Graphics: Add DepthMaterial

This commit is contained in:
Jérôme Leclercq
2021-08-10 10:36:16 +02:00
parent 7aafcfaae9
commit a2a0e6bd54
11 changed files with 213 additions and 73 deletions

View File

@@ -94,107 +94,115 @@ namespace Nz
colorPtr[3] = diffuse.a / 255.f;
}
bool BasicMaterial::Initialize()
MaterialSettings::Builder BasicMaterial::Build(const UniformOffsets& offsets, std::vector<UInt8> defaultValues, std::vector<std::shared_ptr<UberShader>> uberShaders, std::size_t* uniformBlockIndex, OptionIndexes* optionIndexes, TextureIndexes* textureIndexes)
{
FieldOffsets fieldOffsets(StructLayout::Std140);
s_uniformOffsets.alphaThreshold = fieldOffsets.AddField(StructFieldType::Float1);
s_uniformOffsets.diffuseColor = fieldOffsets.AddField(StructFieldType::Float4);
s_uniformOffsets.totalSize = fieldOffsets.GetSize();
MaterialSettings::Builder settings;
std::vector<MaterialSettings::UniformVariable> variables;
variables.assign({
{
if (offsets.alphaThreshold != std::numeric_limits<std::size_t>::max())
{
variables.push_back({
"AlphaThreshold",
s_uniformOffsets.alphaThreshold
},
{
offsets.alphaThreshold
});
}
if (offsets.diffuseColor != std::numeric_limits<std::size_t>::max())
{
variables.push_back({
"DiffuseColor",
s_uniformOffsets.diffuseColor
}
});
offsets.diffuseColor
});
}
if (offsets.alphaThreshold != std::numeric_limits<std::size_t>::max())
AccessByOffset<float&>(defaultValues.data(), offsets.alphaThreshold) = 0.2f;
static_assert(sizeof(Vector4f) == 4 * sizeof(float), "Vector4f is expected to be exactly 4 floats wide");
if (offsets.diffuseColor != std::numeric_limits<std::size_t>::max())
AccessByOffset<Vector4f&>(defaultValues.data(), offsets.diffuseColor) = Vector4f(1.f, 1.f, 1.f, 1.f);
// Textures
if (textureIndexes)
textureIndexes->alpha = settings.textures.size();
std::vector<UInt8> defaultValues(fieldOffsets.GetSize());
AccessByOffset<Vector4f&>(defaultValues.data(), s_uniformOffsets.diffuseColor) = Vector4f(1.f, 1.f, 1.f, 1.f);
AccessByOffset<float&>(defaultValues.data(), s_uniformOffsets.alphaThreshold) = 0.2f;
s_textureIndexes.alpha = settings.textures.size();
settings.textures.push_back({
2,
"Alpha",
ImageType::E2D
});
s_textureIndexes.diffuse = settings.textures.size();
if (textureIndexes)
textureIndexes->diffuse = settings.textures.size();
settings.textures.push_back({
1,
"Diffuse",
ImageType::E2D
});
s_uniformBlockIndex = settings.uniformBlocks.size();
if (uniformBlockIndex)
*uniformBlockIndex = settings.uniformBlocks.size();
settings.uniformBlocks.push_back({
0,
"BasicSettings",
fieldOffsets.GetSize(),
offsets.totalSize,
std::move(variables),
std::move(defaultValues)
});
// Shaders
ShaderAst::StatementPtr shaderAst = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_shader), sizeof(r_shader)));
auto uberShader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, shaderAst);
settings.shaders.emplace_back(uberShader);
settings.shaders = std::move(uberShaders);
// Options
// HasDiffuseMap
{
std::array<UInt64, ShaderStageTypeCount> shaderOptions;
shaderOptions.fill(0);
shaderOptions[UnderlyingCast(ShaderStageType::Fragment)] = uberShader->GetOptionFlagByName("HAS_DIFFUSE_TEXTURE");
shaderOptions[UnderlyingCast(ShaderStageType::Vertex)] = uberShader->GetOptionFlagByName("HAS_DIFFUSE_TEXTURE");
if (optionIndexes)
optionIndexes->hasDiffuseMap = settings.options.size();
s_optionIndexes.hasDiffuseMap = settings.options.size();
settings.options.push_back({
"HasDiffuseMap",
shaderOptions
});
}
MaterialSettings::BuildOption(settings.options, settings.shaders, "HasDiffuseMap", "HAS_DIFFUSE_TEXTURE");
// HasAlphaMap
{
std::array<UInt64, ShaderStageTypeCount> shaderOptions;
shaderOptions.fill(0);
shaderOptions[UnderlyingCast(ShaderStageType::Fragment)] = uberShader->GetOptionFlagByName("HAS_ALPHA_TEXTURE");
shaderOptions[UnderlyingCast(ShaderStageType::Vertex)] = uberShader->GetOptionFlagByName("HAS_ALPHA_TEXTURE");
if (optionIndexes)
optionIndexes->hasAlphaMap = settings.options.size();
s_optionIndexes.hasAlphaMap = settings.options.size();
settings.options.push_back({
"HasAlphaMap",
shaderOptions
});
}
MaterialSettings::BuildOption(settings.options, settings.shaders, "HasAlphaMap", "HAS_ALPHA_TEXTURE");
// AlphaTest
{
std::array<UInt64, ShaderStageTypeCount> shaderOptions;
shaderOptions.fill(0);
shaderOptions[UnderlyingCast(ShaderStageType::Fragment)] = uberShader->GetOptionFlagByName("ALPHA_TEST");
if (optionIndexes)
optionIndexes->alphaTest = settings.options.size();
s_optionIndexes.alphaTest = settings.options.size();
settings.options.push_back({
"AlphaTest",
shaderOptions
});
}
MaterialSettings::BuildOption(settings.options, settings.shaders, "AlphaTest", "ALPHA_TEST");
s_materialSettings = std::make_shared<MaterialSettings>(std::move(settings));
return settings;
}
std::vector<std::shared_ptr<UberShader>> BasicMaterial::BuildShaders()
{
ShaderAst::StatementPtr shaderAst = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_shader), sizeof(r_shader)));
auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, shaderAst);
return { std::move(shader) };
}
auto BasicMaterial::BuildUniformOffsets() -> std::pair<UniformOffsets, FieldOffsets>
{
FieldOffsets fieldOffsets(StructLayout::Std140);
UniformOffsets uniformOffsets;
uniformOffsets.alphaThreshold = fieldOffsets.AddField(StructFieldType::Float1);
uniformOffsets.diffuseColor = fieldOffsets.AddField(StructFieldType::Float4);
uniformOffsets.totalSize = fieldOffsets.GetSize();
return std::make_pair(std::move(uniformOffsets), std::move(fieldOffsets));
}
bool BasicMaterial::Initialize()
{
std::tie(s_uniformOffsets, std::ignore) = BuildUniformOffsets();
std::vector<UInt8> defaultValues(s_uniformOffsets.totalSize);
s_materialSettings = std::make_shared<MaterialSettings>(Build(s_uniformOffsets, std::move(defaultValues), BuildShaders(), &s_uniformBlockIndex, &s_optionIndexes, &s_textureIndexes));
return true;
}

