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#ttp 335591 - RENDERING: PARTICLE: Mesh emitters which utilize a material with a normal map are distorted [CL 2225388 by Joe Tidmarsh in Main branch]
549 lines
18 KiB
Plaintext
549 lines
18 KiB
Plaintext
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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MeshParticleVertexFactory.usf: Mesh particle vertex factory shader code.
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=============================================================================*/
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#include "VertexFactoryCommon.usf"
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// These are only enabled for SM5 due to limited interpolators elsewhere
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#define USE_PARTICLE_NODES (FEATURE_LEVEL >= FEATURE_LEVEL_SM5)
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float4x4 PreviousLocalToWorld;
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#if !PARTICLE_MESH_INSTANCED
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float4 Transform1;
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float4 Transform2;
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float4 Transform3;
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float4 SubUVParams;
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float SubUVLerp;
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float4 DynamicParameter;
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float4 ParticleColor;
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#endif
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struct FVertexFactoryInput
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{
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float4 Position : ATTRIBUTE0;
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half3 TangentX : ATTRIBUTE1;
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// TangentZ.w contains sign of tangent basis determinant
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half4 TangentZ : ATTRIBUTE2;
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half4 VertexColor : ATTRIBUTE3;
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#if NUM_MATERIAL_TEXCOORDS_VERTEX
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float2 TexCoords[NUM_MATERIAL_TEXCOORDS_VERTEX] : ATTRIBUTE4;
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#elif USE_PARTICLE_SUBUVS
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float2 TexCoords[1] : ATTRIBUTE4;
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#endif
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#if PARTICLE_MESH_INSTANCED
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float4 Transform1 : ATTRIBUTE8;
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float4 Transform2 : ATTRIBUTE9;
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float4 Transform3 : ATTRIBUTE10;
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int4 SubUVParams : ATTRIBUTE11;
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/** X: SubUV lerp Y: Particle relative time. */
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float2 SubUVLerpAndRelTime : ATTRIBUTE12;
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#if USE_DYNAMIC_PARAMETERS
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float4 DynamicParameter : ATTRIBUTE13;
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#endif //USE_DYNAMIC_PARAMETERS
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float4 ParticleColor : ATTRIBUTE14;
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/** The velocity of the particle, XYZ: direction, W: speed. */
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float4 ParticleVelocity : ATTRIBUTE15;
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#endif
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};
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struct FVertexFactoryInterpolantsVSToPS
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{
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TANGENTTOWORLD_INTERPOLATOR_BLOCK
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#if USE_PARTICLE_SUBUVS
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float4 SubUV0AndTexCoord0 : TEXCOORD1;
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float4 SubUV1AndLerp : TEXCOORD2;
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#else
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#if NUM_MATERIAL_TEXCOORDS
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#if ES2_PROFILE
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// Avoid dependent texture fetches, put all UVs in xy
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float2 TexCoords[NUM_MATERIAL_TEXCOORDS] : TEXCOORD0;
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#else
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float4 TexCoords[(NUM_MATERIAL_TEXCOORDS+1)/2] : TEXCOORD0;
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#endif
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#endif
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#endif
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#if INTERPOLATE_VERTEX_COLOR
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float4 VertexColor : COLOR0;
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#endif
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#if NEEDS_PARTICLE_COLOR
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float4 ParticleColor : COLOR1;
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#endif
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#if USE_DYNAMIC_PARAMETERS
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float4 DynamicParameter : COLOR2;
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#endif
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#if USE_PARTICLE_NODES
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/** Particle world position. */
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float3 ParticlePosition : PARTICLE_POSITION;
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/** The velocity of the particle, XYZ: direction, W: speed. */
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float4 ParticleVelocity : PARTICLE_VELOCITY;
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/** Relative alive time of the particle */
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float ParticleTime : PARTICLE_TIME;
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#endif
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};
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struct FVertexFactoryIntermediates
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{
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/** The color of the vertex. */
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float4 VertexColor;
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/** The color of the particle. */
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float4 ParticleColor;
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/** The texture coordinates for the vertex. */
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#if NUM_MATERIAL_TEXCOORDS_VERTEX
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float2 TexCoords[NUM_MATERIAL_TEXCOORDS_VERTEX];
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#endif
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#if USE_PARTICLE_SUBUVS
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float4 SubUVCoords;
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float SubUVLerp;
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#endif
