Files
FlaxEngine/Source/Engine/Graphics/Materials/VolumeParticleMaterialShader.cpp
2025-01-05 17:41:27 +01:00

124 lines
4.4 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "VolumeParticleMaterialShader.h"
#include "MaterialShaderFeatures.h"
#include "MaterialParams.h"
#include "Engine/Core/Math/Matrix3x4.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Renderer/VolumetricFogPass.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Particles/Graph/CPU/ParticleEmitterGraph.CPU.h"
PACK_STRUCT(struct VolumeParticleMaterialShaderData {
Matrix InverseViewProjectionMatrix;
Matrix3x4 WorldMatrix;
Matrix3x4 WorldMatrixInverseTransposed;
Float3 GridSize;
float PerInstanceRandom;
float Dummy0;
float VolumetricFogMaxDistance;
int32 ParticleStride;
int32 ParticleIndex;
});
DrawPass VolumeParticleMaterialShader::GetDrawModes() const
{
return DrawPass::None;
}
void VolumeParticleMaterialShader::Bind(BindParameters& params)
{
// Prepare
auto context = params.GPUContext;
const RenderView& view = params.RenderContext.View;
auto& drawCall = *params.DrawCall;
Span<byte> cb(_cbData.Get(), _cbData.Count());
ASSERT_LOW_LAYER(cb.Length() >= sizeof(VolumeParticleMaterialShaderData));
auto materialData = reinterpret_cast<VolumeParticleMaterialShaderData*>(cb.Get());
cb = cb.Slice(sizeof(VolumeParticleMaterialShaderData));
int32 srv = 1;
auto customData = (VolumetricFogPass::CustomData*)params.CustomData;
// Setup parameters
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Constants = cb;
bindMeta.Input = nullptr;
bindMeta.Buffers = params.RenderContext.Buffers;
bindMeta.CanSampleDepth = true;
bindMeta.CanSampleGBuffer = true;
MaterialParams::Bind(params.ParamsLink, bindMeta);
// Setup particles data
context->BindSR(0, drawCall.Particle.Particles->GPU.Buffer->View());
// Setup particles attributes binding info
{
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.")))
{
const StringView name(param.GetName().Get() + 9, param.GetName().Length() - 9);
const int32 offset = drawCall.Particle.Particles->Layout->FindAttributeOffset(name);
ASSERT_LOW_LAYER(bindMeta.Constants.Get() && bindMeta.Constants.Length() >= (int32)(param.GetBindOffset() + sizeof(int32)));
*((int32*)(bindMeta.Constants.Get() + param.GetBindOffset())) = offset;
}
}
}
// Setup material constants
{
Matrix::Transpose(view.IVP, materialData->InverseViewProjectionMatrix);
materialData->WorldMatrix.SetMatrixTranspose(drawCall.World);
Matrix worldMatrixInverseTransposed;
Matrix::Invert(drawCall.World, worldMatrixInverseTransposed);
materialData->WorldMatrixInverseTransposed.SetMatrix(worldMatrixInverseTransposed);
materialData->GridSize = customData->GridSize;
materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
materialData->VolumetricFogMaxDistance = customData->VolumetricFogMaxDistance;
materialData->ParticleStride = drawCall.Particle.Particles->Stride;
materialData->ParticleIndex = customData->ParticleIndex;
}
// Bind constants
if (_cb)
{
context->UpdateCB(_cb, _cbData.Get());
context->BindCB(0, _cb);
}
// Bind pipeline
if (_psVolumetricFog == nullptr)
{
auto psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
psDesc.BlendMode = BlendingMode::Add;
psDesc.VS = customData->Shader->GetVS("VS_WriteToSlice");
psDesc.GS = customData->Shader->GetGS("GS_WriteToSlice");
psDesc.PS = _shader->GetPS("PS_VolumetricFog");
_psVolumetricFog = GPUDevice::Instance->CreatePipelineState();
_psVolumetricFog->Init(psDesc);
}
context->SetState(_psVolumetricFog);
}
void VolumeParticleMaterialShader::Unload()
{
// Base
MaterialShader::Unload();
SAFE_DELETE_GPU_RESOURCE(_psVolumetricFog);
}
bool VolumeParticleMaterialShader::Load()
{
return false;
}