Merge remote-tracking branch 'origin/master' into sdl_platform

This commit is contained in:
2025-08-12 15:22:34 +03:00
28 changed files with 533 additions and 195 deletions

View File

@@ -154,7 +154,7 @@ void ObjectsRemoval::Dispose()
Object::~Object()
{
#if BUILD_DEBUG
#if BUILD_DEBUG && 0
// Prevent removing object that is still reverenced by the removal service
ASSERT(!ObjectsRemovalService::IsInPool(this));
#endif

View File

@@ -604,10 +604,11 @@ int32 MaterialParams::GetVersionHash() const
void MaterialParams::Bind(MaterialParamsLink* link, MaterialParameter::BindMeta& meta)
{
ASSERT(link && link->This);
for (int32 i = 0; i < link->This->Count(); i++)
const int32 count = link->This->Count();
for (int32 i = 0; i < count; i++)
{
MaterialParamsLink* l = link;
while (l->Down && !l->This->At(i).IsOverride())
while (l->Down && !l->This->At(i).IsOverride() && l->Down->This->Count() == count)
{
l = l->Down;
}

View File

@@ -175,6 +175,12 @@ public:
return (const T*)FindCustomBuffer(name, withLinked);
}
template<class T>
const T* FindLinkedBuffer(const StringView& name) const
{
return LinkedCustomBuffers ? (const T*)LinkedCustomBuffers->FindCustomBuffer(name, true) : nullptr;
}
template<class T>
T* GetCustomBuffer(const StringView& name, bool withLinked = true)
{

View File

@@ -2,8 +2,16 @@
#include "ParticleEmitterGraph.CPU.h"
#include "Engine/Core/Random.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Vector4.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Core/Math/Quaternion.h"
#include "Engine/Core/Math/BoundingBox.h"
#include "Engine/Core/Math/BoundingSphere.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Utilities/Noise.h"
#include "Engine/Core/Types/CommonValue.h"
#include "Engine/Debug/DebugDraw.h"
// ReSharper disable CppCStyleCast
// ReSharper disable CppClangTidyClangDiagnosticCastAlign
@@ -1468,3 +1476,89 @@ void ParticleEmitterGraphCPUExecutor::ProcessModule(ParticleEmitterGraphCPUNode*
#undef COLLISION_LOGIC
}
}
#if USE_EDITOR
void ParticleEmitterGraphCPUExecutor::DebugDrawModule(ParticleEmitterGraphCPUNode* node, const Transform& transform)
{
// Skip modules that rely on particle data
if (node->UsePerParticleDataResolve())
return;
const Color color = Color::White;
switch (node->TypeID)
{
case 202: // Position (sphere surface)
case 211: // Position (sphere volume)
{
const Float3 center = transform.LocalToWorld((Float3)GetValue(node->GetBox(0), 2));
const float radius = (float)GetValue(node->GetBox(1), 3);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(center, radius), color, 0.0f, true);
break;
}
case 203: // Position (plane)
{
const Float3 center = (Float3)GetValue(node->GetBox(0), 2);
const Float2 size = (Float2)GetValue(node->GetBox(1), 3);
const Float3 halfExtent = Float3(size.X * 0.5f, 0.0f, size.Y * 0.5f);
OrientedBoundingBox box(halfExtent, Transform(center));
box.Transform(transform);
DEBUG_DRAW_WIRE_BOX(box, color, 0.0f, true);
break;
}
case 204: // Position (circle)
case 205: // Position (disc)
{
const Float3 center = transform.LocalToWorld((Float3)GetValue(node->GetBox(0), 2));
const float radius = (float)GetValue(node->GetBox(1), 3);
DEBUG_DRAW_WIRE_CYLINDER(center, transform.Orientation * Quaternion::Euler(90, 0, 0), radius, 0.0f, color, 0.0f, true);
break;
}
case 206: // Position (box surface)
case 207: // Position (box volume)
{
const Float3 center = (Float3)GetValue(node->GetBox(0), 2);
const Float3 size = (Float3)GetValue(node->GetBox(1), 3);
OrientedBoundingBox box(size * 0.5f, Transform(center));
box.Transform(transform);
DEBUG_DRAW_WIRE_BOX(box, color, 0.0f, true);
break;
}
// Position (cylinder)
case 208:
{
const float height = (float)GetValue(node->GetBox(2), 4);
const Float3 center = transform.LocalToWorld((Float3)GetValue(node->GetBox(0), 2) + Float3(0, 0, height * 0.5f));
const float radius = (float)GetValue(node->GetBox(1), 3);
DEBUG_DRAW_WIRE_CYLINDER(center, transform.Orientation * Quaternion::Euler(90, 0, 0), radius, height, color, 0.0f, true);
break;
}
// Position (line)
case 209:
{
const Float3 start = transform.LocalToWorld((Float3)GetValue(node->GetBox(0), 2));
const Float3 end = transform.LocalToWorld((Float3)GetValue(node->GetBox(1), 3));
DEBUG_DRAW_LINE(start, end, color, 0.0f, true);
break;
}
// Position (torus)
case 210:
{
const Float3 center = transform.LocalToWorld((Float3)GetValue(node->GetBox(0), 2));
const float radius = Math::Max((float)GetValue(node->GetBox(1), 3), ZeroTolerance);
const float thickness = (float)GetValue(node->GetBox(2), 4);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(center, radius + thickness), color, 0.0f, true);
break;
}
// Position (spiral)
case 214:
{
const Float3 center = transform.LocalToWorld((Float3)GetValue(node->GetBox(0), 2));
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(center, 5.0f), color, 0.0f, true);
break;
}
}
}
#endif