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#if USE_DYNAMIC_PARAMETERS
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/** Optional dynamic parameter for the particle. */
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float4 DynamicParameter;
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#endif //USE_DYNAMIC_PARAMETERS
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/** The velocity of the particle, XYZ: direction, W: speed. */
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float4 ParticleVelocity;
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/** Particle (non-translated) world space position. */
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float3 ParticleWorldPosition;
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/** Relative time. */
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float RelativeTime;
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};
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/** Converts from vertex factory specific interpolants to a FMaterialPixelParameters, which is used by material inputs. */
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FMaterialPixelParameters GetMaterialPixelParameters(FVertexFactoryInterpolantsVSToPS Interpolants, float4 PixelPosition)
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{
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// GetMaterialPixelParameters is responsible for fully initializing the result
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FMaterialPixelParameters Result = MakeInitializedMaterialPixelParameters();
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#if USE_PARTICLE_SUBUVS
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#if NUM_MATERIAL_TEXCOORDS
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UNROLL
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for( int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS; CoordinateIndex++ )
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{
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Result.TexCoords[CoordinateIndex] = Interpolants.SubUV0AndTexCoord0.zw;
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}
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#endif
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Result.Particle.SubUVCoords[0] = Interpolants.SubUV0AndTexCoord0.xy;
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Result.Particle.SubUVCoords[1] = Interpolants.SubUV1AndLerp.xy;
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Result.Particle.SubUVLerp = Interpolants.SubUV1AndLerp.z;
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#elif NUM_MATERIAL_TEXCOORDS
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#if ES2_PROFILE
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UNROLL
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for( int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS; CoordinateIndex++ )
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{
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Result.TexCoords[CoordinateIndex] = Interpolants.TexCoords[CoordinateIndex].xy;
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}
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#else
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UNROLL
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for(int CoordinateIndex = 0;CoordinateIndex < NUM_MATERIAL_TEXCOORDS;CoordinateIndex += 2)
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{
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Result.TexCoords[CoordinateIndex] = Interpolants.TexCoords[CoordinateIndex/2].xy;
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if(CoordinateIndex + 1 < NUM_MATERIAL_TEXCOORDS)
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{
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Result.TexCoords[CoordinateIndex + 1] = Interpolants.TexCoords[CoordinateIndex/2].wz;
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}
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}
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#endif
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#endif
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half3 TangentToWorld0 = Interpolants.TangentToWorld0.xyz;
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half4 TangentToWorld2 = Interpolants.TangentToWorld2;
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Result.UnMirrored = TangentToWorld2.w;
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#if INTERPOLATE_VERTEX_COLOR
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Result.VertexColor = Interpolants.VertexColor;
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#else
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Result.VertexColor = 0;
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#endif
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#if NEEDS_PARTICLE_COLOR
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Result.Particle.Color = Interpolants.ParticleColor;
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#endif
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#if USE_DYNAMIC_PARAMETERS
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Result.Particle.DynamicParameter = Interpolants.DynamicParameter;
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#else
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Result.Particle.DynamicParameter = float4(1,1,1,1);
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#endif //USE_DYNAMIC_PARAMETERS
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#if USE_PARTICLE_NODES
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Result.Particle.PositionAndSize.xyz = Interpolants.ParticlePosition.xyz;
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Result.Particle.PositionAndSize.w = 1;
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Result.Particle.Velocity = Interpolants.ParticleVelocity;
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Result.Particle.RelativeTime = Interpolants.ParticleTime;
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#endif
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Result.Particle.MotionBlurFade = 1.0f;
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Result.TangentToWorld = AssembleTangentToWorld( TangentToWorld0, TangentToWorld2 );
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Result.TwoSidedSign = 1;
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return Result;
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}
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/** Converts from vertex factory specific input to a FMaterialVertexParameters, which is used by vertex shader material inputs. */
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FMaterialVertexParameters GetMaterialVertexParameters( FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, float3 WorldPosition, float3x3 TangentToLocal )
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{
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FMaterialVertexParameters Result = (FMaterialVertexParameters)0;
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Result.WorldPosition = WorldPosition - View.PreViewTranslation;
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Result.VertexColor = Intermediates.VertexColor;
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Result.Particle.PositionAndSize.xyz = Intermediates.ParticleWorldPosition.xyz;
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Result.Particle.PositionAndSize.w = 1;
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Result.Particle.Velocity = Intermediates.ParticleVelocity;
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Result.Particle.RelativeTime = Intermediates.RelativeTime;
