690 lines
24 KiB
HLSL
690 lines
24 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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GeometryCollectionVertexFactory.ush: Shader code for FGeometryCollectionVertexFactory.
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=============================================================================*/
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#include "SceneData.ush"
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#include "VertexFactoryCommon.ush"
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#include "LocalVertexFactoryCommon.ush"
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#include "LightmapData.ush"
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#include "/Engine/Generated/UniformBuffers/PrecomputedLightingBuffer.ush"
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#ifndef MANUAL_VERTEX_FETCH
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#define MANUAL_VERTEX_FETCH 0
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#endif
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#ifndef USE_SHADER_BONE_TRANSFORM
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#define USE_SHADER_BONE_TRANSFORM (MANUAL_VERTEX_FETCH)
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#endif
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#if MANUAL_VERTEX_FETCH || USE_SHADER_BONE_TRANSFORM
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#define VF_ColorIndexMask_Index 0
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#define VF_NumTexcoords_Index 1
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#define FV_LightMapIndex_Index 2
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#define VF_VertexOffset 3
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Buffer<float4> VertexFetch_BoneOriginBuffer;
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Buffer<float4> VertexFetch_BoneLightmapBuffer;
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#define VF_REQUIRES_HITPROXY_INDIRECTION 1
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int VertexFactoryGetVertexFetchParameter(int ParameterIndex)
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{
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return GeometryCollectionVF.VertexFetch_Parameters[ParameterIndex];
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}
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#endif
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// Since we don't have template functions it will have to be this way.
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#if MANUAL_VERTEX_FETCH || USE_SHADER_BONE_TRANSFORM
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#define GCVF_GET_INPUT_VERTEX_ID(InputStruct) ((InputStruct).VertexId)
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#else // !MANUAL_VERTEX_FETCH
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#define GCVF_GET_INPUT_VERTEX_ID(InputStruct) (0U)
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#endif
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/**
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* Per-vertex inputs from bound vertex buffers
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*/
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struct FVertexFactoryInput
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{
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float4 Position : ATTRIBUTE0;
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#if !MANUAL_VERTEX_FETCH
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#if METAL_ES3_1_PROFILE
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float3 TangentX : ATTRIBUTE1;
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// TangentZ.w contains sign of tangent basis determinant
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float4 TangentZ : ATTRIBUTE2;
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float4 Color : ATTRIBUTE3;
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#else
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half3 TangentX : ATTRIBUTE1;
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// TangentZ.w contains sign of tangent basis determinant
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half4 TangentZ : ATTRIBUTE2;
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half4 Color : ATTRIBUTE3;
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#endif
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX
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#if !MANUAL_VERTEX_FETCH
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// These used to be packed texcoord arrays, but these cause problems with alighnment on some Vulkan drivers
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 1
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float4 TexCoords0 : ATTRIBUTE4;
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#elif NUM_MATERIAL_TEXCOORDS_VERTEX == 1
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float2 TexCoords0 : ATTRIBUTE4;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 3
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float4 TexCoords1 : ATTRIBUTE5;
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#elif NUM_MATERIAL_TEXCOORDS_VERTEX == 3
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float2 TexCoords1 : ATTRIBUTE5;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 5
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float4 TexCoords2 : ATTRIBUTE6;
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#elif NUM_MATERIAL_TEXCOORDS_VERTEX == 5
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float2 TexCoords2 : ATTRIBUTE6;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 7
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float4 TexCoords3 : ATTRIBUTE7;
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#elif NUM_MATERIAL_TEXCOORDS_VERTEX == 7
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float2 TexCoords3 : ATTRIBUTE7;
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#endif
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#endif
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#elif USE_PARTICLE_SUBUVS && !MANUAL_VERTEX_FETCH
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float2 TexCoords[1] : ATTRIBUTE4;
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#endif
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// Dynamic instancing related attributes with InstanceIdOffset : ATTRIBUTE13
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VF_GPUSCENE_DECLARE_INPUT_BLOCK(13)
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VF_INSTANCED_STEREO_DECLARE_INPUT_BLOCK()
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VF_MOBILE_MULTI_VIEW_DECLARE_INPUT_BLOCK()
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#if NEEDS_LIGHTMAP_COORDINATE && !MANUAL_VERTEX_FETCH
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float2 LightMapCoordinate : ATTRIBUTE15;
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#endif
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#if MANUAL_VERTEX_FETCH || USE_SHADER_BONE_TRANSFORM
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uint VertexId : SV_VertexID;
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#endif
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};
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/**
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* Per-vertex inputs from bound vertex buffers. Used by passes with a trimmed down position-only shader.
