269 lines
9.5 KiB
C++
269 lines
9.5 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "DeferredMaterialShader.h"
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#include "MaterialParams.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Graphics/RenderView.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Level/Scene/Lightmap.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "Engine/Graphics/Models/SkinnedMeshDrawData.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Graphics/GPULimits.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Graphics/RenderTask.h"
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PACK_STRUCT(struct DeferredMaterialShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Matrix ViewMatrix;
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Matrix PrevViewProjectionMatrix;
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Matrix PrevWorldMatrix;
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Vector3 ViewPos;
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float ViewFar;
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Vector3 ViewDir;
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float TimeParam;
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Vector4 ViewInfo;
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Vector4 ScreenSize;
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Rectangle LightmapArea;
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Vector3 WorldInvScale;
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float WorldDeterminantSign;
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Vector2 Dummy0;
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float LODDitherFactor;
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float PerInstanceRandom;
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Vector4 TemporalAAJitter;
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Vector3 GeometrySize;
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float Dummy1;
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});
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DrawPass DeferredMaterialShader::GetDrawModes() const
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{
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return DrawPass::Depth | DrawPass::GBuffer | DrawPass::MotionVectors;
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}
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bool DeferredMaterialShader::CanUseLightmap() const
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{
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return true;
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}
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bool DeferredMaterialShader::CanUseInstancing() const
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{
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return true;
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}
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void DeferredMaterialShader::Bind(BindParameters& params)
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{
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// Prepare
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auto context = params.GPUContext;
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auto& view = params.RenderContext.View;
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auto& drawCall = *params.FirstDrawCall;
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const auto cb0 = _shader->GetCB(0);
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const bool hasCb0 = cb0 && cb0->GetSize() != 0;
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// Setup parameters
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MaterialParameter::BindMeta bindMeta;
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bindMeta.Context = context;
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bindMeta.Buffer0 = hasCb0 ? _cb0Data.Get() + sizeof(DeferredMaterialShaderData) : nullptr;
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bindMeta.Input = nullptr;
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bindMeta.Buffers = nullptr;
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bindMeta.CanSampleDepth = false;
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bindMeta.CanSampleGBuffer = false;
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MaterialParams::Bind(params.ParamsLink, bindMeta);
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// Setup material constants data
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auto materialData = reinterpret_cast<DeferredMaterialShaderData*>(_cb0Data.Get());
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if (hasCb0)
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{
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Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
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Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
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Matrix::Transpose(view.View, materialData->ViewMatrix);
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Matrix::Transpose(drawCall.PrevWorld, materialData->PrevWorldMatrix);
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Matrix::Transpose(view.PrevViewProjection, materialData->PrevViewProjectionMatrix);
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materialData->ViewPos = view.Position;
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materialData->ViewFar = view.Far;
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materialData->ViewDir = view.Direction;
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materialData->TimeParam = Time::Draw.UnscaledTime.GetTotalSeconds();
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materialData->ViewInfo = view.ViewInfo;
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materialData->ScreenSize = view.ScreenSize;
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// Extract per axis scales from LocalToWorld transform
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const float scaleX = Vector3(drawCall.World.M11, drawCall.World.M12, drawCall.World.M13).Length();
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const float scaleY = Vector3(drawCall.World.M21, drawCall.World.M22, drawCall.World.M23).Length();
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const float scaleZ = Vector3(drawCall.World.M31, drawCall.World.M32, drawCall.World.M33).Length();
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const Vector3 worldInvScale = Vector3(
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scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
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scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
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scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
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materialData->WorldInvScale = worldInvScale;
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materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign;
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materialData->LODDitherFactor = drawCall.LODDitherFactor;
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materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
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materialData->TemporalAAJitter = view.TemporalAAJitter;
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materialData->GeometrySize = drawCall.GeometrySize;
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}
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const bool useLightmap = view.Flags & ViewFlags::GI
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#if USE_EDITOR
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&& EnableLightmapsUsage
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#endif
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&& drawCall.Lightmap != nullptr;
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if (useLightmap)
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{
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// Bind lightmap textures
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GPUTexture *lightmap0, *lightmap1, *lightmap2;
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drawCall.Lightmap->GetTextures(&lightmap0, &lightmap1, &lightmap2);
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context->BindSR(0, lightmap0);
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context->BindSR(1, lightmap1);
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context->BindSR(2, lightmap2);
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// Set lightmap data
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materialData->LightmapArea = drawCall.LightmapUVsArea;
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}
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// Check if is using mesh skinning
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const bool useSkinning = drawCall.Skinning != nullptr;
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bool perBoneMotionBlur = false;
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if (useSkinning)
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{
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// Bind skinning buffer
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ASSERT(drawCall.Skinning->IsReady());
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context->BindSR(0, drawCall.Skinning->BoneMatrices->View());
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if (drawCall.Skinning->PrevBoneMatrices && drawCall.Skinning->PrevBoneMatrices->IsAllocated())
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{
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context->BindSR(1, drawCall.Skinning->PrevBoneMatrices->View());
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perBoneMotionBlur = true;