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#if USE_DYNAMIC_PARAMETERS
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Result.Particle.DynamicParameter = Intermediates.DynamicParameter;
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#endif //USE_DYNAMIC_PARAMETERS
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#if PARTICLE_MESH_INSTANCED
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float4x4 Transform = float4x4( Input.Transform1, Input.Transform2, Input.Transform3, float4(0 ,0, 0, 1));
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#else
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float4x4 Transform = float4x4( Transform1, Transform2, Transform3, float4(0 ,0, 0, 1));
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#endif
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Result.InstanceLocalToWorld = Transform;
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Result.TangentToWorld = mul(TangentToLocal, transpose( (float3x3)Transform ) );
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#if NUM_MATERIAL_TEXCOORDS_VERTEX
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for(int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS_VERTEX; CoordinateIndex++)
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{
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Result.TexCoords[CoordinateIndex] = Intermediates.TexCoords[CoordinateIndex];
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}
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#endif
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return Result;
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}
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#if NEEDS_LIGHTMAP_COORDINATE
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void GetLightMapCoordinates(FVertexFactoryInterpolantsVSToPS Interpolants, out float2 LightmapUV0, out float2 LightmapUV1)
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{
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LightmapUV0 = LightmapUV1 = 0;
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}
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half2 GetShadowMapCoordinate(FVertexFactoryInterpolantsVSToPS Interpolants)
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{
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return 0;
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}
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#endif
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float4 CalcWorldPosition(float4 Position, float4 Transform1, float4 Transform2, float4 Transform3)
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{
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float3x4 Transform = float3x4(Transform1, Transform2, Transform3);
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float3 WorldPosition = mul(Transform, Position) + View.PreViewTranslation;
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return float4(WorldPosition,Position.w);
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}
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FVertexFactoryIntermediates GetVertexFactoryIntermediates(FVertexFactoryInput Input)
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{
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FVertexFactoryIntermediates Intermediates = (FVertexFactoryIntermediates)0;
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// Swizzle vertex color.
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Intermediates.VertexColor = Input.VertexColor FCOLOR_COMPONENT_SWIZZLE;
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// World position.
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#if PARTICLE_MESH_INSTANCED
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float3 ParticleWorldPosition = float3( Input.Transform1.w, Input.Transform2.w, Input.Transform3.w);
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#else
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float3 ParticleWorldPosition = float3( Transform1.w, Transform2.w, Transform3.w);
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#endif
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Intermediates.ParticleWorldPosition = ParticleWorldPosition;
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#if PARTICLE_MESH_INSTANCED
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Intermediates.ParticleColor = Input.ParticleColor;
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#else
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Intermediates.ParticleColor = ParticleColor;
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#endif
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#if NUM_MATERIAL_TEXCOORDS_VERTEX
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for(int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS_VERTEX; CoordinateIndex++)
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{
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Intermediates.TexCoords[CoordinateIndex] = Input.TexCoords[CoordinateIndex].xy;
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}
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#endif
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#if USE_PARTICLE_SUBUVS
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#if PARTICLE_MESH_INSTANCED
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Intermediates.SubUVCoords.xy = (float2( Input.SubUVParams.x, Input.SubUVParams.y ) + Input.TexCoords[0].xy) * MeshParticleVF.SubImageSize.xy;
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Intermediates.SubUVCoords.zw = (float2( Input.SubUVParams.z, Input.SubUVParams.w ) + Input.TexCoords[0].xy) * MeshParticleVF.SubImageSize.xy;
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Intermediates.SubUVLerp = Input.SubUVLerpAndRelTime.x;
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#else
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Intermediates.SubUVCoords.xy = (float2( SubUVParams.x, SubUVParams.y ) + Input.TexCoords[0].xy) * MeshParticleVF.SubImageSize.xy;
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Intermediates.SubUVCoords.zw = (float2( SubUVParams.z, SubUVParams.w ) + Input.TexCoords[0].xy) * MeshParticleVF.SubImageSize.xy;
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Intermediates.SubUVLerp = SubUVLerp.x;
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#endif
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#endif
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#if USE_DYNAMIC_PARAMETERS
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#if PARTICLE_MESH_INSTANCED
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Intermediates.DynamicParameter = Input.DynamicParameter;
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#else
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Intermediates.DynamicParameter = DynamicParameter;
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#endif
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#endif //USE_DYNAMIC_PARAMETERS
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Intermediates.ParticleWorldPosition = ParticleWorldPosition.xyz;
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#if PARTICLE_MESH_INSTANCED
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Intermediates.ParticleVelocity = Input.ParticleVelocity;
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Intermediates.RelativeTime = Input.SubUVLerpAndRelTime.y;
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#else
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Intermediates.ParticleVelocity = float4(0,1,0,0); // TODO: We don't have this data when instancing is disabled. Should we?
