168 lines
5.6 KiB
C++
168 lines
5.6 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "DecalMaterialShader.h"
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#include "MaterialParams.h"
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#include "Engine/Core/Math/OrientedBoundingBox.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderView.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "Engine/Renderer/DrawCall.h"
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PACK_STRUCT(struct DecalMaterialShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Matrix ViewMatrix;
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Matrix InvWorld;
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Matrix SVPositionToWorld;
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Vector3 ViewPos;
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float ViewFar;
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Vector3 ViewDir;
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float TimeParam;
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Vector4 ViewInfo;
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Vector4 ScreenSize;
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});
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DrawPass DecalMaterialShader::GetDrawModes() const
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{
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return DrawPass::GBuffer;
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}
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void DecalMaterialShader::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& view = params.RenderContext.View;
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auto& drawCall = *params.FirstDrawCall;
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byte* cb = _cbData.Get();
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auto materialData = reinterpret_cast<DecalMaterialShaderData*>(cb);
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cb += sizeof(DecalMaterialShaderData);
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int32 srv = 0;
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const bool isCameraInside = OrientedBoundingBox(Vector3::Half, params.FirstDrawCall->World).Contains(view.Position) == ContainmentType::Contains;
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// Setup parameters
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MaterialParameter::BindMeta bindMeta;
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bindMeta.Context = context;
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bindMeta.Constants = cb;
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bindMeta.Input = nullptr;
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bindMeta.Buffers = nullptr;
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bindMeta.CanSampleDepth = true;
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bindMeta.CanSampleGBuffer = false;
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MaterialParams::Bind(params.ParamsLink, bindMeta);
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// Decals use depth buffer to draw on top of the objects
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context->BindSR(0, GET_TEXTURE_VIEW_SAFE(params.RenderContext.Buffers->DepthBuffer));
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// Setup material constants data
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{
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Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
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Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
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Matrix::Transpose(view.View, materialData->ViewMatrix);
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materialData->ViewPos = view.Position;
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materialData->ViewFar = view.Far;
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materialData->ViewDir = view.Direction;
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materialData->TimeParam = Time::Draw.UnscaledTime.GetTotalSeconds();
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materialData->ViewInfo = view.ViewInfo;
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materialData->ScreenSize = view.ScreenSize;
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// Matrix for transformation from world space to decal object space
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Matrix invWorld;
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Matrix::Invert(drawCall.World, invWorld);
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Matrix::Transpose(invWorld, materialData->InvWorld);
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// Matrix for transformation from SV Position space to world space
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const Matrix offsetMatrix(
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2.0f * view.ScreenSize.Z, 0, 0, 0,
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0, -2.0f * view.ScreenSize.W, 0, 0,
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0, 0, 1, 0,
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-1.0f, 1.0f, 0, 1);
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const Matrix svPositionToWorld = offsetMatrix * view.IVP;
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Matrix::Transpose(svPositionToWorld, materialData->SVPositionToWorld);
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}
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// Bind constants
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if (_cb)
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{
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context->UpdateCB(_cb, _cbData.Get());
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context->BindCB(0, _cb);
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}
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// Bind pipeline
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context->SetState(isCameraInside ? _cache.Inside : _cache.Outside);
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}
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void DecalMaterialShader::Unload()
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{
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// Base
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MaterialShader::Unload();
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_cache.Release();
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}
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bool DecalMaterialShader::Load()
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{
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GPUPipelineState::Description psDesc0 = GPUPipelineState::Description::DefaultNoDepth;
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psDesc0.VS = _shader->GetVS("VS_Decal");
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psDesc0.PS = _shader->GetPS("PS_Decal");
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psDesc0.CullMode = CullMode::Normal;
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switch (_info.DecalBlendingMode)
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{
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case MaterialDecalBlendingMode::Translucent:
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{
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psDesc0.BlendMode.BlendEnable = true;
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psDesc0.BlendMode.SrcBlend = BlendingMode::Blend::SrcAlpha;
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psDesc0.BlendMode.DestBlend = BlendingMode::Blend::InvSrcAlpha;
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psDesc0.BlendMode.SrcBlendAlpha = BlendingMode::Blend::Zero;
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psDesc0.BlendMode.DestBlendAlpha = BlendingMode::Blend::One;
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psDesc0.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
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break;
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}
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case MaterialDecalBlendingMode::Stain:
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{
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psDesc0.BlendMode.BlendEnable = true;
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psDesc0.BlendMode.SrcBlend = BlendingMode::Blend::DestColor;
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psDesc0.BlendMode.DestBlend = BlendingMode::Blend::InvSrcAlpha;
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psDesc0.BlendMode.SrcBlendAlpha = BlendingMode::Blend::Zero;
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psDesc0.BlendMode.DestBlendAlpha = BlendingMode::Blend::One;
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psDesc0.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
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break;
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}
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case MaterialDecalBlendingMode::Normal:
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{
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psDesc0.BlendMode.BlendEnable = true;
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psDesc0.BlendMode.SrcBlend = BlendingMode::Blend::SrcAlpha;
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psDesc0.BlendMode.DestBlend = BlendingMode::Blend::InvSrcAlpha;
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psDesc0.BlendMode.SrcBlendAlpha = BlendingMode::Blend::One;
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psDesc0.BlendMode.DestBlendAlpha = BlendingMode::Blend::One;
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psDesc0.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
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break;
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}
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case MaterialDecalBlendingMode::Emissive:
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{
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psDesc0.BlendMode = BlendingMode::Additive;
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break;
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}
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}
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_cache.Outside = GPUDevice::Instance->CreatePipelineState();
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if (_cache.Outside->Init(psDesc0))
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{
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LOG(Warning, "Failed to create decal material pipeline state.");
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return true;
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}
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psDesc0.CullMode = CullMode::Inverted;
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_cache.Inside = GPUDevice::Instance->CreatePipelineState();
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if (_cache.Inside->Init(psDesc0))
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{
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LOG(Warning, "Failed to create decal material pipeline state.");
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return true;
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}
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return false;
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}
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