Files
FlaxEngine/Source/Engine/Graphics/Materials/DecalMaterialShader.cpp
2023-10-12 23:12:53 +02:00

156 lines
5.3 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "DecalMaterialShader.h"
#include "MaterialParams.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Renderer/DrawCall.h"
PACK_STRUCT(struct DecalMaterialShaderData {
Matrix WorldMatrix;
Matrix InvWorld;
Matrix SVPositionToWorld;
});
DrawPass DecalMaterialShader::GetDrawModes() const
{
return DrawPass::GBuffer;
}
void DecalMaterialShader::Bind(BindParameters& params)
{
// Prepare
auto context = params.GPUContext;
auto& view = params.RenderContext.View;
auto& drawCall = *params.FirstDrawCall;
Span<byte> cb(_cbData.Get(), _cbData.Count());
ASSERT_LOW_LAYER(cb.Length() >= sizeof(DecalMaterialShaderData));
auto materialData = reinterpret_cast<DecalMaterialShaderData*>(cb.Get());
cb = Span<byte>(cb.Get() + sizeof(DecalMaterialShaderData), cb.Length() - sizeof(DecalMaterialShaderData));
int32 srv = 0;
const bool isCameraInside = OrientedBoundingBox(Vector3::Half, params.FirstDrawCall->World).Contains(view.Position) == ContainmentType::Contains;
// Setup parameters
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Constants = cb;
bindMeta.Input = nullptr;
bindMeta.Buffers = params.RenderContext.Buffers;
bindMeta.CanSampleDepth = true;
bindMeta.CanSampleGBuffer = false;
MaterialParams::Bind(params.ParamsLink, bindMeta);
// Decals use depth buffer to draw on top of the objects
context->BindSR(0, GET_TEXTURE_VIEW_SAFE(params.RenderContext.Buffers->DepthBuffer));
// Setup material constants
{
Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
// Matrix for transformation from world space to decal object space
Matrix invWorld;
Matrix::Invert(drawCall.World, invWorld);
Matrix::Transpose(invWorld, materialData->InvWorld);
// Matrix for transformation from SV Position space to world space
const Matrix offsetMatrix(
2.0f * view.ScreenSize.Z, 0, 0, 0,
0, -2.0f * view.ScreenSize.W, 0, 0,
0, 0, 1, 0,
-1.0f, 1.0f, 0, 1);
const Matrix svPositionToWorld = offsetMatrix * view.IVP;
Matrix::Transpose(svPositionToWorld, materialData->SVPositionToWorld);
}
// Bind constants
if (_cb)
{
context->UpdateCB(_cb, _cbData.Get());
context->BindCB(0, _cb);
}
// Bind pipeline
context->SetState(isCameraInside ? _cache.Inside : _cache.Outside);
}
void DecalMaterialShader::Unload()
{
// Base
MaterialShader::Unload();
_cache.Release();
}
bool DecalMaterialShader::Load()
{
GPUPipelineState::Description psDesc0 = GPUPipelineState::Description::DefaultNoDepth;
psDesc0.VS = _shader->GetVS("VS_Decal");
if (psDesc0.VS == nullptr)
return true;
psDesc0.PS = _shader->GetPS("PS_Decal");
psDesc0.CullMode = CullMode::Normal;
switch (_info.DecalBlendingMode)
{
case MaterialDecalBlendingMode::Translucent:
{
psDesc0.BlendMode.BlendEnable = true;
psDesc0.BlendMode.SrcBlend = BlendingMode::Blend::SrcAlpha;
psDesc0.BlendMode.DestBlend = BlendingMode::Blend::InvSrcAlpha;
psDesc0.BlendMode.SrcBlendAlpha = BlendingMode::Blend::Zero;
psDesc0.BlendMode.DestBlendAlpha = BlendingMode::Blend::One;
psDesc0.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
break;
}
case MaterialDecalBlendingMode::Stain:
{
psDesc0.BlendMode.BlendEnable = true;
psDesc0.BlendMode.SrcBlend = BlendingMode::Blend::DestColor;
psDesc0.BlendMode.DestBlend = BlendingMode::Blend::InvSrcAlpha;
psDesc0.BlendMode.SrcBlendAlpha = BlendingMode::Blend::Zero;
psDesc0.BlendMode.DestBlendAlpha = BlendingMode::Blend::One;
psDesc0.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
break;
}
case MaterialDecalBlendingMode::Normal:
{
psDesc0.BlendMode.BlendEnable = true;
psDesc0.BlendMode.SrcBlend = BlendingMode::Blend::SrcAlpha;
psDesc0.BlendMode.DestBlend = BlendingMode::Blend::InvSrcAlpha;
psDesc0.BlendMode.SrcBlendAlpha = BlendingMode::Blend::One;
psDesc0.BlendMode.DestBlendAlpha = BlendingMode::Blend::One;
psDesc0.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
break;
}
case MaterialDecalBlendingMode::Emissive:
{
psDesc0.BlendMode = BlendingMode::Additive;
break;
}
}
_cache.Outside = GPUDevice::Instance->CreatePipelineState();
if (_cache.Outside->Init(psDesc0))
{
LOG(Warning, "Failed to create decal material pipeline state.");
return true;
}
psDesc0.CullMode = CullMode::Inverted;
_cache.Inside = GPUDevice::Instance->CreatePipelineState();
if (_cache.Inside->Init(psDesc0))
{
LOG(Warning, "Failed to create decal material pipeline state.");
return true;
}
return false;
}