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Intermediates.RelativeTime = 0;
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#endif
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return Intermediates;
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}
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/**
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* Get the 3x3 tangent basis vectors for this vertex factory
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* this vertex factory will calculate the binormal on-the-fly
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*
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* @param Input - vertex input stream structure
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* @return 3x3 matrix
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*/
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float3x3 VertexFactoryGetTangentToLocal( FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates )
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{
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float3x3 Result=0;
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float4 TangentZ = TangentBias(Input.TangentZ);
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// pass-thru the tangent
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Result[0] = TangentBias(Input.TangentX);
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// pass-thru the normal
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Result[2] = TangentZ.xyz;
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// derive the binormal by getting the cross product of the normal and tangent
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Result[1] = cross(Result[2], Result[0]) * TangentZ.w;
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// Recalculate TangentX off of the other two vectors
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// This corrects quantization error since TangentX was passed in as a quantized vertex input
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// The error shows up most in specular off of a mesh with a smoothed UV seam (normal is smooth, but tangents vary across the seam)
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Result[0] = cross(Result[1], Result[2]) * TangentZ.w;
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return Result;
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}
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// @return translated world position
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float4 VertexFactoryGetWorldPosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
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{
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#if PARTICLE_MESH_INSTANCED
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return CalcWorldPosition(Input.Position, Input.Transform1, Input.Transform2, Input.Transform3);
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#else
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return CalcWorldPosition(Input.Position, Transform1, Transform2, Transform3);
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#endif
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}
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float4 VertexFactoryGetRasterizedWorldPosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, float4 InWorldPosition)
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{
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return InWorldPosition;
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}
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void CalcTangentToWorld(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, out float3 TangentToWorld0, out float4 TangentToWorld2)
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{
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float3x3 TangentToLocal = VertexFactoryGetTangentToLocal(Input, Intermediates);
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#if PARTICLE_MESH_INSTANCED
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float3x3 Transform = float3x3(Input.Transform1.xyz, Input.Transform2.xyz, Input.Transform3.xyz);
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#else
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float3x3 Transform = float3x3(Transform1.xyz, Transform2.xyz, Transform3.xyz);
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#endif
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float3x3 TangentToWorld = mul(TangentToLocal, transpose(Transform));
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// Normalize to remove scaling. Incorrect but faster than computing the inverse-transpose.
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TangentToWorld0 = normalize(TangentToWorld[0]);
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TangentToWorld2 = normalize(float4(TangentToWorld[2], TangentBias(Input.TangentZ.w) * Primitive.LocalToWorldDeterminantSign));
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}
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FVertexFactoryInterpolantsVSToPS VertexFactoryGetInterpolantsVSToPS(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, FMaterialVertexParameters VertexParameters)
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{
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FVertexFactoryInterpolantsVSToPS Interpolants;
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#if USE_PARTICLE_SUBUVS
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Interpolants.SubUV0AndTexCoord0.xy = Intermediates.SubUVCoords.xy;
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Interpolants.SubUV1AndLerp.xy = Intermediates.SubUVCoords.zw;
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Interpolants.SubUV1AndLerp.zw = Intermediates.SubUVLerp.xx;
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#if NUM_MATERIAL_TEXCOORDS
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float2 CustomizedUVs[NUM_MATERIAL_TEXCOORDS];
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GetMaterialCustomizedUVs(VertexParameters, CustomizedUVs);
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Interpolants.SubUV0AndTexCoord0.zw = CustomizedUVs[0];
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#else
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Interpolants.SubUV0AndTexCoord0.zw = 0;
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#endif
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#elif NUM_MATERIAL_TEXCOORDS
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#if ES2_PROFILE
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GetMaterialCustomizedUVs(VertexParameters, Interpolants.TexCoords);
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#else
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// Ensure the unused components of the last packed texture coordinate are initialized.
