Add Deformable material domain

This commit is contained in:
Wojtek Figat
2021-02-08 15:44:38 +01:00
parent 5a561b1278
commit da784e98e5
13 changed files with 685 additions and 9 deletions

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@@ -0,0 +1,195 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "DeformableMaterialShader.h"
#include "MaterialShaderFeatures.h"
#include "MaterialParams.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/GPULimits.h"
#include "Engine/Engine/Time.h"
#include "Engine/Graphics/RenderTask.h"
PACK_STRUCT(struct DeformableMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Matrix LocalMatrix;
Matrix ViewMatrix;
Vector3 ViewPos;
float ViewFar;
Vector3 ViewDir;
float TimeParam;
Vector4 ViewInfo;
Vector4 ScreenSize;
Vector3 WorldInvScale;
float WorldDeterminantSign;
float MeshMinZ;
float Segment;
float ChunksPerSegment;
float PerInstanceRandom;
Vector4 TemporalAAJitter;
Vector3 GeometrySize;
float MeshMaxZ;
});
DrawPass DeformableMaterialShader::GetDrawModes() const
{
return _drawModes;
}
void DeformableMaterialShader::Bind(BindParameters& params)
{
// Prepare
auto context = params.GPUContext;
auto& view = params.RenderContext.View;
auto& drawCall = *params.FirstDrawCall;
byte* cb = _cbData.Get();
auto materialData = reinterpret_cast<DeformableMaterialShaderData*>(cb);
cb += sizeof(DeformableMaterialShaderData);
int32 srv = 1;
// Setup features
if (_info.BlendMode != MaterialBlendMode::Opaque)
ForwardShadingFeature::Bind(params, cb, srv);
// Setup parameters
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Constants = cb;
bindMeta.Input = nullptr;
bindMeta.Buffers = nullptr;
bindMeta.CanSampleDepth = false;
bindMeta.CanSampleGBuffer = false;
MaterialParams::Bind(params.ParamsLink, bindMeta);
// Setup material constants
{
Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
Matrix::Transpose(drawCall.Deformable.LocalMatrix, materialData->LocalMatrix);
Matrix::Transpose(view.View, materialData->ViewMatrix);
materialData->ViewPos = view.Position;
materialData->ViewFar = view.Far;
materialData->ViewDir = view.Direction;
materialData->TimeParam = Time::Draw.UnscaledTime.GetTotalSeconds();
materialData->ViewInfo = view.ViewInfo;
materialData->ScreenSize = view.ScreenSize;
const float scaleX = Vector3(drawCall.World.M11, drawCall.World.M12, drawCall.World.M13).Length();
const float scaleY = Vector3(drawCall.World.M21, drawCall.World.M22, drawCall.World.M23).Length();
const float scaleZ = Vector3(drawCall.World.M31, drawCall.World.M32, drawCall.World.M33).Length();
materialData->WorldInvScale = Vector3(
scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign;
materialData->Segment = drawCall.Deformable.Segment;
materialData->ChunksPerSegment = drawCall.Deformable.ChunksPerSegment;
materialData->MeshMinZ = drawCall.Deformable.MeshMinZ;
materialData->MeshMaxZ = drawCall.Deformable.MeshMaxZ;
materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
materialData->TemporalAAJitter = view.TemporalAAJitter;
materialData->GeometrySize = drawCall.Deformable.GeometrySize;
}
// Bind spline deformation buffer
context->BindSR(0, drawCall.Deformable.SplineDeformation->View());
// Bind constants
if (_cb)
{
context->UpdateCB(_cb, _cbData.Get());
context->BindCB(0, _cb);
}
// Select pipeline state based on current pass and render mode
const bool wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != 0 || view.Mode == ViewMode::Wireframe;
CullMode cullMode = view.Pass == DrawPass::Depth ? CullMode::TwoSided : _info.CullMode;
if (cullMode != CullMode::TwoSided && drawCall.WorldDeterminantSign < 0)
{
// Invert culling when scale is negative
if (cullMode == CullMode::Normal)
cullMode = CullMode::Inverted;
else
cullMode = CullMode::Normal;
}
PipelineStateCache* psCache = _cache.GetPS(view.Pass);
ASSERT(psCache);
GPUPipelineState* state = psCache->GetPS(cullMode, wireframe);
// Bind pipeline
context->SetState(state);
}
void DeformableMaterialShader::Unload()
{
// Base
MaterialShader::Unload();
_cache.Release();
}
bool DeformableMaterialShader::Load()
{
_drawModes = DrawPass::Depth;
auto psDesc = GPUPipelineState::Description::Default;
psDesc.DepthTestEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == 0;
psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == 0;
// Check if use tessellation (both material and runtime supports it)
const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
if (useTess)
{
psDesc.HS = _shader->GetHS("HS");
psDesc.DS = _shader->GetDS("DS");
}
if (_info.BlendMode == MaterialBlendMode::Opaque)
{
_drawModes = DrawPass::GBuffer;
// GBuffer Pass
psDesc.VS = _shader->GetVS("VS_SplineModel");
psDesc.PS = _shader->GetPS("PS_GBuffer");
_cache.Default.Init(psDesc);
}
else
{
_drawModes = DrawPass::Forward;
// Forward Pass
psDesc.VS = _shader->GetVS("VS_SplineModel");
psDesc.PS = _shader->GetPS("PS_Forward");
psDesc.DepthWriteEnable = false;
psDesc.BlendMode = BlendingMode::AlphaBlend;
switch (_info.BlendMode)
{
case MaterialBlendMode::Transparent:
psDesc.BlendMode = BlendingMode::AlphaBlend;
break;
case MaterialBlendMode::Additive:
psDesc.BlendMode = BlendingMode::Additive;
break;
case MaterialBlendMode::Multiply:
psDesc.BlendMode = BlendingMode::Multiply;
break;
}
_cache.Default.Init(psDesc);
}
// Depth Pass
psDesc.CullMode = CullMode::TwoSided;
psDesc.DepthClipEnable = false;
psDesc.DepthWriteEnable = true;
psDesc.DepthTestEnable = true;
psDesc.DepthFunc = ComparisonFunc::Less;
psDesc.HS = nullptr;
psDesc.DS = nullptr;
_cache.Depth.Init(psDesc);
return false;
}

