183 lines
6.0 KiB
C++
183 lines
6.0 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "DeformableMaterialShader.h"
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#include "MaterialShaderFeatures.h"
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#include "MaterialParams.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Graphics/RenderView.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.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/GPULimits.h"
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#include "Engine/Graphics/RenderTask.h"
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PACK_STRUCT(struct DeformableMaterialShaderData {
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Matrix WorldMatrix;
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Matrix LocalMatrix;
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Float3 Dummy0;
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float WorldDeterminantSign;
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float MeshMinZ;
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float Segment;
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float ChunksPerSegment;
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float PerInstanceRandom;
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Float3 GeometrySize;
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float MeshMaxZ;
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});
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DrawPass DeformableMaterialShader::GetDrawModes() const
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{
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return _drawModes;
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}
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void DeformableMaterialShader::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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Span<byte> cb(_cbData.Get(), _cbData.Count());
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ASSERT_LOW_LAYER(cb.Length() >= sizeof(DeformableMaterialShaderData));
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auto materialData = reinterpret_cast<DeformableMaterialShaderData*>(cb.Get());
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cb = Span<byte>(cb.Get() + sizeof(DeformableMaterialShaderData), cb.Length() - sizeof(DeformableMaterialShaderData));
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int32 srv = 1;
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// Setup features
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if (_info.BlendMode != MaterialBlendMode::Opaque)
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ForwardShadingFeature::Bind(params, cb, srv);
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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 = params.RenderContext.Buffers;
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bindMeta.CanSampleDepth = false;
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bindMeta.CanSampleGBuffer = false;
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MaterialParams::Bind(params.ParamsLink, bindMeta);
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// Setup material constants
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{
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Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
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Matrix::Transpose(drawCall.Deformable.LocalMatrix, materialData->LocalMatrix);
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materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign;
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materialData->Segment = drawCall.Deformable.Segment;
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materialData->ChunksPerSegment = drawCall.Deformable.ChunksPerSegment;
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materialData->MeshMinZ = drawCall.Deformable.MeshMinZ;
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materialData->MeshMaxZ = drawCall.Deformable.MeshMaxZ;
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materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
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materialData->GeometrySize = drawCall.Deformable.GeometrySize;
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}
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// Bind spline deformation buffer
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context->BindSR(0, drawCall.Deformable.SplineDeformation->View());
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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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// Select pipeline state based on current pass and render mode
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const bool wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != MaterialFeaturesFlags::None || view.Mode == ViewMode::Wireframe;
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CullMode cullMode = view.Pass == DrawPass::Depth ? CullMode::TwoSided : _info.CullMode;
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if (cullMode != CullMode::TwoSided && drawCall.WorldDeterminantSign < 0)
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{
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// Invert culling when scale is negative
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if (cullMode == CullMode::Normal)
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cullMode = CullMode::Inverted;
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else
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cullMode = CullMode::Normal;
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}
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PipelineStateCache* psCache = _cache.GetPS(view.Pass);
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ASSERT(psCache);
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GPUPipelineState* state = psCache->GetPS(cullMode, wireframe);
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// Bind pipeline
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context->SetState(state);
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}
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void DeformableMaterialShader::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 DeformableMaterialShader::Load()
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{
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_drawModes = DrawPass::Depth | DrawPass::QuadOverdraw;
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auto psDesc = GPUPipelineState::Description::Default;
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psDesc.DepthEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == MaterialFeaturesFlags::None;
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psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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// Check if use tessellation (both material and runtime supports it)
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const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
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if (useTess)
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{
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psDesc.HS = _shader->GetHS("HS");
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psDesc.DS = _shader->GetDS("DS");
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}
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#endif
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#if USE_EDITOR
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if (_shader->HasShader("PS_QuadOverdraw"))
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{
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// Quad Overdraw
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psDesc.VS = _shader->GetVS("VS_SplineModel");
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psDesc.PS = _shader->GetPS("PS_QuadOverdraw");
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_cache.QuadOverdraw.Init(psDesc);
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}
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#endif
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if (_info.BlendMode == MaterialBlendMode::Opaque)
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{
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_drawModes |= DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas;
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// GBuffer Pass
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psDesc.VS = _shader->GetVS("VS_SplineModel");
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psDesc.PS = _shader->GetPS("PS_GBuffer");
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_cache.Default.Init(psDesc);
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}
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else
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{
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_drawModes |= DrawPass::Forward;
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// Forward Pass
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psDesc.VS = _shader->GetVS("VS_SplineModel");
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psDesc.PS = _shader->GetPS("PS_Forward");
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psDesc.DepthWriteEnable = false;
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psDesc.BlendMode = BlendingMode::AlphaBlend;
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switch (_info.BlendMode)
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{
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case MaterialBlendMode::Transparent:
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psDesc.BlendMode = BlendingMode::AlphaBlend;
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break;
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case MaterialBlendMode::Additive:
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psDesc.BlendMode = BlendingMode::Additive;
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break;
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case MaterialBlendMode::Multiply:
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psDesc.BlendMode = BlendingMode::Multiply;
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break;
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}
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_cache.Default.Init(psDesc);
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}
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// Depth Pass
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psDesc.CullMode = CullMode::TwoSided;
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psDesc.DepthClipEnable = false;
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psDesc.DepthWriteEnable = true;
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psDesc.DepthEnable = true;
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psDesc.DepthFunc = ComparisonFunc::Less;
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psDesc.HS = nullptr;
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psDesc.DS = nullptr;
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_cache.Depth.Init(psDesc);
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return false;
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}
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