Exemplo n.º 1
0
 public CPass GetPass(PrebuildPassIndex index)
 {
     if (mPrebuildPassArray[(int)index] == null)
     {
         return(null);
     }
     return(mPrebuildPassArray[(int)index]);
 }
Exemplo n.º 2
0
        public void RefreshPassEffect(CRenderContext RHICtx, PrebuildPassIndex ppi)
        {
            var refPass = GetPass(ppi);

            if (refPass == null)
            {
                return;
            }

            refPass.Effect.Editor_RefreshEffect(RHICtx, false);
            refPass.PreUse();
        }
Exemplo n.º 3
0
        public void SetRLayerParameter(View.ERenderLayer layer, PrebuildPassIndex passIndex, CGfxShadingEnv shadingEnv)
        {
            RLayerParameter parameter;

            if (mLayerParameter.TryGetValue(layer, out parameter) == false)
            {
                parameter = new RLayerParameter();
                mLayerParameter.Add(layer, parameter);
            }
            parameter.Layer      = layer;
            parameter.PassIndex  = passIndex;
            parameter.ShadingEnv = shadingEnv;
        }
Exemplo n.º 4
0
        public void OnCookRenderData(Graphics.CGfxShadingEnv ShadingEnv, PrebuildPassIndex ppi)
        {
            //当CookSpecRenderLayerDataToPass调用后的回调,在这里保留一个可以以后做最后渲染数据的hack
            //如Effect

            if (this.ShadingEnv.EnvCode.Version != EnvCodeVersion)
            {
                var src    = this.Effect.Desc;
                var desc   = Graphics.CGfxEffectDesc.CreateDesc(src.MtlShaderPatch, src.MdfQueueShaderPatch, this.ShadingEnv.EnvCode);
                var effect = CEngine.Instance.EffectManager.GetEffect(CEngine.Instance.RenderContext, desc);
                EnvCodeVersion = this.ShadingEnv.EnvCode.Version;
                //await effect.AwaitLoad();
                effect.PreUse((success) =>
                {
                    this.Effect = effect;
                });
            }
        }
Exemplo n.º 5
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;
                }
            }
        }
Exemplo n.º 6
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();
        }