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*/
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struct FPositionOnlyVertexFactoryInput
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{
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float4 Position : ATTRIBUTE0;
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// Dynamic instancing related attributes with InstanceIdOffset : ATTRIBUTE1
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VF_GPUSCENE_DECLARE_INPUT_BLOCK(1)
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VF_INSTANCED_STEREO_DECLARE_INPUT_BLOCK()
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VF_MOBILE_MULTI_VIEW_DECLARE_INPUT_BLOCK()
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#if MANUAL_VERTEX_FETCH || USE_SHADER_BONE_TRANSFORM
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uint VertexId : SV_VertexID;
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#endif
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};
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/**
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* Per-vertex inputs from bound vertex buffers. Used by passes with a trimmed down position-and-normal-only shader.
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*/
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struct FPositionAndNormalOnlyVertexFactoryInput
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{
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float4 Position : ATTRIBUTE0;
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float4 Normal : ATTRIBUTE2;
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// Dynamic instancing related attributes with InstanceIdOffset : ATTRIBUTE1
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VF_GPUSCENE_DECLARE_INPUT_BLOCK(1)
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VF_INSTANCED_STEREO_DECLARE_INPUT_BLOCK()
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VF_MOBILE_MULTI_VIEW_DECLARE_INPUT_BLOCK()
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#if MANUAL_VERTEX_FETCH || USE_SHADER_BONE_TRANSFORM
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uint VertexId : SV_VertexID;
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#endif
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};
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/**
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* Caches intermediates that would otherwise have to be computed multiple times. Avoids relying on the compiler to optimize out redundant operations.
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*/
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struct FVertexFactoryIntermediates
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{
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FDFMatrix LocalToWorld;
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FDFMatrix PrevLocalToWorld;
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half3x3 TangentToLocal;
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half3x3 TangentToWorld;
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half TangentToWorldSign;
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half4 Color;
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/** Cached primitive and instance data */
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FSceneDataIntermediates SceneData;
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};
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FPrimitiveSceneData GetPrimitiveData(FVertexFactoryIntermediates Intermediates)
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{
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return Intermediates.SceneData.Primitive;
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}
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/** Converts from vertex factory specific interpolants to a FMaterialPixelParameters, which is used by material inputs. */
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FMaterialPixelParameters GetMaterialPixelParameters(FVertexFactoryInterpolantsVSToPS Interpolants, float4 SvPosition)
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{
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// GetMaterialPixelParameters is responsible for fully initializing the result
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FMaterialPixelParameters Result = MakeInitializedMaterialPixelParameters();
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#if NUM_TEX_COORD_INTERPOLATORS
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UNROLL
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for (int CoordinateIndex = 0; CoordinateIndex < NUM_TEX_COORD_INTERPOLATORS; CoordinateIndex++)
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{
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Result.TexCoords[CoordinateIndex] = GetUV(Interpolants, CoordinateIndex);
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}
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#endif
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#if USE_PARTICLE_SUBUVS
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// Output TexCoord0 for when previewing materials that use ParticleSubUV.
