Refactor enum flags with __underlying_type and new EnumHasAnyFlags/EnumHasAllFlags

Fixes #832
Closes #886
This commit is contained in:
Wojtek Figat
2023-01-15 12:44:39 +01:00
parent 810f7fb803
commit f127bbebe1
101 changed files with 424 additions and 414 deletions

View File

@@ -195,9 +195,9 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
ADD_FEATURE(LightmapFeature);
if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
ADD_FEATURE(DeferredShadingFeature);
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == 0)
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == MaterialFeaturesFlags::None)
ADD_FEATURE(DistortionFeature);
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::GlobalIllumination) != 0)
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::GlobalIllumination))
ADD_FEATURE(GlobalIlluminationFeature);
if (materialInfo.BlendMode != MaterialBlendMode::Opaque)
ADD_FEATURE(ForwardShadingFeature);
@@ -209,9 +209,9 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
ADD_FEATURE(DeferredShadingFeature);
break;
case MaterialDomain::Particle:
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == 0)
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == MaterialFeaturesFlags::None)
ADD_FEATURE(DistortionFeature);
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::GlobalIllumination) != 0)
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::GlobalIllumination))
ADD_FEATURE(GlobalIlluminationFeature);
ADD_FEATURE(ForwardShadingFeature);
break;
@@ -330,15 +330,15 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
// Normalize and transform to world space if need to
_writer.Write(TEXT("\t{0}.TangentNormal = normalize({0}.TangentNormal);\n"), materialVarPS.Value);
if ((baseLayer->FeaturesFlags & MaterialFeaturesFlags::InputWorldSpaceNormal) == 0)
{
_writer.Write(TEXT("\t{0}.WorldNormal = normalize(TransformTangentVectorToWorld(input, {0}.TangentNormal));\n"), materialVarPS.Value);
}
else
if (EnumHasAllFlags(baseLayer->FeaturesFlags, MaterialFeaturesFlags::InputWorldSpaceNormal))
{
_writer.Write(TEXT("\t{0}.WorldNormal = {0}.TangentNormal;\n"), materialVarPS.Value);
_writer.Write(TEXT("\t{0}.TangentNormal = normalize(TransformWorldVectorToTangent(input, {0}.WorldNormal));\n"), materialVarPS.Value);
}
else
{
_writer.Write(TEXT("\t{0}.WorldNormal = normalize(TransformTangentVectorToWorld(input, {0}.TangentNormal));\n"), materialVarPS.Value);
}
// Clamp values
_writer.Write(TEXT("\t{0}.Metalness = saturate({0}.Metalness);\n"), materialVarPS.Value);
@@ -421,7 +421,7 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
_writer.Write(TEXT("#define MATERIAL_MASK_THRESHOLD ({0})\n"), baseLayer->MaskThreshold);
_writer.Write(TEXT("#define CUSTOM_VERTEX_INTERPOLATORS_COUNT ({0})\n"), _vsToPsInterpolants.Count());
_writer.Write(TEXT("#define MATERIAL_OPACITY_THRESHOLD ({0})\n"), baseLayer->OpacityThreshold);
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && !(materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableReflections) && materialInfo.FeaturesFlags & MaterialFeaturesFlags::ScreenSpaceReflections)
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && !(materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableReflections) && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::ScreenSpaceReflections))
{
// Inject depth and color buffers for Screen Space Reflections used by transparent material
auto sceneDepthTexture = findOrAddSceneTexture(MaterialSceneTextures::SceneDepth);