Add support for sampling Scene Color in transparent materials (forward pass)
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@@ -70,7 +70,7 @@ void ForwardMaterialShader::Bind(BindParameters& params)
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MaterialParameter::BindMeta bindMeta;
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bindMeta.Context = context;
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bindMeta.Constants = cb;
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bindMeta.Input = nullptr; // forward pass materials cannot sample scene color for now
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bindMeta.Input = params.Input;
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bindMeta.Buffers = params.RenderContext.Buffers;
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bindMeta.CanSampleDepth = GPUDevice::Instance->Limits.HasReadOnlyDepth;
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bindMeta.CanSampleGBuffer = true;
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@@ -400,11 +400,13 @@ void MaterialParameter::Bind(BindMeta& meta) const
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{
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case MaterialSceneTextures::SceneDepth:
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view = meta.CanSampleDepth
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? (GPUDevice::Instance->Limits.HasReadOnlyDepth ? meta.Buffers->DepthBuffer->ViewReadOnlyDepth() : meta.Buffers->DepthBuffer->View())
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? meta.Buffers->DepthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView ? meta.Buffers->DepthBuffer->ViewReadOnlyDepth() : meta.Buffers->DepthBuffer->View()
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: GPUDevice::Instance->GetDefaultWhiteTexture()->View();
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break;
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case MaterialSceneTextures::AmbientOcclusion:
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case MaterialSceneTextures::BaseColor:
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case MaterialSceneTextures::DiffuseColor:
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case MaterialSceneTextures::SpecularColor:
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view = meta.CanSampleGBuffer ? meta.Buffers->GBuffer0->View() : nullptr;
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break;
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case MaterialSceneTextures::WorldNormal:
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@@ -74,10 +74,7 @@ void ForwardPass::Dispose()
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void ForwardPass::Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output)
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{
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PROFILE_GPU_CPU("Forward");
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// Cache data
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auto device = GPUDevice::Instance;
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auto context = device->GetMainContext();
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auto context = GPUDevice::Instance->GetMainContext();
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auto& view = renderContext.View;
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auto mainCache = renderContext.List;
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@@ -141,6 +138,6 @@ void ForwardPass::Render(RenderContext& renderContext, GPUTexture* input, GPUTex
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// Run forward pass
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view.Pass = DrawPass::Forward;
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context->SetRenderTarget(depthBufferHandle, output->View());
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mainCache->ExecuteDrawCalls(renderContext, forwardList);
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mainCache->ExecuteDrawCalls(renderContext, forwardList, input->View());
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}
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}
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@@ -553,7 +553,7 @@ bool CanUseInstancing(DrawPass pass)
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return pass == DrawPass::GBuffer || pass == DrawPass::Depth;
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}
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void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list)
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void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list, GPUTextureView* input)
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{
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if (list.IsEmpty())
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return;
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@@ -625,6 +625,7 @@ DRAW:
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// Execute draw calls
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MaterialBase::BindParameters bindParams(context, renderContext);
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bindParams.Input = input;
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if (useInstancing)
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{
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int32 instanceBufferOffset = 0;
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@@ -564,9 +564,10 @@ public:
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="listType">The collected draw calls list type.</param>
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API_FUNCTION() FORCE_INLINE void ExecuteDrawCalls(API_PARAM(Ref) const RenderContext& renderContext, DrawCallsListType listType)
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/// <param name="input">The input scene color. It's optional and used in forward/postFx rendering.</param>
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API_FUNCTION() FORCE_INLINE void ExecuteDrawCalls(API_PARAM(Ref) const RenderContext& renderContext, DrawCallsListType listType, GPUTextureView* input = nullptr)
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{
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ExecuteDrawCalls(renderContext, DrawCallsLists[(int32)listType]);
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ExecuteDrawCalls(renderContext, DrawCallsLists[(int32)listType], input);
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}
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/// <summary>
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@@ -574,7 +575,8 @@ public:
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="list">The collected draw calls list.</param>
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void ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list);
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/// <param name="input">The input scene color. It's optional and used in forward/postFx rendering.</param>
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void ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list, GPUTextureView* input = nullptr);
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};
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/// <summary>
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@@ -45,7 +45,6 @@ Array<RendererPassBase*> PassList(64);
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class RendererService : public EngineService
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{
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public:
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RendererService()
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: EngineService(TEXT("Renderer"), 20)
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{
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@@ -429,8 +428,9 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
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}
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// Run forward pass
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auto forwardPassResult = renderContext.Buffers->RT1_FloatRGB;
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ForwardPass::Instance()->Render(renderContext, lightBuffer, forwardPassResult);
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GPUTexture* frameBuffer = renderContext.Buffers->RT1_FloatRGB;
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GPUTexture* tempBuffer = renderContext.Buffers->RT2_FloatRGB;
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ForwardPass::Instance()->Render(renderContext, lightBuffer, frameBuffer);
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// Cleanup
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context->ResetRenderTarget();
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@@ -443,16 +443,10 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
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{
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context->SetRenderTarget(task->GetOutputView());
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context->SetViewportAndScissors(task->GetOutputViewport());
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context->Draw(forwardPassResult);
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context->Draw(frameBuffer);
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return;
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}
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// Prepare buffers for post processing frame
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GPUTexture* frameBuffer = renderContext.Buffers->RT1_FloatRGB;
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GPUTexture* tempBuffer = renderContext.Buffers->RT2_FloatRGB;
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if (forwardPassResult == tempBuffer)
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Swap(frameBuffer, tempBuffer);
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// Material and Custom PostFx
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renderContext.List->RunMaterialPostFxPass(context, renderContext, MaterialPostFxLocation::BeforePostProcessingPass, frameBuffer, tempBuffer);
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renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::BeforePostProcessingPass, frameBuffer, tempBuffer);
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