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Result.Particle.SubUVCoords[0] = GetUV(Interpolants, 0);
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Result.Particle.SubUVCoords[1] = GetUV(Interpolants, 0);
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#endif
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half3 TangentToWorld0 = GetTangentToWorld0(Interpolants).xyz;
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half4 TangentToWorld2 = GetTangentToWorld2(Interpolants);
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Result.UnMirrored = TangentToWorld2.w;
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Result.VertexColor = GetColor(Interpolants);
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// Required for previewing materials that use ParticleColor
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Result.Particle.Color = half4(1,1,1,1);
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Result.TangentToWorld = AssembleTangentToWorld( TangentToWorld0, TangentToWorld2 );
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#if USE_WORLDVERTEXNORMAL_CENTER_INTERPOLATION
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Result.WorldVertexNormal_Center = Interpolants.TangentToWorld2_Center.xyz;
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#endif
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#if LIGHTMAP_UV_ACCESS && NEEDS_LIGHTMAP_COORDINATE
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#if (ES3_1_PROFILE)
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// Not supported in pixel shader
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Result.LightmapUVs = float2(0, 0);
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#else
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Result.LightmapUVs = Interpolants.LightMapCoordinate.xy;
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#endif
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#endif
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Result.TwoSidedSign = 1;
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Result.PrimitiveId = GetPrimitiveId(Interpolants);
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#if NEEDS_PARTICLE_LOCAL_TO_WORLD
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Result.Particle.ParticleToWorld = GetPrimitiveData(Result.PrimitiveId).LocalToWorld;
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#endif
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#if NEEDS_PARTICLE_WORLD_TO_LOCAL
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Result.Particle.WorldToParticle = GetPrimitiveData(Result.PrimitiveId).WorldToLocal;
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#endif
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return Result;
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}
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float3 VertexFactoryGetPreviousInstanceSpacePosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates);
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float3 VertexFactoryGetInstanceSpacePosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates);
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/** Converts from vertex factory specific input to a FMaterialVertexParameters, which is used by vertex shader material inputs. */
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FMaterialVertexParameters GetMaterialVertexParameters(
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FVertexFactoryInput Input,
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FVertexFactoryIntermediates Intermediates,
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float3 WorldPosition,
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half3x3 TangentToLocal,
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bool bIsPreviousFrame = false)
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{
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FMaterialVertexParameters Result = MakeInitializedMaterialVertexParameters();
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Result.SceneData = Intermediates.SceneData;
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Result.WorldPosition = WorldPosition;
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if (bIsPreviousFrame)
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{
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Result.PositionInstanceSpace = VertexFactoryGetPreviousInstanceSpacePosition(Input, Intermediates);
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}
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else
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{
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Result.PositionInstanceSpace = VertexFactoryGetInstanceSpacePosition(Input, Intermediates);
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}
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Result.PositionPrimitiveSpace = Result.PositionInstanceSpace; // No support for instancing, so instance == primitive
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Result.VertexColor = Intermediates.Color;
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Result.TangentToWorld = Intermediates.TangentToWorld;
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Result.PrevFrameLocalToWorld = Intermediates.PrevLocalToWorld;
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Result.PreSkinnedPosition = Input.Position.xyz;
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Result.PreSkinnedNormal = TangentToLocal[2];
