Files
FlaxEngine/Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp

401 lines
16 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "ParticleMaterialShader.h"
#include "MaterialParams.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Renderer/ShadowsPass.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Engine/Time.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/GPULimits.h"
#include "Engine/Particles/Graph/CPU/ParticleEmitterGraph.CPU.h"
#include "Engine/Content/Assets/CubeTexture.h"
#include "Engine/Level/Actors/EnvironmentProbe.h"
#define MAX_LOCAL_LIGHTS 4
PACK_STRUCT(struct ParticleMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Matrix ViewMatrix;
Vector3 ViewPos;
float ViewFar;
Vector3 ViewDir;
float TimeParam;
Vector4 ViewInfo;
Vector4 ScreenSize;
uint32 SortedIndicesOffset;
float PerInstanceRandom;
int32 ParticleStride;
int32 PositionOffset;
int32 SpriteSizeOffset;
int32 SpriteFacingModeOffset;
int32 SpriteFacingVectorOffset;
int32 VelocityOffset;
int32 RotationOffset;
int32 ScaleOffset;
int32 ModelFacingModeOffset;
float RibbonUVTilingDistance;
Vector2 RibbonUVScale;
Vector2 RibbonUVOffset;
int32 RibbonWidthOffset;
int32 RibbonTwistOffset;
int32 RibbonFacingVectorOffset;
uint32 RibbonSegmentCount;
Matrix WorldMatrixInverseTransposed;
});
PACK_STRUCT(struct ParticleMaterialShaderLightingData {
LightData DirectionalLight;
LightShadowData DirectionalLightShadow;
LightData SkyLight;
ProbeData EnvironmentProbe;
ExponentialHeightFogData ExponentialHeightFog;
Vector3 Dummy1;
uint32 LocalLightsCount;
LightData LocalLights[MAX_LOCAL_LIGHTS];
});
DrawPass ParticleMaterialShader::GetDrawModes() const
{
return _drawModes;
}
void ParticleMaterialShader::Bind(BindParameters& params)
{
// Prepare
auto context = params.GPUContext;
auto& view = params.RenderContext.View;
auto cache = params.RenderContext.List;
auto& drawCall = *params.FirstDrawCall;
const auto cb0 = _shader->GetCB(0);
const bool hasCb0 = cb0->GetSize() != 0;
const auto cb1 = _shader->GetCB(1);
const bool hasCb1 = cb1->GetSize() != 0;
const uint32 sortedIndicesOffset = drawCall.Particle.Module->SortedIndicesOffset;
// Setup parameters
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Buffer0 = hasCb0 ? _cb0Data.Get() + sizeof(ParticleMaterialShaderData) : nullptr;
bindMeta.Input = nullptr;
bindMeta.Buffers = params.RenderContext.Buffers;
bindMeta.CanSampleDepth = GPUDevice::Instance->Limits.HasReadOnlyDepth;
bindMeta.CanSampleGBuffer = true;
MaterialParams::Bind(params.ParamsLink, bindMeta);
// Setup particles data and attributes binding info
{
context->BindSR(0, drawCall.Particle.Particles->GPU.Buffer->View());
if (drawCall.Particle.Particles->GPU.SortedIndices)
context->BindSR(1, drawCall.Particle.Particles->GPU.SortedIndices->View());
if (hasCb0)
{
const auto& p = *params.ParamsLink->This;
for (int32 i = 0; i < p.Count(); i++)
{
const auto& param = p.At(i);
if (param.GetParameterType() == MaterialParameterType::Integer && param.GetName().StartsWith(TEXT("Particle.")))
