mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
initial rain material optimizations
This commit is contained in:
@@ -498,6 +498,9 @@ class NvRenderer : public gfx_renderer, public MaResourceRegistry {
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std::string m_name;
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std::string m_sampler_name;
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int m_hint;
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bool disable_anisotropy = false;
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bool disable_filter = false;
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bool disable_mip_bias = false;
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texture_handle m_default_texture;
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};
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nvrhi::static_vector<TextureBinding, 8> m_texture_bindings;
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@@ -113,18 +113,21 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
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auto index = it.second["binding"].as<int>();
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m_texture_bindings.resize(
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glm::max(m_texture_bindings.size(), static_cast<size_t>(index) + 1));
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auto &[name, sampler_name, hint, default_texture] =
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m_texture_bindings[index];
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auto &binding = m_texture_bindings[index];
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name = it.first.as<std::string>();
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sampler_name = fmt::format("{:s}_sampler", name.c_str());
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binding.m_name = it.first.as<std::string>();
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binding.m_sampler_name = fmt::format("{:s}_sampler", binding.m_name.c_str());
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binding.disable_anisotropy = it.second["no_anisotropy"].as<bool>(false);
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binding.disable_filter = it.second["no_filter"].as<bool>(false);
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binding.disable_mip_bias = it.second["no_mip_bias"].as<bool>(false);
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texture_mappings.emplace_back(
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MaResourceMapping::Texture_SRV(index, name.c_str()));
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MaResourceMapping::Texture_SRV(index, binding.m_name.c_str()));
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sampler_mappings.emplace_back(
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MaResourceMapping::Sampler(index, sampler_name.c_str()));
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MaResourceMapping::Sampler(index, binding.m_sampler_name.c_str()));
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RegisterTexture(name.c_str(), 1);
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RegisterTexture(binding.m_name.c_str(), 1);
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RegisterResource(
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false, "masked_shadow_sampler",
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GetTextureManager()->GetSamplerForTraits(0, RenderPassType::ShadowMap),
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@@ -132,10 +135,10 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
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const static std::unordered_map<std::string_view, int> hints{
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{"color", GL_SRGB_ALPHA}, {"linear", GL_RGBA}, {"normalmap", GL_RG}};
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hint = hints.at(it.second["hint"].as<std::string_view>());
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binding.m_hint = hints.at(it.second["hint"].as<std::string_view>());
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if (it.first.Scalar() == conf["masked_shadow_texture"].Scalar()) {
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texture_mapping_shadow = MaResourceMapping::Texture_SRV(0, name.c_str());
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texture_mapping_shadow = MaResourceMapping::Texture_SRV(0, binding.m_name.c_str());
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sampler_mapping_shadow =
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MaResourceMapping::Sampler(0, "masked_shadow_sampler");
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}
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@@ -1004,19 +1004,23 @@ material_handle NvRenderer::Fetch_Material(std::string const &Filename,
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auto texture_manager = GetTextureManager();
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for (int i = 0; i < material_template->m_texture_bindings.size(); ++i) {
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const auto &[key, sampler_key, hint, m_default_texture] =
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material_template->m_texture_bindings[i];
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const auto &binding = material_template->m_texture_bindings[i];
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auto handle = texture_manager->FetchTexture(
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static_cast<std::string>(adapter.GetTexturePathForEntry(key)), hint,
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adapter.GetTextureSizeBiasForEntry(key), true);
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static_cast<std::string>(
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adapter.GetTexturePathForEntry(binding.m_name)),
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binding.m_hint, adapter.GetTextureSizeBiasForEntry(binding.m_name),
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true);
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cache.m_texture_handles[i] = handle;
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cache.RegisterTexture(key.c_str(), handle);
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cache.RegisterResource(false, sampler_key.c_str(),
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auto traits = texture_manager->GetTraits(handle);
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traits[MaTextureTraits_NoFilter] = binding.disable_filter;
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traits[MaTextureTraits_NoAnisotropy] = binding.disable_anisotropy;
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traits[MaTextureTraits_NoMipBias] = binding.disable_mip_bias;
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cache.RegisterTexture(binding.m_name.c_str(), handle);
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cache.RegisterResource(false, binding.m_sampler_name.c_str(),
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texture_manager->GetSamplerForTraits(
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texture_manager->GetTraits(handle),
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NvRenderer::RenderPassType::Deferred),