View File

@@ -7,6 +7,7 @@
#include "Engine/Particles/ParticleEffect.h"
#include "Engine/Engine/Time.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Debug/DebugDraw.h"
ThreadLocal<ParticleEmitterGraphCPUContext*> ParticleEmitterGraphCPUExecutor::Context;
@@ -423,6 +424,23 @@ void ParticleEmitterGraphCPUExecutor::Draw(ParticleEmitter* emitter, ParticleEff
}
}
#if USE_EDITOR
void ParticleEmitterGraphCPUExecutor::DrawDebug(ParticleEmitter* emitter, ParticleEffect* effect, ParticleEmitterInstance& data)
{
// Prepare graph data
Init(emitter, effect, data);
Transform transform = emitter->SimulationSpace == ParticlesSimulationSpace::Local ? effect->GetTransform() : Transform::Identity;
// Draw modules
for (auto module : emitter->Graph.SpawnModules)
DebugDrawModule(module, transform);
for (auto module : emitter->Graph.InitModules)
DebugDrawModule(module, transform);
}
#endif
void ParticleEmitterGraphCPUExecutor::Update(ParticleEmitter* emitter, ParticleEffect* effect, ParticleEmitterInstance& data, float dt, bool canSpawn)
{
// Prepare data

View File

@@ -162,6 +162,16 @@ public:
/// <param name="transform">The effect transform matrix.</param>
void Draw(ParticleEmitter* emitter, ParticleEffect* effect, ParticleEmitterInstance& data, RenderContext& renderContext, Matrix& transform);
#if USE_EDITOR
/// <summary>
/// Draws the particles debug shapes.
/// </summary>
/// <param name="emitter">The owning emitter.</param>
/// <param name="effect">The instance effect.</param>
/// <param name="data">The instance data.</param>
void DrawDebug(ParticleEmitter* emitter, ParticleEffect* effect, ParticleEmitterInstance& data);
#endif
/// <summary>
/// Updates the particles simulation (the CPU simulation).
/// </summary>
@@ -195,6 +205,9 @@ private:
int32 ProcessSpawnModule(int32 index);
void ProcessModule(ParticleEmitterGraphCPUNode* node, int32 particlesStart, int32 particlesEnd);
#if USE_EDITOR
void DebugDrawModule(ParticleEmitterGraphCPUNode* node, const Transform& transform);
#endif
FORCE_INLINE Value GetValue(Box* box, int32 defaultValueBoxIndex)
{

