Add support for tangent stream pairing with the first UV from the model.
This commit is contained in:
@@ -77,10 +77,15 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
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if(ShouldHandleParallaxInDepthShaders())
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{
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1);
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
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float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3();
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@@ -118,18 +118,21 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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{
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// ------- Tangents & Bitangets -------
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering && MaterialSrg::m_parallaxUvIndex != 0)
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|| (o_normal_useTexture && MaterialSrg::m_normalMapUvIndex != 0)
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|| (o_clearCoat_enabled && o_clearCoat_normal_useTexture && MaterialSrg::m_clearCoatNormalMapUvIndex != 0)
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|| (o_detail_normal_useTexture && MaterialSrg::m_detail_allMapsUvIndex != 0))
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{
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// Generate the tangent/bitangent for UV[1+]
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const int startIndex = 1;
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex);
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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}
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// ------- Depth & Parallax -------
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@@ -260,7 +263,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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// Convert the angle from [0..1] = [0 .. 180 degrees] to radians [0 .. PI]
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const float anisotropyAngle = MaterialSrg::m_anisotropicAngle * PI;
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const float anisotropyFactor = MaterialSrg::m_anisotropicFactor;
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surface.anisotropy.Init(surface.normal, tangents[0], bitangents[0], anisotropyAngle, anisotropyFactor, surface.roughnessA);
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surface.anisotropy.Init(surface.normal, IN.m_tangent, IN.m_bitangent, anisotropyAngle, anisotropyFactor, surface.roughnessA);
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}
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// ------- Lighting Data -------
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@@ -80,10 +80,16 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
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{
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static const float ShadowMapDepthBias = 0.000001;
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1);
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
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float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3();
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@@ -181,16 +181,19 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
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// ------- Tangents & Bitangets -------
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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if ( (o_normal_useTexture && MaterialSrg::m_normalMapUvIndex != 0) ||
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(o_detail_normal_useTexture && MaterialSrg::m_detail_allMapsUvIndex != 0))
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{
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// Generate the tangent/bitangent for UV[1+]
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const int startIndex = 1;
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex);
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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}
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Surface surface;
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+11
-5
@@ -103,11 +103,17 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
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if(ShouldHandleParallaxInDepthShaders())
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{
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1);
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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GetDepth_Setup(IN.m_blendMask);
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float depth;
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+9
-6
@@ -136,9 +136,14 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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// ------- Tangents & Bitangets -------
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering && MaterialSrg::m_parallaxUvIndex != 0)
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|| (o_layer1_o_normal_useTexture && MaterialSrg::m_layer1_m_normalMapUvIndex != 0)
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@@ -149,9 +154,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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|| (o_layer3_o_clearCoat_normal_useTexture && MaterialSrg::m_layer3_m_clearCoatNormalMapUvIndex != 0)
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)
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{
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// Generate the tangent/bitangent for UV[1+]
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const int startIndex = 1;
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex);
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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}
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// ------- Debug Modes -------
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+10
-4
@@ -102,10 +102,16 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
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if(ShouldHandleParallaxInDepthShaders())
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{
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1);
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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GetDepth_Setup(IN.m_blendMask);
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@@ -78,10 +78,16 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
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if(ShouldHandleParallaxInDepthShaders())
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{
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1);
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
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float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3();
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@@ -109,18 +109,21 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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{
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// ------- Tangents & Bitangets -------
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering && MaterialSrg::m_parallaxUvIndex != 0)
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|| (o_normal_useTexture && MaterialSrg::m_normalMapUvIndex != 0)
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|| (o_clearCoat_enabled && o_clearCoat_normal_useTexture && MaterialSrg::m_clearCoatNormalMapUvIndex != 0)
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)
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{
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// Generate the tangent/bitangent for UV[1+]
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const int startIndex = 1;
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex);
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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}
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// ------- Depth & Parallax -------
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@@ -81,10 +81,15 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
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{
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static const float ShadowMapDepthBias = 0.000001;
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// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1);
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
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float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3();
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@@ -728,7 +728,8 @@ namespace AZ
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// retrieve vertex/index buffers
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RPI::ModelLod::StreamBufferViewList streamBufferViews;
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[[maybe_unused]] bool result = modelLod->GetStreamsForMesh(inputStreamLayout, streamBufferViews, shaderInputContract, meshIndex);
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AZ::RPI::UvStreamTangentIndex dummyUvStreamTangentIndex;
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[[maybe_unused]] bool result = modelLod->GetStreamsForMesh(inputStreamLayout, streamBufferViews, dummyUvStreamTangentIndex, shaderInputContract, meshIndex);
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AZ_Assert(result, "Failed to retrieve mesh stream buffer views");
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// note that the element count is the size of the entire buffer, even though this mesh may only
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@@ -16,7 +16,13 @@
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ShaderResourceGroup DrawSrg : SRG_PerDraw
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{
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float4 m_placeholder; // [GFX-TODO] [Atom-1727] Bug in AZSLc, empty SRGs cannot be shader variant fallbacks!
