重构材质系统

This commit is contained in:
2025-12-03 23:38:08 +08:00
parent bf62257884
commit 3c0e177905
47 changed files with 755 additions and 1151 deletions
+76 -70
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@@ -2,63 +2,79 @@
#include "dvc_config.h"
#include "dvc_pre_declare.h"
#include "math/dvc_vector2.h"
#include "math/dvc_vector3.h"
#include "math/dvc_vector4.h"
#include "math/dvc_matrix3.h"
#include "math/dvc_matrix4.h"
#include "dvc_texture.h"
DV_CORE_BEGIN_NAMESPACE
class DV_CORE_API Material
{
public:
struct TextureInfo
typedef std::variant<int32_t, float32_t, fVector2, fVector3, fVector4, fMatrix3, fMatrix4, TextureInfo> Value;
struct Param
{
TextureConstPtr texture;
int32_t texCoord = 0;
fMatrix3 uvTransform;
enum ParamType
{
PF_Int32,
PT_Float,
PT_Float2,
PT_Float3,
PT_Float4,
PT_Matrix3,
PT_Matrix4,
PT_Texture,
};
std::string name;
ParamType type;
Value value;
Param() = delete;
Param(int32_t v) : type(PF_Int32), value(v) { }
Param(float32_t v) : type(PT_Float), value(v) { }
Param(const fVector2& v) : type(PT_Float2), value(v) {}
Param(const fVector3& v) : type(PT_Float3), value(v) {}
Param(const fVector4& v) : type(PT_Float4), value(v) {}
Param(const fMatrix3& v) : type(PT_Matrix3), value(v) {}
Param(const fMatrix4& v) : type(PT_Matrix4), value(v) {}
Param(const TextureInfo& v) : type(PT_Texture), value(v) {}
};
typedef std::map<std::string, Param> ParamMap;
public:
template<typename T>
bool setParam(const char* name, const T& value)
{
ParamMap::iterator it = m_params.find(name);
if(it==m_params.end() || (!std::holds_alternative<T>(it->second.value)))
{
return false;
}
it->second.value = value;
return true;
}
template<typename T>
bool getParam(const char* name, T& value) const
{
ParamMap::const_iterator it = m_params.find(name);
if(it==m_params.end() || (!std::holds_alternative<T>(it->second.value)))
{
return false;
}
value = std::get<T>(it->second.value);
return true;
}
public:
int32_t getID(void) const { return m_id; }
void setBaseColorTexture(const TextureConstPtr& texture, int32_t texCoord, const fMatrix3& uvTransform,
const fVector4& baseColorfactor);
const TextureInfo& getBaseColorTexture() const {
return m_baseColorTexture;
}
const fVector4& getBaseColorFactor() const {
return m_baseColorFactor;
}
void setMetallicRoughnessTexture(const TextureConstPtr& texture, int32_t texCoord, const fMatrix3& uvTransform,
float32_t metallicFactor = 1, float32_t roughnessFactor = 1);
const TextureInfo& getMetallicRoughnessTexture() const {
return m_metallicRoughnessTexture;
}
float32_t getMetallicFactor() const {
return m_metallicFactor;
}
float32_t getRoughnessFactor() const {
return m_roughnessFactor;
}
void setNormalTexture(const TextureConstPtr& texture, int32_t texCoord, const fMatrix3& uvTransform,
float32_t scale = 1);
const TextureInfo& getNormalTexture() const {
return m_normalTexture;
}
float32_t getNormalScale() const {
return m_normalScale;
}
void setVertexShader(const char* szShaderFile, const char* vertexShaderName);
void setFragementShader(const char* szShaderFile, const char* fragementShaderName);
VertexShaderInterface* getVertexShader() const {
return m_vertexShader;
}
@@ -67,37 +83,26 @@ public:
return m_pixelShader;
}
virtual bool setupMaterial();
virtual bool pickupParam(const davinci::MaterialConstPtr otherMaterial) {
return true;
}
public:
bool loadShader();
protected:
void setVertexShader(const char* szShaderFile, const char* vertexShaderName);
void setFragementShader(const char* szShaderFile, const char* fragementShaderName);
template<typename T>
bool registerParam(const char* name, const T& defaultValue) {
if (m_params.find(name) != m_params.end()) return false;
m_params.insert(std::make_pair(name, Param(defaultValue)));
return true;
}
protected:
int32_t m_id;
std::string m_name;
/*The base color texture.
* The first three components (RGB) MUST be encoded with the sRGB transfer function.
