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struct VaryingsToPS
{
VaryingsMeshToPS vmesh;
#ifdef VARYINGS_NEED_PASS
VaryingsPassToPS vpass;
#endif
};
struct PackedVaryingsToPS
{
PackedVaryingsMeshToPS vmesh;
#ifdef VARYINGS_NEED_PASS
PackedVaryingsPassToPS vpass;
#endif
};
PackedVaryingsToPS PackVaryingsToPS(VaryingsToPS input)
{
PackedVaryingsToPS output;
output.vmesh = PackVaryingsMeshToPS(input.vmesh);
#ifdef VARYINGS_NEED_PASS
output.vpass = PackVaryingsPassToPS(input.vpass);
#endif
return output;
}
#ifdef TESSELLATION_ON
struct VaryingsToDS
{
VaryingsMeshToDS vmesh;
#ifdef VARYINGS_NEED_PASS
VaryingsPassToDS vpass;
#endif
};
struct PackedVaryingsToDS
{
PackedVaryingsMeshToDS vmesh;
#ifdef VARYINGS_NEED_PASS
PackedVaryingsPassToDS vpass;
#endif
};
PackedVaryingsToDS PackVaryingsToDS(VaryingsToDS input)
{
PackedVaryingsToDS output;
output.vmesh = PackVaryingsMeshToDS(input.vmesh);
#ifdef VARYINGS_NEED_PASS
output.vpass = PackVaryingsPassToDS(input.vpass);
#endif
return output;
}
VaryingsToDS UnpackVaryingsToDS(PackedVaryingsToDS input)
{
VaryingsToDS output;
output.vmesh = UnpackVaryingsMeshToDS(input.vmesh);
#ifdef VARYINGS_NEED_PASS
output.vpass = UnpackVaryingsPassToDS(input.vpass);
#endif
return output;
}
VaryingsToDS InterpolateWithBaryCoordsToDS(VaryingsToDS input0, VaryingsToDS input1, VaryingsToDS input2, float3 baryCoords)
{
VaryingsToDS output;
output.vmesh = InterpolateWithBaryCoordsMeshToDS(input0.vmesh, input1.vmesh, input2.vmesh, baryCoords);
#ifdef VARYINGS_NEED_PASS
output.vpass = InterpolateWithBaryCoordsPassToDS(input0.vpass, input1.vpass, input2.vpass, baryCoords);
#endif
return output;
}
#endif // TESSELLATION_ON
#ifdef TESSELLATION_ON
#define VaryingsType VaryingsToDS
#define VaryingsMeshType VaryingsMeshToDS
#define PackedVaryingsType PackedVaryingsToDS
#define PackVaryingsType PackVaryingsToDS
#else
#define VaryingsType VaryingsToPS
#define VaryingsMeshType VaryingsMeshToPS
#define PackedVaryingsType PackedVaryingsToPS
#define PackVaryingsType PackVaryingsToPS
#endif
// TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16)
VaryingsMeshType VertMesh(AttributesMesh input)
{
VaryingsMeshType output;
float3 positionWS = TransformObjectToWorld(input.positionOS);
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0); // We need this case to be able to compile ApplyVertexModification that doesn't use normal.
#endif
#ifdef ATTRIBUTES_NEED_TANGENT
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
#endif
// TODO: deal with camera center rendering and instancing (This is the reason why we always perform two steps transform to clip space + instancing matrix)
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyVertexModification(input, normalWS, positionWS, _Time);
#endif
#if _FPS_MODE
float3 positionVS = mul(GetWorldToViewMatrix(), float4(positionWS - _WorldSpaceCameraPos, 1.0f));
positionVS.xy *= 1.0f / (-_ProjMatrix[1].y * tan(_FpsModeFov * 0.5f * PI / 180.0f)); // *= tan(old_fov * 0.5) / tan(new_fov * 0.5)
positionWS = mul(positionVS, (float3x3)GetWorldToViewMatrix()) + _WorldSpaceCameraPos;
#endif
positionWS = GetCameraRelativePositionWS(positionWS);
#ifdef TESSELLATION_ON
output.positionWS = positionWS;
output.normalWS = normalWS;
#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(VARYINGS_DS_NEED_TANGENT)
output.tangentWS = tangentWS;
#endif
#else
#ifdef VARYINGS_NEED_POSITION_WS
output.positionWS = positionWS;
#endif
output.positionCS = TransformWorldToHClip(positionWS);
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
output.normalWS = normalWS;
output.tangentWS = tangentWS;
#endif
#endif
#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
output.texCoord0 = input.uv0;
#endif
#if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1)
output.texCoord1 = input.uv1;
#endif
#if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2)
output.texCoord2 = input.uv2;
#endif
#if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3)
output.texCoord3 = input.uv3;
#endif
#if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR)
output.color = input.color;
#endif
return output;
}
#ifdef TESSELLATION_ON
VaryingsMeshToPS VertMeshTesselation(VaryingsMeshToDS input)
{
VaryingsMeshToPS output;
output.positionCS = TransformWorldToHClip(input.positionWS);
#ifdef VARYINGS_NEED_POSITION_WS
output.positionWS = input.positionWS;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
output.normalWS = input.normalWS;
output.tangentWS = input.tangentWS;
#endif
#ifdef VARYINGS_NEED_TEXCOORD0
output.texCoord0 = input.texCoord0;
#endif
#ifdef VARYINGS_NEED_TEXCOORD1
output.texCoord1 = input.texCoord1;
#endif
#ifdef VARYINGS_NEED_TEXCOORD2
output.texCoord2 = input.texCoord2;
#endif
#ifdef VARYINGS_NEED_TEXCOORD3
output.texCoord3 = input.texCoord3;
#endif
#ifdef VARYINGS_NEED_COLOR
output.color = input.color;
#endif
return output;
}
#endif // TESSELLATION_ON