox->HasConnection()) || (int32)node->Values[1] != -1;
const bool useOffset = offsetBox->HasConnection();
const auto offset = useOffset ? eatBox(offsetBox->GetParent<Node>(), offsetBox->FirstConnection()) : Value::Zero;
const Char* samplerName;
@@ -539,32 +541,78 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
return;
}
// Pick a property format string
const Char* format;
if (useLevel || !canUseSample)
// Create texture sampling code
if (node->TypeID == 9)
{
if (useOffset)
format = TEXT("{0}.SampleLevel({1}, {2}, {3}, {4})");
// Sample Texture
const Char* format;
if (useLevel || !canUseSample)
{
if (useOffset)
format = TEXT("{0}.SampleLevel({1}, {2}, {3}, {4})");
else
format = TEXT("{0}.SampleLevel({1}, {2}, {3})");
}
else
format = TEXT("{0}.SampleLevel({1}, {2}, {3})");
{
if (useOffset)
format = TEXT("{0}.Sample({1}, {2}, {4})");
else
format = TEXT("{0}.Sample({1}, {2})");
}
const String sampledValue = String::Format(format, texture.Value, samplerName, uvs.Value, level.Value, offset.Value);
textureBox->Cache = writeLocal(VariantType::Float4, sampledValue, node);
}
else
{
if (useOffset)
format = TEXT("{0}.Sample({1}, {2}, {4})");
else
format = TEXT("{0}.Sample({1}, {2})");
}
// Procedural Texture Sample
textureBox->Cache = writeLocal(Value::InitForZero(ValueType::Float4), node);
createGradients(node);
auto proceduralSample = String::Format(TEXT(
" {{\n"
" float3 weights;\n"
" float2 vertex1, vertex2, vertex3;\n"
" float2 uv = {0} * 3.464; // 2 * sqrt (3);\n"
" float2 uv1, uv2, uv3;\n"
" const float2x2 gridToSkewedGrid = float2x2(1.0, 0.0, -0.57735027, 1.15470054);\n"
" float2 skewedCoord = mul(gridToSkewedGrid, uv);\n"
" int2 baseId = int2(floor(skewedCoord));\n"
" float3 temp = float3(frac(skewedCoord), 0);\n"
" temp.z = 1.0 - temp.x - temp.y;\n"
" if (temp.z > 0.0)\n"
" {{\n"
" weights = float3(temp.z, temp.y, temp.x);\n"
" vertex1 = baseId;\n"
" vertex2 = baseId + int2(0, 1);\n"
" vertex3 = baseId + int2(1, 0);\n"
" }}\n"
" else\n"
" {{\n"
" weights = float3(-temp.z, 1.0 - temp.y, 1.0 - temp.x);\n"
" vertex1 = baseId + int2(1, 1);\n"
" vertex2 = baseId + int2(1, 0);\n"
" vertex3 = baseId + int2(0, 1);\n"
" }}\n"
" uv1 = {0} + frac(sin(mul(float2x2(127.1, 311.7, 269.5, 183.3), vertex1)) * 43758.5453);\n"
" uv2 = {0} + frac(sin(mul(float2x2(127.1, 311.7, 269.5, 183.3), vertex2)) * 43758.5453);\n"
" uv3 = {0} + frac(sin(mul(float2x2(127.1, 311.7, 269.5, 183.3), vertex3)) * 43758.5453);\n"
" float4 tex1 = {1}.SampleGrad({4}, uv1, {2}, {3}, {6}) * weights.x;\n"
" float4 tex2 = {1}.SampleGrad({4}, uv2, {2}, {3}, {6}) * weights.y;\n"
" float4 tex3 = {1}.SampleGrad({4}, uv3, {2}, {3}, {6}) * weights.z;\n"
" {5} = tex1 + tex2 + tex3;\n"
" }}\n"
),
uvs.Value, // {0}
texture.Value, // {1}
_ddx.Value, // {2}
_ddy.Value, // {3}
samplerName, // {4}
textureBox->Cache.Value, // {5}
offset.Value // {6}
);
// Sample texture
const String sampledValue = String::Format(format,
texture.Value, // {0}
samplerName, // {1}
uvs.Value, // {2}
level.Value, // {3}
offset.Value // {4}
);
textureBox->Cache = writeLocal(VariantType::Float4, sampledValue, node);
_writer.Write(*proceduralSample);
}
// Decode normal map vector
if (isNormalMap)
@@ -627,7 +675,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
auto textureBox = node->GetBox(0);
auto scaleBox = node->GetBox(1);
auto blendBox = node->GetBox(2);
if (!textureBox->HasConnection())
{
// No texture to sample
@@ -660,157 +708,15 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
" {3} += {0}.Sample(SamplerLinearWrap, worldPos.xy) * normal.z;\n"
" }}\n"
),
texture.Value, // {0}
scale.Value, // {1}
blend.Value, // {2}
result.Value // {3}