*/
TextureInfo m_baseColorTexture;
fVector4 m_baseColorFactor = fVector4::ONE;
/*The metallic - roughness texture.
* The metalness values are sampled from the B channel.
* The roughness values are sampled from the G channel.
*/
TextureInfo m_metallicRoughnessTexture;
float32_t m_metallicFactor = 1.0f;
float32_t m_roughnessFactor = 1.0f;
/*The normal texture.
*/
TextureInfo m_normalTexture;
/*The scalar parameter applied to each normal vector of the texture.
* This value scales the normal vector in X and Y directions using the formula:
* scaledNormal = (normalize<sampled normal texture value> * 2.0 - 1.0) * vec3(<normal scale>, <normal scale>, 1.0).
*/
float32_t m_normalScale = 1.0f;
protected:
VertexShaderInterface* m_vertexShader = nullptr;
PixelShaderInterface* m_pixelShader = nullptr;
@@ -107,8 +112,9 @@ protected:
std::string m_fragementShaderFile;
std::string m_fragementShaderName;
ParamMap m_params;
public:
Material(int32_t id);
Material(int32_t id, const char* name);
~Material();
};
+8
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@@ -26,4 +26,12 @@ public:
Texture(int32_t id);
~Texture();
};
struct TextureInfo
{
TextureConstPtr texture;
int32_t texCoord = 0;
fMatrix3 uvTransform;
};
DV_CORE_END_NAMESPACE
+7 -1
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@@ -30,7 +30,13 @@ public:
TexturePtr newTextureAsset();
TexturePtr getTexture(int32_t id) const;
MaterialPtr newMaterialAsset();
template<typename T>
MaterialPtr newMaterialAsset(const char* name) {
MaterialPtr materialPtr = std::make_shared<T>(nextID(), name);
m_materialAssetMap.insert(std::make_pair(materialPtr->getID(), materialPtr));
return materialPtr;
}
MaterialPtr getMaterial(int32_t id) const;
private:
+2 -1
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@@ -46,7 +46,8 @@ enum VertexElementType
{
VET_UNKNOWN,
VET_POSITION,
VET_POSITION_MODEL, VET_POSITION_WORLD, VET_POSITION_VIEW, VET_POSITION_NDC,
VET_NORMAL,
VET_TANGENT,
VET_BINORMAL,
@@ -17,18 +17,28 @@ public:
const Device& getDevice() const {
return m_device;
}
UniformBuffer& getUniformBuffer() {
return m_uniformBuffer;
}
const UniformBuffer& getUniformBuffer() const {
return m_uniformBuffer;
}
AntiAliasingTech getAntiAliasingTech() const {
return m_aaTech;
}
void setAntiAliasingTech(AntiAliasingTech aaTech) {
m_aaTech = aaTech;
}
MaterialPtr getDebugMaterial() const {
return m_debugMaterial;
}
void setDebugMaterial(MaterialPtr material) {
m_debugMaterial = material;
}
void pushRenderable(RenderableConstPtr renderable);
void process(RenderTarget& renderTarget);
@@ -38,6 +48,7 @@ protected:
AntiAliasingTech m_aaTech = AntiAliasingTech::AA_None;
UniformBuffer m_uniformBuffer;
RenderableArray m_renderableQueue;
MaterialPtr m_debugMaterial;
public:
RenderPipe(Device& device);
@@ -31,7 +31,7 @@ public:
return (a < b) ? a : b;
}
static DV_CORE_API fVector4 texture2D(const RenderPipe& pipe, const Material::TextureInfo& texturePtr, const fVector2& uv, const fVector4& defaultValue);
static DV_CORE_API fVector4 texture2D(const RenderPipe& pipe, const TextureInfo& texturePtr, const fVector2& uv, const fVector4& defaultValue);
};
DV_CORE_END_NAMESPACE
@@ -16,9 +16,11 @@ public:
virtual const VertexDesc& getOutputVertexDesc() const = 0;
typedef std::function<DeviceBufferAccessorConstPtr(VertexElementType)> SetInputAttributeFunc;
virtual void prepare(const RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc) = 0;
virtual void begin(const RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc) = 0;
virtual void process(size_t index, void* outputVertex, fVector3& vertexWorldPos) = 0;
virtual void process(size_t index, float32_t* outputVertex) = 0;
virtual void end() = 0;
