// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #include "ForwardMaterialShader.h" #include "MaterialParams.h" #include "Engine/Engine/Time.h" #include "Engine/Graphics/GPULimits.h" #include "Engine/Graphics/Models/SkinnedMeshDrawData.h" #include "Engine/Graphics/RenderView.h" #include "Engine/Level/Actors/EnvironmentProbe.h" #include "Engine/Renderer/DepthOfFieldPass.h" #include "Engine/Renderer/DrawCall.h" #include "Engine/Renderer/ShadowsPass.h" #if USE_EDITOR #include "Engine/Renderer/Lightmaps.h" #endif #define MAX_LOCAL_LIGHTS 4 PACK_STRUCT(struct ForwardMaterialShaderData { Matrix ViewProjectionMatrix; Matrix WorldMatrix; Matrix ViewMatrix; Matrix PrevViewProjectionMatrix; Matrix PrevWorldMatrix; Vector3 ViewPos; float ViewFar; Vector3 ViewDir; float TimeParam; Vector4 ViewInfo; Vector4 ScreenSize; Rectangle LightmapArea; Vector3 WorldInvScale; float WorldDeterminantSign; Vector2 Dummy0; float LODDitherFactor; float PerInstanceRandom; Vector3 GeometrySize; float Dummy1; }); PACK_STRUCT(struct ForwardMaterialShaderLightingData { LightData DirectionalLight; LightShadowData DirectionalLightShadow; LightData SkyLight; ProbeData EnvironmentProbe; ExponentialHeightFogData ExponentialHeightFog; Vector3 Dummy2; uint32 LocalLightsCount; LightData LocalLights[MAX_LOCAL_LIGHTS]; }); DrawPass ForwardMaterialShader::GetDrawModes() const { return _drawModes; } bool ForwardMaterialShader::CanUseInstancing() const { return true; } void ForwardMaterialShader::Bind(BindParameters& params) { // Prepare auto context = params.GPUContext; auto& view = params.RenderContext.View; auto cache = params.RenderContext.List; auto& drawCall = *params.FirstDrawCall; const auto cb0 = _shader->GetCB(0); const bool hasCb0 = cb0 && cb0->GetSize() != 0; const auto cb1 = _shader->GetCB(1); const bool hasCb1 = cb1 && cb1->GetSize() != 0; // Setup parameters MaterialParameter::BindMeta bindMeta; bindMeta.Context = context; bindMeta.Buffer0 = hasCb0 ? _cb0Data.Get() + sizeof(ForwardMaterialShaderData) : nullptr; bindMeta.Input = nullptr; // forward pass materials cannot sample scene color for now bindMeta.Buffers = params.RenderContext.Buffers; bindMeta.CanSampleDepth = GPUDevice::Instance->Limits.HasReadOnlyDepth; bindMeta.CanSampleGBuffer = true; MaterialParams::Bind(params.ParamsLink, bindMeta); // Check if is using mesh skinning const bool useSkinning = drawCall.Skinning != nullptr; if (useSkinning) { // Bind skinning buffer ASSERT(drawCall.Skinning->IsReady()); context->BindSR(0, drawCall.Skinning->BoneMatrices->View()); } // Setup material constants data const auto materialData = reinterpret_cast(_cb0Data.Get()); if (hasCb0) { Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix); Matrix::Transpose(drawCall.World, materialData->WorldMatrix); Matrix::Transpose(view.View, materialData->ViewMatrix); Matrix::Transpose(drawCall.PrevWorld, materialData->PrevWorldMatrix); Matrix::Transpose(view.PrevViewProjection, materialData->PrevViewProjectionMatrix); 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; // Extract per axis scales from LocalToWorld transform 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(); const Vector3 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->WorldInvScale = worldInvScale; materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign; materialData->LODDitherFactor = drawCall.LODDitherFactor; materialData->PerInstanceRandom = drawCall.PerInstanceRandom; materialData->GeometrySize = drawCall.GeometrySize; } // Setup lighting constants data if (hasCb1) { auto& lightingData = *reinterpret_cast(_cb1Data.Get()); const int32 envProbeShaderRegisterIndex = 0; const int32 skyLightShaderRegisterIndex = 1; const int32 dirLightShaderRegisterIndex = 2; // Set fog input if (cache->Fog) { cache->Fog->GetExponentialHeightFogData(view, lightingData.ExponentialHeightFog); } else { lightingData.ExponentialHeightFog.FogMinOpacity = 1.0f; lightingData.ExponentialHeightFog.ApplyDirectionalInscattering = 0.0f; } // Set directional light input if (cache->DirectionalLights.HasItems()) { const auto& dirLight = cache->DirectionalLights.First(); const auto shadowPass = ShadowsPass::Instance(); const bool useShadow = shadowPass->LastDirLightIndex == 0; if (useShadow) { lightingData.DirectionalLightShadow = shadowPass->LastDirLight; context->BindSR(dirLightShaderRegisterIndex, shadowPass->LastDirLightShadowMap); } else { context->UnBindSR(dirLightShaderRegisterIndex); } dirLight.SetupLightData(&lightingData.DirectionalLight, view, useShadow); } else { lightingData.DirectionalLight.Color = Vector3::Zero; lightingData.DirectionalLight.CastShadows = 0.0f; context->UnBindSR(dirLightShaderRegisterIndex); } // Set sky light if (cache->SkyLights.HasItems()) { auto& skyLight = cache->SkyLights.First(); skyLight.SetupLightData(&lightingData.SkyLight, view, false); const auto texture = skyLight.Image ? skyLight.Image->GetTexture() : nullptr; context->BindSR(skyLightShaderRegisterIndex, GET_TEXTURE_VIEW_SAFE(texture)); } else { Platform::MemoryClear(&lightingData.SkyLight, sizeof(lightingData.SkyLight)); context->UnBindSR(skyLightShaderRegisterIndex); } // Set reflection probe data EnvironmentProbe* probe = nullptr; // TODO: optimize env probe searching for a transparent material - use spatial cache for renderer to find it for (int32 i = 0; i < cache->EnvironmentProbes.Count(); i++) { const auto p = cache->EnvironmentProbes[i]; if (p->GetSphere().Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint) { probe = p; break; } } if (probe && probe->GetProbe()) { probe->SetupProbeData(&lightingData.EnvironmentProbe); const auto texture = probe->GetProbe()->GetTexture(); context->BindSR(envProbeShaderRegisterIndex, GET_TEXTURE_VIEW_SAFE(texture)); } else { lightingData.EnvironmentProbe.Data1 = Vector4::Zero; context->UnBindSR(envProbeShaderRegisterIndex); } // Set local lights lightingData.LocalLightsCount = 0; for (int32 i = 0; i < cache->PointLights.Count(); i++) { const auto& light = cache->PointLights[i]; if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint) { light.SetupLightData(&lightingData.LocalLights[lightingData.LocalLightsCount], view, false); lightingData.LocalLightsCount++; if (lightingData.LocalLightsCount == MAX_LOCAL_LIGHTS) break; } } for (int32 i = 0; i < cache->SpotLights.Count(); i++) { const auto& light = cache->SpotLights[i]; if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint) { light.SetupLightData(&lightingData.LocalLights[lightingData.LocalLightsCount], view, false); lightingData.LocalLightsCount++; if (lightingData.LocalLightsCount == MAX_LOCAL_LIGHTS) break; } } } // Bind constants if (hasCb0) { context->UpdateCB(cb0, _cb0Data.Get()); context->BindCB(0, cb0); } if (hasCb1) { context->UpdateCB(cb1, _cb1Data.Get()); context->BindCB(1, cb1); } // 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 USE_EDITOR if (IsRunningRadiancePass) cullMode = CullMode::TwoSided; #endif if (cullMode != CullMode::TwoSided && drawCall.IsNegativeScale()) { // Invert culling when scale is negative if (cullMode == CullMode::Normal) cullMode = CullMode::Inverted; else cullMode = CullMode::Normal; } ASSERT_LOW_LAYER(!(useSkinning && params.DrawCallsCount > 1)); // No support for instancing skinned meshes const auto cacheObj = params.DrawCallsCount == 1 ? &_cache : &_cacheInstanced; PipelineStateCache* psCache = cacheObj->GetPS(view.Pass, useSkinning); ASSERT(psCache); GPUPipelineState* state = psCache->GetPS(cullMode, wireframe); // Bind pipeline context->SetState(state); } void ForwardMaterialShader::Unload() { // Base MaterialShader::Unload(); _cache.Release(); _cacheInstanced.Release(); } bool ForwardMaterialShader::Load() { _drawModes = DrawPass::Depth | DrawPass::Forward; 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"); } // Check if use transparent distortion pass if (_shader->HasShader("PS_Distortion")) { _drawModes |= DrawPass::Distortion; // Accumulate Distortion Pass psDesc.VS = _shader->GetVS("VS"); psDesc.PS = _shader->GetPS("PS_Distortion"); psDesc.BlendMode = BlendingMode::Add; psDesc.DepthWriteEnable = false; _cache.Distortion.Init(psDesc); //psDesc.VS = _shader->GetVS("VS", 1); //_cacheInstanced.Distortion.Init(psDesc); psDesc.VS = _shader->GetVS("VS_Skinned"); _cache.DistortionSkinned.Init(psDesc); } // Forward Pass psDesc.VS = _shader->GetVS("VS"); 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); //psDesc.VS = _shader->GetVS("VS", 1); //_cacheInstanced.Default.Init(psDesc); psDesc.VS = _shader->GetVS("VS_Skinned"); _cache.DefaultSkinned.Init(psDesc); // Depth Pass psDesc = GPUPipelineState::Description::Default; psDesc.CullMode = CullMode::TwoSided; psDesc.DepthClipEnable = false; psDesc.DepthWriteEnable = true; psDesc.DepthTestEnable = true; psDesc.DepthFunc = ComparisonFunc::Less; psDesc.HS = nullptr; psDesc.DS = nullptr; psDesc.VS = _shader->GetVS("VS"); psDesc.PS = _shader->GetPS("PS_Depth"); _cache.Depth.Init(psDesc); psDesc.VS = _shader->GetVS("VS", 1); _cacheInstanced.Depth.Init(psDesc); psDesc.VS = _shader->GetVS("VS_Skinned"); _cache.DepthSkinned.Init(psDesc); return false; }