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

104 lines
3.4 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "GUIMaterialShader.h"
#include "MaterialParams.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Viewport.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Render2D/Render2D.h"
#include "Engine/Renderer/DrawCall.h"
PACK_STRUCT(struct GUIMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Matrix ViewMatrix;
Float3 ViewPos;
float ViewFar;
Float3 ViewDir;
float TimeParam;
Float4 ViewInfo;
Float4 ScreenSize;
Float4 ViewSize;
});
void GUIMaterialShader::Bind(BindParameters& params)
{
// Prepare
auto context = params.GPUContext;
Span<byte> cb(_cbData.Get(), _cbData.Count());
ASSERT_LOW_LAYER(cb.Length() >= sizeof(GUIMaterialShaderData));
auto materialData = reinterpret_cast<GUIMaterialShaderData*>(cb.Get());
cb = cb.Slice(sizeof(GUIMaterialShaderData));
int32 srv = 0;
auto customData = (Render2D::CustomData*)params.CustomData;
const auto ps = customData->UseDepthBuffer ? _cache.Depth : _cache.NoDepth;
// Setup parameters
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Constants = cb;
bindMeta.Input = nullptr;
bindMeta.Buffers = nullptr;
bindMeta.CanSampleDepth = false;
bindMeta.CanSampleGBuffer = false;
MaterialParams::Bind(params.ParamsLink, bindMeta);
// Setup material constants
{
Matrix::Transpose(customData->ViewProjection, materialData->ViewProjectionMatrix);
Matrix::Transpose(Matrix::Identity, materialData->WorldMatrix);
Matrix::Transpose(Matrix::Identity, materialData->ViewMatrix);
materialData->ViewPos = Float3::Zero;
materialData->ViewFar = 0.0f;
materialData->ViewDir = Float3::Forward;
materialData->TimeParam = params.TimeParam;
materialData->ViewInfo = Float4::Zero;
auto& viewport = Render2D::GetViewport();
materialData->ScreenSize = Float4(viewport.Width, viewport.Height, 1.0f / viewport.Width, 1.0f / viewport.Height);
materialData->ViewSize = Float4(customData->ViewSize.X, customData->ViewSize.Y, 1.0f / customData->ViewSize.X, 1.0f / customData->ViewSize.Y);
}
// Bind constants
if (_cb)
{
context->UpdateCB(_cb, _cbData.Get());
context->BindCB(0, _cb);
}
// Bind pipeline
context->SetState(ps);
}
void GUIMaterialShader::Unload()
{
// Base
MaterialShader::Unload();
_cache.Release();
}
bool GUIMaterialShader::Load()
{
auto desc = GPUPipelineState::Description::DefaultFullscreenTriangle;
desc.Wireframe = EnumHasAnyFlags(_info.FeaturesFlags, MaterialFeaturesFlags::Wireframe);
desc.VS = _shader->GetVS("VS_GUI");
desc.PS = _shader->GetPS("PS_GUI");
desc.BlendMode = BlendingMode::AlphaBlend;
desc.DepthEnable = true;
_cache.Depth = GPUDevice::Instance->CreatePipelineState();
_cache.NoDepth = GPUDevice::Instance->CreatePipelineState();
bool failed = _cache.Depth->Init(desc);
desc.DepthEnable = false;
failed |= _cache.NoDepth->Init(desc);
if (failed)
{
LOG(Warning, "Failed to create GUI material pipeline state.");
return true;
}
return false;
}