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#if MANUAL_VERTEX_FETCH && NUM_MATERIAL_TEXCOORDS_VERTEX
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const uint NumFetchTexCoords = GeometryCollectionVF.VertexFetch_Parameters[VF_NumTexcoords_Index];
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UNROLL
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for (uint CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS_VERTEX; CoordinateIndex++)
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{
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// Clamp coordinates to mesh's maximum as materials can request more than are available
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uint ClampedCoordinateIndex = min(CoordinateIndex, NumFetchTexCoords - 1);
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Result.TexCoords[CoordinateIndex] = GeometryCollectionVF.VertexFetch_TexCoordBuffer[NumFetchTexCoords * (GeometryCollectionVF.VertexFetch_Parameters[VF_VertexOffset] + Input.VertexId) + ClampedCoordinateIndex];
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}
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#elif NUM_MATERIAL_TEXCOORDS_VERTEX
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 0
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Result.TexCoords[0] = Input.TexCoords0.xy;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 1
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Result.TexCoords[1] = Input.TexCoords0.zw;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 2
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Result.TexCoords[2] = Input.TexCoords1.xy;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 3
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Result.TexCoords[3] = Input.TexCoords1.zw;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 4
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Result.TexCoords[4] = Input.TexCoords2.xy;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 5
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Result.TexCoords[5] = Input.TexCoords2.zw;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 6
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Result.TexCoords[6] = Input.TexCoords3.xy;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX > 7
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Result.TexCoords[7] = Input.TexCoords3.zw;
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#endif
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#endif //MANUAL_VERTEX_FETCH && NUM_MATERIAL_TEXCOORDS_VERTEX
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#if NEEDS_PARTICLE_LOCAL_TO_WORLD
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Result.Particle.ParticleToWorld = GetPrimitiveData(Intermediates).LocalToWorld;
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#endif
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#if NEEDS_PARTICLE_WORLD_TO_LOCAL
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Result.Particle.WorldToParticle = GetPrimitiveData(Intermediates).WorldToLocal;
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#endif
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#if ENABLE_NEW_HLSL_GENERATOR
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EvaluateVertexMaterialAttributes(Result);
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#endif
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Result.LWCData = MakeMaterialLWCData(Result);
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return Result;
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}
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half3x3 LoadTangentToLocal(FVertexFactoryInput Input, inout float TangentSignOut)
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{
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#if MANUAL_VERTEX_FETCH
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half3 TangentInputX = GeometryCollectionVF.VertexFetch_PackedTangentsBuffer[2 * (GeometryCollectionVF.VertexFetch_Parameters[VF_VertexOffset] + Input.VertexId) + 0].xyz;
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half4 TangentInputZ = GeometryCollectionVF.VertexFetch_PackedTangentsBuffer[2 * (GeometryCollectionVF.VertexFetch_Parameters[VF_VertexOffset] + Input.VertexId) + 1].xyzw;
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#else
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half3 TangentInputX = Input.TangentX;
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half4 TangentInputZ = Input.TangentZ;
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#endif
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half3 TangentX = TangentBias(TangentInputX);
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half4 TangentZ = TangentBias(TangentInputZ);
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TangentSignOut = TangentZ.w;
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// derive the binormal by getting the cross product of the normal and tangent
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half3 TangentY = cross(TangentZ.xyz, TangentX) * TangentZ.w;
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// Recalculate TangentX off of the other two vectors
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// This corrects quantization error since TangentX was passed in as a quantized vertex input
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// The error shows up most in specular off of a mesh with a smoothed UV seam (normal is smooth, but tangents vary across the seam)
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half3x3 Result;
