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FlaxEngine/Source/Engine/Graphics/Materials/PostFxMaterialShader.cpp

94 lines
2.9 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "PostFxMaterialShader.h"
#include "MaterialParams.h"
#include "Engine/Core/Log.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Renderer/DrawCall.h"
PACK_STRUCT(struct PostFxMaterialShaderData {
Matrix ViewMatrix;
Float3 ViewPos;
float ViewFar;
Float3 ViewDir;
float TimeParam;
Float4 ViewInfo;
Float4 ScreenSize;
Float4 TemporalAAJitter;
Matrix InverseViewProjectionMatrix;
});
void PostFxMaterialShader::Bind(BindParameters& params)
{
// Prepare
auto context = params.GPUContext;
auto& view = params.RenderContext.View;
Span<byte> cb(_cbData.Get(), _cbData.Count());
ASSERT_LOW_LAYER(cb.Length() >= sizeof(PostFxMaterialShaderData));
auto materialData = reinterpret_cast<PostFxMaterialShaderData*>(cb.Get());
cb = cb.Slice(sizeof(PostFxMaterialShaderData));
int32 srv = 0;
// Setup parameters
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Constants = cb;
bindMeta.Input = params.Input;
bindMeta.Buffers = params.RenderContext.Buffers;
bindMeta.CanSampleDepth = true;
bindMeta.CanSampleGBuffer = true;
MaterialParams::Bind(params.ParamsLink, bindMeta);
// Setup material constants
{
Matrix::Transpose(view.View, materialData->ViewMatrix);
Matrix::Transpose(view.IVP, materialData->InverseViewProjectionMatrix);
materialData->ViewPos = view.Position;
materialData->ViewFar = view.Far;
materialData->ViewDir = view.Direction;
materialData->TimeParam = params.UnscaledTimeParam;
materialData->ViewInfo = view.ViewInfo;
materialData->ScreenSize = view.ScreenSize;
materialData->TemporalAAJitter = view.TemporalAAJitter;
}
// Bind constants
if (_cb)
{
context->UpdateCB(_cb, _cbData.Get());
context->BindCB(0, _cb);
}
// Bind pipeline
context->SetState(_cache.Default);
}
void PostFxMaterialShader::Unload()
{
// Base
MaterialShader::Unload();
_cache.Release();
}
bool PostFxMaterialShader::Load()
{
// PostFx material uses 'PS_PostFx' pixel shader and default simple shared quad vertex shader
GPUPipelineState::Description psDesc0 = GPUPipelineState::Description::DefaultFullscreenTriangle;
psDesc0.VS = GPUDevice::Instance->QuadShader->GetVS("VS_PostFx");
psDesc0.PS = _shader->GetPS("PS_PostFx");
_cache.Default = GPUDevice::Instance->CreatePipelineState();
if (_cache.Default->Init(psDesc0))
{
LOG(Warning, "Failed to create postFx material pipeline state.");
return true;
}
return false;
}