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// This SRG is unique per draw packet
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uint m_uvStreamTangentIndex;
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uint GetTangentIndexAtUv(uint uvIndex)
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{
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return 0xF;//(m_uvStreamTangentIndex >> (4 * uvIndex)) & 0xF;
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}
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}
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@@ -190,12 +190,16 @@ void SurfaceGradientNormalMapping_GenerateTB(float2 uv, out float3 tangentWS, ou
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}
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//! Utility macro to nest SGBNM setup processes.
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#define PrepareGeneratedTangent(normal, worldPos, isFrontFace, uvSets, uvSetCount, outTangents, outBitangents, startIndex) \
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#define PrepareGeneratedTangent(normal, worldPos, isFrontFace, uvSets, uvSetCount, outTangents, outBitangents) \
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{ \
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SurfaceGradientNormalMapping_Init(normal, worldPos, !isFrontFace); \
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[unroll] \
|
||||
for (int i = startIndex; i < uvSetCount; ++i) \
|
||||
for (uint i = 0; i < uvSetCount; ++i) \
|
||||
{ \
|
||||
if (DrawSrg::GetTangentIndexAtUv(i) == 0) \
|
||||
{ \
|
||||
continue; \
|
||||
} \
|
||||
SurfaceGradientNormalMapping_GenerateTB(uvSets[i], outTangents[i], outBitangents[i]); \
|
||||
} \
|
||||
}
|
||||
|
||||
@@ -34,6 +34,8 @@ namespace AZ
|
||||
//! A map matches the UV shader inputs of this material to the custom UV names from the model.
|
||||
using MaterialModelUvOverrideMap = AZStd::unordered_map<RHI::ShaderSemantic, AZ::Name>;
|
||||
|
||||
class UvStreamTangentIndex;
|
||||
|
||||
class ModelLod final
|
||||
: public Data::InstanceData
|
||||
{
|
||||
@@ -115,6 +117,7 @@ namespace AZ
|
||||
bool GetStreamsForMesh(
|
||||
RHI::InputStreamLayout& layoutOut,
|
||||
ModelLod::StreamBufferViewList& streamBufferViewsOut,
|
||||
UvStreamTangentIndex& uvStreamTangentIndexOut,
|
||||
const ShaderInputContract& contract,
|
||||
size_t meshIndex,
|
||||
const MaterialModelUvOverrideMap& materialModelUvMap = {},
|
||||
@@ -130,6 +133,8 @@ namespace AZ
|
||||
const ModelLodAsset::Mesh::StreamBufferInfo& streamBufferInfo,
|
||||
Mesh& meshInstance);
|
||||
|
||||
StreamInfoList::const_iterator FindFirstUvStreamFromMesh(size_t meshIndex) const;
|
||||
|
||||
StreamInfoList::const_iterator FindDefaultUvStream(size_t meshIndex, const MaterialUvNameMap& materialUvNameMap) const;
|
||||
|
||||
// Finds a mesh vertex input stream that is the best match for a contracted stream channel.
|
||||
@@ -137,12 +142,16 @@ namespace AZ
|
||||
// @param materialModelUvMap a map of UV name overrides, which can be supplied to bind a specific mesh stream name to a different material shader stream name.
|
||||
// @param materialUvNameMap the UV name map that came from a MaterialTypeAsset, which defines the default set of material shader stream names.
