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o3de/Gems/Atom/Feature/Common/Code/Source/Material/ShaderEnableFunctor.cpp

75 lines
4.1 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "./ShaderEnableFunctor.h"
#include <Atom/RPI.Public/Material/Material.h>
#include <Atom/RPI.Reflect/Image/Image.h>
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
namespace AZ
{
namespace Render
{
void ShaderEnableFunctor::Reflect(ReflectContext* context)
{
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
{
serializeContext->Class<ShaderEnableFunctor, RPI::MaterialFunctor>()
->Version(4)
->Field("opacityModeIndex", &ShaderEnableFunctor::m_opacityModeIndex)
->Field("parallaxEnableIndex", &ShaderEnableFunctor::m_parallaxEnableIndex)
->Field("parallaxPdoEnableIndex", &ShaderEnableFunctor::m_parallaxPdoEnableIndex)
->Field("shadowShaderNoPSIndex", &ShaderEnableFunctor::m_shadowShaderNoPSIndex)
->Field("shadowShaderWithPSIndex", &ShaderEnableFunctor::m_shadowShaderWithPSIndex)
->Field("depthShaderNoPSIndex", &ShaderEnableFunctor::m_depthShaderNoPSIndex)
->Field("depthShaderWithPSIndex", &ShaderEnableFunctor::m_depthShaderWithPSIndex)
->Field("pbrShaderNoEdsIndex", &ShaderEnableFunctor::m_pbrShaderNoEdsIndex)
->Field("pbrShaderWithEdsIndex", &ShaderEnableFunctor::m_pbrShaderWithEdsIndex)
->Field("depthShaderTransparentMin", &ShaderEnableFunctor::m_depthShaderTransparentMin)
->Field("depthShaderTransparentMax", &ShaderEnableFunctor::m_depthShaderTransparentMax)
;
}
}
void ShaderEnableFunctor::Process(RuntimeContext& context)
{
unsigned int opacityMode = context.GetMaterialPropertyValue<uint32_t>(m_opacityModeIndex);
bool parallaxEnabled = context.GetMaterialPropertyValue<bool>(m_parallaxEnableIndex);
bool parallaxPdoEnabled = context.GetMaterialPropertyValue<bool>(m_parallaxPdoEnableIndex);
if (parallaxEnabled && parallaxPdoEnabled)
{
context.SetShaderEnabled(m_depthShaderNoPSIndex, false);
context.SetShaderEnabled(m_shadowShaderNoPSIndex, false);
context.SetShaderEnabled(m_pbrShaderWithEdsIndex, false);
context.SetShaderEnabled(m_depthShaderWithPSIndex, true);
context.SetShaderEnabled(m_shadowShaderWithPSIndex, true);
context.SetShaderEnabled(m_pbrShaderNoEdsIndex, true);
}
else
{
context.SetShaderEnabled(m_depthShaderNoPSIndex, opacityMode == OpacityMode::Opaque );
context.SetShaderEnabled(m_shadowShaderNoPSIndex, opacityMode == OpacityMode::Opaque);
context.SetShaderEnabled(m_pbrShaderWithEdsIndex, opacityMode == OpacityMode::Opaque || opacityMode == OpacityMode::Blended || opacityMode == OpacityMode::TintedTransparent);
context.SetShaderEnabled(m_depthShaderWithPSIndex, opacityMode == OpacityMode::Cutout);
context.SetShaderEnabled(m_shadowShaderWithPSIndex, opacityMode == OpacityMode::Cutout);
context.SetShaderEnabled(m_pbrShaderNoEdsIndex, opacityMode == OpacityMode::Cutout);
}
context.SetShaderEnabled(m_depthShaderTransparentMin, opacityMode == OpacityMode::Blended || opacityMode == OpacityMode::TintedTransparent);
context.SetShaderEnabled(m_depthShaderTransparentMax, opacityMode == OpacityMode::Blended || opacityMode == OpacityMode::TintedTransparent);
}
}
}