{
auto name = StringView(param.GetName().Get() + 9);
const int32 offset = drawCall.Particle.Particles->Layout->FindAttributeOffset(name);
*((int32*)(bindMeta.Buffer0 + param.GetBindOffset())) = offset;
}
}
}
}
// Select pipeline state based on current pass and render mode
const bool wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != 0 || view.Mode == ViewMode::Wireframe;
CullMode cullMode = view.Pass == DrawPass::Depth ? CullMode::TwoSided : _info.CullMode;
PipelineStateCache* psCache = nullptr;
switch (drawCall.Particle.Module->TypeID)
{
// Sprite Rendering
case 400:
{
psCache = (PipelineStateCache*)_cacheSprite.GetPS(view.Pass);
break;
}
// Model Rendering
case 403:
{
psCache = (PipelineStateCache*)_cacheModel.GetPS(view.Pass);
break;
}
// Ribbon Rendering
case 404:
{
psCache = (PipelineStateCache*)_cacheRibbon.GetPS(view.Pass);
static StringView ParticleRibbonWidth(TEXT("RibbonWidth"));
static StringView ParticleRibbonTwist(TEXT("RibbonTwist"));
static StringView ParticleRibbonFacingVector(TEXT("RibbonFacingVector"));
if (hasCb0)
{
const auto materialData = reinterpret_cast<ParticleMaterialShaderData*>(_cb0Data.Get());
materialData->RibbonWidthOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRibbonWidth, ParticleAttribute::ValueTypes::Float, -1);
materialData->RibbonTwistOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRibbonTwist, ParticleAttribute::ValueTypes::Float, -1);
materialData->RibbonFacingVectorOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRibbonFacingVector, ParticleAttribute::ValueTypes::Vector3, -1);
materialData->RibbonUVTilingDistance = drawCall.Particle.Ribbon.UVTilingDistance;
materialData->RibbonUVScale.X = drawCall.Particle.Ribbon.UVScaleX;
materialData->RibbonUVScale.Y = drawCall.Particle.Ribbon.UVScaleY;
materialData->RibbonUVOffset.X = drawCall.Particle.Ribbon.UVOffsetX;
materialData->RibbonUVOffset.Y = drawCall.Particle.Ribbon.UVOffsetY;
materialData->RibbonSegmentCount = drawCall.Particle.Ribbon.SegmentCount;
}
if (drawCall.Particle.Ribbon.SegmentDistances)
context->BindSR(1, drawCall.Particle.Ribbon.SegmentDistances->View());
break;
}
}
ASSERT(psCache);
GPUPipelineState* state = psCache->GetPS(cullMode, wireframe);
// Setup material constants data
if (hasCb0)
{
const auto materialData = reinterpret_cast<ParticleMaterialShaderData*>(_cb0Data.Get());
static StringView ParticlePosition(TEXT("Position"));
static StringView ParticleSpriteSize(TEXT("SpriteSize"));
static StringView ParticleSpriteFacingMode(TEXT("SpriteFacingMode"));
static StringView ParticleSpriteFacingVector(TEXT("SpriteFacingVector"));
static StringView ParticleVelocityOffset(TEXT("Velocity"));
static StringView ParticleRotationOffset(TEXT("Rotation"));
static StringView ParticleScaleOffset(TEXT("Scale"));
static StringView ParticleModelFacingModeOffset(TEXT("ModelFacingMode"));
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;
materialData->SortedIndicesOffset = drawCall.Particle.Particles->GPU.SortedIndices && params.RenderContext.View.Pass != DrawPass::Depth ? sortedIndicesOffset : 0xFFFFFFFF;
materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
materialData->ParticleStride = drawCall.Particle.Particles->Stride;
materialData->PositionOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticlePosition, ParticleAttribute::ValueTypes::Vector3);
materialData->SpriteSizeOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleSpriteSize, ParticleAttribute::ValueTypes::Vector2);
materialData->SpriteFacingModeOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleSpriteFacingMode, ParticleAttribute::ValueTypes::Int, -1);
materialData->SpriteFacingVectorOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleSpriteFacingVector, ParticleAttribute::ValueTypes::Vector3);
materialData->VelocityOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleVelocityOffset, ParticleAttribute::ValueTypes::Vector3);
materialData->RotationOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleRotationOffset, ParticleAttribute::ValueTypes::Vector3, -1);
materialData->ScaleOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleScaleOffset, ParticleAttribute::ValueTypes::Vector3, -1);
materialData->ModelFacingModeOffset = drawCall.Particle.Particles->Layout->FindAttributeOffset(ParticleModelFacingModeOffset, ParticleAttribute::ValueTypes::Int, -1);
Matrix::Invert(drawCall.World, materialData->WorldMatrixInverseTransposed);
}
// Setup lighting constants data
if (hasCb1)
{
auto& lightingData = *reinterpret_cast<ParticleMaterialShaderLightingData*>(_cb1Data.Get());
const int32 envProbeShaderRegisterIndex = 2;
const int32 skyLightShaderRegisterIndex = 3;
const int32 dirLightShaderRegisterIndex = 4;
// Set fog input
if (cache->Fog)
{
cache->Fog->GetExponentialHeightFogData(view, lightingData.ExponentialHeightFog);
}
else
{
lightingData.ExponentialHeightFog.FogMinOpacity = 1.0f;
