Move scene viewport shaders into editor resources
This commit is contained in:
@@ -1,132 +0,0 @@
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// XC_BUILTIN_INFINITE_GRID_D3D12_PS
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cbuffer GridConstants : register(b0) {
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float4x4 gViewProjectionMatrix;
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float4 gCameraPositionAndScale;
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float4 gCameraRightAndFade;
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float4 gCameraUpAndTanHalfFov;
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float4 gCameraForwardAndAspect;
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float4 gViewportNearFar;
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float4 gGridTransition;
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};
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struct VSOutput {
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float4 position : SV_POSITION;
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};
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float PristineGridLine(float2 uv) {
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float2 deriv = max(fwidth(uv), float2(1e-6, 1e-6));
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float2 uvMod = frac(uv);
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float2 uvDist = min(uvMod, 1.0 - uvMod);
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float2 distInPixels = uvDist / deriv;
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float2 lineAlpha = 1.0 - smoothstep(0.0, 1.0, distInPixels);
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float density = max(deriv.x, deriv.y);
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float densityFade = 1.0 - smoothstep(0.5, 1.0, density);
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return max(lineAlpha.x, lineAlpha.y) * densityFade;
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}
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float AxisLineAA(float coord, float deriv) {
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float distInPixels = abs(coord) / max(deriv, 1e-6);
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return 1.0 - smoothstep(0.0, 1.5, distInPixels);
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}
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struct GridLayer {
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float minor;
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float major;
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};
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GridLayer SampleGridLayer(float2 worldPos2D, float baseScale) {
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GridLayer layer;
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const float2 gridCoord1 = worldPos2D / baseScale;
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const float2 gridCoord10 = worldPos2D / (baseScale * 10.0);
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const float grid1 = PristineGridLine(gridCoord1);
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const float grid10 = PristineGridLine(gridCoord10);
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const float2 deriv1 = fwidth(gridCoord1);
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const float lodFactor = smoothstep(0.3, 0.6, max(deriv1.x, deriv1.y));
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layer.major = max(grid10, grid1 * 0.35);
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layer.minor = grid1 * (1.0 - lodFactor);
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return layer;
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}
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struct PSOutput {
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float4 color : SV_TARGET0;
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float depth : SV_Depth;
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};
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PSOutput MainPS(VSOutput input) {
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const float2 viewportSize = max(gViewportNearFar.xy, float2(1.0, 1.0));
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const float scale = max(gCameraPositionAndScale.w, 1e-4);
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const float fadeDistance = max(gCameraRightAndFade.w, scale * 10.0);
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const float tanHalfFov = max(gCameraUpAndTanHalfFov.w, 1e-4);
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const float aspect = max(gCameraForwardAndAspect.w, 1e-4);
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const float transitionBlend = saturate(gGridTransition.x);
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const float nearClip = gViewportNearFar.z;
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const float sceneFarClip = gViewportNearFar.w;
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const float2 ndc = float2(
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(input.position.x / viewportSize.x) * 2.0 - 1.0,
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1.0 - (input.position.y / viewportSize.y) * 2.0);
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const float3 cameraPosition = gCameraPositionAndScale.xyz;
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const float3 rayDirection = normalize(
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gCameraForwardAndAspect.xyz +
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ndc.x * aspect * tanHalfFov * gCameraRightAndFade.xyz +
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ndc.y * tanHalfFov * gCameraUpAndTanHalfFov.xyz);
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if (abs(rayDirection.y) < 1e-5) {
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discard;
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}
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const float t = -cameraPosition.y / rayDirection.y;
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if (t <= nearClip) {
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discard;
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}
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const float3 worldPosition = cameraPosition + rayDirection * t;
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float depth = 0.999999;
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if (t < sceneFarClip) {
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const float4 clipPosition = mul(gViewProjectionMatrix, float4(worldPosition, 1.0));
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if (clipPosition.w <= 1e-6) {
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discard;
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}
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depth = clipPosition.z / clipPosition.w;
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if (depth <= 0.0 || depth >= 1.0) {
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discard;
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}