View File

@@ -581,10 +581,19 @@ void ParticleEffect::OnDebugDrawSelected()
{
DEBUG_DRAW_WIRE_BOX(_box, Color::Violet * 0.7f, 0, true);
// Base
Actor::OnDebugDrawSelected();
}
void ParticleEffect::OnDebugDraw()
{
if (ShowDebugDraw)
{
Particles::DebugDraw(this);
}
Actor::OnDebugDraw();
}
#endif
void ParticleEffect::OnLayerChanged()

View File

@@ -244,6 +244,13 @@ public:
API_FIELD(Attributes="EditorDisplay(\"Particle Effect\"), EditorOrder(80), DefaultValue(0)")
int8 SortOrder = 0;
#if USE_EDITOR
/// <summary>
/// If checked, the particle emitter debug shapes will be shawn during debug drawing. This includes particle spawn location shapes display.
/// </summary>
API_FIELD(Attributes = "EditorDisplay(\"Particle Effect\"), EditorOrder(200)") bool ShowDebugDraw = false;
#endif
public:
/// <summary>
/// Gets the effect parameters collection. Those parameters are instanced from the <see cref="ParticleSystem"/> that contains a linear list of emitters and every emitter has a list of own parameters.
@@ -394,6 +401,7 @@ public:
void Draw(RenderContext& renderContext) override;
#if USE_EDITOR
void OnDebugDrawSelected() override;
void OnDebugDraw() override;
#endif
void OnLayerChanged() override;
void Serialize(SerializeStream& stream, const void* otherObj) override;

View File

@@ -519,4 +519,39 @@ bool ParticleEmitter::HasShaderCode() const
return false;
}
Array<ParticleEmitter::Attribute> ParticleEmitter::GetLayout() const
{
Array<Attribute> result;
ScopeLock lock(Locker);
result.Resize(Graph.Layout.Attributes.Count());
for (int32 i = 0; i < result.Count(); i++)
{
auto& dst = result[i];
const auto& src = Graph.Layout.Attributes[i];
dst.Name = src.Name;
switch (src.ValueType)
{
case ParticleAttribute::ValueTypes::Float:
dst.Format = PixelFormat::R32_Float;
break;
case ParticleAttribute::ValueTypes::Float2:
dst.Format = PixelFormat::R32G32_Float;
break;
case ParticleAttribute::ValueTypes::Float3:
dst.Format = PixelFormat::R32G32B32_Float;
break;
case ParticleAttribute::ValueTypes::Float4:
dst.Format = PixelFormat::R32G32B32A32_Float;
break;
case ParticleAttribute::ValueTypes::Int:
dst.Format = PixelFormat::R32_SInt;
break;
case ParticleAttribute::ValueTypes::Uint:
dst.Format = PixelFormat::R32_UInt;
break;
}
}
return result;
}
#endif

View File

@@ -177,10 +177,16 @@ public:
void GetReferences(Array<Guid>& assets, Array<String>& files) const override;
bool Save(const StringView& path = StringView::Empty) override;
/// <summary>
/// Checks if the particle emitter has valid shader code present.
/// </summary>
API_PROPERTY() bool HasShaderCode() const;
API_STRUCT(Internal) struct Attribute
{
DECLARE_SCRIPTING_TYPE_MINIMAL(Attribute);
API_FIELD() PixelFormat Format;
API_FIELD() String Name;
};
private:
API_PROPERTY(Internal) bool HasShaderCode() const;
API_PROPERTY(Internal) Array<Attribute> GetLayout() const;
#endif
protected:

View File

@@ -933,6 +933,7 @@ void Particles::DrawParticles(RenderContext& renderContext, ParticleEffect* effe
const DrawPass drawModes = view.Pass & effect->DrawModes;
if (drawModes == DrawPass::None || SpriteRenderer.Init())
return;
ConcurrentSystemLocker::ReadScope systemScope(SystemLocker);
Matrix worlds[2];
Matrix::Translation(-renderContext.View.Origin, worlds[0]); // World
renderContext.View.GetWorldMatrix(effect->GetTransform(), worlds[1]); // Local
@@ -1065,6 +1066,28 @@ void Particles::DrawParticles(RenderContext& renderContext, ParticleEffect* effe
}
}
#if USE_EDITOR
void Particles::DebugDraw(ParticleEffect* effect)
{
PROFILE_CPU_NAMED("Particles.DrawDebug");
ConcurrentSystemLocker::ReadScope systemScope(SystemLocker);
// Draw all emitters
for (auto& emitterData : effect->Instance.Emitters)
{
const auto buffer = emitterData.Buffer;
if (!buffer)
continue;
auto emitter = buffer->Emitter;
if (!emitter || !emitter->IsLoaded())
continue;
emitter->GraphExecutorCPU.DrawDebug(emitter, effect, emitterData);
}
}
#endif
#if COMPILE_WITH_GPU_PARTICLES
void UpdateGPU(RenderTask* task, GPUContext* context)

View File

@@ -52,6 +52,14 @@ public:
/// <param name="effect">The owning actor.</param>
static void DrawParticles(RenderContext& renderContext, ParticleEffect* effect);
#if USE_EDITOR
/// <summary>
/// Draws the particles debug shapes.
/// </summary>
/// <param name="effect">The owning actor.</param>
static void DebugDraw(ParticleEffect* effect);
#endif
public:
/// <summary>
/// Enables or disables particle buffer pooling.

View File

@@ -6,6 +6,89 @@
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/DynamicBuffer.h"
int32 ParticleAttribute::GetSize() const
{
switch (ValueType)
{
case ValueTypes::Float2:
return 8;
case ValueTypes::Float3:
return 12;
case ValueTypes::Float4:
return 16;
case ValueTypes::Float:
case ValueTypes::Int:
case ValueTypes::Uint:
return 4;
default:
return 0;
}
}
void ParticleLayout::Clear()
{
Size = 0;
Attributes.Clear();
}
void ParticleLayout::UpdateLayout()
{
Size = 0;
for (int32 i = 0; i < Attributes.Count(); i++)
{
Attributes[i].Offset = Size;
Size += Attributes[i].GetSize();
}
}
int32 ParticleLayout::FindAttribute(const StringView& name) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (name == Attributes[i].Name)
return i;
}
return -1;
}
int32 ParticleLayout::FindAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
return i;
}
return -1;
}
int32 ParticleLayout::FindAttributeOffset(const StringView& name, int32 fallbackValue) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (name == Attributes[i].Name)
return Attributes[i].Offset;
}
return fallbackValue;
}
int32 ParticleLayout::FindAttributeOffset(const StringView& name, ParticleAttribute::ValueTypes valueType, int32 fallbackValue) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
return Attributes[i].Offset;
}
return fallbackValue;
}
int32 ParticleLayout::AddAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType)
{
auto& a = Attributes.AddOne();
a.Name = String(*name, name.Length());
a.ValueType = valueType;
return Attributes.Count() - 1;
}
ParticleBuffer::ParticleBuffer()
{
}