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@@ -0,0 +1,63 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "MaterialShader.h"
/// <summary>
/// Represents material that can be used to render objects that can be deformed.
/// </summary>
class DeformableMaterialShader : public MaterialShader
{
private:
struct Cache
{
PipelineStateCache Default;
PipelineStateCache Depth;
FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass)
{
switch (pass)
{
case DrawPass::Depth:
return &Depth;
case DrawPass::GBuffer:
case DrawPass::Forward:
return &Default;
default:
return nullptr;
}
}
FORCE_INLINE void Release()
{
Default.Release();
Depth.Release();
}
};
private:
Cache _cache;
DrawPass _drawModes = DrawPass::None;
public:
DeformableMaterialShader(const String& name)
: MaterialShader(name)
{
}
public:
// [MaterialShader]
DrawPass GetDrawModes() const override;
void Bind(BindParameters& params) override;
void Unload() override;
protected:
// [MaterialShader]
bool Load() override;
};

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@@ -74,6 +74,14 @@ public:
return GetInfo().Domain == MaterialDomain::Particle;
}
/// <summary>
/// Determines whether material is a deformable shader.
/// </summary>
FORCE_INLINE bool IsDeformable() const
{
return GetInfo().Domain == MaterialDomain::Deformable;
}
/// <summary>
/// Returns true if material is ready for rendering.
/// </summary>

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@@ -39,6 +39,11 @@ API_ENUM() enum class MaterialDomain : byte
/// The particle shader. Can be used only with particles geometry (sprites, trails and ribbons). Supports reading particle data on a GPU.
/// </summary>
Particle = 5,
/// <summary>
/// The deformable shader. Can be used only with objects that can be deformed (spline models).
/// </summary>
Deformable = 6,
};
/// <summary>

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@@ -14,7 +14,7 @@
#include "GUIMaterialShader.h"
#include "TerrainMaterialShader.h"
#include "ParticleMaterialShader.h"
//#include "DeformableMaterialShader.h"
#include "DeformableMaterialShader.h"
GPUPipelineState* MaterialShader::PipelineStateCache::InitPS(CullMode mode, bool wireframe)
{
@@ -62,9 +62,9 @@ MaterialShader* MaterialShader::Create(const String& name, MemoryReadStream& sha
case MaterialDomain::Particle:
material = New<ParticleMaterialShader>(name);
break;
/*case MaterialDomain::Deformable:
material = New<DeformableMaterialShader>(name);
break;*/
case MaterialDomain::Deformable:
material = New<DeformableMaterialShader>(name);
break;
default:
LOG(Fatal, "Unknown material type.");
return nullptr;

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@@ -350,7 +350,7 @@ bool Mesh::Intersects(const Ray& ray, const Matrix& world, float& distance, Vect
#endif
}
void Mesh::GetDrawCallGeometry(DrawCall& drawCall)
void Mesh::GetDrawCallGeometry(DrawCall& drawCall) const
{
drawCall.Geometry.IndexBuffer = _indexBuffer;
drawCall.Geometry.VertexBuffers[0] = _vertexBuffers[0];

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@@ -377,7 +377,7 @@ public:
/// Gets the draw call geometry for this mesh. Sets the index and vertex buffers.
/// </summary>
/// <param name="drawCall">The draw call.</param>
void GetDrawCallGeometry(DrawCall& drawCall);
void GetDrawCallGeometry(DrawCall& drawCall) const;
/// <summary>
/// Model instance drawing packed data.