refractive material support contd.

This commit is contained in:
Wls50
2025-11-24 18:29:55 +01:00
committed by Hirek
parent ff50fdf110
commit 76d5d3831d
9 changed files with 35 additions and 14 deletions

View File

@@ -274,6 +274,11 @@ bool MaShaderCompiler::CompileMaterial(YAML::Node &dest, const YAML::Node &src,
local_definitions.insert(local_definitions.end(), definitions.begin(),
definitions.end());
if (pass == MaterialRenderPass::Forward &&
TemplateOverride("refraction", src, templates).as<bool>(false)) {
local_definitions.emplace_back(L"REFRACTION", L"1");
}
auto blob = CompileShaderToBlob(file_name, ToWide(entry_name),
local_definitions, target, platform);

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@@ -504,6 +504,7 @@ class NvRenderer : public gfx_renderer, public MaResourceRegistry {
bool disable_mip_bias = false;
texture_handle m_default_texture;
};
bool m_enable_refraction = false;
nvrhi::static_vector<TextureBinding, 8> m_texture_bindings;
std::array<nvrhi::GraphicsPipelineHandle, Constants::NumMaterialPipelines()>
m_pipelines;
@@ -699,7 +700,7 @@ class NvRenderer : public gfx_renderer, public MaResourceRegistry {
bool BindMaterial(material_handle handle, DrawType draw_type,
const RenderPass &pass, nvrhi::GraphicsState &gfx_state,
float &alpha_threshold);
float &alpha_threshold, bool *out_is_refractive = nullptr);
bool BindLineMaterial(DrawType draw_type, const RenderPass &pass,
nvrhi::GraphicsState &gfx_state);

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@@ -192,8 +192,7 @@ void GbufferBlitPass::UpdateConstants(nvrhi::ICommandList* command_list,
const auto& daylight = Global.DayLight;
m_sky->CalcLighting(constants.m_light_dir,
constants.m_light_color);
m_sky->CalcLighting(constants.m_light_dir, constants.m_light_color);
constants.m_altitude = Global.pCamera.Pos.y;
constants.m_time = Timer::GetTime();
constants.m_vertical_fov =
@@ -201,7 +200,8 @@ void GbufferBlitPass::UpdateConstants(nvrhi::ICommandList* command_list,
{
float percipitation_intensity = glm::saturate(Global.Overcast - 1.);
constants.m_rain_params.x = percipitation_intensity; // % amount of droplets
constants.m_rain_params.x =
percipitation_intensity; // % amount of droplets
constants.m_rain_params.y =
glm::mix(15., 1., percipitation_intensity); // Regeneration time
static glm::vec4 wiper_timer_out;
@@ -241,6 +241,13 @@ void GbufferBlitPass::UpdateConstants(nvrhi::ICommandList* command_list,
command_list->writeBuffer(m_draw_constants, &constants, sizeof(constants));
}
void GbufferBlitPass::UpdateSceneColorForRefraction(
nvrhi::ICommandList* command_list) const {
command_list->copyTexture(
m_output_copy, nvrhi::TextureSlice().resolve(m_output_copy->getDesc()),
m_output, nvrhi::TextureSlice().resolve(m_output->getDesc()));
}
void GbufferBlitPass::Render(nvrhi::ICommandList* command_list,
glm::dmat4& view, const glm::dmat4& projection) {
UpdateConstants(command_list, view, projection);
@@ -249,10 +256,6 @@ void GbufferBlitPass::Render(nvrhi::ICommandList* command_list,
m_scene_depth, nvrhi::TextureSlice().resolve(m_scene_depth->getDesc()),
m_gbuffer->m_gbuffer_depth,
nvrhi::TextureSlice().resolve(m_scene_depth->getDesc()));
command_list->copyTexture(
m_output_copy, nvrhi::TextureSlice().resolve(m_output_copy->getDesc()),
m_output,
nvrhi::TextureSlice().resolve(m_output->getDesc()));
}
void GbufferBlitPass::Render(nvrhi::ICommandList* command_list) {

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@@ -18,6 +18,8 @@ struct GbufferBlitPass : public FullScreenPass, public MaResourceRegistry {
void UpdateConstants(nvrhi::ICommandList* command_list, glm::dmat4& view,
const glm::dmat4& projection);
void UpdateSceneColorForRefraction(nvrhi::ICommandList *command_list) const;
void Render(nvrhi::ICommandList* command_list, glm::dmat4& view,
const glm::dmat4& projection);
virtual void Render(nvrhi::ICommandList* command_list) override;

