Ejemplo n.º 1
0
        public static MaterialShaderResult Generate(MaterialDescriptor materialDescriptor, MaterialGeneratorContext context, string rootMaterialFriendlyName)
        {
            if (materialDescriptor == null)
            {
                throw new ArgumentNullException("materialDescriptor");
            }
            if (context == null)
            {
                throw new ArgumentNullException("context");
            }

            var result = new MaterialShaderResult();

            context.Log = result;

            result.Material = context.Material;

            context.PushMaterial(materialDescriptor, rootMaterialFriendlyName);

            context.Step = MaterialGeneratorStep.PassesEvaluation;
            materialDescriptor.Visit(context);

            context.Step = MaterialGeneratorStep.GenerateShader;
            for (int pass = 0; pass < context.PassCount; ++pass)
            {
                // TODO: It would be better if the passes would get executed like this:
                // [object0 pass0][object0 pass1] [object1 pass0][object1 pass1]
                // Instead of like this:
                // [object0 pass0][object1 pass0] [object0 pass1][object1 pass1]
                //
                // Caveat: While the first method improves the depth sorting (for transparents), it also causes more state changes.

                var materialPass = context.PushPass();

                context.PushLayer(null);
                materialDescriptor.Visit(context);
                context.PopLayer();

                ShaderSource CustomShader = context.ComputeCustomShaderSource();
                if (CustomShader != null)
                {
                    materialPass.Parameters.Set(MaterialKeys.CustomShaders, CustomShader);
                }
                else
                {
                    materialPass.Parameters.Set(MaterialKeys.VertexStageSurfaceShaders, context.ComputeShaderSource(MaterialShaderStage.Vertex));
                    materialPass.Parameters.Set(MaterialKeys.DomainStageSurfaceShaders, context.ComputeShaderSource(MaterialShaderStage.Domain));
                    materialPass.Parameters.Set(MaterialKeys.PixelStageSurfaceShaders, context.ComputeShaderSource(MaterialShaderStage.Pixel));

                    materialPass.Parameters.Set(MaterialKeys.VertexStageStreamInitializer, context.GenerateStreamInitializers(MaterialShaderStage.Vertex));
                    materialPass.Parameters.Set(MaterialKeys.DomainStageStreamInitializer, context.GenerateStreamInitializers(MaterialShaderStage.Domain));
                    materialPass.Parameters.Set(MaterialKeys.PixelStageStreamInitializer, context.GenerateStreamInitializers(MaterialShaderStage.Pixel));
                }

                context.PopPass();
            }
            context.PopMaterial();

            return(result);
        }
Ejemplo n.º 2
0
        public virtual void Visit(MaterialGeneratorContext context)
        {
            // If not enabled, or Material or BlendMap are null, skip this layer
            if (!Enabled || Material is null || BlendMap is null || context.FindAsset is null)
            {
                return;
            }

            // Find the material from the reference
            var material = Material.Descriptor ?? context.FindAsset(Material) as IMaterialDescriptor;

            if (material is null)
            {
                context.Log.Error($"Unable to find material [{Material}].");
                return;
            }

            // Check that material is valid
            var materialName = context.GetAssetFriendlyName(Material);

            if (!context.PushMaterial(material, materialName))
            {
                return;
            }

            try
            {
                // TODO: Because we are not fully supporting Streams declaration in shaders, we have to workaround this limitation by using a dynamic shader (inline)
                // Push a layer for the sub-material
                context.PushOverrides(Overrides);
                context.PushLayer(BlendMap);

                // Generate the material shaders into the current context
                material.Visit(context);
            }
            finally
            {
                // Pop the stack
                context.PopLayer();
                context.PopOverrides();
                context.PopMaterial();
            }
        }