};
class PixelShaderInterface
@@ -26,9 +28,11 @@ class PixelShaderInterface
public:
virtual const char* getName(void) const = 0;
virtual void prepare(const RenderPipe* pipe, MaterialConstPtr material) = 0;
virtual void begin(const RenderPipe* pipe, MaterialConstPtr material) = 0;
virtual void process(const VertexDesc& veretexDesc, const float32_t* pixelData, fVector4& color) = 0;
virtual void end() = 0;
};
class ShaderFileInterface
+3 -33
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@@ -3,8 +3,9 @@
DV_CORE_BEGIN_NAMESPACE
Material::Material(int32_t id)
Material::Material(int32_t id, const char* name)
: m_id(id)
, m_name(name)
{
}
@@ -12,37 +13,6 @@ Material::~Material()
{
}
void Material::setBaseColorTexture(const TextureConstPtr& texture, int32_t texCoord, const fMatrix3& uvTransform,
const fVector4& baseColorfactor)
{
m_baseColorTexture.texture = texture;
m_baseColorTexture.texCoord = texCoord;
m_baseColorTexture.uvTransform = uvTransform;
m_baseColorFactor = baseColorfactor;
}
void Material::setMetallicRoughnessTexture(const TextureConstPtr& texture, int32_t texCoord, const fMatrix3& uvTransform,
float32_t metallicFactor, float32_t roughnessFactor)
{
m_metallicRoughnessTexture.texture = texture;
m_metallicRoughnessTexture.texCoord = texCoord;
m_metallicRoughnessTexture.uvTransform = uvTransform;
m_metallicFactor = metallicFactor;
m_roughnessFactor = roughnessFactor;
}
void Material::setNormalTexture(const TextureConstPtr& texture, int32_t texCoord, const fMatrix3& uvTransform,
float32_t scale)
{
m_normalTexture.texture = texture;
m_normalTexture.texCoord = texCoord;
m_normalTexture.uvTransform = uvTransform;
m_normalScale = scale;
}
void Material::setVertexShader(const char* szShaderFile, const char* vertexShaderName)
{
m_vertexshaderFile = szShaderFile;
@@ -55,7 +25,7 @@ void Material::setFragementShader(const char* szShaderFile, const char* fragemen
m_fragementShaderName = fragementShaderName;
}
bool Material::loadShader()
bool Material::setupMaterial()
{
ShaderFileInterface* shaderInterface = davinci::LoadShaderFile(m_vertexshaderFile.c_str());
if (shaderInterface == nullptr)
-7
View File
@@ -135,13 +135,6 @@ TexturePtr Device::getTexture(int32_t id) const
return it->second;
}
MaterialPtr Device::newMaterialAsset()
{
MaterialPtr materialPtr = std::make_shared<Material>(nextID());
m_materialAssetMap.insert(std::make_pair(materialPtr->getID(), materialPtr));
return materialPtr;
}
MaterialPtr Device::getMaterial(int32_t id) const
{
std::map<int32_t, MaterialPtr>::const_iterator it = m_materialAssetMap.find(id);
@@ -28,8 +28,8 @@ void VertexShaderStep::process(RenderPipe& pipe, const InputAssemberStep::NodeAr
fMatrix4 worldInverseTrans = inputNode.transform.inverse().transpose();
uniformBuffer.setAttribute("self:world_transform_inverse_trans", worldInverseTrans);
VertexShaderInterface* vs = inputNode.material->getVertexShader();
vs->prepare(&pipe,
VertexShaderInterface* vs = pipe.getDebugMaterial() ? pipe.getDebugMaterial()->getVertexShader(): inputNode.material->getVertexShader();
vs->begin(&pipe,
[inputNode](VertexElementType type) -> DeviceBufferAccessorConstPtr
{
InputAssemberStep::PrimitiveAttributes::const_iterator it = inputNode.vertexData.find(type);
@@ -42,12 +42,13 @@ void VertexShaderStep::process(RenderPipe& pipe, const InputAssemberStep::NodeAr
);
size_t vertexCounts = inputNode.indices->getCount();
size_t outputVertexByteSize = vs->getOutputVertexDesc().vertexByteSize();
Node outputNode;
outputNode.material = inputNode.material;
outputNode.vertexCounts = vertexCounts;
outputNode.vertexDesc = vs->getOutputVertexDesc();
outputNode.vertexBuf = device.newDeviceBuffer(outputNode.vertexDesc.vertexByteSize() * vertexCounts);