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traits, RenderPassType::Deferred),
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nvrhi::ResourceType::Sampler);
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if (key == cache.m_template->m_masked_shadow_texture &&
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if (binding.m_name == cache.m_template->m_masked_shadow_texture &&
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texture_manager->IsValidHandle(handle)) {
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cache.m_masked_shadow =
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texture_manager->GetTexture(handle)->m_has_alpha;
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@@ -493,10 +493,10 @@ nvrhi::SamplerHandle NvTextureManager::GetSamplerForTraits(
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.setAddressV(traits[MaTextureTraits_ClampT]
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? nvrhi::SamplerAddressMode::Clamp
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: nvrhi::SamplerAddressMode::Wrap)
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.setAllFilters(true)
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.setAllFilters(!traits[MaTextureTraits_NoFilter])
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.setMipFilter(false)
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.setMaxAnisotropy(traits[MaTextureTraits_NoAnisotropy] ? 0.f : 16.f)
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.setMipBias(traits[MaTextureTraits_NoMipBias] ? 0.f : -1.76f);
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.setMaxAnisotropy(traits[MaTextureTraits_NoAnisotropy] || traits[MaTextureTraits_NoFilter] ? 0.f : 16.f)
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.setMipBias(traits[MaTextureTraits_NoMipBias] || traits[MaTextureTraits_NoFilter] ? 0.f : -1.76f);
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sampler = m_backend->GetDevice()->createSampler(desc);
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}
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return sampler;
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@@ -16,6 +16,7 @@ enum MaTextureTraits {
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MaTextureTraits_NoMipBias,
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MaTextureTraits_NoAnisotropy,
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MaTextureTraits_NoFilter,
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MaTextureTraits_Num
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};
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@@ -135,10 +135,12 @@ shaders:
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binding: 1
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hint: color
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default: white
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no_anisotropy: true
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wipermask:
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binding: 2
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hint: color
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default: white
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no_filter: true
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masked_shadow_texture: diffuse
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source: ps_windshield_rain
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utility:
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@@ -4,6 +4,8 @@
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#include "manul/random.hlsli"
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sampler diffuse_sampler : register(s0);
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sampler raindrop_sampler : register(s1);
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sampler wipermask_sampler : register(s2);
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Texture2D<float4> diffuse : register(t0);
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Texture2D<float4> raindropsatlas : register(t1);
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Texture2D<float4> wipermask : register(t2);
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@@ -14,7 +16,7 @@ float4 getDropTex(float choice, float2 uv) {
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else if (choice < .5) offset = float2(0.5, 0.0);
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else if (choice < .75) offset = float2(0.0, 0.5);
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else offset = float2(0.5, 0.5);
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return raindropsatlas.Sample(diffuse_sampler, offset + uv * 0.5);
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return raindropsatlas.Sample(raindrop_sampler, offset + uv * 0.5);
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}
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float GetMixFactor(in float2 co, out float side);
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@@ -43,8 +45,11 @@ void MaterialPass(inout MaterialData material) {
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float dropMaskSum = 0.;
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// Grid of 9 droplets in immediate neighbourhood
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for (int oy = -1; oy <= 1; oy++) {
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for (int ox = -1; ox <= 1; ox++) {
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[unroll]
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for (int oy = -1; oy <= 1; ++oy) {
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[unroll]
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for (int ox = -1; ox <= 1; ++ox) {
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float2 neighborCell = cell + float2(ox, oy);
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float2 neighborCenter = (neighborCell + .5) / gridSize;
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@@ -131,7 +136,7 @@ float GetMixFactor(in float2 co, out float side) {
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bool4 is_out = movePhase <= 1.;
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movePhase = select(is_out, movePhase, 2. - movePhase);
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float4 mask = wipermask.Sample(diffuse_sampler, co);
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float4 mask = wipermask.Sample(wipermask_sampler, co);
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float4 areaMask = step(.001, mask);
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@@ -153,6 +158,7 @@ float GetMixFactor(in float2 co, out float side) {
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float out_factor = 1.;
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// Find out the wiper blade that influences given grid cell the most
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[unroll]
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for(int i = 0; i < 4; ++i)
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{
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bool is_candidate = factor_v[i] < out_factor;
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