|
||||
// @param defaultUv the default UV stream to use if a matching UV stream could not be found. Use FindDefaultUvStream() to populate this.
|
||||
// @param firstUv the first UV stream from the mesh, which, by design, the tangent/bitangent stream belongs to.
|
||||
// @param uvStreamTangentIndex a bitset indicating which tangent/bitangent stream (including generated ones) a UV stream will be using.
|
||||
StreamInfoList::const_iterator FindMatchingStream(
|
||||
size_t meshIndex,
|
||||
const MaterialModelUvOverrideMap& materialModelUvMap,
|
||||
const MaterialUvNameMap& materialUvNameMap,
|
||||
const ShaderInputContract::StreamChannelInfo& contractStreamChannel,
|
||||
StreamInfoList::const_iterator defaultUv) const;
|
||||
StreamInfoList::const_iterator defaultUv,
|
||||
StreamInfoList::const_iterator firstUv,
|
||||
UvStreamTangentIndex& uvStreamTangentIndexOut) const;
|
||||
|
||||
// Meshes may share index/stream buffers in an LOD or they may have
|
||||
// unique buffers. Often the asset builder will prioritize shared buffers
|
||||
@@ -165,5 +174,36 @@ namespace AZ
|
||||
|
||||
AZStd::mutex m_callbackMutex;
|
||||
};
|
||||
|
||||
//! An encoded bitset for tangent used by a UV stream.
|
||||
//! It will be passed through DefaultDrawSrg.
|
||||
class UvStreamTangentIndex
|
||||
{
|
||||
public:
|
||||
uint32_t GetFullFlag() const;
|
||||
uint32_t GetNextAvailableUvIndex() const;
|
||||
uint32_t GetTangentIndexAtUv(uint32_t uvIndex) const;
|
||||
|
||||
void ApplyTangentIndex(uint32_t tangentIndex);
|
||||
|
||||
void Reset();
|
||||
|
||||
// The flag indicating generated tangent/bitangent will be used.
|
||||
static constexpr uint32_t UnassignedTangentIndex = 0b1111u;
|
||||
|
||||
private:
|
||||
// Flag composition:
|
||||
// The next available slot index (highest 4 bits) + tangent index (4 bits each) * 7
|
||||
// e.g. 0x200000F0 means there are 2 UV streams,
|
||||
// the first UV stream uses 0th tangent stream,
|
||||
// the second UV stream uses the generated tangent stream (0xF).
|
||||
uint32_t m_flag = 0;
|
||||
|
||||
static constexpr uint32_t BitsPerTangentIndex = 4;
|
||||
static constexpr uint32_t BitsForUvIndex = 4;
|
||||
|
||||
public:
|
||||
static constexpr uint32_t MaxTangents = (sizeof(m_flag) * CHAR_BIT - BitsForUvIndex) / BitsPerTangentIndex;
|
||||
};
|
||||
} // namespace RPI
|
||||
} // namespace AZ
|
||||
|
||||
@@ -169,7 +169,7 @@ namespace AZ
|
||||
const AZ::Data::Asset<ShaderResourceGroupAsset>& drawSrgAsset = shader->GetAsset()->GetDrawSrgAsset();
|
||||
|
||||
// Set all unspecified shader options to default values, so that we get the most specialized variant possible.
|
||||
// (because FindVariantStableId treats unspecified options as a request specificlly for a variant that doesn't specify those options)
|
||||
// (because FindVariantStableId treats unspecified options as a request specifically for a variant that doesn't specify those options)
|
||||
// [GFX TODO][ATOM-3883] We should consider updating the FindVariantStableId algorithm to handle default values for us, and remove this step here.
|
||||
RPI::ShaderOptionGroup shaderOptions = *shaderItem.GetShaderOptions();
|
||||
shaderOptions.SetUnspecifiedToDefaultValues();
|
||||
@@ -198,6 +198,31 @@ namespace AZ
|
||||
const ShaderVariantId finalVariantId = shaderOptions.GetShaderVariantId();
|
||||
const ShaderVariant& variant = r_forceRootShaderVariantUsage ? shader->GetRootVariant() : shader->GetVariant(finalVariantId);
|
||||
|
||||
RHI::PipelineStateDescriptorForDraw pipelineStateDescriptor;
|
||||
variant.ConfigurePipelineState(pipelineStateDescriptor);
|
||||
|
||||
// Render states need to merge the runtime variation.
