105 lines
3.3 KiB
C++
105 lines
3.3 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "GUIMaterialShader.h"
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#include "MaterialParams.h"
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#include "Engine/Core/Math/Viewport.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/RenderView.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "Engine/Render2D/Render2D.h"
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#include "Engine/Renderer/DrawCall.h"
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PACK_STRUCT(struct GUIMaterialShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Matrix ViewMatrix;
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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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});
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void GUIMaterialShader::Bind(BindParameters& params)
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{
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// Prepare
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auto context = params.GPUContext;
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Span<byte> cb(_cbData.Get(), _cbData.Count());
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ASSERT_LOW_LAYER(cb.Length() >= sizeof(GUIMaterialShaderData));
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auto materialData = reinterpret_cast<GUIMaterialShaderData*>(cb.Get());
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cb = Span<byte>(cb.Get() + sizeof(GUIMaterialShaderData), cb.Length() - sizeof(GUIMaterialShaderData));
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int32 srv = 0;
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const auto ps = context->IsDepthBufferBinded() ? _cache.Depth : _cache.NoDepth;
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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.Constants = cb;
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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
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{
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const auto viewProjectionMatrix = (Matrix*)params.CustomData;
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Matrix::Transpose(*viewProjectionMatrix, materialData->ViewProjectionMatrix);
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Matrix::Transpose(Matrix::Identity, materialData->WorldMatrix);
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Matrix::Transpose(Matrix::Identity, materialData->ViewMatrix);
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materialData->ViewPos = Vector3::Zero;
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materialData->ViewFar = 0.0f;
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materialData->ViewDir = Vector3::Forward;
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materialData->TimeParam = params.TimeParam;
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materialData->ViewInfo = Vector4::Zero;
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auto& viewport = Render2D::GetViewport();
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materialData->ScreenSize = Vector4(viewport.Width, viewport.Height, 1.0f / viewport.Width, 1.0f / viewport.Height);
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}
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// Bind constants
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if (_cb)
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{
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context->UpdateCB(_cb, _cbData.Get());
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context->BindCB(0, _cb);
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}
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// Bind pipeline
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context->SetState(ps);
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}
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void GUIMaterialShader::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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}
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bool GUIMaterialShader::Load()
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{
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GPUPipelineState::Description psDesc0 = GPUPipelineState::Description::DefaultFullscreenTriangle;
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psDesc0.Wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != 0;
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psDesc0.VS = _shader->GetVS("VS_GUI");
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psDesc0.PS = _shader->GetPS("PS_GUI");
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psDesc0.BlendMode = BlendingMode::AlphaBlend;
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psDesc0.DepthTestEnable = psDesc0.DepthWriteEnable = true;
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_cache.Depth = GPUDevice::Instance->CreatePipelineState();
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_cache.NoDepth = GPUDevice::Instance->CreatePipelineState();
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bool failed = _cache.Depth->Init(psDesc0);
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psDesc0.DepthTestEnable = psDesc0.DepthWriteEnable = false;
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failed |= _cache.NoDepth->Init(psDesc0);
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if (failed)
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{
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LOG(Warning, "Failed to create GUI material pipeline state.");
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return true;
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}
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return false;
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}
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