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Interpolants.TexCoords[(NUM_MATERIAL_TEXCOORDS + 1) / 2 - 1] = 0;
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float2 CustomizedUVs[NUM_MATERIAL_TEXCOORDS];
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GetMaterialCustomizedUVs(VertexParameters, CustomizedUVs);
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UNROLL
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for(int CoordinateIndex = 0;CoordinateIndex < NUM_MATERIAL_TEXCOORDS;CoordinateIndex += 2)
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{
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Interpolants.TexCoords[CoordinateIndex / 2].xy = CustomizedUVs[CoordinateIndex];
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if(CoordinateIndex + 1 < NUM_MATERIAL_TEXCOORDS)
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{
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Interpolants.TexCoords[CoordinateIndex / 2].wz = CustomizedUVs[CoordinateIndex + 1];
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}
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}
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#endif
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#endif
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Interpolants.TangentToWorld0.w = 0;
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CalcTangentToWorld(Input, Intermediates, Interpolants.TangentToWorld0.xyz, Interpolants.TangentToWorld2);
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#if INTERPOLATE_VERTEX_COLOR
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Interpolants.VertexColor = Intermediates.VertexColor;
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#endif
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#if NEEDS_PARTICLE_COLOR
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Interpolants.ParticleColor = Intermediates.ParticleColor;
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#endif
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#if USE_DYNAMIC_PARAMETERS
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Interpolants.DynamicParameter = Intermediates.DynamicParameter;
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#endif //USE_DYNAMIC_PARAMETERS
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#if USE_PARTICLE_NODES
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Interpolants.ParticlePosition = Intermediates.ParticleWorldPosition;
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Interpolants.ParticleVelocity = Intermediates.ParticleVelocity;
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Interpolants.ParticleTime = Intermediates.RelativeTime;
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#endif
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return Interpolants;
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}
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// @return previous translated world position
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float4 VertexFactoryGetPreviousWorldPosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
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{
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// The previous local to world instance transform isn't available.
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#if PARTICLE_MESH_INSTANCED
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return CalcWorldPosition(Input.Position, Input.Transform1, Input.Transform2, Input.Transform3);
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#else
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return CalcWorldPosition(Input.Position, Transform1, Transform2, Transform3);
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#endif
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}
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#if USING_TESSELLATION
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struct FVertexFactoryInterpolantsVSToDS
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{
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FVertexFactoryInterpolantsVSToPS InterpolantsVSToPS;
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};
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float2 VertexFactoryGetTextureCoordinateDS( FVertexFactoryInterpolantsVSToDS Interpolants )
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{
