Example #1
0
        public void CookViewportMeshToPass(CRenderContext RHICtx, CGfxShadingEnv ShaderEnv, CGfxCamera Camera, CGfxMesh ViewportMesh)
        {
            if (ViewportMesh == null)
            {
                Profiler.Log.WriteLine(Profiler.ELogTag.Error, "@Graphic", $"ViewportViewError!!!", "");
                System.Diagnostics.Debug.Assert(false);
                return;
            }
            if (mPass == null)
            {
                System.Diagnostics.Debug.Assert(false);
                return;
            }

            ViewportMesh.MeshPrimitives.PreUse(false);

            var refMtlMesh = ViewportMesh.MtlMeshArray[0];

            if (refMtlMesh == null)
            {
                return;
            }

            mPass.RenderPipeline.RasterizerState   = mRasterState;
            mPass.RenderPipeline.DepthStencilState = mDepthStencilState;
            mPass.RenderPipeline.BlendState        = mBlendState;

            mPass.BindShaderTextures(refMtlMesh);

            //if(mPass.ShaderSamplerBinder==null)
            //{
            //    mPass.ShaderSamplerBinder = new CShaderSamplers();
            //}
            //refMtlMesh.GetSamplerBinder(RHICtx, mPass.Effect.ShaderProgram, mPass.ShaderSamplerBinder);
            //var tempSampler = new CShaderSamplers();
            var tempSampler = mCookVPMeshSampler;

            refMtlMesh.GetSamplerBinder(RHICtx, mPass.Effect.ShaderProgram, tempSampler);
            mPass.ShaderSamplerBinder = tempSampler;

            ShaderEnv.BindResources(ViewportMesh, mPass);

            mPass.BindGeometry(ViewportMesh.MeshPrimitives, 0, 0);

            mPass.ViewPort = mViewport;

            mPass.BindCBuffer(mPass.Effect.ShaderProgram, mPass.Effect.CacheData.CBID_Camera, Camera.CBuffer);
            mPass.BindCBuffer(mPass.Effect.ShaderProgram, mPass.Effect.CacheData.CBID_View, mScreenViewCB);

            mPass.OnCookRenderData(ShaderEnv, PrebuildPassIndex.PPI_Default);
            return;
        }
Example #2
0
        public void CookShadowLayerData2Pass(CRenderContext RHICtx, CGfxCamera ViewerCamera, CGfxCamera ShadowCamera, CGfxShadingEnv ShadingEnv)
        {
            if (ViewerCamera == null || ShadowCamera == null || RHICtx == null || ShadingEnv == null)
            {
                return;
            }

            var ShadowRenderLayer = ViewerCamera.mSceneRenderLayer[(int)ERenderLayer.RL_Shadow];
            int Count             = ShadowRenderLayer.GetRenderLayerAtomNum();

            for (uint idx = 0; idx < Count; idx++)
            {
                var MtlMesh = ShadowRenderLayer.GetMtlMeshFromArray(idx);
                if (MtlMesh == null)
                {
                    return;
                }
                var SceneMesh = MtlMesh.mRootSceneMesh;

                if (MtlMesh == null || SceneMesh == null)
                {
                    Profiler.Log.WriteLine(Profiler.ELogTag.Error, "@Graphic", $"NullPtr here", "");
                    continue;
                }

                MtlMesh.UpdatePerMtlMeshCBufferForShadow(RHICtx, ShadowCamera);

                CPass refPass = MtlMesh.GetPass(PrebuildPassIndex.PPI_SSM);
                if (refPass == null)
                {
                    continue;
                }
                if (refPass.PreUse() == false)
                {
                    continue;
                }
                refPass.BindShaderTextures(MtlMesh);

                refPass.ShaderSamplerBinder = MtlMesh.GetSamplerBinder_Shadow(RHICtx, refPass.Effect.ShaderProgram);
                ShadingEnv.BindResources(SceneMesh, refPass);

                refPass.ViewPort = mViewport;
                refPass.BindCBuffer(refPass.Effect.ShaderProgram, refPass.Effect.CacheData.CBID_Camera, ShadowCamera.CBuffer);
                refPass.BindCBuffer(refPass.Effect.ShaderProgram, refPass.Effect.CacheData.CBID_View, SceneViewCB);

