Files
FlaxEngine/Source/Engine/Graphics/Materials/DecalMaterialShader.cpp
2020-12-07 23:40:54 +01:00

169 lines
5.7 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "DecalMaterialShader.h"
#include "MaterialParams.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Engine/Time.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Renderer/DrawCall.h"
PACK_STRUCT(struct DecalMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Matrix ViewMatrix;
Matrix InvWorld;
Matrix SVPositionToWorld;
Vector3 ViewPos;
float ViewFar;
Vector3 ViewDir;
float TimeParam;
Vector4 ViewInfo;
Vector4 ScreenSize;
});
DrawPass DecalMaterialShader::GetDrawModes() const
{
return DrawPass::GBuffer;
}
void DecalMaterialShader::Bind(BindParameters& params)
{
// Prepare
auto context = params.GPUContext;
auto& view = params.RenderContext.View;
auto& drawCall = *params.FirstDrawCall;
const auto cb0 = _shader->GetCB(0);
const bool hasCb0 = cb0->GetSize() != 0;
const bool isCameraInside = OrientedBoundingBox(Vector3::Half, params.FirstDrawCall->World).Contains(view.Position) == ContainmentType::Contains;
// Setup parameters
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Buffer0 = hasCb0 ? _cb0Data.Get() + sizeof(DecalMaterialShaderData) : nullptr;
bindMeta.Input = nullptr;
bindMeta.Buffers = nullptr;
bindMeta.CanSampleDepth = true;
bindMeta.CanSampleGBuffer = false;
MaterialParams::Bind(params.ParamsLink, bindMeta);
// Decals use depth buffer to draw on top of the objects
context->BindSR(0, GET_TEXTURE_VIEW_SAFE(params.RenderContext.Buffers->DepthBuffer));
// Setup material constants data
if (hasCb0)
{
const auto materialData = reinterpret_cast<DecalMaterialShaderData*>(_cb0Data.Get());
Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
Matrix::Transpose(view.View, materialData->ViewMatrix);
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;
// Matrix for transformation from world space to decal object space
Matrix invWorld;
Matrix::Invert(drawCall.World, invWorld);
Matrix::Transpose(invWorld, materialData->InvWorld);
// Matrix for transformation from SV Position space to world space
const Matrix offsetMatrix(
2.0f * view.ScreenSize.Z, 0, 0, 0,
0, -2.0f * view.ScreenSize.W, 0, 0,
0, 0, 1, 0,
-1.0f, 1.0f, 0, 1);
const Matrix svPositionToWorld = offsetMatrix * view.IVP;
Matrix::Transpose(svPositionToWorld, materialData->SVPositionToWorld);
}
// Bind constants
if (hasCb0)
{
context->UpdateCB(cb0, _cb0Data.Get());
context->BindCB(0, cb0);
}
// Bind pipeline
context->SetState(isCameraInside ? _cache.Inside : _cache.Outside);
}
void DecalMaterialShader::Unload()
{
// Base
MaterialShader::Unload();
_cache.Release();
}
bool DecalMaterialShader::Load()
{
GPUPipelineState::Description psDesc0 = GPUPipelineState::Description::DefaultNoDepth;
psDesc0.VS = _shader->GetVS("VS_Decal");
psDesc0.PS = _shader->GetPS("PS_Decal");
psDesc0.CullMode = CullMode::Normal;
switch (_info.DecalBlendingMode)
{
case MaterialDecalBlendingMode::Translucent:
{
psDesc0.BlendMode.BlendEnable = true;
psDesc0.BlendMode.SrcBlend = BlendingMode::Blend::SrcAlpha;
psDesc0.BlendMode.DestBlend = BlendingMode::Blend::InvSrcAlpha;
psDesc0.BlendMode.SrcBlendAlpha = BlendingMode::Blend::Zero;
psDesc0.BlendMode.DestBlendAlpha = BlendingMode::Blend::One;
psDesc0.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
break;
}
case MaterialDecalBlendingMode::Stain:
{
psDesc0.BlendMode.BlendEnable = true;
psDesc0.BlendMode.SrcBlend = BlendingMode::Blend::DestColor;
psDesc0.BlendMode.DestBlend = BlendingMode::Blend::InvSrcAlpha;
psDesc0.BlendMode.SrcBlendAlpha = BlendingMode::Blend::Zero;
psDesc0.BlendMode.DestBlendAlpha = BlendingMode::Blend::One;
psDesc0.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
break;
}
case MaterialDecalBlendingMode::Normal:
{
psDesc0.BlendMode.BlendEnable = true;
psDesc0.BlendMode.SrcBlend = BlendingMode::Blend::SrcAlpha;
psDesc0.BlendMode.DestBlend = BlendingMode::Blend::InvSrcAlpha;
psDesc0.BlendMode.SrcBlendAlpha = BlendingMode::Blend::One;
psDesc0.BlendMode.DestBlendAlpha = BlendingMode::Blend::One;
psDesc0.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
break;
}
case MaterialDecalBlendingMode::Emissive:
{
psDesc0.BlendMode = BlendingMode::Additive;
break;
}
}
_cache.Outside = GPUDevice::Instance->CreatePipelineState();
if (_cache.Outside->Init(psDesc0))
{
LOG(Warning, "Failed to create decal material pipeline state.");
return true;
}
psDesc0.CullMode = CullMode::Inverted;
_cache.Inside = GPUDevice::Instance->CreatePipelineState();
if (_cache.Inside->Init(psDesc0))
{
LOG(Warning, "Failed to create decal material pipeline state.");
return true;
}
return false;
}