View File

@@ -52,25 +52,7 @@ struct ParticleAttribute
/// <summary>
/// Gets the size of the attribute (in bytes).
/// </summary>
/// <returns>The size (in bytes).</returns>
int32 GetSize() const
{
switch (ValueType)
{
case ValueTypes::Float2:
return 8;
case ValueTypes::Float3:
return 12;
case ValueTypes::Float4:
return 16;
case ValueTypes::Float:
case ValueTypes::Int:
case ValueTypes::Uint:
return 4;
default:
return 0;
}
}
int32 GetSize() const;
};
/// <summary>
@@ -93,41 +75,19 @@ public:
/// <summary>
/// Clears the layout data.
/// </summary>
void Clear()
{
Size = 0;
Attributes.Clear();
}
void Clear();
/// <summary>
/// Updates the attributes layout (calculates offset) and updates the total size of the layout.
/// </summary>
void UpdateLayout()
{
Size = 0;
for (int32 i = 0; i < Attributes.Count(); i++)
{
Attributes[i].Offset = Size;
Size += Attributes[i].GetSize();
}
}
void UpdateLayout();
/// <summary>
/// Finds the attribute by the name.
/// </summary>
/// <param name="name">The name.</param>
/// <returns>The attribute index or -1 if cannot find it.</returns>
int32 FindAttribute(const StringView& name) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (name == Attributes[i].Name)
{
return i;
}
}
return -1;
}
int32 FindAttribute(const StringView& name) const;
/// <summary>
/// Finds the attribute by the name and type.
@@ -135,17 +95,7 @@ public:
/// <param name="name">The name.</param>
/// <param name="valueType">The type.</param>
/// <returns>The attribute index or -1 if cannot find it.</returns>
int32 FindAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
{
return i;
}
}
return -1;
}
int32 FindAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType) const;
/// <summary>
/// Finds the attribute offset by the name.
@@ -153,17 +103,7 @@ public:
/// <param name="name">The name.</param>
/// <param name="fallbackValue">The fallback value to return if attribute is missing.</param>
/// <returns>The attribute offset or fallback value if cannot find it.</returns>
int32 FindAttributeOffset(const StringView& name, int32 fallbackValue = 0) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (name == Attributes[i].Name)
{
return Attributes[i].Offset;
}
}
return fallbackValue;
}
int32 FindAttributeOffset(const StringView& name, int32 fallbackValue = 0) const;
/// <summary>
/// Finds the attribute offset by the name.
@@ -172,17 +112,7 @@ public:
/// <param name="valueType">The type.</param>
/// <param name="fallbackValue">The fallback value to return if attribute is missing.</param>
/// <returns>The attribute offset or fallback value if cannot find it.</returns>
int32 FindAttributeOffset(const StringView& name, ParticleAttribute::ValueTypes valueType, int32 fallbackValue = 0) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
{
return Attributes[i].Offset;
}
}
return fallbackValue;
}
int32 FindAttributeOffset(const StringView& name, ParticleAttribute::ValueTypes valueType, int32 fallbackValue = 0) const;
/// <summary>
/// Gets the attribute offset by the attribute index.
@@ -201,13 +131,7 @@ public:
/// <param name="name">The name.</param>
/// <param name="valueType">The value type.</param>
/// <returns>The attribute index or -1 if cannot find it.</returns>
int32 AddAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType)
{
auto& a = Attributes.AddOne();
a.Name = String(*name, name.Length());
a.ValueType = valueType;
return Attributes.Count() - 1;
}
int32 AddAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType);
};
/// <summary>