                SceneMesh.MdfQueue.OnSetPassData(refPass, true);

                SendPassToCorrectRenderLayer(ERenderLayer.RL_Shadow, refPass);
            }
        }
Example #3
0
        public void FillPassData(CRenderContext RHICtx,
                                 CPass refPass,
                                 CGfxEffect effect,
                                 PrebuildPassIndex ppi,
                                 bool flushVars = false)
        {
            refPass.Effect = effect;
            if (effect.CacheData.PerInstanceId != UInt32.MaxValue)
            {
                ReCreateCBuffer(RHICtx, effect, flushVars);
            }
            refPass.BindCBuffer(effect.ShaderProgram, effect.CacheData.PerInstanceId, CBuffer);
            MtlInst.BindTextures(refPass.ShaderResources, effect.ShaderProgram);
            refPass.BindShaderTextures(this);
            var tempSampler = new CShaderSamplers();

            this.GetSamplerBinder(RHICtx, effect.ShaderProgram, tempSampler);
            refPass.ShaderSamplerBinder = tempSampler;

            var PrebuildPassData = CEngine.Instance.PrebuildPassData;

            if (ppi == PrebuildPassIndex.PPI_HitProxy ||
                ppi == PrebuildPassIndex.PPI_SceneCapture)
            {
                switch (MtlInst.mRenderLayer)
                {
                case View.ERenderLayer.RL_Opaque:
                {
                    refPass.RenderPipeline.RasterizerState   = PrebuildPassData.mOpaqueRasterStat;
                    refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mOpaqueDSStat;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mOpaqueBlendStat;
                }
                break;

                case View.ERenderLayer.RL_Translucent:
                {
                    refPass.RenderPipeline.RasterizerState   = PrebuildPassData.mTranslucentRasterStat;
                    refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mTranslucentDSStat;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mOpaqueBlendStat;
                }
                break;

                case View.ERenderLayer.RL_CustomOpaque:
                case View.ERenderLayer.RL_CustomTranslucent:
                case View.ERenderLayer.RL_Gizmos:
                case View.ERenderLayer.RL_Sky:
                {
                    refPass.RenderPipeline.RasterizerState   = MtlInst.CustomRasterizerState;
                    refPass.RenderPipeline.DepthStencilState = MtlInst.CustomDepthStencilState;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mOpaqueBlendStat;
                }
                break;
                }
            }
            else if (ppi == PrebuildPassIndex.PPI_Snapshot)
            {
                switch (MtlInst.mRenderLayer)
                {
                case View.ERenderLayer.RL_Opaque:
                {
                    refPass.RenderPipeline.RasterizerState   = PrebuildPassData.mOpaqueRasterStat;
                    refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mOpaqueDSStat;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mOpaqueBlendStat;
                }
                break;

                case View.ERenderLayer.RL_Translucent:
                {
                    refPass.RenderPipeline.RasterizerState   = PrebuildPassData.mTranslucentRasterStat;
                    refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mTranslucentDSStat;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mSnapshotBlendStat;
                }
                break;

                case View.ERenderLayer.RL_CustomOpaque:
                case View.ERenderLayer.RL_CustomTranslucent:
                case View.ERenderLayer.RL_Gizmos:
                case View.ERenderLayer.RL_Sky:
                {
                    refPass.RenderPipeline.RasterizerState   = MtlInst.CustomRasterizerState;
                    refPass.RenderPipeline.DepthStencilState = MtlInst.CustomDepthStencilState;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mSnapshotBlendStat;
                }
                break;
                }
            }
            else if (ppi == PrebuildPassIndex.PPI_PickedEditor)
            {
                switch (MtlInst.mRenderLayer)
                {
                case View.ERenderLayer.RL_Opaque:
                {
                    refPass.RenderPipeline.RasterizerState   = PrebuildPassData.mOpaqueRasterStat;
                    refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mOpaqueDSStat;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mOpaqueBlendStat;
                }
                break;