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@@ -0,0 +1,44 @@
// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DepthMaterial.hpp>
#include <Nazara/Shader/ShaderLangParser.hpp>
#include <Nazara/Utility/FieldOffsets.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
namespace
{
const UInt8 r_shader[] = {
#include <Nazara/Graphics/Resources/Shaders/depth_material.nzsl.h>
};
}
std::vector<std::shared_ptr<UberShader>> DepthMaterial::BuildShaders()
{
ShaderAst::StatementPtr shaderAst = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_shader), sizeof(r_shader)));
auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, shaderAst);
return { std::move(shader) };
}
bool DepthMaterial::Initialize()
{
UniformOffsets offsets;
std::tie(offsets, std::ignore) = BuildUniformOffsets();
std::vector<UInt8> defaultValues(offsets.totalSize);
s_materialSettings = std::make_shared<MaterialSettings>(Build(offsets, std::move(defaultValues), BuildShaders()));
return true;
}
void DepthMaterial::Uninitialize()
{
s_materialSettings.reset();
}
std::shared_ptr<MaterialSettings> DepthMaterial::s_materialSettings;
}

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@@ -6,6 +6,7 @@
#include <Nazara/Core/File.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Graphics/BasicMaterial.hpp>
#include <Nazara/Graphics/DepthMaterial.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Graphics/MaterialSettings.hpp>
#include <Nazara/Graphics/PhongLightingMaterial.hpp>
@@ -78,6 +79,7 @@ namespace Nz
bool MaterialPipeline::Initialize()
{
BasicMaterial::Initialize();
DepthMaterial::Initialize();
PhongLightingMaterial::Initialize();
return true;
@@ -87,6 +89,7 @@ namespace Nz
{
s_pipelineCache.clear();
PhongLightingMaterial::Uninitialize();
DepthMaterial::Uninitialize();
BasicMaterial::Uninitialize();
}

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@@ -0,0 +1,93 @@
option HAS_DIFFUSE_TEXTURE: bool;
option HAS_ALPHA_TEXTURE: bool;
option ALPHA_TEST: bool;
const HasUV = ALPHA_TEST && (HAS_DIFFUSE_TEXTURE || HAS_ALPHA_TEXTURE);
[layout(std140)]
struct BasicSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4<f32>
}
[layout(std140)]
struct InstanceData
{
worldMatrix: mat4<f32>,
invWorldMatrix: mat4<f32>
}
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
}
external
{
[set(0), binding(0)] viewerData: uniform<ViewerData>,
[set(1), binding(0)] instanceData: uniform<InstanceData>,
[set(2), binding(0)] settings: uniform<BasicSettings>,
[set(2), binding(2)] MaterialAlphaMap: sampler2D<f32>,
[set(2), binding(1)] MaterialDiffuseMap: sampler2D<f32>
}
// Fragment stage
struct FragIn
{
[location(0), cond(HasUV)] uv: vec2<f32>
}
[entry(frag), cond(ALPHA_TEST)]
fn main(input: FragIn)
{
let alpha = settings.DiffuseColor.a;
const if (HAS_DIFFUSE_TEXTURE)
// TODO: alpha *= MaterialDiffuseMap.Sample(input.uv).a;
alpha = alpha * MaterialDiffuseMap.Sample(input.uv).a;
const if (HAS_ALPHA_TEXTURE)
// TODO: alpha *= MaterialAlphaMap.Sample(input.uv).x
alpha = alpha * MaterialAlphaMap.Sample(input.uv).x;
if (alpha < settings.AlphaThreshold)
discard;
}
// Dummy fragment shader (TODO: Add a way to delete stage?)
[entry(frag), cond(!ALPHA_TEST)]
fn main() {}
// Vertex stage
struct VertIn
{
[location(0)] pos: vec3<f32>,
[location(1), cond(HasUV)] uv: vec2<f32>
}
struct VertOut
{
[location(0), cond(HasUV)] uv: vec2<f32>,
[builtin(position)] position: vec4<f32>
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
const if (HasUV)
output.uv = input.uv;
return output;
}