Finish conditional compiling

This commit is contained in:
ExMatics HydrogenC
2024-06-05 21:15:08 +08:00
parent ab4743fdb1
commit 1b6a31b6e5
5 changed files with 21 additions and 3 deletions
+4 -1
View File
@@ -396,7 +396,10 @@ bool GBufferPass::IsDebugView(ViewMode mode)
void GBufferPass::SetInputs(const RenderView& view, GBufferData& gBuffer)
{
// GBuffer params:
// ViewInfo : x-1/Projection[0,0] y-1/Projection[1,1] z-(Near / (Far - Near)) w-((Far * Near) / (Far - Near) / Far)
// With reverse Z enabled:
// ViewInfo : x-1/Projection[0,0] y-1/Projection[1,1] z-(-(Near / (Far - Near)) w-((Far * Near) / (Far - Near) / Far)
// Otherwise:
// ViewInfo : x-1/Projection[0,0] y-1/Projection[1,1] z-(Far / (Far - Near)) w-(-(Far * Near) / (Far - Near) / Far)
// ScreenSize : x-Width y-Height z-1 / Width w-1 / Height
// ViewPos,ViewFar : x,y,z - world space view position w-Far
// InvViewMatrix : inverse view matrix (4 rows by 4 columns)
+8 -1
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@@ -53,6 +53,9 @@
#define SHADING_MODEL_SUBSURFACE 2
#define SHADING_MODEL_FOLIAGE 3
// Didn't figure out how to pass compilation flags via C++, so hardcode it temporarily
#define FLAX_REVERSE_Z 1
// Detect feature level support
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
#define CAN_USE_GATHER 1
@@ -135,7 +138,11 @@ SamplerComparisonState ShadowSamplerPCF : register(s5);
// Structure that contains information about GBuffer
struct GBufferData
{
float4 ViewInfo; // x-1/Projection[0,0], y-1/Projection[1,1], z-(Near / (Far - Near)), w-((Far * Near) / (Far - Near) / Far)
// If reverse Z enabled:
// x-1/Projection[0,0], y-1/Projection[1,1], z-(-Near / (Far - Near)), w-((Far * Near) / (Far - Near) / Far)
// Otherwise:
// x-1/Projection[0,0], y-1/Projection[1,1], z-(Far / (Far - Near)), w-(-(Far * Near) / (Far - Near) / Far)
float4 ViewInfo;
float4 ScreenSize; // x-Width, y-Height, z-1/Width, w-1/Height
float3 ViewPos; // view position (in world space)
float ViewFar; // view far plane distance (in world space)
+4
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@@ -43,7 +43,11 @@ float4 PS(VS2PS input) : SV_Target
{
float sceneDepthDeviceZ = SceneDepthTexture.Load(int3(input.Position.xy, 0)).r;
float interpolatedDeviceZ = input.Position.z;
#if FLAX_REVERSE_Z
clip(interpolatedDeviceZ - sceneDepthDeviceZ);
#else
clip(sceneDepthDeviceZ - interpolatedDeviceZ);
#endif
}
#endif
+1 -1
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@@ -33,7 +33,7 @@ float LinearizeZ(GBufferData gBuffer, float depth)
// Convert linear depth to device depth
float LinearZ2DeviceDepth(GBufferData gBuffer, float linearDepth)
{
return ((gBuffer.ViewInfo.w / linearDepth) + gBuffer.ViewInfo.z);
return (gBuffer.ViewInfo.w / linearDepth) + gBuffer.ViewInfo.z;
}
// Get view space position at given pixel coordinate with given device depth
+4
View File
@@ -98,7 +98,11 @@ float3 TraceScreenSpaceReflection(float2 uv, GBufferSample gBuffer, Texture2D de
{
// Sample depth buffer and calculate depth difference
currSample = SAMPLE_RT(depthBuffer, currOffset.xy).r;
#if FLAX_REVERSE_Z
depthDiff = currSample - currOffset.z;
#else
depthDiff = currOffset.z - currSample;
#endif
// Check intersection
if (depthDiff >= 0)