refactor: route builtin infinite grid through shader assets
This commit is contained in:
@@ -26,6 +26,7 @@ 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* kBuiltinInfiniteGridShaderPath = "builtin://shaders/infinite-grid";
|
||||
constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
|
||||
constexpr float kPi = 3.14159265358979323846f;
|
||||
|
||||
@@ -308,6 +309,152 @@ void main() {
|
||||
}
|
||||
)";
|
||||
|
||||
const char kBuiltinInfiniteGridHlsl[] = R"(
|
||||
cbuffer GridConstants : register(b0) {
|
||||
float4x4 gViewProjectionMatrix;
|
||||
float4 gCameraPositionAndScale;
|
||||
float4 gCameraRightAndFade;
|
||||
float4 gCameraUpAndTanHalfFov;
|
||||
float4 gCameraForwardAndAspect;
|
||||
float4 gViewportNearFar;
|
||||
float4 gGridTransition;
|
||||
};
|
||||
|
||||
struct VSOutput {
|
||||
float4 position : SV_POSITION;
|
||||
};
|
||||
|
||||
VSOutput MainVS(uint vertexId : SV_VertexID) {
|
||||
static const float2 positions[3] = {
|
||||
float2(-1.0, -1.0),
|
||||
float2(-1.0, 3.0),
|
||||
float2( 3.0, -1.0)
|
||||
};
|
||||
|
||||
VSOutput output;
|
||||
output.position = float4(positions[vertexId], 0.0, 1.0);
|
||||
return output;
|
||||
}
|
||||
|
||||
float PristineGridLine(float2 uv) {
|
||||
float2 deriv = max(fwidth(uv), float2(1e-6, 1e-6));
|
||||
float2 uvMod = frac(uv);
|
||||
float2 uvDist = min(uvMod, 1.0 - uvMod);
|
||||
float2 distInPixels = uvDist / deriv;
|
||||
float2 lineAlpha = 1.0 - smoothstep(0.0, 1.0, distInPixels);
|
||||
float density = max(deriv.x, deriv.y);
|
||||
float densityFade = 1.0 - smoothstep(0.5, 1.0, density);
|
||||
return max(lineAlpha.x, lineAlpha.y) * densityFade;
|
||||
}
|
||||
|
||||
float AxisLineAA(float coord, float deriv) {
|
||||
float distInPixels = abs(coord) / max(deriv, 1e-6);
|
||||
return 1.0 - smoothstep(0.0, 1.5, distInPixels);
|
||||
}
|
||||
|
||||
struct GridLayer {
|
||||
float minor;
|
||||
float major;
|
||||
};
|
||||
|
||||
GridLayer SampleGridLayer(float2 worldPos2D, float baseScale) {
|
||||
GridLayer layer;
|
||||
const float2 gridCoord1 = worldPos2D / baseScale;
|
||||
const float2 gridCoord10 = worldPos2D / (baseScale * 10.0);
|
||||
const float grid1 = PristineGridLine(gridCoord1);
|
||||
const float grid10 = PristineGridLine(gridCoord10);
|
||||
const float2 deriv1 = fwidth(gridCoord1);
|
||||
const float lodFactor = smoothstep(0.3, 0.6, max(deriv1.x, deriv1.y));
|
||||
|
||||
layer.major = max(grid10, grid1 * 0.35);
|
||||
layer.minor = grid1 * (1.0 - lodFactor);
|
||||
return layer;
|
||||
}
|
||||
|
||||
struct PSOutput {
|
||||
float4 color : SV_TARGET0;
|
||||
float depth : SV_Depth;
|
||||
};
|
||||
|
||||
PSOutput MainPS(VSOutput input) {
|
||||
const float2 viewportSize = max(gViewportNearFar.xy, float2(1.0, 1.0));
|
||||
const float scale = max(gCameraPositionAndScale.w, 1e-4);
|
||||
const float fadeDistance = max(gCameraRightAndFade.w, scale * 10.0);
|
||||
const float tanHalfFov = max(gCameraUpAndTanHalfFov.w, 1e-4);
|
||||
const float aspect = max(gCameraForwardAndAspect.w, 1e-4);
|
||||
const float transitionBlend = saturate(gGridTransition.x);
|
||||
const float nearClip = gViewportNearFar.z;
|
||||
const float sceneFarClip = gViewportNearFar.w;
|
||||
|
||||
const float2 ndc = float2(
|
||||
(input.position.x / viewportSize.x) * 2.0 - 1.0,
|
||||
1.0 - (input.position.y / viewportSize.y) * 2.0);
|
||||
|
||||
const float3 cameraPosition = gCameraPositionAndScale.xyz;
|
||||
const float3 rayDirection = normalize(
|
||||
gCameraForwardAndAspect.xyz +
|
||||
ndc.x * aspect * tanHalfFov * gCameraRightAndFade.xyz +
|
||||
ndc.y * tanHalfFov * gCameraUpAndTanHalfFov.xyz);
|
||||
|
||||
if (abs(rayDirection.y) < 1e-5) {
|
||||
discard;
|
||||
}
|
||||
|
||||
const float t = -cameraPosition.y / rayDirection.y;
|
||||
if (t <= nearClip) {
|
||||
discard;
|
||||
}
|
||||
|
||||
const float3 worldPosition = cameraPosition + rayDirection * t;
|
||||
float depth = 0.999999;
|
||||
if (t < sceneFarClip) {
|
||||
const float4 clipPosition = mul(gViewProjectionMatrix, float4(worldPosition, 1.0));
|
||||
if (clipPosition.w <= 1e-6) {
|