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}
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const float radialFade =
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1.0 - smoothstep(fadeDistance * 0.3, fadeDistance, length(worldPosition - cameraPosition));
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const float normalFade = smoothstep(0.0, 0.15, abs(rayDirection.y));
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const float fadeFactor = radialFade * normalFade;
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if (fadeFactor < 1e-3) {
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discard;
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}
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const float2 worldPos2D = worldPosition.xz;
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const GridLayer baseLayer = SampleGridLayer(worldPos2D, scale);
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const GridLayer nextLayer = SampleGridLayer(worldPos2D, scale * 10.0);
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const float minorGridIntensity = lerp(baseLayer.minor, nextLayer.minor, transitionBlend);
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const float majorGridIntensity = lerp(baseLayer.major, nextLayer.major, transitionBlend);
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float3 finalColor = float3(0.56, 0.56, 0.56);
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float finalAlpha = max(
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0.13 * minorGridIntensity * fadeFactor,
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0.28 * majorGridIntensity * fadeFactor);
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const float2 worldDeriv = max(fwidth(worldPos2D), float2(1e-6, 1e-6));
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const float xAxisAlpha = AxisLineAA(worldPos2D.y, worldDeriv.y) * fadeFactor;
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const float zAxisAlpha = AxisLineAA(worldPos2D.x, worldDeriv.x) * fadeFactor;
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const float axisAlpha = max(xAxisAlpha, zAxisAlpha);
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finalAlpha = max(finalAlpha, 0.34 * saturate(axisAlpha));
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if (finalAlpha < 1e-3) {
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discard;
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}
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PSOutput output;
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output.color = float4(finalColor, finalAlpha);
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output.depth = depth;
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return output;
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}
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@@ -1,29 +0,0 @@
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{
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"name": "Builtin Infinite Grid",
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"passes": [
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{
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"name": "InfiniteGrid",
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"tags": {
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"LightMode": "InfiniteGrid"
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},
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "infinite-grid.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "infinite-grid.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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}
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]
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}
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]
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}
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@@ -1,26 +0,0 @@
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// XC_BUILTIN_INFINITE_GRID_D3D12_VS
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cbuffer GridConstants : register(b0) {
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float4x4 gViewProjectionMatrix;
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float4 gCameraPositionAndScale;
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float4 gCameraRightAndFade;
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float4 gCameraUpAndTanHalfFov;
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float4 gCameraForwardAndAspect;
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float4 gViewportNearFar;
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float4 gGridTransition;
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};
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struct VSOutput {
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float4 position : SV_POSITION;
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};
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VSOutput MainVS(uint vertexId : SV_VertexID) {
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static const float2 positions[3] = {
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float2(-1.0, -1.0),
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float2(-1.0, 3.0),
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float2( 3.0, -1.0)
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};
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VSOutput output;
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output.position = float4(positions[vertexId], 0.0, 1.0);
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return output;
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}
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@@ -1,89 +0,0 @@
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// XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_PS
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cbuffer OutlineConstants : register(b0) {
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float4 gViewportSizeAndTexelSize;
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float4 gOutlineColor;
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float4 gSelectedInfo;
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float4 gSelectedObjectColors[256];
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};
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Texture2D gObjectIdTexture : register(t0);
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struct VSOutput {
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float4 position : SV_POSITION;
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};
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int2 ClampPixelCoord(int2 pixelCoord) {
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const int2 maxCoord = int2(
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max((int)gViewportSizeAndTexelSize.x - 1, 0),
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max((int)gViewportSizeAndTexelSize.y - 1, 0));
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return clamp(pixelCoord, int2(0, 0), maxCoord);
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}