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}
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}
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// Bind constants
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if (hasCb0)
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{
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context->UpdateCB(cb0, _cb0Data.Get());
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context->BindCB(0, cb0);
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}
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// Select pipeline state based on current pass and render mode
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const bool wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != 0 || view.Mode == ViewMode::Wireframe;
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CullMode cullMode = view.Pass == DrawPass::Depth ? CullMode::TwoSided : _info.CullMode;
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#if USE_EDITOR
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if (IsRunningRadiancePass)
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cullMode = CullMode::TwoSided;
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#endif
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if (cullMode != CullMode::TwoSided && drawCall.IsNegativeScale())
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{
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// Invert culling when scale is negative
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if (cullMode == CullMode::Normal)
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cullMode = CullMode::Inverted;
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else
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cullMode = CullMode::Normal;
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}
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ASSERT_LOW_LAYER(!(useSkinning && params.DrawCallsCount > 1)); // No support for instancing skinned meshes
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const auto cache = params.DrawCallsCount == 1 ? &_cache : &_cacheInstanced;
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PipelineStateCache* psCache = cache->GetPS(view.Pass, useLightmap, useSkinning, perBoneMotionBlur);
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ASSERT(psCache);
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GPUPipelineState* state = psCache->GetPS(cullMode, wireframe);
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// Bind pipeline
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context->SetState(state);
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}
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void DeferredMaterialShader::Unload()
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{
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// Base
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MaterialShader::Unload();
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_cache.Release();
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_cacheInstanced.Release();
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}
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bool DeferredMaterialShader::Load()
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{
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auto psDesc = GPUPipelineState::Description::Default;
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psDesc.DepthTestEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == 0;
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psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == 0;
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// Check if use tessellation (both material and runtime supports it)
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const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
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if (useTess)
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{
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psDesc.HS = _shader->GetHS("HS");
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psDesc.DS = _shader->GetDS("DS");
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}
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// GBuffer Pass
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psDesc.VS = _shader->GetVS("VS");
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psDesc.PS = _shader->GetPS("PS_GBuffer");
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_cache.Default.Init(psDesc);
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psDesc.VS = _shader->GetVS("VS", 1);
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_cacheInstanced.Default.Init(psDesc);
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// GBuffer Pass with lightmap (use pixel shader permutation for USE_LIGHTMAP=1)
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psDesc.VS = _shader->GetVS("VS");
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psDesc.PS = _shader->GetPS("PS_GBuffer", 1);
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_cache.DefaultLightmap.Init(psDesc);
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psDesc.VS = _shader->GetVS("VS", 1);
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_cacheInstanced.DefaultLightmap.Init(psDesc);
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// GBuffer Pass with skinning
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psDesc.VS = _shader->GetVS("VS_Skinned");
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psDesc.PS = _shader->GetPS("PS_GBuffer");
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_cache.DefaultSkinned.Init(psDesc);
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// Motion Vectors pass
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psDesc.DepthWriteEnable = false;
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psDesc.DepthTestEnable = true;
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psDesc.DepthFunc = ComparisonFunc::LessEqual;
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if (useTess)
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{
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psDesc.HS = _shader->GetHS("HS", 1);
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psDesc.DS = _shader->GetDS("DS", 1);
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}
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psDesc.VS = _shader->GetVS("VS", 2);
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psDesc.PS = _shader->GetPS("PS_MotionVectors");
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_cache.MotionVectors.Init(psDesc);
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// Motion Vectors pass with skinning
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psDesc.VS = _shader->GetVS("VS_Skinned", 1);
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_cache.MotionVectorsSkinned.Init(psDesc);
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// Motion Vectors pass with skinning (with per-bone motion blur)
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psDesc.VS = _shader->GetVS("VS_Skinned", 2);
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_cache.MotionVectorsSkinnedPerBone.Init(psDesc);
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// Depth Pass
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psDesc.CullMode = CullMode::TwoSided;
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psDesc.DepthClipEnable = false;
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psDesc.DepthWriteEnable = true;
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psDesc.DepthTestEnable = true;
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psDesc.DepthFunc = ComparisonFunc::Less;
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psDesc.HS = nullptr;
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psDesc.DS = nullptr;
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GPUShaderProgramVS* instancedDepthPassVS;
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if ((_info.UsageFlags & (MaterialUsageFlags::UseMask | MaterialUsageFlags::UsePositionOffset)) != 0)
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{
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// Materials with masking need full vertex buffer to get texcoord used to sample textures for per pixel masking.
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// Materials with world pos offset need full VB to apply offset using texcoord etc.
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psDesc.VS = _shader->GetVS("VS");
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instancedDepthPassVS = _shader->GetVS("VS", 1);
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psDesc.PS = _shader->GetPS("PS_Depth");
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}
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else
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{
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psDesc.VS = _shader->GetVS("VS_Depth");
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instancedDepthPassVS = _shader->GetVS("VS_Depth", 1);
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psDesc.PS = nullptr;
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}
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_cache.Depth.Init(psDesc);
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psDesc.VS = instancedDepthPassVS;
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_cacheInstanced.Depth.Init(psDesc);
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// Depth Pass with skinning
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psDesc.VS = _shader->GetVS("VS_Skinned");
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_cache.DepthSkinned.Init(psDesc);
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return false;
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}
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