Add **Sample Global SDF** node to materials
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@@ -9,19 +9,19 @@
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#include "Engine/Content/Content.h"
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#include "Engine/Engine/GameplayGlobals.h"
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#include "Engine/Graphics/Config.h"
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#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
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void ShaderGraphUtilities::GenerateShaderConstantBuffer(TextWriterUnicode& writer, Array<SerializedMaterialParam>& parameters)
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{
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int32 constantsOffset = 0;
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int32 paddingIndex = 0;
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for (int32 i = 0; i < parameters.Count(); i++)
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{
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auto& param = parameters[i];
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const Char* format = nullptr;
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int32 size;
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int32 alignment;
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bool zeroRegister = true;
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switch (param.Type)
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{
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case MaterialParameterType::Bool:
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@@ -107,11 +107,15 @@ void ShaderGraphUtilities::GenerateShaderConstantBuffer(TextWriterUnicode& write
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alignment = 16;
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format = TEXT("float4 {0};");
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break;
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default: ;
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}
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break;
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}
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default: ;
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case MaterialParameterType::GlobalSDF:
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zeroRegister = false;
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size = sizeof(GlobalSignDistanceFieldPass::GlobalSDFData);
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alignment = 16;
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format = TEXT("GlobalSDFData {0};");
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break;
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}
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if (format)
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{
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@@ -126,7 +130,8 @@ void ShaderGraphUtilities::GenerateShaderConstantBuffer(TextWriterUnicode& write
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}
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}
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param.RegisterIndex = 0;
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if (zeroRegister)
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param.RegisterIndex = 0;
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param.Offset = constantsOffset;
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writer.WriteLine(format, param.ShaderName);
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constantsOffset += size;
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@@ -139,7 +144,9 @@ const Char* ShaderGraphUtilities::GenerateShaderResources(TextWriterUnicode& wri
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for (int32 i = 0; i < parameters.Count(); i++)
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{
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auto& param = parameters[i];
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const Char* format;
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const Char* format = nullptr;
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bool zeroOffset = true;
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int32 registers = 1;
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switch (param.Type)
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{
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case MaterialParameterType::NormalMap:
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@@ -158,16 +165,19 @@ const Char* ShaderGraphUtilities::GenerateShaderResources(TextWriterUnicode& wri
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case MaterialParameterType::GPUTextureVolume:
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format = TEXT("Texture3D {0} : register(t{1});");
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break;
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default:
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format = nullptr;
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case MaterialParameterType::GlobalSDF:
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format = TEXT("Texture3D<float> {0}_Tex[4] : register(t{1});");
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registers = 4;
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zeroOffset = false;
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break;
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}
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if (format)
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{
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param.Offset = 0;
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if (zeroOffset)
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param.Offset = 0;
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param.RegisterIndex = (byte)startRegister;
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writer.WriteLine(format, param.ShaderName, startRegister);
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startRegister++;
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startRegister += registers;
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if (param.RegisterIndex >= GPU_MAX_SR_BINDED)
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{
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return TEXT("Too many textures used. The maximum supported amount is " MACRO_TO_STR(GPU_MAX_SR_BINDED) " (including lightmaps and utility textures for lighting).");
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