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#if NUM_MATERIAL_TEXCOORDS
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return Interpolants.InterpolantsVSToPS.TexCoords[0].xy;
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#else // #if NUM_MATERIAL_TEXCOORDS
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return float2(0,0);
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#endif // #if NUM_MATERIAL_TEXCOORDS
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}
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|
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FVertexFactoryInterpolantsVSToPS VertexFactoryAssignInterpolants(FVertexFactoryInterpolantsVSToDS Input)
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|
{
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return Input.InterpolantsVSToPS;
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}
|
|
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/** Converts from vertex factory specific interpolants to a FMaterialTessellationParameters, which is used by material inputs. */
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FMaterialTessellationParameters GetMaterialTessellationParameters(FVertexFactoryInterpolantsVSToDS Interpolants, float3 CameraLocalWorldPosition)
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|
{
|
|
FMaterialTessellationParameters Result;
|
|
#if NUM_MATERIAL_TEXCOORDS
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|
UNROLL
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|
for(int CoordinateIndex = 0;CoordinateIndex < NUM_MATERIAL_TEXCOORDS;CoordinateIndex += 2)
|
|
{
|
|
Result.TexCoords[CoordinateIndex] = Interpolants.InterpolantsVSToPS.TexCoords[CoordinateIndex/2].xy;
|
|
if(CoordinateIndex + 1 < NUM_MATERIAL_TEXCOORDS)
|
|
{
|
|
Result.TexCoords[CoordinateIndex + 1] = Interpolants.InterpolantsVSToPS.TexCoords[CoordinateIndex/2].wz;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
Result.VertexColor = float4(1,1,1,1);
|
|
|
|
half3 TangentToWorld0 = Interpolants.InterpolantsVSToPS.TangentToWorld0.xyz;
|
|
half4 TangentToWorld2 = Interpolants.InterpolantsVSToPS.TangentToWorld2;
|
|
Result.TangentToWorld = AssembleTangentToWorld( TangentToWorld0, TangentToWorld2 );
|
|
Result.TangentToWorldPreScale = 1;
|
|
Result.WorldPosition = CameraLocalWorldPosition + View.ViewOrigin.xyz;
|
|
|
|
return Result;
|
|
}
|
|
|
|
FVertexFactoryInterpolantsVSToDS VertexFactoryGetInterpolantsVSToDS(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, FMaterialVertexParameters VertexParameters)
|
|
{
|
|
FVertexFactoryInterpolantsVSToDS Interpolants;
|
|
Interpolants.InterpolantsVSToPS = VertexFactoryGetInterpolantsVSToPS(Input, Intermediates, VertexParameters);
|
|
return Interpolants;
|
|
}
|
|
|
|
FVertexFactoryInterpolantsVSToDS VertexFactoryInterpolate(FVertexFactoryInterpolantsVSToDS a, float aInterp, FVertexFactoryInterpolantsVSToDS b, float bInterp)
|
|
{
|
|
FVertexFactoryInterpolantsVSToDS O;
|
|
|
|
// Do we really need to interpolate TangentToWorld2 here? It should be replaced by the
|
|
// interpolated normal from 'whatever' interpolation scheme we're using
|
|
|
|
TESSELLATION_INTERPOLATE_MEMBER(InterpolantsVSToPS.TangentToWorld0.xyz);
|
|
TESSELLATION_INTERPOLATE_MEMBER(InterpolantsVSToPS.TangentToWorld2);
|
|
#if INTERPOLATE_VERTEX_COLOR
|
|
TESSELLATION_INTERPOLATE_MEMBER(InterpolantsVSToPS.VertexColor);
|
|
#endif
|
|
|
|
#if NEEDS_PARTICLE_COLOR
|
|
TESSELLATION_INTERPOLATE_MEMBER(InterpolantsVSToPS.ParticleColor);
|
|
#endif
|
|
|
|
#if NUM_MATERIAL_TEXCOORDS
|
|
for (int i = 0; i < (NUM_MATERIAL_TEXCOORDS + 1) / 2; ++i)
|
|
{
|
|
TESSELLATION_INTERPOLATE_MEMBER(InterpolantsVSToPS.TexCoords[i]);
|
|
}
|
|
#endif
|
|
#if USE_DYNAMIC_PARAMETERS
|
|
TESSELLATION_INTERPOLATE_MEMBER(InterpolantsVSToPS.DynamicParameter);
|
|
#endif //USE_DYNAMIC_PARAMETERS
|
|
|
|
return O;
|
|
}
|
|
|
|
float3x3 VertexFactoryGetTangentToLocalDS(FVertexFactoryInterpolantsVSToDS Interpolants)
|
|
{
|
|
// This duplicates stuff already going on in GetMaterialTessellationParameters(), so
|
|
// maybe the hull shader could leverage that instead?
|
|
half3 TangentToWorld0 = Interpolants.InterpolantsVSToPS.TangentToWorld0.xyz;
|
|
half4 TangentToWorld2 = Interpolants.InterpolantsVSToPS.TangentToWorld2;
|
|
float3x3 TangentToWorld = AssembleTangentToWorld( TangentToWorld0, TangentToWorld2 );
|
|
|
|
return TangentToWorld;
|
|
}
|
|
#endif // #if USING_TESSELLATION
|