321 lines
12 KiB
C++
321 lines
12 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#if COMPILE_WITH_PARTICLE_GPU_GRAPH
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#include "ParticleEmitterGraph.GPU.h"
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#include "Engine/Graphics/Materials/MaterialInfo.h"
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bool ParticleEmitterGPUGenerator::loadTexture(Node* caller, Box* box, const SerializedMaterialParam& texture, Value& result)
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{
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ASSERT(caller && box && texture.ID.IsValid());
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// Cache data
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auto parent = box->GetParent<Node>();
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const bool isCubemap = texture.Type == MaterialParameterType::CubeTexture;
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const bool isVolume = texture.Type == MaterialParameterType::GPUTextureVolume;
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const bool isArray = texture.Type == MaterialParameterType::GPUTextureArray;
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// Check if has variable assigned and it's a valid type
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if (texture.Type != MaterialParameterType::Texture
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&& texture.Type != MaterialParameterType::SceneTexture
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&& texture.Type != MaterialParameterType::GPUTexture
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&& texture.Type != MaterialParameterType::GPUTextureVolume
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&& texture.Type != MaterialParameterType::GPUTextureCube
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&& texture.Type != MaterialParameterType::GPUTextureArray
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&& texture.Type != MaterialParameterType::CubeTexture)
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{
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result = Value::Zero;
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OnError(caller, box, TEXT("No parameter for texture load or invalid type."));
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return true;
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}
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// Get the location to load
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Box* locationBox = parent->GetBox(2);
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Value location = tryGetValue(locationBox, Value::InitForZero(VariantType::Float2));
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// Convert into a proper type
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if (isCubemap || isVolume || isArray)
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location = Value::Cast(location, VariantType::Float3);
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else
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location = Value::Cast(location, VariantType::Float3);
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// Load texture
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const Char* format = TEXT("{0}.Load({1})");
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const String sampledValue = String::Format(format, texture.ShaderName, location.Value);
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result = writeLocal(VariantType::Float4, sampledValue, parent);
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return false;
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}
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bool ParticleEmitterGPUGenerator::sampleSceneTexture(Node* caller, Box* box, const SerializedMaterialParam& texture, Value& result)
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{
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ASSERT(caller && box && texture.ID.IsValid());
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// Cache data
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auto parent = box->GetParent<Node>();
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const bool isCubemap = texture.Type == MaterialParameterType::CubeTexture;
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const bool isVolume = texture.Type == MaterialParameterType::GPUTextureVolume;
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const bool isArray = texture.Type == MaterialParameterType::GPUTextureArray;
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// Check if has variable assigned and it's a valid type
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if (texture.Type != MaterialParameterType::Texture
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&& texture.Type != MaterialParameterType::SceneTexture
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&& texture.Type != MaterialParameterType::GPUTexture
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&& texture.Type != MaterialParameterType::GPUTextureVolume
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&& texture.Type != MaterialParameterType::GPUTextureCube
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&& texture.Type != MaterialParameterType::GPUTextureArray
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&& texture.Type != MaterialParameterType::CubeTexture)
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{
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result = Value::Zero;
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OnError(caller, box, TEXT("No parameter for texture load or invalid type."));
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return true;
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}
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// Check if return the texture reference
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if (box->ID == 6)
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{
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result = Value(VariantType::Object, texture.ShaderName);
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return false;
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}
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Box* valueBox = parent->GetBox(1);
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if (valueBox->Cache.IsInvalid())
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{
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// Get the UVs to sample
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Box* uvsBox = parent->GetBox(0);
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Value uvs = tryGetValue(uvsBox, Value::InitForZero(VariantType::Float2));
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// Convert into a proper type
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uvs = Value::Cast(uvs, VariantType::Float2);
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// Load texture
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const Char* format = TEXT("{0}.Load(uint3({1} * ScreenSize.xy, 0))");
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const String sampledValue = String::Format(format, texture.ShaderName, uvs.Value);
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valueBox->Cache = writeLocal(VariantType::Float4, sampledValue, parent);
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}
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// Check if reuse cached value
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if (valueBox->Cache.IsValid())
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{
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result = valueBox->Cache;
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return false;
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}
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// Set result values based on box ID
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switch (box->ID)
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{
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case 1:
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result = valueBox->Cache;