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Result[0] = cross(TangentY, TangentZ.xyz) * TangentZ.w;
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Result[1] = TangentY;
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Result[2] = TangentZ.xyz;
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return Result;
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}
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half3x3 CalcTangentToWorld(half3 InvScale, half3x3 TangentToLocal, FDFMatrix LocalToWorld)
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{
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half3x3 LocalToWorld3x3 = DFToFloat3x3(LocalToWorld);
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LocalToWorld3x3[0] *= InvScale.x;
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LocalToWorld3x3[1] *= InvScale.y;
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LocalToWorld3x3[2] *= InvScale.z;
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return mul(TangentToLocal, LocalToWorld3x3);
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}
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/**
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* Temporary info to make it possible to load transform for position only & position/normal paths.
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*/
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struct FTransformData
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{
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FSceneDataIntermediates SceneData;
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FDFMatrix LocalToWorld;
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FDFMatrix PrevLocalToWorld;
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float3 InvScale;
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};
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FTransformData LoadTransformData(FSceneDataIntermediates SceneData, uint VertexId)
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{
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FTransformData TransformData;
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TransformData.SceneData = SceneData;
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TransformData.InvScale = TransformData.SceneData.InstanceData.InvNonUniformScale;
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FDFMatrix InstanceLocalToWorld = TransformData.SceneData.InstanceData.LocalToWorld;
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FDFMatrix PrevInstanceLocalToWorld = TransformData.SceneData.InstanceData.PrevLocalToWorld;
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#if MANUAL_VERTEX_FETCH || USE_SHADER_BONE_TRANSFORM
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uint BoneIndex = GCBoneLooseParameters.VertexFetch_BoneMapBuffer[GeometryCollectionVF.VertexFetch_Parameters[VF_VertexOffset] + VertexId];
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float4x4 LocalToInstance = float4x4(
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float4(GCBoneLooseParameters.VertexFetch_BoneTransformBuffer[4 * BoneIndex + 0].xyz, 0.0f),
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float4(GCBoneLooseParameters.VertexFetch_BoneTransformBuffer[4 * BoneIndex + 1].xyz, 0.0f),
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float4(GCBoneLooseParameters.VertexFetch_BoneTransformBuffer[4 * BoneIndex + 2].xyz, 0.0f),
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float4(GCBoneLooseParameters.VertexFetch_BoneTransformBuffer[4 * BoneIndex + 3].xyz, 1.0f));
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TransformData.LocalToWorld = DFMultiply(LocalToInstance, InstanceLocalToWorld);
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float4x4 PrevLocalToInstance = float4x4(
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float4(GCBoneLooseParameters.VertexFetch_BonePrevTransformBuffer[4 * BoneIndex + 0].xyz, 0.0f),
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float4(GCBoneLooseParameters.VertexFetch_BonePrevTransformBuffer[4 * BoneIndex + 1].xyz, 0.0f),
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float4(GCBoneLooseParameters.VertexFetch_BonePrevTransformBuffer[4 * BoneIndex + 2].xyz, 0.0f),
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float4(GCBoneLooseParameters.VertexFetch_BonePrevTransformBuffer[4 * BoneIndex + 3].xyz, 1.0f));
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TransformData.PrevLocalToWorld = DFMultiply(PrevLocalToInstance, PrevInstanceLocalToWorld);
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#else
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// In this case the LTW because it already is skinned on CPU
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// Note: this changes the meaning of tangent to local etc, I assume that is fine because that is how it used to be
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TransformData.LocalToWorld = InstanceLocalToWorld;
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TransformData.PrevLocalToWorld = InstanceLocalToWorld;
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#endif
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return TransformData;
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}
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FVertexFactoryIntermediates GetVertexFactoryIntermediates(FVertexFactoryInput Input)
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{