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@@ -109,6 +109,7 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
MaResourceMapping sampler_mapping_shadow{};
m_pipelines.fill(nullptr);
m_masked_shadow_texture = conf["masked_shadow_texture"].as<std::string>();
m_enable_refraction = conf["refraction"].as<bool>(false);
for (const auto it : conf["textures"]) {
auto index = it.second["binding"].as<int>();
m_texture_bindings.resize(

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@@ -1584,13 +1584,17 @@ void NvRenderer::BindConstants(const RenderPass &pass,
bool NvRenderer::BindMaterial(material_handle handle, DrawType draw_type,
const RenderPass &pass,
nvrhi::GraphicsState &gfx_state,
float &alpha_threshold) {
float &alpha_threshold, bool *out_is_refractive) {
if (pass.m_type == RenderPassType::RendererWarmUp) return true;
if (!handle || handle > m_material_cache.size()) {
return false;
}
MaterialCache &cache = m_material_cache[handle - 1];
if(out_is_refractive) {
*out_is_refractive = cache.m_template->m_enable_refraction;
}
if (!cache.ShouldRenderInPass(pass)) return false;
auto pipeline_index = Constants::GetPipelineIndex(pass.m_type, draw_type);

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@@ -1,4 +1,5 @@
#include "config.h"
#include "gbufferblitpass.h"
#include "motioncache.h"
#include "nvrenderer/nvrenderer.h"
#include "nvrendererbackend.h"
@@ -1014,18 +1015,23 @@ void NvRenderer::Render(const Renderable& renderable, const RenderPass& pass,
nvrhi::GraphicsState gfx_state;
nvrhi::DrawArguments draw_arguments{};
bool indexed;
bool refractive;
float alpha_threshold;
if (!BindGeometry(item.m_geometry, pass, gfx_state, draw_arguments,
indexed))
continue;
if (!BindMaterial(item.m_material, DrawType::Model, pass, gfx_state,
alpha_threshold))
alpha_threshold, &refractive))
continue;
BindConstants(pass, gfx_state);
pass.m_command_list_draw->beginMarker(item.m_name.data());
if(refractive && pass.m_type == RenderPassType::Forward) {
m_gbuffer_blit->UpdateSceneColorForRefraction(pass.m_command_list_draw);
}
pass.m_command_list_draw->setGraphicsState(gfx_state);
auto transform = item.m_transform;

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@@ -147,6 +147,7 @@ shaders:
default: system/raindrops_buffer
masked_shadow_texture: diffuse
source: ps_windshield_rain
refraction: true
utility:
# Everything that does not belong to scene graph rendering
# ImGui shaders

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@@ -1,5 +1,3 @@
#define REFRACTION 1
#include "manul/math.hlsli"
#include "manul/material.hlsli"
#include "manul/color_transform.hlsli"
@@ -53,7 +51,7 @@ void MaterialPass(inout MaterialData material) {
material_glass.m_MaterialAlbedoAlpha.xyz = 0.;
material_glass.m_MaterialNormal = material.m_Normal;
material_glass.m_MaterialParams.g = .2;
float3 normal = CalculateSurfaceNormal(material_glass.m_Position, material_glass.m_Normal, gradient * -.005);
float3 normal = CalculateSurfaceNormal(material_glass.m_Position, material_glass.m_Normal, gradient * -.0075);
material_glass.m_MaterialNormal = normal;
float cosTheta = saturate(dot(-normalize(material_glass.m_Position), normal));
material.m_MaterialAlbedoAlpha.a = lerp(.1, FresnelSchlickRoughness(cosTheta, .04, 0.), smoothstep(0., .15, droplet_distance));
@@ -63,7 +61,7 @@ void MaterialPass(inout MaterialData material) {
float4 glass_lit;
ApplyMaterialLighting(glass_lit, material_glass, material_glass.m_PixelCoord);
material.m_MaterialEmission = glass_lit * smoothstep(0., .15, droplet_distance) * saturate(normal_world.y * .5 + .5);
material.m_MaterialEmission = glass_lit * smoothstep(0., .15, droplet_distance) * smoothstep(-1., 0., normal_world.y);
material.m_MaterialAlbedoAlpha.xyz = 0.;
material.m_RefractionOffset = normal.xy * (.005 / (length(material.m_Position) * tan(.5 * g_VerticalFov))) * smoothstep(0., .15, droplet_distance);