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break;
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case 2:
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result = Value(VariantType::Float, valueBox->Cache.Value + _subs[0]);
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break;
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case 3:
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result = Value(VariantType::Float, valueBox->Cache.Value + _subs[1]);
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break;
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case 4:
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result = Value(VariantType::Float, valueBox->Cache.Value + _subs[2]);
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break;
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case 5:
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result = Value(VariantType::Float, valueBox->Cache.Value + _subs[3]);
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break;
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default:
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CRASH;
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break;
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}
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return false;
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}
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void ParticleEmitterGPUGenerator::sampleSceneDepth(Node* caller, Value& value, Box* box)
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{
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// Sample depth buffer
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const auto param = findOrAddSceneTexture(MaterialSceneTextures::SceneDepth);
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Value depthSample;
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if (sampleSceneTexture(caller, box, param, depthSample))
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{
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value = Value::Zero;
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return;
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}
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// Linearize raw device depth
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linearizeSceneDepth(caller, depthSample, value);
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}
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void ParticleEmitterGPUGenerator::linearizeSceneDepth(Node* caller, const Value& depth, Value& value)
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{
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value = writeLocal(VariantType::Float, String::Format(TEXT("ViewInfo.w / ({0}.x - ViewInfo.z)"), depth.Value), caller);
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}
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void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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{
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switch (node->TypeID)
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{
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// Scene Texture
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case 6:
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{
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// Get texture type
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auto type = (MaterialSceneTextures)node->Values[0].AsInt;
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// Some types need more logic
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switch (type)
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{
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case MaterialSceneTextures::SceneDepth:
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{
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sampleSceneDepth(node, value, box);
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break;
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}
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case MaterialSceneTextures::DiffuseColor:
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{
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auto gBuffer0Param = findOrAddSceneTexture(MaterialSceneTextures::BaseColor);
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auto gBuffer2Param = findOrAddSceneTexture(MaterialSceneTextures::Metalness);
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Value gBuffer0Sample;
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if (sampleSceneTexture(node, box, gBuffer0Param, gBuffer0Sample))
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break;
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Value gBuffer2Sample;
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if (sampleSceneTexture(node, box, gBuffer2Param, gBuffer2Sample))
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break;
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value = writeLocal(VariantType::Float3, String::Format(TEXT("GetDiffuseColor({0}.rgb, {1}.g)"), gBuffer0Sample.Value, gBuffer2Sample.Value), node);
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break;
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}
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case MaterialSceneTextures::SpecularColor:
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{
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auto gBuffer0Param = findOrAddSceneTexture(MaterialSceneTextures::BaseColor);
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auto gBuffer2Param = findOrAddSceneTexture(MaterialSceneTextures::Metalness);
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Value gBuffer0Sample;
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if (sampleSceneTexture(node, box, gBuffer0Param, gBuffer0Sample))
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break;
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Value gBuffer2Sample;
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if (sampleSceneTexture(node, box, gBuffer2Param, gBuffer2Sample))
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break;
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value = writeLocal(VariantType::Float3, String::Format(TEXT("GetSpecularColor({0}.rgb, {1}.b, {1}.g)"), gBuffer0Sample.Value, gBuffer2Sample.Value), node);
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break;
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}
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case MaterialSceneTextures::WorldNormal:
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{
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auto gBuffer1Param = findOrAddSceneTexture(MaterialSceneTextures::WorldNormal);
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Value gBuffer1Sample;
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if (sampleSceneTexture(node, box, gBuffer1Param, gBuffer1Sample))
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break;
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value = writeLocal(VariantType::Float3, String::Format(TEXT("DecodeNormal({0}.rgb)"), gBuffer1Sample.Value), node);
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break;
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}
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case MaterialSceneTextures::AmbientOcclusion:
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{
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auto gBuffer2Param = findOrAddSceneTexture(MaterialSceneTextures::AmbientOcclusion);
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Value gBuffer2Sample;
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if (sampleSceneTexture(node, box, gBuffer2Param, gBuffer2Sample))
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break;
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value = writeLocal(VariantType::Float, String::Format(TEXT("{0}.a"), gBuffer2Sample.Value), node);
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break;
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}
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case MaterialSceneTextures::Metalness:
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{