||||
discard;
|
||||
}
|
||||
|
||||
depth = clipPosition.z / clipPosition.w;
|
||||
if (depth <= 0.0 || depth >= 1.0) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
|
||||
const float radialFade =
|
||||
1.0 - smoothstep(fadeDistance * 0.3, fadeDistance, length(worldPosition - cameraPosition));
|
||||
const float normalFade = smoothstep(0.0, 0.15, abs(rayDirection.y));
|
||||
const float fadeFactor = radialFade * normalFade;
|
||||
if (fadeFactor < 1e-3) {
|
||||
discard;
|
||||
}
|
||||
|
||||
const float2 worldPos2D = worldPosition.xz;
|
||||
const GridLayer baseLayer = SampleGridLayer(worldPos2D, scale);
|
||||
const GridLayer nextLayer = SampleGridLayer(worldPos2D, scale * 10.0);
|
||||
const float minorGridIntensity = lerp(baseLayer.minor, nextLayer.minor, transitionBlend);
|
||||
const float majorGridIntensity = lerp(baseLayer.major, nextLayer.major, transitionBlend);
|
||||
float3 finalColor = float3(0.56, 0.56, 0.56);
|
||||
float finalAlpha = max(
|
||||
0.13 * minorGridIntensity * fadeFactor,
|
||||
0.28 * majorGridIntensity * fadeFactor);
|
||||
|
||||
const float2 worldDeriv = max(fwidth(worldPos2D), float2(1e-6, 1e-6));
|
||||
const float xAxisAlpha = AxisLineAA(worldPos2D.y, worldDeriv.y) * fadeFactor;
|
||||
const float zAxisAlpha = AxisLineAA(worldPos2D.x, worldDeriv.x) * fadeFactor;
|
||||
|
||||
const float axisAlpha = max(xAxisAlpha, zAxisAlpha);
|
||||
finalAlpha = max(finalAlpha, 0.34 * saturate(axisAlpha));
|
||||
|
||||
if (finalAlpha < 1e-3) {
|
||||
discard;
|
||||
}
|
||||
|
||||
PSOutput output;
|
||||
output.color = float4(finalColor, finalAlpha);
|
||||
output.depth = depth;
|
||||
return output;
|
||||
}
|
||||
)";
|
||||
|
||||
Math::Bounds ComputeBounds(const std::vector<StaticMeshVertex>& vertices) {
|
||||
if (vertices.empty()) {
|
||||
return Math::Bounds();
|
||||
@@ -943,6 +1090,41 @@ Shader* BuildBuiltinObjectIdShader(const Containers::String& path) {
|
||||
return shader;
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinInfiniteGridShader(const Containers::String& path) {
|
||||
auto* shader = new Shader();
|
||||
IResource::ConstructParams params;
|
||||
params.name = Containers::String("Builtin Infinite Grid");
|
||||
params.path = path;
|
||||
params.guid = ResourceGUID::Generate(path);
|
||||
params.memorySize = 0;
|
||||
shader->Initialize(params);
|
||||
|
||||
const Containers::String passName("InfiniteGrid");
|
||||
shader->SetPassTag(passName, "LightMode", "InfiniteGrid");
|
||||
|
||||
AddBuiltinShaderStageVariant(
|
||||
*shader,
|
||||
passName,
|
||||
ShaderType::Vertex,
|
||||
ShaderLanguage::HLSL,
|
||||
ShaderBackend::D3D12,
|
||||
kBuiltinInfiniteGridHlsl,
|
||||
"MainVS",
|
||||
"vs_5_0");
|
||||
AddBuiltinShaderStageVariant(
|
||||
*shader,
|
||||
passName,
|
||||
ShaderType::Fragment,
|
||||
ShaderLanguage::HLSL,
|
||||
ShaderBackend::D3D12,
|
||||
kBuiltinInfiniteGridHlsl,
|
||||
"MainPS",
|
||||
"ps_5_0");
|
||||
|
||||
shader->m_memorySize = CalculateBuiltinShaderMemorySize(*shader);
|
||||
return shader;
|
||||
}
|
||||
|
||||
Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
|
||||
auto* material = new Material();
|
||||
IResource::ConstructParams params;
|
||||
@@ -1049,6 +1231,10 @@ Containers::String GetBuiltinObjectIdShaderPath() {
|
||||
return Containers::String(kBuiltinObjectIdShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinInfiniteGridShaderPath() {
|
||||
return Containers::String(kBuiltinInfiniteGridShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
|
||||
return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
|
||||
}
|
||||
@@ -1141,6 +1327,8 @@ LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
|
||||
shader = BuildBuiltinForwardLitShader(path);
|
||||
} else if (path == GetBuiltinObjectIdShaderPath()) {
|
||||
shader = BuildBuiltinObjectIdShader(path);
|
||||
} else if (path == GetBuiltinInfiniteGridShaderPath()) {
|
||||
shader = BuildBuiltinInfiniteGridShader(path);
|
||||
} else {
|
||||
return LoadResult(Containers::String("Unknown builtin shader: ") + path);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user