203 lines
6.8 KiB
C++
203 lines
6.8 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "ForwardMaterialShader.h"
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#include "MaterialShaderFeatures.h"
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#include "MaterialParams.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPULimits.h"
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#include "Engine/Graphics/RenderView.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/Models/SkinnedMeshDrawData.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Renderer/RenderList.h"
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#if USE_EDITOR
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#include "Engine/Renderer/Lightmaps.h"
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#endif
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DrawPass ForwardMaterialShader::GetDrawModes() const
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{
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return _drawModes;
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}
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bool ForwardMaterialShader::CanUseInstancing(InstancingHandler& handler) const
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{
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handler = { SurfaceDrawCallHandler::GetHash, SurfaceDrawCallHandler::CanBatch, };
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return true;
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}
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void ForwardMaterialShader::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.DrawCall;
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Span<byte> cb(_cbData.Get(), _cbData.Count());
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int32 srv = 3;
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// Setup features
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if ((_info.FeaturesFlags & MaterialFeaturesFlags::GlobalIllumination) != MaterialFeaturesFlags::None)
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{
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GlobalIlluminationFeature::Bind(params, cb, srv);
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if ((_info.FeaturesFlags & MaterialFeaturesFlags::ScreenSpaceReflections) != MaterialFeaturesFlags::None)
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SDFReflectionsFeature::Bind(params, cb, srv);
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}
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ForwardShadingFeature::Bind(params, cb, srv);
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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 = params.Input;
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bindMeta.Buffers = params.RenderContext.Buffers;
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bindMeta.CanSampleDepth = GPUDevice::Instance->Limits.HasReadOnlyDepth;
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bindMeta.CanSampleGBuffer = true;
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MaterialParams::Bind(params.ParamsLink, bindMeta);
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context->BindSR(0, params.ObjectBuffer);
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// Check if using mesh skinning
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const bool useSkinning = drawCall.Surface.Skinning != nullptr;
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if (useSkinning)
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{
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// Bind skinning buffer
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ASSERT(drawCall.Surface.Skinning->IsReady());
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context->BindSR(1, drawCall.Surface.Skinning->BoneMatrices->View());
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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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// Select pipeline state based on current pass and render mode
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const bool wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != MaterialFeaturesFlags::None || 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.WorldDeterminantSign < 0)
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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.Instanced)); // No support for instancing skinned meshes
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const auto cacheObj = params.Instanced ? &_cacheInstanced : &_cache;
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PipelineStateCache* psCache = cacheObj->GetPS(view.Pass, useSkinning);
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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 ForwardMaterialShader::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 ForwardMaterialShader::Load()
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{
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_drawModes = DrawPass::Depth | DrawPass::Forward | DrawPass::QuadOverdraw;
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auto psDesc = GPUPipelineState::Description::Default;
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psDesc.DepthEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == MaterialFeaturesFlags::None;
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psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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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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#endif
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#if USE_EDITOR
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if (_shader->HasShader("PS_QuadOverdraw"))
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{
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// Quad Overdraw
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psDesc.VS = _shader->GetVS("VS");
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psDesc.PS = _shader->GetPS("PS_QuadOverdraw");
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_cache.QuadOverdraw.Init(psDesc);
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psDesc.VS = _shader->GetVS("VS", 1);
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_cacheInstanced.Depth.Init(psDesc);
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psDesc.VS = _shader->GetVS("VS_Skinned");
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_cache.QuadOverdrawSkinned.Init(psDesc);
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}
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#endif
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// Check if use transparent distortion pass
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if (_shader->HasShader("PS_Distortion"))
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{
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_drawModes |= DrawPass::Distortion;
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// Accumulate Distortion Pass
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psDesc.VS = _shader->GetVS("VS");
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psDesc.PS = _shader->GetPS("PS_Distortion");
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psDesc.BlendMode = BlendingMode::Add;
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psDesc.DepthWriteEnable = false;
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_cache.Distortion.Init(psDesc);
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//psDesc.VS = _shader->GetVS("VS", 1);
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//_cacheInstanced.Distortion.Init(psDesc);
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psDesc.VS = _shader->GetVS("VS_Skinned");
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_cache.DistortionSkinned.Init(psDesc);
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}
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// Forward Pass
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psDesc.VS = _shader->GetVS("VS");
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if (psDesc.VS == nullptr)
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return true;
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psDesc.PS = _shader->GetPS("PS_Forward");
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psDesc.DepthWriteEnable = false;
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psDesc.BlendMode = BlendingMode::AlphaBlend;
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switch (_info.BlendMode)
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{
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case MaterialBlendMode::Transparent:
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psDesc.BlendMode = BlendingMode::AlphaBlend;
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break;
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case MaterialBlendMode::Additive:
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psDesc.BlendMode = BlendingMode::Additive;
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break;
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case MaterialBlendMode::Multiply:
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psDesc.BlendMode = BlendingMode::Multiply;
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break;
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}
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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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psDesc.VS = _shader->GetVS("VS_Skinned");
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_cache.DefaultSkinned.Init(psDesc);
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// Depth Pass
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psDesc = GPUPipelineState::Description::Default;
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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.DepthEnable = 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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psDesc.VS = _shader->GetVS("VS");
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psDesc.PS = _shader->GetPS("PS_Depth");
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_cache.Depth.Init(psDesc);
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psDesc.VS = _shader->GetVS("VS", 1);
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_cacheInstanced.Depth.Init(psDesc);
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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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