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float4 LoadObjectId(int2 pixelCoord) {
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return gObjectIdTexture.Load(int3(ClampPixelCoord(pixelCoord), 0));
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}
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bool IsSelectedObject(float4 objectIdColor) {
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if (objectIdColor.a <= 0.0) {
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return false;
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}
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const int selectedCount = min((int)gSelectedInfo.x, 256);
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[loop]
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for (int i = 0; i < selectedCount; ++i) {
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const float4 selectedColor = gSelectedObjectColors[i];
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if (all(abs(objectIdColor - selectedColor) <= float4(
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0.0025,
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0.0025,
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0.0025,
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0.0025))) {
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return true;
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}
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}
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return false;
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}
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float4 MainPS(VSOutput input) : SV_TARGET {
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const int2 pixelCoord = int2(input.position.xy);
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const bool debugSelectionMask = gSelectedInfo.y > 0.5;
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const bool centerSelected = IsSelectedObject(LoadObjectId(pixelCoord));
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if (debugSelectionMask) {
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return centerSelected ? float4(1.0, 1.0, 1.0, 1.0) : float4(0.0, 0.0, 0.0, 1.0);
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}
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if (centerSelected) {
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discard;
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}
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const int outlineWidth = max((int)gSelectedInfo.z, 1);
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float outline = 0.0;
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[loop]
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for (int y = -2; y <= 2; ++y) {
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[loop]
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for (int x = -2; x <= 2; ++x) {
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if (x == 0 && y == 0) {
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continue;
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}
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const float distancePixels = length(float2((float)x, (float)y));
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if (distancePixels > outlineWidth) {
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continue;
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}
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if (!IsSelectedObject(LoadObjectId(pixelCoord + int2(x, y)))) {
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continue;
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}
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const float weight = saturate(1.0 - ((distancePixels - 1.0) / max((float)outlineWidth, 1.0)));
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outline = max(outline, weight);
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}
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}
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if (outline <= 0.001) {
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discard;
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}
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return float4(gOutlineColor.rgb, gOutlineColor.a * outline);
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}
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@@ -1,29 +0,0 @@
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{
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"name": "Builtin Object Id Outline",
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"passes": [
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{
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"name": "ObjectIdOutline",
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"tags": {
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"LightMode": "ObjectIdOutline"
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},
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "object-id-outline.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "object-id-outline.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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}
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]
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}
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]
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}
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@@ -1,25 +0,0 @@
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// XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_VS
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cbuffer OutlineConstants : register(b0) {
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float4 gViewportSizeAndTexelSize;
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float4 gOutlineColor;
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float4 gSelectedInfo;
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float4 gSelectedObjectColors[256];
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};
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Texture2D gObjectIdTexture : register(t0);
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struct VSOutput {
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float4 position : SV_POSITION;
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};
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VSOutput MainVS(uint vertexId : SV_VertexID) {
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static const float2 positions[3] = {
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float2(-1.0, -1.0),
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float2(-1.0, 3.0),
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float2( 3.0, -1.0)
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};
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VSOutput output;
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output.position = float4(positions[vertexId], 0.0, 1.0);
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return output;