|
||||
// This allows materials to customize the render states that the shader uses.
|
||||
const RHI::RenderStates& renderStatesOverlay = *shaderItem.GetRenderStatesOverlay();
|
||||
RHI::MergeStateInto(renderStatesOverlay, pipelineStateDescriptor.m_renderStates);
|
||||
|
||||
streamBufferViewsPerShader.push_back();
|
||||
auto& streamBufferViews = streamBufferViewsPerShader.back();
|
||||
|
||||
UvStreamTangentIndex uvStreamTangentIndex;
|
||||
|
||||
if (!m_modelLod->GetStreamsForMesh(
|
||||
pipelineStateDescriptor.m_inputStreamLayout,
|
||||
streamBufferViews,
|
||||
uvStreamTangentIndex,
|
||||
variant.GetInputContract(),
|
||||
m_modelLodMeshIndex,
|
||||
m_materialModelUvMap,
|
||||
m_material->GetAsset()->GetMaterialTypeAsset()->GetUvNameMap()))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Data::Instance<ShaderResourceGroup> drawSrg;
|
||||
if (drawSrgAsset)
|
||||
{
|
||||
@@ -210,31 +235,13 @@ namespace AZ
|
||||
drawSrg->SetShaderVariantKeyFallbackValue(shaderOptions.GetShaderVariantKeyFallbackValue());
|
||||
}
|
||||
|
||||
RHI::ShaderInputNameIndex shaderUvStreamTangentIndex = "m_uvStreamTangentIndex";
|
||||
|
||||
drawSrg->SetConstant(shaderUvStreamTangentIndex, uvStreamTangentIndex.GetFullFlag());
|
||||
|
||||
drawSrg->Compile();
|
||||
}
|
||||
|
||||
RHI::PipelineStateDescriptorForDraw pipelineStateDescriptor;
|
||||
variant.ConfigurePipelineState(pipelineStateDescriptor);
|
||||
|
||||
// Render states need to merge the runtime variation.
|
||||
// This allows materials to customize the render states that the shader uses.
|
||||
const RHI::RenderStates& renderStatesOverlay = *shaderItem.GetRenderStatesOverlay();
|
||||
RHI::MergeStateInto(renderStatesOverlay, pipelineStateDescriptor.m_renderStates);
|
||||
|
||||
streamBufferViewsPerShader.push_back();
|
||||
auto& streamBufferViews = streamBufferViewsPerShader.back();
|
||||
|
||||
if (!m_modelLod->GetStreamsForMesh(
|
||||
pipelineStateDescriptor.m_inputStreamLayout,
|
||||
streamBufferViews,
|
||||
variant.GetInputContract(),
|
||||
m_modelLodMeshIndex,
|
||||
m_materialModelUvMap,
|
||||
m_material->GetAsset()->GetMaterialTypeAsset()->GetUvNameMap()))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Use the default draw list tag from the shader variant.
