147 lines
5.5 KiB
C++
147 lines
5.5 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#if USE_EDITOR
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#include "LightmapUVsDensity.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Renderer/GBufferPass.h"
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#include "Engine/Graphics/GPUPipelineState.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Foliage/Foliage.h"
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#include "Engine/ShadowsOfMordor/Builder.Config.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Level/Actors/StaticModel.h"
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PACK_STRUCT(struct LightmapUVsDensityMaterialShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Rectangle LightmapArea;
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Float3 WorldInvScale;
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float LightmapTexelsPerWorldUnit;
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Float3 Dummy0;
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float LightmapSize;
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});
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LightmapUVsDensityMaterialShader::LightmapUVsDensityMaterialShader()
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{
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_ps = GPUDevice::Instance->CreatePipelineState();
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Editor/LightmapUVsDensity"));
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if (!_shader)
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return;
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<LightmapUVsDensityMaterialShader, &LightmapUVsDensityMaterialShader::OnShaderReloading>(this);
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#endif
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_gridTexture = Content::LoadAsyncInternal<Texture>(TEXT("Engine/Textures/Tiles_M"));
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}
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#if COMPILE_WITH_DEV_ENV
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void LightmapUVsDensityMaterialShader::OnShaderReloading(Asset* obj)
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{
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_ps->ReleaseGPU();
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}
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#endif
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const MaterialInfo& LightmapUVsDensityMaterialShader::GetInfo() const
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{
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return _info;
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}
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GPUShader* LightmapUVsDensityMaterialShader::GetShader() const
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{
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return _shader->GetShader();
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}
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bool LightmapUVsDensityMaterialShader::IsReady() const
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{
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return _shader && _shader->IsLoaded();
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}
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DrawPass LightmapUVsDensityMaterialShader::GetDrawModes() const
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{
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return DrawPass::GBuffer;
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}
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void LightmapUVsDensityMaterialShader::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& drawCall = *params.FirstDrawCall;
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// Setup
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auto shader = _shader->GetShader();
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auto cb = shader->GetCB(0);
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if (!_ps->IsValid())
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{
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auto psDesc = GPUPipelineState::Description::Default;
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psDesc.VS = shader->GetVS("VS");
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psDesc.PS = shader->GetPS("PS");
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_ps->Init(psDesc);
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}
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// Bind constants
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if (cb && cb->GetSize())
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{
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ASSERT(cb->GetSize() == sizeof(LightmapUVsDensityMaterialShaderData));
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LightmapUVsDensityMaterialShaderData data;
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Matrix::Transpose(params.RenderContext.View.Frustum.GetMatrix(), data.ViewProjectionMatrix);
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Matrix::Transpose(drawCall.World, data.WorldMatrix);
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const float scaleX = Float3(drawCall.World.M11, drawCall.World.M12, drawCall.World.M13).Length();
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const float scaleY = Float3(drawCall.World.M21, drawCall.World.M22, drawCall.World.M23).Length();
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const float scaleZ = Float3(drawCall.World.M31, drawCall.World.M32, drawCall.World.M33).Length();
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data.WorldInvScale = Float3(
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scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
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scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
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scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
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data.LightmapTexelsPerWorldUnit = ShadowsOfMordor::LightmapTexelsPerWorldUnit;
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data.LightmapSize = 1024.0f;
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data.LightmapArea = drawCall.Surface.LightmapUVsArea;
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const ModelLOD* drawCallModelLod;
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float scaleInLightmap = drawCall.Surface.LODDitherFactor; // Reuse field
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if (scaleInLightmap < 0.0f)
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data.LightmapSize = -1.0f; // Not using lightmap
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else if (GBufferPass::IndexBufferToModelLOD.TryGet(drawCall.Geometry.IndexBuffer, drawCallModelLod))
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{
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// Calculate current lightmap slot size for the object (matches the ShadowsOfMordor calculations when baking the lighting)
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float globalObjectsScale = 1.0f;
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int32 atlasSize = 1024;
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int32 chartsPadding = 3;
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BoundingBox box = drawCallModelLod->GetBox(drawCall.World);
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Float3 size = box.GetSize();
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float dimensionsCoeff = size.AverageArithmetic();
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if (size.X <= 1.0f)
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dimensionsCoeff = Float2(size.Y, size.Z).AverageArithmetic();
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else if (size.Y <= 1.0f)
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dimensionsCoeff = Float2(size.X, size.Z).AverageArithmetic();
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else if (size.Z <= 1.0f)
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dimensionsCoeff = Float2(size.Y, size.X).AverageArithmetic();
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float scale = globalObjectsScale * scaleInLightmap * ShadowsOfMordor::LightmapTexelsPerWorldUnit * dimensionsCoeff;
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if (scale <= ZeroTolerance)
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scale = 0.0f;
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const int32 maximumChartSize = atlasSize - chartsPadding * 2;
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int32 width = Math::Clamp(Math::CeilToInt(scale), ShadowsOfMordor::LightmapMinChartSize, maximumChartSize);
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int32 height = Math::Clamp(Math::CeilToInt(scale), ShadowsOfMordor::LightmapMinChartSize, maximumChartSize);
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float invSize = 1.0f / (float)atlasSize;
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data.LightmapArea = Rectangle(0, 0, width * invSize, height * invSize);
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data.LightmapSize = (float)atlasSize;
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}
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context->UpdateCB(cb, &data);
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context->BindCB(0, cb);
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}
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// Bind grid texture
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context->BindSR(0, _gridTexture ? _gridTexture->GetTexture() : GPUDevice::Instance->GetDefaultWhiteTexture());
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// Bind pipeline
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context->SetState(_ps);
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}
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#endif
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