public void ReCreateCBuffer(CRenderContext rc, CGfxEffect effect, bool FlushVars) { if (effect.CacheData.PerInstanceId != UInt32.MaxValue) { bool recreateCB = false; if (mCBuffer != null) { var desc = new CConstantBufferDesc(); effect.ShaderProgram.GetCBufferDesc(effect.CacheData.PerInstanceId, ref desc); if (mCBuffer.Size != desc.Size) { recreateCB = true; } else { recreateCB = !mCBuffer.IsSameVars(effect.ShaderProgram, effect.CacheData.PerInstanceId); } } else { recreateCB = true; } if (recreateCB) { mCBuffer = rc.CreateConstantBuffer(effect.ShaderProgram, effect.CacheData.PerInstanceId); MtlInst.SetCBufferVars(CBuffer); } else if (FlushVars) { MtlInst.SetCBufferVars(CBuffer); } } }
public bool Init(CRenderContext RHICtx, CGfxMesh SceneMesh, UInt32 index, CGfxMaterialInstance mtl_inst, CGfxShadingEnv[] EnvShaderArray, bool preUseEffect) { if (EnvShaderArray == null) { EnvShaderArray = CEngine.Instance.PrebuildPassData.DefaultShadingEnvs; } MtlInst = mtl_inst; mRootSceneMesh = SceneMesh; mAtomIndex = index; CGfxEffect[] effects = new CGfxEffect[EnvShaderArray.Length]; for (int ppi = 0; ppi < (int)PrebuildPassIndex.PPI_Num; ppi++) { if (EnvShaderArray[ppi] == null) { continue; } var effect = GetEffectAsync(RHICtx, SceneMesh, true, EnvShaderArray[ppi].EnvCode); effects[ppi] = effect; } return(InitByEffects(RHICtx, SceneMesh, index, mtl_inst, effects, EnvShaderArray, preUseEffect)); }
private void UpdateMaterialCBuffer(CRenderContext rc, CGfxEffect effect) { var cbIndex = effect.CacheData.PerInstanceId;// effect.ShaderProgram.FindCBuffer("cbPerInstance"); if ((int)cbIndex >= 0) { PassData2ConstBufferPerTick(null); MtlInst.SetCBufferVars(CBuffer); } }
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; } } }