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FVertexFactoryIntermediates Intermediates = (FVertexFactoryIntermediates)0;
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Intermediates.SceneData = VF_GPUSCENE_GET_INTERMEDIATES(Input);
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FTransformData TransformData = LoadTransformData(Intermediates.SceneData, GCVF_GET_INPUT_VERTEX_ID(Input));
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float DeterminantSign = Intermediates.SceneData.InstanceData.DeterminantSign;
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Intermediates.LocalToWorld = TransformData.LocalToWorld;
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Intermediates.PrevLocalToWorld = TransformData.PrevLocalToWorld;
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#if MANUAL_VERTEX_FETCH
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Intermediates.Color = GeometryCollectionVF.VertexFetch_ColorComponentsBuffer[(GeometryCollectionVF.VertexFetch_Parameters[VF_VertexOffset] + Input.VertexId) & GeometryCollectionVF.VertexFetch_Parameters[VF_ColorIndexMask_Index]] FMANUALFETCH_COLOR_COMPONENT_SWIZZLE; // Swizzle vertex color.
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#else
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Intermediates.Color = Input.Color FCOLOR_COMPONENT_SWIZZLE; // Swizzle vertex color.
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#endif
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float TangentSign = 1.0;
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Intermediates.TangentToLocal = LoadTangentToLocal(Input, TangentSign);
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Intermediates.TangentToWorld = CalcTangentToWorld(TransformData.InvScale, Intermediates.TangentToLocal, Intermediates.LocalToWorld);
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Intermediates.TangentToWorldSign = TangentSign * DeterminantSign;
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return Intermediates;
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}
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/**
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* Get the 3x3 tangent basis vectors for this vertex factory
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* this vertex factory will calculate the binormal on-the-fly
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*
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* @param Input - vertex input stream structure
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* @return 3x3 matrix
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*/
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half3x3 VertexFactoryGetTangentToLocal( FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates )
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{
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return Intermediates.TangentToLocal;
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}
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// @return translated world position
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float4 VertexFactoryGetWorldPosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
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{
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return TransformLocalToTranslatedWorld(Input.Position.xyz, Intermediates.LocalToWorld);
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}
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float3 VertexFactoryGetInstanceSpacePosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
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{
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return Input.Position.xyz;
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}
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float4 VertexFactoryGetRasterizedWorldPosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, float4 InWorldPosition)
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{
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return InWorldPosition;
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}
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float3 VertexFactoryGetPositionForVertexLighting(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, float3 TranslatedWorldPosition)
|
|
{
|
|
return TranslatedWorldPosition;
|
|
}
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|
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|
FVertexFactoryInterpolantsVSToPS VertexFactoryGetInterpolantsVSToPS(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, FMaterialVertexParameters VertexParameters)
|
|
{
|
|
FVertexFactoryInterpolantsVSToPS Interpolants;
|
|
|
|
// Initialize the whole struct to 0
|
|
// Really only the last two components of the packed UVs have the opportunity to be uninitialized
|
|
Interpolants = (FVertexFactoryInterpolantsVSToPS)0;
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|
|
|
#if NUM_TEX_COORD_INTERPOLATORS
|
|
float2 CustomizedUVs[NUM_TEX_COORD_INTERPOLATORS];
|
|
GetMaterialCustomizedUVs(VertexParameters, CustomizedUVs);
|
|
GetCustomInterpolators(VertexParameters, CustomizedUVs);
|
|
|
|
UNROLL
|
|
for (int CoordinateIndex = 0; CoordinateIndex < NUM_TEX_COORD_INTERPOLATORS; CoordinateIndex++)
|
|
{
|
|
SetUV(Interpolants, CoordinateIndex, CustomizedUVs[CoordinateIndex]);
|
|
}
|
|
|
|
#elif NUM_MATERIAL_TEXCOORDS_VERTEX == 0 && USE_PARTICLE_SUBUVS
|
|
#if MANUAL_VERTEX_FETCH
|
|
SetUV(Interpolants, 0, GeometryCollectionVF.VertexFetch_TexCoordBuffer[GeometryCollectionVF.VertexFetch_Parameters[VF_NumTexcoords_Index] * (GeometryCollectionVF.VertexFetch_Parameters[VF_VertexOffset] + Input.VertexId)]);
