Add support for sampling Scene Color in transparent materials (forward pass)

This commit is contained in:
Wojtek Figat
2022-04-12 21:48:52 +02:00
parent c99793d2a4
commit e32ad93020
6 changed files with 17 additions and 21 deletions

View File

@@ -70,7 +70,7 @@ void ForwardMaterialShader::Bind(BindParameters& params)
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Constants = cb;
bindMeta.Input = nullptr; // forward pass materials cannot sample scene color for now
bindMeta.Input = params.Input;
bindMeta.Buffers = params.RenderContext.Buffers;
bindMeta.CanSampleDepth = GPUDevice::Instance->Limits.HasReadOnlyDepth;
bindMeta.CanSampleGBuffer = true;

View File

@@ -400,11 +400,13 @@ void MaterialParameter::Bind(BindMeta& meta) const
{
case MaterialSceneTextures::SceneDepth:
view = meta.CanSampleDepth
? (GPUDevice::Instance->Limits.HasReadOnlyDepth ? meta.Buffers->DepthBuffer->ViewReadOnlyDepth() : meta.Buffers->DepthBuffer->View())
? meta.Buffers->DepthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView ? meta.Buffers->DepthBuffer->ViewReadOnlyDepth() : meta.Buffers->DepthBuffer->View()
: GPUDevice::Instance->GetDefaultWhiteTexture()->View();
break;
case MaterialSceneTextures::AmbientOcclusion:
case MaterialSceneTextures::BaseColor:
case MaterialSceneTextures::DiffuseColor:
case MaterialSceneTextures::SpecularColor:
view = meta.CanSampleGBuffer ? meta.Buffers->GBuffer0->View() : nullptr;
break;
case MaterialSceneTextures::WorldNormal:

View File

@@ -74,10 +74,7 @@ void ForwardPass::Dispose()
void ForwardPass::Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output)
{
PROFILE_GPU_CPU("Forward");
// Cache data
auto device = GPUDevice::Instance;
auto context = device->GetMainContext();
auto context = GPUDevice::Instance->GetMainContext();
auto& view = renderContext.View;
auto mainCache = renderContext.List;
@@ -141,6 +138,6 @@ void ForwardPass::Render(RenderContext& renderContext, GPUTexture* input, GPUTex
// Run forward pass
view.Pass = DrawPass::Forward;
context->SetRenderTarget(depthBufferHandle, output->View());
mainCache->ExecuteDrawCalls(renderContext, forwardList);
mainCache->ExecuteDrawCalls(renderContext, forwardList, input->View());
}
}

View File

@@ -553,7 +553,7 @@ bool CanUseInstancing(DrawPass pass)
return pass == DrawPass::GBuffer || pass == DrawPass::Depth;
}
void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list)
void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list, GPUTextureView* input)
{
if (list.IsEmpty())
return;
@@ -625,6 +625,7 @@ DRAW:
// Execute draw calls
MaterialBase::BindParameters bindParams(context, renderContext);
bindParams.Input = input;
if (useInstancing)
{
int32 instanceBufferOffset = 0;

View File

@@ -564,9 +564,10 @@ public:
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="listType">The collected draw calls list type.</param>
API_FUNCTION() FORCE_INLINE void ExecuteDrawCalls(API_PARAM(Ref) const RenderContext& renderContext, DrawCallsListType listType)
/// <param name="input">The input scene color. It's optional and used in forward/postFx rendering.</param>
API_FUNCTION() FORCE_INLINE void ExecuteDrawCalls(API_PARAM(Ref) const RenderContext& renderContext, DrawCallsListType listType, GPUTextureView* input = nullptr)
{
ExecuteDrawCalls(renderContext, DrawCallsLists[(int32)listType]);
ExecuteDrawCalls(renderContext, DrawCallsLists[(int32)listType], input);
}
/// <summary>
@@ -574,7 +575,8 @@ public:
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="list">The collected draw calls list.</param>
void ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list);
/// <param name="input">The input scene color. It's optional and used in forward/postFx rendering.</param>
void ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list, GPUTextureView* input = nullptr);
};
/// <summary>

View File

@@ -45,7 +45,6 @@ Array<RendererPassBase*> PassList(64);
class RendererService : public EngineService
{
public:
RendererService()
: EngineService(TEXT("Renderer"), 20)
{
@@ -429,8 +428,9 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
}
// Run forward pass
auto forwardPassResult = renderContext.Buffers->RT1_FloatRGB;
ForwardPass::Instance()->Render(renderContext, lightBuffer, forwardPassResult);
GPUTexture* frameBuffer = renderContext.Buffers->RT1_FloatRGB;
GPUTexture* tempBuffer = renderContext.Buffers->RT2_FloatRGB;
ForwardPass::Instance()->Render(renderContext, lightBuffer, frameBuffer);
// Cleanup
context->ResetRenderTarget();
@@ -443,16 +443,10 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
{
context->SetRenderTarget(task->GetOutputView());
context->SetViewportAndScissors(task->GetOutputViewport());
context->Draw(forwardPassResult);
context->Draw(frameBuffer);
return;
}
// Prepare buffers for post processing frame
GPUTexture* frameBuffer = renderContext.Buffers->RT1_FloatRGB;
GPUTexture* tempBuffer = renderContext.Buffers->RT2_FloatRGB;
if (forwardPassResult == tempBuffer)
Swap(frameBuffer, tempBuffer);
// Material and Custom PostFx
renderContext.List->RunMaterialPostFxPass(context, renderContext, MaterialPostFxLocation::BeforePostProcessingPass, frameBuffer, tempBuffer);
renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::BeforePostProcessingPass, frameBuffer, tempBuffer);