                case View.ERenderLayer.RL_Translucent:
                {
                    refPass.RenderPipeline.RasterizerState   = PrebuildPassData.mTranslucentRasterStat;
                    refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mTranslucentDSStat;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mOpaqueBlendStat;
                }
                break;

                case View.ERenderLayer.RL_CustomOpaque:
                case View.ERenderLayer.RL_CustomTranslucent:
                case View.ERenderLayer.RL_Gizmos:
                case View.ERenderLayer.RL_Sky:
                {
                    refPass.RenderPipeline.RasterizerState   = MtlInst.CustomRasterizerState;
                    refPass.RenderPipeline.DepthStencilState = MtlInst.CustomDepthStencilState;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mOpaqueBlendStat;
                }
                break;
                }
            }
            else if (ppi == PrebuildPassIndex.PPI_SSM)
            {
                refPass.RenderPipeline.RasterizerState   = MtlInst.mShadowRasterState;
                refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mOpaqueDSStat;
                refPass.RenderPipeline.BlendState        = PrebuildPassData.mShadowBlendStat;
            }
            else
            {
                switch (MtlInst.mRenderLayer)
                {
                case View.ERenderLayer.RL_Shadow:
                {
                    refPass.RenderPipeline.RasterizerState   = MtlInst.mShadowRasterState;
                    refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mOpaqueDSStat;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mShadowBlendStat;
                }
                break;

                case View.ERenderLayer.RL_Opaque:
                {
                    refPass.RenderPipeline.RasterizerState   = PrebuildPassData.mOpaqueRasterStat;
                    refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mOpaqueDSStat;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mOpaqueBlendStat;
                }
                break;

                case View.ERenderLayer.RL_Translucent:
                {
                    refPass.RenderPipeline.RasterizerState   = PrebuildPassData.mTranslucentRasterStat;
                    refPass.RenderPipeline.DepthStencilState = PrebuildPassData.mTranslucentDSStat;
                    refPass.RenderPipeline.BlendState        = PrebuildPassData.mTranslucentBlendStat;
                }
                break;

                case View.ERenderLayer.RL_CustomOpaque:
                case View.ERenderLayer.RL_CustomTranslucent:
                {
                    refPass.RenderPipeline.RasterizerState   = MtlInst.CustomRasterizerState;
                    refPass.RenderPipeline.DepthStencilState = MtlInst.CustomDepthStencilState;
                    refPass.RenderPipeline.BlendState        = MtlInst.CustomBlendState; // PrebuildPassData.mOpaqueBlendStat;
                }
                break;

                case View.ERenderLayer.RL_Gizmos:
                case View.ERenderLayer.RL_Sky:
                {
                    refPass.RenderPipeline.RasterizerState   = MtlInst.CustomRasterizerState;
                    refPass.RenderPipeline.DepthStencilState = MtlInst.CustomDepthStencilState;
                    refPass.RenderPipeline.BlendState        = MtlInst.CustomBlendState;
                }
                break;
                }
            }
        }
Example #4
0
        public void CookSpecRenderLayerDataToPass(CRenderContext RHICtx, ERenderLayer RenderLayer, CGfxCamera ViewerCamera, CGfxShadingEnv ShadingEnv, PrebuildPassIndex ppi)
        {
            ScopeCook2Pass.Begin();
            if (ViewerCamera == null || RenderLayer == ERenderLayer.RL_Shadow)
            {
                return;
            }

            if (RenderLayer == ERenderLayer.RL_Num)
            {
                RenderLayer = ERenderLayer.RL_Num - 1;
                return;
            }