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#include <XCEngine/Core/Containers/String.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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@@ -40,8 +41,12 @@ InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& d
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class BuiltinInfiniteGridPass {
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public:
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explicit BuiltinInfiniteGridPass(Containers::String shaderPath = Containers::String());
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~BuiltinInfiniteGridPass() = default;
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void SetShaderPath(const Containers::String& shaderPath);
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const Containers::String& GetShaderPath() const;
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void Shutdown();
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bool Render(
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@@ -60,6 +65,7 @@ private:
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RHI::RHIPipelineState* m_pipelineState = nullptr;
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RHI::RHIDescriptorPool* m_constantPool = nullptr;
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RHI::RHIDescriptorSet* m_constantSet = nullptr;
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Containers::String m_shaderPath;
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Resources::ResourceHandle<Resources::Shader> m_builtinInfiniteGridShader;
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};
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@@ -1,5 +1,6 @@
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#pragma once
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#include <XCEngine/Core/Containers/String.h>
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Core/Math/Vector4.h>
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@@ -32,7 +33,7 @@ struct ObjectIdOutlineStyle {
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class BuiltinObjectIdOutlinePass {
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public:
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BuiltinObjectIdOutlinePass();
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explicit BuiltinObjectIdOutlinePass(Containers::String shaderPath = Containers::String());
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~BuiltinObjectIdOutlinePass() = default;
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BuiltinObjectIdOutlinePass(const BuiltinObjectIdOutlinePass&) = delete;
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BuiltinObjectIdOutlinePass& operator=(const BuiltinObjectIdOutlinePass&) = delete;
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@@ -41,6 +42,9 @@ public:
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static constexpr uint32_t kMaxSelectedObjectCount = 256u;
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void SetShaderPath(const Containers::String& shaderPath);
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const Containers::String& GetShaderPath() const;
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void Shutdown();
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bool Render(
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@@ -72,6 +76,7 @@ private:
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RHI::RHIDescriptorSet* m_constantSet = nullptr;
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RHI::RHIDescriptorPool* m_texturePool = nullptr;
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RHI::RHIDescriptorSet* m_textureSet = nullptr;
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Containers::String m_shaderPath;
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std::optional<Resources::ResourceHandle<Resources::Shader>> m_builtinObjectIdOutlineShader;
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};
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@@ -25,8 +25,6 @@ Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveTyp
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Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
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Containers::String GetBuiltinForwardLitShaderPath();
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Containers::String GetBuiltinObjectIdShaderPath();
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Containers::String GetBuiltinObjectIdOutlineShaderPath();
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Containers::String GetBuiltinInfiniteGridShaderPath();
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Containers::String GetBuiltinDefaultPrimitiveTexturePath();
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bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);
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@@ -6,12 +6,12 @@
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#include <XCEngine/Debug/Logger.h>
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#include <XCEngine/RHI/RHICommandList.h>
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#include <XCEngine/RHI/RHIDevice.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include <algorithm>
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#include <cmath>
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#include <utility>
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namespace XCEngine {
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namespace Rendering {
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@@ -140,6 +140,23 @@ InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& d
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return parameters;
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}
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BuiltinInfiniteGridPass::BuiltinInfiniteGridPass(Containers::String shaderPath)
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: m_shaderPath(std::move(shaderPath)) {
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}
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void BuiltinInfiniteGridPass::SetShaderPath(const Containers::String& shaderPath) {
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if (m_shaderPath == shaderPath) {
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return;
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}
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DestroyResources();
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m_shaderPath = shaderPath;
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}
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const Containers::String& BuiltinInfiniteGridPass::GetShaderPath() const {
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return m_shaderPath;
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}
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void BuiltinInfiniteGridPass::Shutdown() {
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DestroyResources();
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}
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@@ -243,14 +260,21 @@ bool BuiltinInfiniteGridPass::CreateResources(const RenderContext& renderContext
