Additional improvements to scene rendering

This commit is contained in:
Wojtek Figat
2022-11-15 22:39:03 +01:00
parent a2670dc3b5
commit eb281a7574
11 changed files with 68 additions and 79 deletions

View File

@@ -22,14 +22,12 @@ float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float3 WorldInvScale;
float WorldDeterminantSign;
float2 Dummy0;
float LODDitherFactor;
float PerInstanceRandom;
float4 TemporalAAJitter;
float3 GeometrySize;
float Dummy1;
float WorldDeterminantSign;
@1META_CB_END
// Shader resources
@@ -48,6 +46,9 @@ struct GeometryData
nointerpolation float3 InstanceOrigin : TEXCOORD5;
nointerpolation float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
float3 PrevWorldPosition : TEXCOORD7;
nointerpolation float3 InstanceTransform1 : TEXCOORD8;
nointerpolation float3 InstanceTransform2 : TEXCOORD9;
nointerpolation float3 InstanceTransform3 : TEXCOORD10;
};
// Interpolants passed from the vertex shader
@@ -92,11 +93,9 @@ struct MaterialInput
float3 PreSkinnedNormal;
float3 InstanceOrigin;
float2 InstanceParams;
#if USE_INSTANCING
float3 InstanceTransform1;
float3 InstanceTransform2;
float3 InstanceTransform3;
#endif
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
#endif
@@ -117,6 +116,9 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent);
output.InstanceOrigin = geometry.InstanceOrigin;
output.InstanceParams = geometry.InstanceParams;
output.InstanceTransform1 = geometry.InstanceTransform1;
output.InstanceTransform2 = geometry.InstanceTransform2;
output.InstanceTransform3 = geometry.InstanceTransform3;
return output;
}
@@ -154,6 +156,9 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
output.InstanceOrigin = p0.InstanceOrigin;
output.InstanceParams = p0.InstanceParams;
output.InstanceTransform1 = p0.InstanceTransform1;
output.InstanceTransform2 = p0.InstanceTransform2;
output.InstanceTransform3 = p0.InstanceTransform3;
return output;
}
@@ -170,17 +175,19 @@ MaterialInput GetMaterialInput(PixelInput input)
return output;
}
// Gets the local to world transform matrix (supports instancing)
#if USE_INSTANCING
// Gets the local to world transform matrix
#define GetInstanceTransform(input) float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f))
// Extarcts the world matrix and instancce transform vector
#if USE_INSTANCING
#define CalculateInstanceTransform(input) float4x4 world = GetInstanceTransform(input); output.Geometry.InstanceTransform1 = input.InstanceTransform1.xyz; output.Geometry.InstanceTransform2 = input.InstanceTransform2.xyz; output.Geometry.InstanceTransform3 = input.InstanceTransform3.xyz;
#else
#define GetInstanceTransform(input) WorldMatrix;
#define CalculateInstanceTransform(input) float4x4 world = WorldMatrix; output.Geometry.InstanceTransform1 = world[0].xyz; output.Geometry.InstanceTransform2 = world[1].xyz; output.Geometry.InstanceTransform3 = world[2].xyz;
#endif
// Removes the scale vector from the local to world transformation matrix (supports instancing)
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{
#if USE_INSTANCING
// Extract per axis scales from localToWorld transform
float scaleX = length(localToWorld[0]);
float scaleY = length(localToWorld[1]);
@@ -189,9 +196,6 @@ float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
#else
float3 invScale = WorldInvScale;
#endif
localToWorld[0] *= invScale.x;
localToWorld[1] *= invScale.y;
localToWorld[2] *= invScale.z;
@@ -333,7 +337,7 @@ VertexOutput VS(ModelInput input)
VertexOutput output;
// Compute world space vertex position
float4x4 world = GetInstanceTransform(input);
CalculateInstanceTransform(input);
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), PrevWorldMatrix).xyz;
@@ -372,11 +376,6 @@ VertexOutput VS(ModelInput input)
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
#if USE_INSTANCING
materialInput.InstanceTransform1 = input.InstanceTransform1.xyz;
materialInput.InstanceTransform2 = input.InstanceTransform2.xyz;
materialInput.InstanceTransform3 = input.InstanceTransform3.xyz;
#endif
Material material = GetMaterialVS(materialInput);
#endif
@@ -411,7 +410,11 @@ META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, US
META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
{
#if USE_INSTANCING
float4x4 world = GetInstanceTransform(input);
#else
float4x4 world = WorldMatrix;
#endif
float3 worldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
return position;
@@ -515,7 +518,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
float3x3 tangentToLocal = SkinTangents(input, data);
// Compute world space vertex position
float4x4 world = GetInstanceTransform(input);
CalculateInstanceTransform(input);
output.Geometry.WorldPosition = mul(float4(position, 1), world).xyz;
#if PER_BONE_MOTION_BLUR
float3 prevPosition = SkinPrevPosition(input);