Files
FlaxEngine/Source/Engine/Renderer/Editor/MaterialComplexity.cpp

230 lines
8.5 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#if USE_EDITOR
#include "MaterialComplexity.h"
#include "Engine/Core/Types/Variant.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Profiler/Profiler.h"
#include "Engine/Level/Actors/Decal.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUPipelineState.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/Lightmaps.h"
const MaterialInfo& MaterialComplexityMaterialShader::WrapperShader::GetInfo() const
{
if (MaterialAsset)
return MaterialAsset->GetInfo();
return Info;
}
GPUShader* MaterialComplexityMaterialShader::WrapperShader::GetShader() const
{
return MaterialAsset->GetShader();
}
bool MaterialComplexityMaterialShader::WrapperShader::IsReady() const
{
return MaterialAsset && MaterialAsset->IsReady();
}
bool MaterialComplexityMaterialShader::WrapperShader::CanUseInstancing(InstancingHandler& handler) const
{
return MaterialAsset && MaterialAsset->CanUseInstancing(handler);
}
DrawPass MaterialComplexityMaterialShader::WrapperShader::GetDrawModes() const
{
return MaterialAsset->GetDrawModes();
}
void MaterialComplexityMaterialShader::WrapperShader::Bind(BindParameters& params)
{
auto& drawCall = *params.FirstDrawCall;
// Get original material from the draw call
IMaterial* material = nullptr;
switch (Domain)
{
case MaterialDomain::Surface:
case MaterialDomain::Terrain:
material = *(IMaterial**)&drawCall.Surface.Lightmap;
break;
case MaterialDomain::Particle:
material = *(IMaterial**)&drawCall.ObjectPosition;
break;
case MaterialDomain::Decal:
material = drawCall.Material;
break;
}
// Disable lightmaps
const auto lightmapsEnable = EnableLightmapsUsage;
EnableLightmapsUsage = false;
// Estimate the shader complexity
ASSERT_LOW_LAYER(material && material->IsReady());
material->Bind(params);
GPUPipelineState* materialPs = params.GPUContext->GetState();
const float complexity = (float)Math::Min(materialPs->Complexity, MATERIAL_COMPLEXITY_LIMIT) / MATERIAL_COMPLEXITY_LIMIT;
// Draw with custom color
const Color color(complexity, complexity, complexity, 1.0f);
MaterialAsset->SetParameterValue(TEXT("Color"), Variant(color));
MaterialAsset->Bind(params);
EnableLightmapsUsage = lightmapsEnable;
}
MaterialComplexityMaterialShader::MaterialComplexityMaterialShader()
{
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Editor/MaterialComplexity"));
// Initialize material wrappers table with separate materials for each material domain type and shader configuration
#define INIT_WRAPPER(i, domain, asset) _wrappers[i].Domain = MaterialDomain::domain; _wrappers[i].MaterialAsset = Content::LoadAsyncInternal<Material>(TEXT(asset))
INIT_WRAPPER(0, Surface, "Editor/DebugMaterials/SingleColor/Surface");
INIT_WRAPPER(1, Surface, "Editor/DebugMaterials/SingleColor/SurfaceAdditive");
INIT_WRAPPER(2, Terrain, "Editor/DebugMaterials/SingleColor/Terrain");
INIT_WRAPPER(3, Particle, "Editor/DebugMaterials/SingleColor/Particle");
INIT_WRAPPER(4, Decal, "Editor/DebugMaterials/SingleColor/Decal");
// TODO: deformable splines rendering cost for complexity
// TODO: volumetric fog particles rendering cost for complexity
#undef INIT_WRAPPER
}
void MaterialComplexityMaterialShader::DebugOverrideDrawCallsMaterial(RenderContext& renderContext)
{
PROFILE_CPU();
// Cache 'ready' state for wrappers
bool isReady[ARRAY_COUNT(_wrappers) + 1];
for (int32 i = 0; i < ARRAY_COUNT(_wrappers); i++)
isReady[i] = _wrappers[i].IsReady();
isReady[ARRAY_COUNT(_wrappers)] = false;
// Override all draw calls
for (auto& e : renderContext.List->DrawCalls)
DebugOverrideDrawCallsMaterial(e, isReady);
for (auto& e : renderContext.List->BatchedDrawCalls)