outputNode.vertexBuf = device.newDeviceBuffer(outputVertexByteSize * vertexCounts);
outputNode.depth.resize(vertexCounts);
outputNode.invZ.resize(vertexCounts);
@@ -55,22 +56,25 @@ void VertexShaderStep::process(RenderPipe& pipe, const InputAssemberStep::NodeAr
{
uint16_t index = *((const uint16_t*)(inputNode.indices->getElement(i)));
fVector3 vertexWorldPos;
void* outputVertexMemory = outputNode.vertexBuf->ptr(i* outputNode.vertexDesc.vertexByteSize());
vs->process(index, outputVertexMemory, vertexWorldPos);
uint8_t* outputVertexMemory = (uint8_t*)(outputNode.vertexBuf->ptr(i * outputVertexByteSize));
vs->process(index, (float32_t*)outputVertexMemory);
//TODO: clip
//TODO: div-zero
fVector3 cameraSpacePos = (*cameraView) * vertexWorldPos;
outputNode.depth[i] = (std::fabsf(cameraSpacePos.z) - cameraNear) / (cameraFar - cameraNear);
float32_t cameraSpaceZ = cameraSpacePos.z;
outputNode.invZ[i] = 1.f/std::fabsf(cameraSpacePos.z);
size_t ndcPosOffset = outputNode.vertexDesc.getElement(VET_POSITION_NDC)->offset;
const fVector3* vertexNDCPos = (const fVector3*)(outputVertexMemory+ndcPosOffset);
outputNode.depth[i] = (std::fabsf(vertexNDCPos->z) - cameraNear) / (cameraFar - cameraNear);
float32_t cameraSpaceZ = vertexNDCPos->z;
outputNode.invZ[i] = 1.f/std::fabsf(vertexNDCPos->z);
}
m_nodes.push_back(outputNode);
vs->end();
}
}
@@ -10,8 +10,6 @@ DV_CORE_BEGIN_NAMESPACE
void RasterizerStep::process(RenderPipe& pipe, const VertexShaderStep::NodeArray& vsNodeArray, AntiAliasingTech aaTech, int32_t canvasWidth, int32_t canvasHeight)
{
//ShaderFileInterface* shaderInterface = davinci::LoadShaderFile("TestShader.dll");
//PixelShaderInterface* pixelShader = shaderInterface->getPixelShader("test");
Device& device = pipe.getDevice();
UniformBuffer& uniformBuffer = pipe.getUniformBuffer();
@@ -21,16 +19,22 @@ void RasterizerStep::process(RenderPipe& pipe, const VertexShaderStep::NodeArray
m_startOffsetArray.resize(canvasWidth* canvasHeight, -1);
MaterialPtr debugMaterial = pipe.getDebugMaterial();
VertexShaderStep::NodeArray::const_iterator it, end = vsNodeArray.end();
for (it = vsNodeArray.begin(); it != end; ++it)
{
const VertexShaderStep::Node& node = *it;
PixelShaderInterface* pixelShader = node.material->getPixelShader();
pixelShader->prepare(&pipe, node.material);
if (debugMaterial)
{
debugMaterial->pickupParam(node.material);
}
PixelShaderInterface* pixelShader = debugMaterial ? debugMaterial->getPixelShader() : node.material->getPixelShader();
pixelShader->begin(&pipe, debugMaterial ?debugMaterial : node.material);
size_t vertexSize = node.vertexDesc.vertexByteSize();
size_t POS_offset = node.vertexDesc.getElement(VET_POSITION)->offset;
size_t POS_offset = node.vertexDesc.getElement(VET_POSITION_NDC)->offset;
for (size_t i = 0; i < node.vertexCounts; i += 3)
{
@@ -65,10 +69,10 @@ void RasterizerStep::process(RenderPipe& pipe, const VertexShaderStep::NodeArray
pixelData[j] = MathUtil::lerp3(vertex0[j], vertex1[j], vertex2[j], percentCorrected);
}
if(dot.first==570 && dot.second==405 )
{
int a = 0;
}
//if(dot.first==570 && dot.second==405 )
//{
// int a = 0;
//}
fVector4 color;
pixelShader->process(node.vertexDesc, &(pixelData[0]), color);
@@ -4,7 +4,7 @@
DV_CORE_BEGIN_NAMESPACE
fVector4 shader::texture2D(const RenderPipe& pipe, const Material::TextureInfo& textureInfo, const fVector2& uv, const fVector4& defaultValue)
fVector4 shader::texture2D(const RenderPipe& pipe, const TextureInfo& textureInfo, const fVector2& uv, const fVector4& defaultValue)
{
if (!(textureInfo.texture)) return defaultValue;
fVector3 uvTransform = textureInfo.uvTransform * fVector3(uv, 1);