|
||||
RHI::DrawListTag drawListTag = shader->GetDrawListTag();
|
||||
|
||||
|
||||
@@ -117,6 +117,17 @@ namespace AZ
|
||||
return RHI::ResultCode::Success;
|
||||
}
|
||||
|
||||
ModelLod::StreamInfoList::const_iterator ModelLod::FindFirstUvStreamFromMesh(size_t meshIndex) const
|
||||
{
|
||||
const Mesh& mesh = m_meshes[meshIndex];
|
||||
|
||||
auto firstUv = AZStd::find_if(mesh.m_streamInfo.begin(), mesh.m_streamInfo.end(), [](const StreamBufferInfo& info) {
|
||||
return info.m_semantic.m_name.GetStringView().starts_with(RHI::ShaderSemantic::UvStreamSemantic);
|
||||
});
|
||||
|
||||
return firstUv;
|
||||
}
|
||||
|
||||
ModelLod::StreamInfoList::const_iterator ModelLod::FindDefaultUvStream(size_t meshIndex, const MaterialUvNameMap& materialUvNameMap) const
|
||||
{
|
||||
const Mesh& mesh = m_meshes[meshIndex];
|
||||
@@ -160,7 +171,9 @@ namespace AZ
|
||||
const MaterialModelUvOverrideMap& materialModelUvMap,
|
||||
const MaterialUvNameMap& materialUvNameMap,
|
||||
const ShaderInputContract::StreamChannelInfo& contractStreamChannel,
|
||||
StreamInfoList::const_iterator defaultUv) const
|
||||
StreamInfoList::const_iterator defaultUv,
|
||||
StreamInfoList::const_iterator firstUv,
|
||||
UvStreamTangentIndex& uvStreamTangentIndexOut) const
|
||||
{
|
||||
const Mesh& mesh = m_meshes[meshIndex];
|
||||
auto iter = mesh.m_streamInfo.end();
|
||||
@@ -229,12 +242,18 @@ namespace AZ
|
||||
iter = defaultUv;
|
||||
}
|
||||
|
||||
if (IsUv)
|
||||
{
|
||||
uvStreamTangentIndexOut.ApplyTangentIndex(iter == firstUv ? 0 : UvStreamTangentIndex::UnassignedTangentIndex);
|
||||
}
|
||||
|
||||
return iter;
|
||||
}
|
||||
|
||||
bool ModelLod::GetStreamsForMesh(
|
||||
RHI::InputStreamLayout& layoutOut,
|
||||
StreamBufferViewList& streamBufferViewsOut,
|
||||
UvStreamTangentIndex& uvStreamTangentIndexOut,
|
||||
const ShaderInputContract& contract,
|
||||
size_t meshIndex,
|
||||
const MaterialModelUvOverrideMap& materialModelUvMap,
|
||||
@@ -250,11 +269,14 @@ namespace AZ
|
||||
|
||||
bool success = true;
|
||||
|
||||
// Searching for the first UV in the mesh, so it can be used to paired with tangent/bitangent stream
|
||||
auto firstUv = FindFirstUvStreamFromMesh(meshIndex);
|
||||
auto defaultUv = FindDefaultUvStream(meshIndex, materialUvNameMap);
|
||||
uvStreamTangentIndexOut.Reset();
|
||||
|
||||
for (auto& contractStreamChannel : contract.m_streamChannels)
|
||||
{
|
||||
auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv);
|
||||
auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv, firstUv, uvStreamTangentIndexOut);
|
||||
|
||||
if (iter == mesh.m_streamInfo.end())
|
||||
{
|
||||
@@ -340,6 +362,8 @@ namespace AZ
|
||||
const Mesh& mesh = m_meshes[meshIndex];
|
||||
|
||||
auto defaultUv = FindDefaultUvStream(meshIndex, materialUvNameMap);
|
||||
auto firstUv = FindFirstUvStreamFromMesh(meshIndex);
|
||||
UvStreamTangentIndex dummyUvStreamTangentIndex;
|
||||
|
||||
for (auto& contractStreamChannel : contract.m_streamChannels)
|
||||
{
|
||||
@@ -350,7 +374,7 @@ namespace AZ
|
||||
|
||||
AZ_Assert(contractStreamChannel.m_streamBoundIndicatorIndex.IsValid(), "m_streamBoundIndicatorIndex was invalid for an optional shader input stream");
|
||||
|
||||
auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv);
|
||||
auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv, firstUv, dummyUvStreamTangentIndex);
|
||||
|
||||
ShaderOptionValue isStreamBound = (iter == mesh.m_streamInfo.end()) ? ShaderOptionValue{0} : ShaderOptionValue{1};
|
||||
shaderOptions.SetValue(contractStreamChannel.m_streamBoundIndicatorIndex, isStreamBound);
|
||||
@@ -413,5 +437,56 @@ namespace AZ
|
||||