View File

@@ -69,6 +69,7 @@ struct ShadowAtlasLightTile
{
ShadowsAtlasRectTile* RectTile;
ShadowsAtlasRectTile* StaticRectTile;
const ShadowsAtlasRectTile* LinkedRectTile;
Matrix WorldToShadow;
float FramesToUpdate; // Amount of frames (with fraction) until the next shadow update can happen
bool SkipUpdate;
@@ -94,6 +95,7 @@ struct ShadowAtlasLightTile
void ClearStatic()
{
StaticRectTile = nullptr;
LinkedRectTile = nullptr;
FramesToUpdate = 0;
SkipUpdate = false;
}
@@ -301,6 +303,7 @@ public:
GPUTexture* StaticShadowMapAtlas = nullptr;
DynamicTypedBuffer ShadowsBuffer;
GPUBufferView* ShadowsBufferView = nullptr;
const ShadowsCustomBuffer* LinkedShadows = nullptr;
RectPackAtlas<ShadowsAtlasRectTile> Atlas;
RectPackAtlas<ShadowsAtlasRectTile> StaticAtlas;
Dictionary<Guid, ShadowAtlasLight> Lights;
@@ -1046,6 +1049,32 @@ void ShadowsPass::SetupLight(ShadowsCustomBuffer& shadows, RenderContext& render
}
}
void ShadowsPass::ClearShadowMapTile(GPUContext* context, GPUConstantBuffer* quadShaderCB, QuadShaderData& quadShaderData) const
{
// Color.r is used by PS_DepthClear in Quad shader to clear depth
quadShaderData.Color = Float4::One;
context->UpdateCB(quadShaderCB, &quadShaderData);
context->BindCB(0, quadShaderCB);
// Clear tile depth
context->SetState(_psDepthClear);
context->DrawFullscreenTriangle();
}
void ShadowsPass::CopyShadowMapTile(GPUContext* context, GPUConstantBuffer* quadShaderCB, QuadShaderData& quadShaderData, const GPUTexture* srcShadowMap, const ShadowsAtlasRectTile* srcTile) const
{
// Color.xyzw is used by PS_DepthCopy in Quad shader to scale input texture UVs
const float staticAtlasResolutionInv = 1.0f / (float)srcShadowMap->Width();
quadShaderData.Color = Float4(srcTile->Width, srcTile->Height, srcTile->X, srcTile->Y) * staticAtlasResolutionInv;
context->UpdateCB(quadShaderCB, &quadShaderData);
context->BindCB(0, quadShaderCB);
// Copy tile depth
context->BindSR(0, srcShadowMap->View());
context->SetState(_psDepthCopy);
context->DrawFullscreenTriangle();
}
void ShadowsPass::Dispose()
{
// Base
@@ -1070,26 +1099,26 @@ void ShadowsPass::SetupShadows(RenderContext& renderContext, RenderContextBatch&
// Early out and skip shadows setup if no lights is actively casting shadows
// RenderBuffers will automatically free any old ShadowsCustomBuffer after a few frames if we don't update LastFrameUsed
Array<RenderLightData*, RendererAllocation> shadowedLights;
for (auto& light : renderContext.List->DirectionalLights)
if (_shadowMapFormat != PixelFormat::Unknown && EnumHasAllFlags(renderContext.View.Flags, ViewFlags::Shadows) && !checkIfSkipPass())
{
if (light.CanRenderShadow(renderContext.View))
shadowedLights.Add(&light);
}
for (auto& light : renderContext.List->SpotLights)
{
if (light.CanRenderShadow(renderContext.View))
shadowedLights.Add(&light);
}
for (auto& light : renderContext.List->PointLights)
{
if (light.CanRenderShadow(renderContext.View))
shadowedLights.Add(&light);
for (auto& light : renderContext.List->DirectionalLights)
{
if (light.CanRenderShadow(renderContext.View))
shadowedLights.Add(&light);
}
for (auto& light : renderContext.List->SpotLights)
{
if (light.CanRenderShadow(renderContext.View))
shadowedLights.Add(&light);
}
for (auto& light : renderContext.List->PointLights)
{
if (light.CanRenderShadow(renderContext.View))
shadowedLights.Add(&light);
}
}
const auto currentFrame = Engine::FrameCount;
if (_shadowMapFormat == PixelFormat::Unknown ||
EnumHasNoneFlags(renderContext.View.Flags, ViewFlags::Shadows) ||
checkIfSkipPass() ||
shadowedLights.IsEmpty())
if (shadowedLights.IsEmpty())
{
// Invalidate any existing custom buffer that could have been used by the same task (eg. when rendering 6 sides of env probe)
if (auto* old = (ShadowsCustomBuffer*)renderContext.Buffers->FindCustomBuffer<ShadowsCustomBuffer>(TEXT("Shadows"), false))