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|
#else
|
|
SetUV(Interpolants, 0, Input.TexCoords[0]);
|
|
#endif
|
|
#endif
|
|
|
|
#if NEEDS_LIGHTMAP_COORDINATE
|
|
float2 LightMapCoordinate = 0;
|
|
float2 ShadowMapCoordinate = 0;
|
|
#if MANUAL_VERTEX_FETCH
|
|
float2 LightMapCoordinateInput = GeometryCollectionVF.VertexFetch_TexCoordBuffer[GeometryCollectionVF.VertexFetch_Parameters[VF_NumTexcoords_Index] * (GeometryCollectionVF.VertexFetch_Parameters[VF_VertexOffset] + Input.VertexId) + GeometryCollectionVF.VertexFetch_Parameters[FV_LightMapIndex_Index]];
|
|
#else
|
|
float2 LightMapCoordinateInput = Input.LightMapCoordinate;
|
|
#endif
|
|
|
|
uint LightmapDataIndex = GetPrimitiveData(Intermediates).LightmapDataIndex + GeometryCollectionVF.LODLightmapDataIndex;
|
|
uint LightmapUVIndex = GetPrimitiveData(Intermediates).LightmapUVIndex;
|
|
|
|
float4 LightMapCoordinateScaleBias = VF_GPUSCENE_GET_LIGHTMAP_UV_SCALE_BIAS(Input, LightmapDataIndex);
|
|
LightMapCoordinate = LightMapCoordinateInput * LightMapCoordinateScaleBias.xy + LightMapCoordinateScaleBias.zw;
|
|
|
|
#if STATICLIGHTING_TEXTUREMASK
|
|
float4 ShadowMapCoordinateScaleBias = VF_GPUSCENE_GET_SHADOWMAP_UV_SCALE_BIAS(Input, LightmapDataIndex);
|
|
ShadowMapCoordinate = LightMapCoordinateInput * ShadowMapCoordinateScaleBias.xy + ShadowMapCoordinateScaleBias.zw;
|
|
#endif
|
|
|
|
SetLightMapCoordinate(Interpolants, LightMapCoordinate, ShadowMapCoordinate);
|
|
SetLightmapDataIndex(Interpolants, LightmapDataIndex);
|
|
|
|
#endif // NEEDS_LIGHTMAP_COORDINATE
|
|
|
|
SetTangents(Interpolants, Intermediates.TangentToWorld[0], Intermediates.TangentToWorld[2], Intermediates.TangentToWorldSign);
|
|
SetColor(Interpolants, Intermediates.Color);
|
|
|
|
SetPrimitiveId(Interpolants, Intermediates.SceneData.PrimitiveId);
|
|
|
|
return Interpolants;
|
|
}
|
|
|
|
/** for depth-only pass */
|
|
float4 VertexFactoryGetWorldPosition(FPositionOnlyVertexFactoryInput Input)
|
|
{
|
|
FTransformData TransformData = LoadTransformData(VF_GPUSCENE_GET_INTERMEDIATES(Input), GCVF_GET_INPUT_VERTEX_ID(Input));
|
|
return TransformLocalToTranslatedWorld(Input.Position.xyz, TransformData.LocalToWorld);
|
|
}
|
|
|
|
/** for depth-only pass (slope depth bias) */
|
|
float4 VertexFactoryGetWorldPosition(FPositionAndNormalOnlyVertexFactoryInput Input)
|
|
{
|
|
FTransformData TransformData = LoadTransformData(VF_GPUSCENE_GET_INTERMEDIATES(Input), GCVF_GET_INPUT_VERTEX_ID(Input));
|
|
return TransformLocalToTranslatedWorld(Input.Position.xyz, TransformData.LocalToWorld);
|
|
}
|
|
|
|
float3 VertexFactoryGetWorldNormal(FPositionAndNormalOnlyVertexFactoryInput Input)
|
|
{
|
|
FTransformData TransformData = LoadTransformData(VF_GPUSCENE_GET_INTERMEDIATES(Input), GCVF_GET_INPUT_VERTEX_ID(Input));
|
|
return RotateLocalToWorld(Input.Position.xyz, TransformData.LocalToWorld, TransformData.InvScale).xyz;
|
|
}
|
|
|
|
float3 VertexFactoryGetWorldNormal(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
|
|
{
|
|
return Intermediates.TangentToWorld[2];
|
|
}
|
|
|
|
// @return previous translated world position
|
|
float4 VertexFactoryGetPreviousWorldPosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
|
|
{
|
|
return TransformPreviousLocalPositionToTranslatedWorld(Input.Position.xyz, Intermediates.PrevLocalToWorld);
|
|
}
|
|
|
|
// local position relative to instance
|
|
float3 VertexFactoryGetPreviousInstanceSpacePosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
|
|
{
|
|
return Input.Position.xyz;
|
|
}
|
|
|
|
float4 VertexFactoryGetTranslatedPrimitiveVolumeBounds(FVertexFactoryInterpolantsVSToPS Interpolants)
|
|
{
|
|
FPrimitiveSceneData PrimitiveData = GetPrimitiveData(GetPrimitiveId(Interpolants));
|
|
return float4(DFFastToTranslatedWorld(PrimitiveData.ObjectWorldPosition, ResolvedView.PreViewTranslation), PrimitiveData.ObjectRadius);
|
|
}
|
|
|
|
uint VertexFactoryGetPrimitiveId(FVertexFactoryInterpolantsVSToPS Interpolants)
|
|
{
|
|
return GetPrimitiveId(Interpolants);
|
|
}
|
|
|
|
#if RAYHITGROUPSHADER
|
|
|
|
struct FVertexFactoryRayTracingInterpolants
|
|
{
|
|
FVertexFactoryInterpolantsVSToPS InterpolantsVSToPS;
|
|
};
|
|
|
|
float2 VertexFactoryGetRayTracingTextureCoordinate(FVertexFactoryRayTracingInterpolants Interpolants)
|
|
{
|
|
#if NUM_MATERIAL_TEXCOORDS
|
|
return Interpolants.InterpolantsVSToPS.TexCoords[0].xy;
|
|
#else // #if NUM_MATERIAL_TEXCOORDS
|
|
return float2(0, 0);
|
|
#endif // #if NUM_MATERIAL_TEXCOORDS
|
|
}
|
|
|
|
FVertexFactoryInterpolantsVSToPS VertexFactoryAssignInterpolants(FVertexFactoryRayTracingInterpolants Input)
|
|
{
|
|
return Input.InterpolantsVSToPS;
|
|
}
|
|
|
|
FVertexFactoryRayTracingInterpolants VertexFactoryGetRayTracingInterpolants(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, FMaterialVertexParameters VertexParameters)
|
|
{
|
|
FVertexFactoryRayTracingInterpolants Interpolants;
|
|
|
|
Interpolants.InterpolantsVSToPS = VertexFactoryGetInterpolantsVSToPS(Input, Intermediates, VertexParameters);
|
|
|
|
return Interpolants;
|
|
}
|
|
|
|
FVertexFactoryRayTracingInterpolants VertexFactoryInterpolate(FVertexFactoryRayTracingInterpolants a, float aInterp, FVertexFactoryRayTracingInterpolants b, float bInterp)
|
|
{
|
|
// Default initialize. Otherwise, some graphics pipelines that
|
|
// couple tessellation with geometry shaders won't write to all TEXCOORD semantics,
|
|
// but read from them when <FVertexFactoryRayTracingInterpolants> is being copied as a whole.