            var SpecRenderLayer = ViewerCamera.mSceneRenderLayer[(int)RenderLayer];
            int Count           = SpecRenderLayer.GetRenderLayerAtomNum();

            for (uint idx = 0; idx < Count; idx++)
            {
                var MtlMesh = SpecRenderLayer.GetMtlMeshFromArray(idx);
                if (MtlMesh == null)
                {
                    break;
                }
                var SceneMesh = MtlMesh.mRootSceneMesh;

                if (MtlMesh == null || SceneMesh == null)
                {
                    Profiler.Log.WriteLine(Profiler.ELogTag.Error, "@Graphic", $"NullPtr here", "");
                    continue;
                }

                if (ppi == PrebuildPassIndex.PPI_HitProxy && SceneMesh.mMeshVars.mHitProxyId == 0)
                {
                    continue;
                }

                if (ppi == PrebuildPassIndex.PPI_PickedEditor)
                {
                    if (SceneMesh.mSelected == false)
                    {
                        continue;
                    }
                }

                MtlMesh.UpdatePerMtlMeshCBuffer(RHICtx, ViewerCamera);

                CPass refPass = MtlMesh.GetPass(ppi);
                if (refPass == null)
                {
                    continue;
                }
                if (false == refPass.PreUse())
                {
                    continue;
                }

                refPass.OnCookRenderData(ShadingEnv, ppi);

                switch (ppi)
                {
                case PrebuildPassIndex.PPI_PickedEditor:
                    refPass.BindShaderTextures(MtlMesh);
                    refPass.ShaderSamplerBinder = MtlMesh.GetSamplerBinder_PickedEditor(RHICtx, refPass.Effect.ShaderProgram);
                    ShadingEnv.BindResources(SceneMesh, refPass);
                    break;

                case PrebuildPassIndex.PPI_HitProxy:
                {
                    refPass.BindShaderTextures(MtlMesh);
                    refPass.ShaderSamplerBinder = MtlMesh.GetSamplerBinder_HitProxy(RHICtx, refPass.Effect.ShaderProgram);
                    ShadingEnv.BindResources(SceneMesh, refPass);
                }
                break;

                case PrebuildPassIndex.PPI_SceneCapture:
                case PrebuildPassIndex.PPI_OpaquePbr:
                case PrebuildPassIndex.PPI_TransparentPbr:
                case PrebuildPassIndex.PPI_CustomTranslucentPbr:
                case PrebuildPassIndex.PPI_OpaquePbrEditor:
                case PrebuildPassIndex.PPI_CustomTranslucentPbrEditor:
                case PrebuildPassIndex.PPI_Gizmos:
                case PrebuildPassIndex.PPI_Snapshot:
                case PrebuildPassIndex.PPI_Sky:
                {
                    refPass.BindShaderTextures(MtlMesh);
                    //refPass.ShaderSamplerBinder = MtlMesh.GetSamplerBinder(RHICtx, refPass.Effect.ShaderProgram);
                    ShadingEnv.BindResources(SceneMesh, refPass);
                    //var sEnv = refPass.Effect.Desc.EnvShaderPatch;
                    //sEnv.BindResources(SceneMesh, refPass);
                }
                break;

                default:
                    break;
                }

                refPass.ViewPort = Viewport;
#if DEBUG
                if (ViewerCamera.CBuffer == null)
                {
                    System.Diagnostics.Debug.Assert(false);
                }
#endif
                refPass.BindCBuffer(refPass.Effect.ShaderProgram, refPass.Effect.CacheData.CBID_Camera, ViewerCamera.CBuffer);

                refPass.BindCBuffer(refPass.Effect.ShaderProgram, refPass.Effect.CacheData.CBID_View, SceneViewCB);

                SceneMesh.MdfQueue.OnSetPassData(refPass, false);

                SendPassToCorrectRenderLayer(RenderLayer, refPass);
            }

            ScopeCook2Pass.End();
        }