lightingData.ExponentialHeightFog.ApplyDirectionalInscattering = 0.0f;
}
// Set directional light input
if (cache->DirectionalLights.HasItems())
{
const auto& dirLight = cache->DirectionalLights.First();
const auto shadowPass = ShadowsPass::Instance();
const bool useShadow = shadowPass->LastDirLightIndex == 0;
if (useShadow)
{
lightingData.DirectionalLightShadow = shadowPass->LastDirLight;
context->BindSR(dirLightShaderRegisterIndex, shadowPass->LastDirLightShadowMap);
}
else
{
context->UnBindSR(dirLightShaderRegisterIndex);
}
dirLight.SetupLightData(&lightingData.DirectionalLight, view, useShadow);
}
else
{
lightingData.DirectionalLight.Color = Vector3::Zero;
lightingData.DirectionalLight.CastShadows = 0.0f;
context->UnBindSR(dirLightShaderRegisterIndex);
}
// Set sky light
if (cache->SkyLights.HasItems())
{
auto& skyLight = cache->SkyLights.Last();
skyLight.SetupLightData(&lightingData.SkyLight, view, false);
const auto texture = skyLight.Image ? skyLight.Image->GetTexture() : nullptr;
context->BindSR(skyLightShaderRegisterIndex, texture);
}
else
{
Platform::MemoryClear(&lightingData.SkyLight, sizeof(lightingData.SkyLight));
context->UnBindSR(skyLightShaderRegisterIndex);
}
// Set reflection probe data
EnvironmentProbe* probe = nullptr;
// TODO: optimize env probe searching for a transparent material - use spatial cache for renderer to find it
for (int32 i = 0; i < cache->EnvironmentProbes.Count(); i++)
{
const auto p = cache->EnvironmentProbes[i];
if (p->GetSphere().Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint)
{
probe = p;
break;
}
}
if (probe && probe->GetProbe())
{
probe->SetupProbeData(&lightingData.EnvironmentProbe);
const auto texture = probe->GetProbe()->GetTexture();
context->BindSR(envProbeShaderRegisterIndex, texture);
}
else
{
lightingData.EnvironmentProbe.Data1 = Vector4::Zero;
context->UnBindSR(envProbeShaderRegisterIndex);
}
// Set local lights
lightingData.LocalLightsCount = 0;
for (int32 i = 0; i < cache->PointLights.Count(); i++)
{
const auto& light = cache->PointLights[i];
if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint)
{
light.SetupLightData(&lightingData.LocalLights[lightingData.LocalLightsCount], view, false);
lightingData.LocalLightsCount++;
if (lightingData.LocalLightsCount == MAX_LOCAL_LIGHTS)
break;
}
}
for (int32 i = 0; i < cache->SpotLights.Count(); i++)
{
const auto& light = cache->SpotLights[i];
if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.World.GetTranslation()) != ContainmentType::Disjoint)
{
light.SetupLightData(&lightingData.LocalLights[lightingData.LocalLightsCount], view, false);
lightingData.LocalLightsCount++;
if (lightingData.LocalLightsCount == MAX_LOCAL_LIGHTS)
break;
}
}
}
// Bind constants
if (hasCb0)
{
context->UpdateCB(cb0, _cb0Data.Get());
context->BindCB(0, cb0);
}
if (hasCb1)
{
context->UpdateCB(cb1, _cb1Data.Get());
context->BindCB(1, cb1);
}
// Bind pipeline
context->SetState(state);
}
void ParticleMaterialShader::Unload()
{
// Base
MaterialShader::Unload();
_cacheSprite.Release();
_cacheModel.Release();
_cacheRibbon.Release();
}
bool ParticleMaterialShader::Load()
{
_drawModes = DrawPass::Depth | DrawPass::Forward;
GPUPipelineState::Description psDesc = GPUPipelineState::Description::Default;
psDesc.DepthTestEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == 0;
psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == 0;
auto vsSprite = _shader->GetVS("VS_Sprite");
auto vsMesh = _shader->GetVS("VS_Model");
auto vsRibbon = _shader->GetVS("VS_Ribbon");
// Check if use transparent distortion pass
if (_shader->HasShader("PS_Distortion"))
{
_drawModes |= DrawPass::Distortion;
// Accumulate Distortion Pass
psDesc.PS = _shader->GetPS("PS_Distortion");
psDesc.BlendMode = BlendingMode::Add;
psDesc.DepthWriteEnable = false;
psDesc.VS = vsSprite;
_cacheSprite.Distortion.Init(psDesc);
psDesc.VS = vsMesh;
_cacheModel.Distortion.Init(psDesc);
psDesc.VS = vsRibbon;
_cacheRibbon.Distortion.Init(psDesc);
}
// Forward Pass
psDesc.PS = _shader->GetPS("PS_Forward");
psDesc.DepthWriteEnable = false;
psDesc.BlendMode = BlendingMode::AlphaBlend;
switch (_info.BlendMode)
{
case MaterialBlendMode::Transparent:
psDesc.BlendMode = BlendingMode::AlphaBlend;
break;
case MaterialBlendMode::Additive:
psDesc.BlendMode = BlendingMode::Additive;
break;
case MaterialBlendMode::Multiply:
psDesc.BlendMode = BlendingMode::Multiply;
break;
}
psDesc.VS = vsSprite;
_cacheSprite.Default.Init(psDesc);
psDesc.VS = vsMesh;
_cacheModel.Default.Init(psDesc);
psDesc.VS = vsRibbon;
_cacheRibbon.Default.Init(psDesc);
// Depth Pass
psDesc = GPUPipelineState::Description::Default;
psDesc.CullMode = CullMode::TwoSided;
psDesc.DepthClipEnable = false;
psDesc.PS = _shader->GetPS("PS_Depth");
psDesc.VS = vsSprite;
_cacheSprite.Depth.Init(psDesc);
psDesc.VS = vsMesh;
_cacheModel.Depth.Init(psDesc);
psDesc.VS = vsRibbon;
_cacheRibbon.Depth.Init(psDesc);
return false;
}