|
|
FVertexFactoryRayTracingInterpolants O = (FVertexFactoryRayTracingInterpolants)0;
|
|
|
|
#if VF_USE_PRIMITIVE_SCENE_DATA
|
|
O.InterpolantsVSToPS.PrimitiveId = a.InterpolantsVSToPS.PrimitiveId;
|
|
#if NEEDS_LIGHTMAP_COORDINATE
|
|
O.InterpolantsVSToPS.LightmapDataIndex = a.InterpolantsVSToPS.LightmapDataIndex;
|
|
#endif
|
|
#endif
|
|
// Do we really need to interpolate TangentToWorld2 here? It should be replaced by the
|
|
// interpolated normal from 'whatever' interpolation scheme we're using
|
|
|
|
INTERPOLATE_MEMBER(InterpolantsVSToPS.TangentToWorld0.xyz);
|
|
INTERPOLATE_MEMBER(InterpolantsVSToPS.TangentToWorld2);
|
|
#if INTERPOLATE_VERTEX_COLOR
|
|
INTERPOLATE_MEMBER(InterpolantsVSToPS.Color);
|
|
#endif
|
|
#if NEEDS_PER_INSTANCE_PARAMS
|
|
INTERPOLATE_MEMBER(InterpolantsVSToPS.PerInstanceParams);
|
|
#endif
|
|
|
|
#if NEEDS_LIGHTMAP_COORDINATE
|
|
INTERPOLATE_MEMBER(InterpolantsVSToPS.LightMapCoordinate);
|
|
#endif
|
|
|
|
#if NUM_TEX_COORD_INTERPOLATORS
|
|
UNROLL
|
|
for (int tc = 0; tc < (NUM_TEX_COORD_INTERPOLATORS + 1) / 2; ++tc)
|
|
{
|
|
INTERPOLATE_MEMBER(InterpolantsVSToPS.TexCoords[tc]);
|
|
}
|
|
#elif USE_PARTICLE_SUBUVS
|
|
INTERPOLATE_MEMBER(InterpolantsVSToPS.TexCoords[0]);
|
|
#endif
|
|
|
|
return O;
|
|
}
|
|
#endif
|
|
|
|
|
|
#if RAYHITGROUPSHADER
|
|
|
|
FVertexFactoryInput LoadVertexFactoryInputForHGS(uint TriangleIndex, int VertexIndex)
|
|
{
|
|
FVertexFactoryInput Input = (FVertexFactoryInput)0;
|
|
|
|
FTriangleBaseAttributes Tri = LoadTriangleBaseAttributes(TriangleIndex);
|
|
|
|
Input.VertexId = Tri.Indices[VertexIndex];
|
|
Input.Position = float4(Tri.LocalPositions[VertexIndex], 1.0f);
|
|
|
|
// Note: GetInstanceUserData() stores the GPU-Scene instance ID
|
|
VF_GPUSCENE_SET_INPUT_FOR_RT(Input, GetInstanceUserData(), 0U);
|
|
|
|
return Input;
|
|
}
|
|
|
|
#endif
|
|
|
|
#if RAYHITGROUPSHADER || COMPUTESHADER
|
|
uint GetNumRayTracingDynamicMeshVerticesIndirect()
|
|
{
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#if COMPUTESHADER
|
|
FVertexFactoryInput LoadVertexFactoryInputForDynamicUpdate(uint TriangleIndex, int VertexIndex, uint PrimitiveId, uint DrawInstanceId)
|
|
{
|
|
FVertexFactoryInput Input = (FVertexFactoryInput)0;
|
|
|
|
#if MANUAL_VERTEX_FETCH
|
|
Input.VertexId = TriangleIndex * 3 + VertexIndex;
|
|
uint VertexOffset = GeometryCollectionVF.VertexFetch_Parameters[VF_VertexOffset] + Input.VertexId * 3;
|
|
Input.Position.x = GeometryCollectionVF.VertexFetch_PositionBuffer[VertexOffset + 0];
|
|
Input.Position.y = GeometryCollectionVF.VertexFetch_PositionBuffer[VertexOffset + 1];
|
|
Input.Position.z = GeometryCollectionVF.VertexFetch_PositionBuffer[VertexOffset + 2];
|
|
#endif
|
|
|
|
FPrimitiveSceneData PrimitiveData = GetPrimitiveData(PrimitiveId);
|
|
VF_GPUSCENE_SET_INPUT_FOR_RT(Input, PrimitiveData.InstanceSceneDataOffset + DrawInstanceId, DrawInstanceId);
|
|
|
|
return Input;
|
|
}
|
|
|
|
#endif
|
|
|
|
#undef GCVF_GET_INPUT_VERTEX_ID
|
|
|
|
#include "VertexFactoryDefaultInterface.ush"
|