DebugOverrideDrawCallsMaterial(e.DrawCall, isReady);
}
void MaterialComplexityMaterialShader::Draw(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer)
{
// Draw decals into Light buffer to include them into complexity drawing
auto& decals = renderContext.List->Decals;
auto boxModel = Content::LoadAsyncInternal<Model>(TEXT("Engine/Models/SimpleBox"));
auto& decalsWrapper = _wrappers[4];
if (decals.HasItems() && boxModel && boxModel->CanBeRendered() && decalsWrapper.IsReady())
{
PROFILE_GPU_CPU_NAMED("Decals");
DrawCall drawCall;
MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
bindParams.BindViewData();
drawCall.WorldDeterminantSign = 1.0f;
context->SetRenderTarget(lightBuffer);
for (int32 i = 0; i < decals.Count(); i++)
{
const auto decal = decals[i];
ASSERT(decal && decal->Material);
Transform transform = decal->GetTransform();
transform.Scale *= decal->GetSize();
renderContext.View.GetWorldMatrix(transform, drawCall.World);
drawCall.ObjectPosition = drawCall.World.GetTranslation();
drawCall.Material = decal->Material;
drawCall.PerInstanceRandom = decal->GetPerInstanceRandom();
decalsWrapper.Bind(bindParams);
boxModel->Render(context);
}
context->ResetSR();
}
// Draw transparency into Light buffer to include it into complexity drawing
GPUTexture* depthBuffer = renderContext.Buffers->DepthBuffer;
GPUTextureView* readOnlyDepthBuffer = depthBuffer->View();
if (EnumHasAnyFlags(depthBuffer->Flags(), GPUTextureFlags::ReadOnlyDepthView))
readOnlyDepthBuffer = depthBuffer->ViewReadOnlyDepth();
context->SetRenderTarget(readOnlyDepthBuffer, lightBuffer);
auto& distortionList = renderContext.List->DrawCallsLists[(int32)DrawCallsListType::Distortion];
if (!distortionList.IsEmpty())
{
PROFILE_GPU_CPU_NAMED("Distortion");
renderContext.View.Pass = DrawPass::Distortion;
renderContext.List->ExecuteDrawCalls(renderContext, distortionList);
}
auto& forwardList = renderContext.List->DrawCallsLists[(int32)DrawCallsListType::Forward];
if (!forwardList.IsEmpty())
{
PROFILE_GPU_CPU_NAMED("Forward");
renderContext.View.Pass = DrawPass::Forward;
renderContext.List->ExecuteDrawCalls(renderContext, forwardList);
}
// Draw accumulated complexity into colors gradient
context->ResetRenderTarget();
context->SetRenderTarget(renderContext.Task->GetOutputView());
context->SetViewportAndScissors(renderContext.Task->GetOutputViewport());
if (_shader && _shader->IsLoaded())
{
if (!_ps)
{
_ps = GPUDevice::Instance->CreatePipelineState();
auto psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
psDesc.PS = _shader->GetShader()->GetPS("PS");
_ps->Init(psDesc);
}
context->BindSR(0, lightBuffer);
context->SetState(_ps);
context->DrawFullscreenTriangle();
return;
}
context->Draw(lightBuffer);
}
void MaterialComplexityMaterialShader::DebugOverrideDrawCallsMaterial(DrawCall& drawCall, const bool isReady[ARRAY_COUNT(_wrappers) + 1])
{
auto domain = drawCall.Material->GetInfo().Domain;
auto wrapperIndex = ARRAY_COUNT(_wrappers);
switch (domain)
{
case MaterialDomain::Surface:
wrapperIndex = EnumHasAnyFlags(drawCall.Material->GetDrawModes(), DrawPass::Forward) ? 1 : 0;
break;
case MaterialDomain::Terrain:
wrapperIndex = 2;
break;
case MaterialDomain::Particle:
wrapperIndex = 3;
break;
case MaterialDomain::Decal:
wrapperIndex = 4;
break;
}
if (isReady[wrapperIndex])
{
// Override draw call material and cache original material for later
switch (domain)
{
case MaterialDomain::Surface:
case MaterialDomain::Terrain:
*(void**)&drawCall.Surface.Lightmap = drawCall.Material;
break;
case MaterialDomain::Particle:
case MaterialDomain::Decal:
*(void**)&drawCall.ObjectPosition = drawCall.Material;
break;
}
drawCall.Material = &_wrappers[wrapperIndex];
}
}
#endif