@@ -1102,11 +1131,14 @@ void ShadowsPass::SetupShadows(RenderContext& renderContext, RenderContextBatch&
// Initialize shadow atlas
auto& shadows = *renderContext.Buffers->GetCustomBuffer<ShadowsCustomBuffer>(TEXT("Shadows"), false);
shadows.LinkedShadows = renderContext.Buffers->FindLinkedBuffer<ShadowsCustomBuffer>(TEXT("Shadows"));
if (shadows.LinkedShadows && (shadows.LinkedShadows->LastFrameUsed != currentFrame || shadows.LinkedShadows->ViewOrigin != renderContext.View.Origin))
shadows.LinkedShadows = nullptr; // Don't use incompatible linked shadows buffer
if (shadows.LastFrameUsed == currentFrame)
shadows.Reset();
shadows.LastFrameUsed = currentFrame;
shadows.MaxShadowsQuality = Math::Clamp(Math::Min<int32>((int32)Graphics::ShadowsQuality, (int32)renderContext.View.MaxShadowsQuality), 0, (int32)Quality::MAX - 1);
shadows.EnableStaticShadows = !renderContext.View.IsOfflinePass && !renderContext.View.IsSingleFrame;
shadows.EnableStaticShadows = !renderContext.View.IsOfflinePass && !renderContext.View.IsSingleFrame && !shadows.LinkedShadows;
int32 atlasResolution;
switch (Graphics::ShadowMapsQuality)
{
@@ -1325,6 +1357,29 @@ RETRY_ATLAS_SETUP:
SetupLight(shadows, renderContext, renderContextBatch, *(RenderSpotLightData*)light, atlasLight);
else //if (light->IsDirectionalLight)
SetupLight(shadows, renderContext, renderContextBatch, *(RenderDirectionalLightData*)light, atlasLight);
// Check if that light exists in linked shadows buffer to reuse shadow maps
const ShadowAtlasLight* linkedAtlasLight;
if (shadows.LinkedShadows && ((linkedAtlasLight = shadows.LinkedShadows->Lights.TryGet(light->ID))) && linkedAtlasLight->TilesCount == atlasLight.TilesCount)
{
for (int32 tileIndex = 0; tileIndex < atlasLight.TilesCount; tileIndex++)
{
auto& tile = atlasLight.Tiles[tileIndex];
tile.LinkedRectTile = nullptr;
auto& linkedTile = linkedAtlasLight->Tiles[tileIndex];
// Check if both lights use the same projections
if (tile.WorldToShadow == linkedTile.WorldToShadow && linkedTile.RectTile)
{
tile.LinkedRectTile = linkedTile.RectTile;
}
}
}
else
{
for (auto& tile : atlasLight.Tiles)
tile.LinkedRectTile = nullptr;
}
}
}
if (shadows.StaticAtlas.IsInitialized())
@@ -1495,29 +1550,21 @@ void ShadowsPass::RenderShadowMaps(RenderContextBatch& renderContextBatch)
// Set viewport for tile
context->SetViewportAndScissors(tile.CachedViewport);
if (tile.StaticRectTile && atlasLight.StaticState == ShadowAtlasLight::CopyStaticShadow)
if (tile.LinkedRectTile)
{
// Color.xyzw is used by PS_DepthCopy in Quad shader to scale input texture UVs
const float staticAtlasResolutionInv = 1.0f / shadows.StaticShadowMapAtlas->Width();
quadShaderData.Color = Float4(tile.StaticRectTile->Width, tile.StaticRectTile->Height, tile.StaticRectTile->X, tile.StaticRectTile->Y) * staticAtlasResolutionInv;
context->UpdateCB(quadShaderCB, &quadShaderData);
context->BindCB(0, quadShaderCB);
// Copy tile depth
context->BindSR(0, shadows.StaticShadowMapAtlas->View());
context->SetState(_psDepthCopy);
context->DrawFullscreenTriangle();
// Copy linked shadow
ASSERT(shadows.LinkedShadows);
CopyShadowMapTile(context, quadShaderCB, quadShaderData, shadows.LinkedShadows->ShadowMapAtlas, tile.LinkedRectTile);
}
else if (tile.StaticRectTile && atlasLight.StaticState == ShadowAtlasLight::CopyStaticShadow)
{
// Copy static shadow
CopyShadowMapTile(context, quadShaderCB, quadShaderData, shadows.StaticShadowMapAtlas, tile.StaticRectTile);
}
else if (!shadows.ClearShadowMapAtlas)
{
// Color.r is used by PS_DepthClear in Quad shader to clear depth
quadShaderData.Color = Float4::One;
context->UpdateCB(quadShaderCB, &quadShaderData);
context->BindCB(0, quadShaderCB);
// Clear tile depth
context->SetState(_psDepthClear);
context->DrawFullscreenTriangle();
// Clear shadow
ClearShadowMapTile(context, quadShaderCB, quadShaderData);
}
// Draw objects depth