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auto gBuffer2Param = findOrAddSceneTexture(MaterialSceneTextures::Metalness);
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Value gBuffer2Sample;
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if (sampleSceneTexture(node, box, gBuffer2Param, gBuffer2Sample))
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break;
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value = writeLocal(VariantType::Float, String::Format(TEXT("{0}.g"), gBuffer2Sample.Value), node);
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break;
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}
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case MaterialSceneTextures::Roughness:
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{
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auto gBuffer0Param = findOrAddSceneTexture(MaterialSceneTextures::Roughness);
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Value gBuffer0Sample;
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if (sampleSceneTexture(node, box, gBuffer0Param, gBuffer0Sample))
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break;
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value = writeLocal(VariantType::Float, String::Format(TEXT("{0}.r"), gBuffer0Sample.Value), node);
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break;
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}
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case MaterialSceneTextures::Specular:
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{
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auto gBuffer2Param = findOrAddSceneTexture(MaterialSceneTextures::Specular);
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Value gBuffer2Sample;
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if (sampleSceneTexture(node, box, gBuffer2Param, gBuffer2Sample))
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break;
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value = writeLocal(VariantType::Float, String::Format(TEXT("{0}.b"), gBuffer2Sample.Value), node);
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break;
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}
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case MaterialSceneTextures::ShadingModel:
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{
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auto gBuffer1Param = findOrAddSceneTexture(MaterialSceneTextures::WorldNormal);
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Value gBuffer1Sample;
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if (sampleSceneTexture(node, box, gBuffer1Param, gBuffer1Sample))
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break;
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value = writeLocal(VariantType::Int, String::Format(TEXT("(int)({0}.a * 3.999)"), gBuffer1Sample.Value), node);
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break;
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}
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default:
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{
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// Sample single texture
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auto param = findOrAddSceneTexture(type);
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sampleSceneTexture(node, box, param, value);
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break;
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}
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}
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break;
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}
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// Scene Depth
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case 8:
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sampleSceneDepth(node, value, box);
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break;
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// Texture
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case 11:
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{
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// Check if texture has been selected
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Guid textureId = (Guid)node->Values[0];
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if (textureId.IsValid())
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{
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auto param = findOrAddTexture(textureId);
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value = Value(VariantType::Object, param.ShaderName);
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}
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else
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{
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// Use default value
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value = Value::Zero;
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}
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break;
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}
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// Load Texture
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case 13:
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{
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// Get input texture
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auto textureBox = node->GetBox(1);
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if (!textureBox->HasConnection())
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{
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// No texture to load
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value = Value::Zero;
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break;
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}
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const auto texture = eatBox(textureBox->GetParent<Node>(), textureBox->FirstConnection());
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const auto textureParam = findParam(texture.Value);
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if (!textureParam)
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{
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// Missing texture
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value = Value::Zero;
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break;
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}
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// Copy data on stack to prevent issues when changing the parameters array (gathered pointer is weak)
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const auto copy = *textureParam;
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// Load texture
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loadTexture(node, box, copy, value);
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break;
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}
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// Sample Global SDF
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case 14:
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{
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auto param = findOrAddGlobalSDF();
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Value worldPosition = tryGetValue(node->GetBox(1), Value(VariantType::Float3, TEXT("input.WorldPosition.xyz"))).Cast(VariantType::Float3);
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value = writeLocal(VariantType::Float, String::Format(TEXT("SampleGlobalSDF({0}, {0}_Tex, {1})"), param.ShaderName, worldPosition.Value), node);
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_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
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break;
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}
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default:
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break;
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}
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}
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#endif
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