m_buffers.emplace_back(buffer);
|
||||
return static_cast<uint32_t>(m_buffers.size() - 1);
|
||||
}
|
||||
|
||||
uint32_t UvStreamTangentIndex::GetFullFlag() const
|
||||
{
|
||||
return m_flag;
|
||||
}
|
||||
|
||||
uint32_t UvStreamTangentIndex::GetNextAvailableUvIndex() const
|
||||
{
|
||||
return m_flag >> (sizeof(m_flag) * CHAR_BIT - BitsForUvIndex);
|
||||
}
|
||||
|
||||
uint32_t UvStreamTangentIndex::GetTangentIndexAtUv(uint32_t uvIndex) const
|
||||
{
|
||||
return (m_flag >> (BitsPerTangentIndex * uvIndex)) & 0b1111u;
|
||||
}
|
||||
|
||||
void UvStreamTangentIndex::ApplyTangentIndex(uint32_t tangentIndex)
|
||||
{
|
||||
uint32_t currentSlot = GetNextAvailableUvIndex();
|
||||
if (currentSlot >= MaxTangents)
|
||||
{
|
||||
AZ_Error("UV Stream", false, "Reaching the max of avaiblable stream slots.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (tangentIndex > UnassignedTangentIndex)
|
||||
{
|
||||
AZ_Warning(
|
||||
"UV Stream", false,
|
||||
"Tangent index must use %d bits as defined in UvStreamTangentIndex::m_flag. Unassigned index will be applied.",
|
||||
BitsPerTangentIndex);
|
||||
tangentIndex = UnassignedTangentIndex;
|
||||
}
|
||||
|
||||
uint32_t mask = 0b1111u << (BitsPerTangentIndex * currentSlot);
|
||||
mask = ~mask;
|
||||
|
||||
// Clear the writing bits in case
|
||||
m_flag &= mask;
|
||||
|
||||
// Write the bits to the slot
|
||||
m_flag |= (tangentIndex << (BitsPerTangentIndex * currentSlot));
|
||||
|
||||
// Increase the index
|
||||
m_flag += (1u << (sizeof(m_flag) * CHAR_BIT - BitsForUvIndex));
|
||||
}
|
||||
|
||||
void UvStreamTangentIndex::Reset()
|
||||
{
|
||||
m_flag = 0;
|
||||
}
|
||||
} // namespace RPI
|
||||
} // namespace AZ
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
#include <Atom/RPI.Reflect/Model/ModelKdTree.h>
|
||||
#include <Atom/RPI.Reflect/Model/ModelLodAsset.h>
|
||||
#include <Atom/RPI.Reflect/ResourcePoolAssetCreator.h>
|
||||
#include <Atom/RPI.Public/Model/ModelLod.h>
|
||||
|
||||
#include <AzCore/std/limits.h>
|
||||
#include <AzCore/Component/Entity.h>
|
||||
@@ -917,6 +918,33 @@ namespace UnitTest
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(ModelTests, UvStream)
|
||||
{
|
||||
AZ::RPI::UvStreamTangentIndex uvStreamTangentIndex;
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetFullFlag(), 0u);
|
||||
|
||||
uvStreamTangentIndex.ApplyTangentIndex(1u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetTangentIndexAtUv(0u), 1u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetNextAvailableUvIndex(), 1u);
|
||||
|
||||
uvStreamTangentIndex.ApplyTangentIndex(5u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetTangentIndexAtUv(1u), 5u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetNextAvailableUvIndex(), 2u);
|
||||
|
||||
uvStreamTangentIndex.ApplyTangentIndex(100u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetTangentIndexAtUv(2u), AZ::RPI::UvStreamTangentIndex::UnassignedTangentIndex);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetNextAvailableUvIndex(), 3u);
|
||||
|
||||
for (uint32_t i = 3; i < AZ::RPI::UvStreamTangentIndex::MaxTangents; ++i)
|
||||
{
|
||||
uvStreamTangentIndex.ApplyTangentIndex(0u);
|
||||
}
|
||||
|
||||
AZ_TEST_START_TRACE_SUPPRESSION;
|
||||
uvStreamTangentIndex.ApplyTangentIndex(0u);
|
||||
AZ_TEST_STOP_TRACE_SUPPRESSION(1);
|
||||
}
|
||||
|
||||
// This class creates a Model with one LOD, whose mesh contains 2 planes. Plane 1 is in the XY plane at Z=-0.5, and
|
||||
// plane 2 is in the XY plane at Z=0.5. The two planes each have 9 quads which have been triangulated. It only has
|
||||
// a position and index buffer.
|
||||
|
||||
Reference in New Issue
Block a user