texture.Value, // {0}
scale.Value, // {1}
blend.Value, // {2}
result.Value // {3}
);
_writer.Write(*triplanarTexture);
value = result;
}
// Procedural Texture Sample
case 17:
{
enum CommonSamplerType
{
LinearClamp = 0,
PointClamp = 1,
LinearWrap = 2,
PointWrap = 3,
TextureGroup = 4,
};
const Char* SamplerNames[]
{
TEXT("SamplerLinearClamp"),
TEXT("SamplerLinearWrap"),
};
auto textureBox = node->GetBox(0);
auto uvsBox = node->GetBox(1);
Value uvs;
const bool useCustomUVs = uvsBox->HasConnection();
if (useCustomUVs)
{
// Get custom UVs
uvs = eatBox(uvsBox->GetParent<Node>(), uvsBox->FirstConnection());
}
else
{
// Use default UVs
uvs = getUVs;
}
if (!textureBox->HasConnection())
{
// No texture to sample
value = Value::Zero;
break;
}
if (!CanUseSample(_treeType))
{
// Must sample texture in pixel shader
value = Value::Zero;
break;
}
const auto texture = eatBox(textureBox->GetParent<Node>(), textureBox->FirstConnection());
const auto textureParam = findParam(texture.Value);
const bool isNormalMap = textureParam->Type == MaterialParameterType::NormalMap;
const Char* samplerName;
const int32 samplerIndex = node->Values[1].AsInt;
if (samplerIndex == TextureGroup)
{
auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[2].AsInt);
samplerName = *textureGroupSampler.ShaderName;
}
else if (samplerIndex >= 0 && samplerIndex < ARRAY_COUNT(SamplerNames))
{
samplerName = SamplerNames[samplerIndex];
}
else
{
OnError(node, box, TEXT("Invalid texture sampler."));
return;
}
auto result = writeLocal(Value::InitForZero(ValueType::Float4), node);
createGradients(node);
auto proceduralSample = String::Format(TEXT(
" {{\n"
" float W1, W2, W3;\n"
" float2 vertex1, vertex2, vertex3;\n"
" float2 uv = {0} * 3.464; // 2 * sqrt (3);\n"
" float2 UV1, UV2, UV3;\n"
" const float2x2 gridToSkewedGrid = float2x2( 1.0, 0.0, -0.57735027, 1.15470054 );\n"
" float2 skewedCoord = mul( gridToSkewedGrid, uv );\n"
" int2 baseId = int2( floor( skewedCoord ) );\n"
" float3 temp = float3( frac( skewedCoord ), 0 );\n"
" temp.z = 1.0 - temp.x - temp.y;\n"
" if ( temp.z > 0.0 )\n"
" {{\n"
" W1 = temp.z;\n"
" W2 = temp.y;\n"
" W3 = temp.x;\n"
" vertex1 = baseId;\n"
" vertex2 = baseId + int2( 0, 1 );\n"
" vertex3 = baseId + int2( 1, 0 );\n"
" }}\n"
" else\n"
" {{\n"
" W1 = -temp.z;\n"
" W2 = 1.0 - temp.y;\n"
" W3 = 1.0 - temp.x;\n"
" vertex1 = baseId + int2( 1, 1 );\n"
" vertex2 = baseId + int2( 1, 0 );\n"
" vertex3 = baseId + int2( 0, 1 );\n"
" }}\n"
" UV1 = {0} + frac( sin( mul( float2x2( 127.1, 311.7, 269.5, 183.3 ), vertex1 ) ) * 43758.5453 );\n"
" UV2 = {0} + frac( sin( mul( float2x2( 127.1, 311.7, 269.5, 183.3 ), vertex2 ) ) * 43758.5453 );\n"
" UV3 = {0} + frac( sin( mul( float2x2( 127.1, 311.7, 269.5, 183.3 ), vertex3 ) ) * 43758.5453 );\n"
" float4 tex1 = {1}.SampleGrad({4}, UV1, {2}, {3});\n"
" float4 tex2 = {1}.SampleGrad({4}, UV2, {2}, {3});\n"
" float4 tex3 = {1}.SampleGrad({4}, UV3, {2}, {3});\n"
),
uvs.Value, // {0}
texture.Value, // {1}
_ddx.Value, // {2}
_ddy.Value, // {3}
samplerName // {4}
);
// Decode normal map vector
if (isNormalMap)
{
proceduralSample += String::Format(TEXT(
" tex1.xy = tex1.xy * 2.0 - 1.0;\n"
" tex1.z = sqrt(saturate(1.0 - dot(tex1.xy, tex1.xy))); \n"
" tex2.xy = tex2.xy * 2.0 - 1.0;\n"
" tex2.z = sqrt(saturate(1.0 - dot(tex2.xy, tex2.xy))); \n"
" tex3.xy = tex3.xy * 2.0 - 1.0;\n"
" tex3.z = sqrt(saturate(1.0 - dot(tex3.xy, tex3.xy))); \n"
));
}
proceduralSample += String::Format(TEXT(
" tex1 *= W1;\n"
" tex2 *= W2;\n"
" tex3 *= W3;\n"
" {0} = tex1 + tex2 + tex3;\n"
" }}\n"
),
result.Value // {0}
);
_writer.Write(*proceduralSample);
value = result;
break;
}
default:
break;
}