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return false;
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}
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if (m_shaderPath.Empty()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinInfiniteGridPass requires an injected shader path before resource creation");
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return false;
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}
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m_device = renderContext.device;
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m_backendType = renderContext.backendType;
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m_builtinInfiniteGridShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
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Resources::GetBuiltinInfiniteGridShaderPath());
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m_shaderPath);
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if (!m_builtinInfiniteGridShader.IsValid()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinInfiniteGridPass failed to load builtin infinite-grid shader resource");
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"BuiltinInfiniteGridPass failed to load configured infinite-grid shader resource");
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DestroyResources();
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return false;
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}
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@@ -6,7 +6,6 @@
|
||||
#include "Rendering/Detail/ShaderVariantUtils.h"
|
||||
#include "RHI/RHICommandList.h"
|
||||
#include "RHI/RHIDevice.h"
|
||||
#include "Resources/BuiltinResources.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <utility>
|
||||
@@ -86,10 +85,24 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
|
||||
} // namespace
|
||||
|
||||
BuiltinObjectIdOutlinePass::BuiltinObjectIdOutlinePass() {
|
||||
BuiltinObjectIdOutlinePass::BuiltinObjectIdOutlinePass(Containers::String shaderPath)
|
||||
: m_shaderPath(std::move(shaderPath)) {
|
||||
ResetState();
|
||||
}
|
||||
|
||||
void BuiltinObjectIdOutlinePass::SetShaderPath(const Containers::String& shaderPath) {
|
||||
if (m_shaderPath == shaderPath) {
|
||||
return;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
m_shaderPath = shaderPath;
|
||||
}
|
||||
|
||||
const Containers::String& BuiltinObjectIdOutlinePass::GetShaderPath() const {
|
||||
return m_shaderPath;
|
||||
}
|
||||
|
||||
void BuiltinObjectIdOutlinePass::Shutdown() {
|
||||
DestroyResources();
|
||||
}
|
||||
@@ -197,12 +210,19 @@ bool BuiltinObjectIdOutlinePass::CreateResources(const RenderContext& renderCont
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_shaderPath.Empty()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinObjectIdOutlinePass requires an injected shader path before resource creation");
|
||||
return false;
|
||||
}
|
||||
|
||||
Resources::ResourceHandle<Resources::Shader> shader = Resources::ResourceManager::Get().Load<Resources::Shader>(
|
||||
Resources::GetBuiltinObjectIdOutlineShaderPath());
|
||||
m_shaderPath);
|
||||
if (!shader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinObjectIdOutlinePass failed to load builtin object-id-outline shader resource");
|
||||
"BuiltinObjectIdOutlinePass failed to load configured object-id-outline shader resource");
|
||||
ResetState();
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -29,8 +29,6 @@ constexpr const char* kBuiltinTexturePrefix = "builtin://textures/";
|
||||
constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive";
|
||||
constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit";
|
||||
constexpr const char* kBuiltinObjectIdShaderPath = "builtin://shaders/object-id";
|
||||
constexpr const char* kBuiltinObjectIdOutlineShaderPath = "builtin://shaders/object-id-outline";
|
||||
constexpr const char* kBuiltinInfiniteGridShaderPath = "builtin://shaders/infinite-grid";
|
||||
constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
|
||||
constexpr float kPi = 3.14159265358979323846f;
|
||||
|
||||
@@ -45,10 +43,6 @@ constexpr const char* kBuiltinForwardLitShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/forward-lit/forward-lit.shader";
|
||||
constexpr const char* kBuiltinObjectIdShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/object-id/object-id.shader";
|
||||
constexpr const char* kBuiltinObjectIdOutlineShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/object-id-outline/object-id-outline.shader";
|
||||
constexpr const char* kBuiltinInfiniteGridShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/infinite-grid/infinite-grid.shader";
|
||||
|
||||
Containers::String NormalizeBuiltinAssetPath(const std::filesystem::path& path) {
|
||||
return Containers::String(path.lexically_normal().generic_string().c_str());
|
||||
@@ -118,12 +112,6 @@ const char* GetBuiltinShaderManifestRelativePath(const Containers::String& built
|
||||
if (builtinShaderPath == Containers::String(kBuiltinObjectIdShaderPath)) {
|
||||
return kBuiltinObjectIdShaderManifestRelativePath;
|
||||
}
|
||||
if (builtinShaderPath == Containers::String(kBuiltinObjectIdOutlineShaderPath)) {
|
||||
return kBuiltinObjectIdOutlineShaderManifestRelativePath;
|
||||
}
|
||||
if (builtinShaderPath == Containers::String(kBuiltinInfiniteGridShaderPath)) {
|
||||
return kBuiltinInfiniteGridShaderManifestRelativePath;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
@@ -652,14 +640,6 @@ Shader* BuildBuiltinObjectIdShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromManifest(path);
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinInfiniteGridShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromManifest(path);
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinObjectIdOutlineShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromManifest(path);
|
||||
}
|
||||
|
||||
Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
|
||||
auto* material = new Material();
|
||||
IResource::ConstructParams params;
|
||||
@@ -766,14 +746,6 @@ Containers::String GetBuiltinObjectIdShaderPath() {
|
||||
return Containers::String(kBuiltinObjectIdShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinObjectIdOutlineShaderPath() {
|
||||
return Containers::String(kBuiltinObjectIdOutlineShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinInfiniteGridShaderPath() {
|
||||
return Containers::String(kBuiltinInfiniteGridShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
|
||||
return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
|
||||
}
|
||||
@@ -866,10 +838,6 @@ LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
|
||||
shader = BuildBuiltinForwardLitShader(path);
|
||||
} else if (path == GetBuiltinObjectIdShaderPath()) {
|
||||
shader = BuildBuiltinObjectIdShader(path);
|
||||
} else if (path == GetBuiltinObjectIdOutlineShaderPath()) {
|
||||
shader = BuildBuiltinObjectIdOutlineShader(path);
|
||||
} else if (path == GetBuiltinInfiniteGridShaderPath()) {
|
||||
shader = BuildBuiltinInfiniteGridShader(path);
|
||||
} else {
|
||||
return LoadResult(Containers::String("Unknown builtin shader: ") + path);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user