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@@ -60,6 +60,8 @@ private:
static void SetupLight(ShadowsCustomBuffer& shadows, RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light, ShadowAtlasLight& atlasLight);
static void SetupLight(ShadowsCustomBuffer& shadows, RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderPointLightData& light, ShadowAtlasLight& atlasLight);
static void SetupLight(ShadowsCustomBuffer& shadows, RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderSpotLightData& light, ShadowAtlasLight& atlasLight);
void ClearShadowMapTile(GPUContext* context, GPUConstantBuffer* quadShaderCB, struct QuadShaderData& quadShaderData) const;
void CopyShadowMapTile(GPUContext* context, GPUConstantBuffer* quadShaderCB, struct QuadShaderData& quadShaderData, const GPUTexture* srcShadowMap, const struct ShadowsAtlasRectTile* srcTile) const;
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)

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@@ -431,8 +431,6 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
GET_VERTEX(1, 1);
#undef GET_VERTEX
// TODO: use SIMD for those calculations
// Calculate normals for quad two vertices
Float3 n0 = Float3::Normalize((v00 - v01) ^ (v01 - v10));
Float3 n1 = Float3::Normalize((v11 - v10) ^ (v10 - v01));
@@ -446,6 +444,7 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
}
}
#if 0
// Smooth normals
for (int32 z = 1; z < normalsSize.Y - 1; z++)
{
@@ -466,8 +465,6 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
GET_NORMAL(2, 2);
#undef GET_VERTEX
// TODO: use SIMD for those calculations
/*
* The current vertex is (11). Calculate average for the nearby vertices.
* 00 01 02
@@ -481,6 +478,7 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
normalsPerVertex[i11] = Float3::Lerp(n11, avg, 0.6f);
}
}
#endif
// Write back to the data container
const auto ptr = (Color32*)data;
@@ -525,10 +523,9 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
const int32 textureIndex = tz + tx;
const int32 heightmapIndex = hz + hx;
const int32 normalIndex = sz + sx;
#if BUILD_DEBUG
ASSERT(normalIndex >= 0 && normalIndex < normalsLength);
#endif
Float3 normal = Float3::NormalizeFast(normalsPerVertex[normalIndex]) * 0.5f + 0.5f;
ASSERT_LOW_LAYER(normalIndex >= 0 && normalIndex < normalsLength);
Float3 normal = Float3::NormalizeFast(normalsPerVertex[normalIndex]);
normal = normal * 0.5f + 0.5f;
if (holesMask && !holesMask[heightmapIndex])
normal = Float3::One;
@@ -1247,6 +1244,11 @@ void TerrainPatch::ClearCache()
void TerrainPatch::CacheHeightData()
{
if (Heightmap == nullptr)
{
LOG(Error, "Missing heightmap.");
return;
}
PROFILE_CPU_NAMED("Terrain.CacheHeightData");
const TerrainDataUpdateInfo info(this);
@@ -1745,7 +1747,7 @@ bool TerrainPatch::UpdateHeightData(TerrainDataUpdateInfo& info, const Int2& mod
// Prepare data for the uploading to GPU
ASSERT(Heightmap);
auto texture = Heightmap->GetTexture();
ASSERT(texture->ResidentMipLevels() > 0);
ASSERT(texture->IsAllocated());
const int32 textureSize = texture->Width();
const PixelFormat pixelFormat = texture->Format();
const int32 pixelStride = PixelFormatExtensions::SizeInBytes(pixelFormat);

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@@ -10,6 +10,10 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
{
switch (node->TypeID)
{
// Material
case 1:
value = tryGetValue(box, Value::Zero);
break;
// World Position
case 2:
value = Value(VariantType::Float3, TEXT("input.WorldPosition.xyz"));

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@@ -286,7 +286,7 @@ void ShaderGenerator::ProcessGroupMath(Box* box, Node* node, Value& value)
case 29:
{
Value inXY = tryGetValue(node->GetBox(0), Value::Zero).AsFloat2();
value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, sqrt(saturate(1.0 - dot({0}.xy, {0}.xy))))"), inXY.Value), node);
value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, sqrt(saturate(1.0 - dot({0}, {0}))))"), inXY.Value), node);
break;
}
// Mad