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Fix renderQueueType error #2437

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Nov 18, 2024
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122 changes: 122 additions & 0 deletions e2e/case/shaderLab-renderState.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,122 @@
/**
* @title ShaderLab RenderState
* @category Material
*/

import {
BlendFactor,
Camera,
Color,
CullMode,
Logger,
Material,
MeshRenderer,
PrimitiveMesh,
RenderQueueType,
Shader,
WebGLEngine
} from "@galacean/engine";
import { ShaderLab } from "@galacean/engine-shader-lab";
import { initScreenshot, updateForE2E } from "./.mockForE2E";

const shaderLab = new ShaderLab();

const shaderSource = `Shader "Test RenderState" {
SubShader "Default" {
Pass "0" {
DepthState {
WriteEnabled = depthWriteEnabled;
}

BlendState {
Enabled = blendEnabled;
SourceColorBlendFactor = sourceColorBlendFactor;
DestinationColorBlendFactor = destinationColorBlendFactor;
SourceAlphaBlendFactor = sourceAlphaBlendFactor;
DestinationAlphaBlendFactor = destinationAlphaBlendFactor;
}

RasterState{
CullMode = rasterStateCullMode;
}
// RenderQueueType = renderQueueType;
RenderQueueType = Transparent;

mat4 renderer_MVPMat;
vec4 u_color;

struct a2v {
vec4 POSITION;
};

struct v2f {
vec4 test;
};

VertexShader = vert;
FragmentShader = frag;

v2f vert(a2v v) {
v2f o;

gl_Position = renderer_MVPMat * v.POSITION;
return o;
}

void frag(v2f i) {
gl_FragColor = u_color;
}
}
}
}`;

Logger.enable();
WebGLEngine.create({ canvas: "canvas", shaderLab }).then((engine) => {
engine.canvas.resizeByClientSize();

const shader = Shader.create(shaderSource);
const scene = engine.sceneManager.activeScene;
const rootEntity = scene.createRootEntity();

// camera
const cameraEntity = rootEntity.createChild("cameraNode");
cameraEntity.transform.setPosition(0, 0, 5);
const camera = cameraEntity.addComponent(Camera);

// sphere
{
const sphere = rootEntity.createChild("sphere");
sphere.transform.position.x = -1;
const renderer = sphere.addComponent(MeshRenderer);
renderer.mesh = PrimitiveMesh.createSphere(engine);
const material = new Material(engine, shader);
material.shaderData.setColor("u_color", new Color(1, 0, 0, 0.2));
renderer.setMaterial(material);
}

// Cuboid
{
const cuboid = rootEntity.createChild("sphere");
cuboid.transform.position.x = 1;
const renderer = cuboid.addComponent(MeshRenderer);
renderer.mesh = PrimitiveMesh.createCuboid(engine);
const material = new Material(engine, shader);
material.shaderData.setColor("u_color", new Color(1, 0, 0, 0.2));
renderer.setMaterial(material);

const shaderData = material.shaderData;
shaderData.setInt("depthWriteEnabled", 0);
shaderData.setInt("blendEnabled", 1);
shaderData.setInt("renderQueueType", RenderQueueType.Transparent);
shaderData.enableMacro("MATERIAL_IS_TRANSPARENT");
shaderData.setInt("sourceColorBlendFactor", BlendFactor.SourceAlpha);
shaderData.setInt("destinationColorBlendFactor", BlendFactor.OneMinusSourceAlpha);
shaderData.setInt("sourceAlphaBlendFactor", BlendFactor.One);
shaderData.setInt("destinationAlphaBlendFactor", BlendFactor.OneMinusSourceAlpha);
shaderData.setInt("rasterStateCullMode", CullMode.Off);
}

updateForE2E(engine);

initScreenshot(engine, camera);
});
7 changes: 6 additions & 1 deletion e2e/config.ts
Original file line number Diff line number Diff line change
Expand Up @@ -119,6 +119,11 @@ export const E2E_CONFIG = {
category: "Material",
caseFileName: "material-unlit",
threshold: 0.2
},
"shaderLab-renderState": {
category: "Material",
caseFileName: "shaderLab-renderState",
threshold: 0.2
}
},
Shadow: {
Expand Down Expand Up @@ -226,5 +231,5 @@ export const E2E_CONFIG = {
caseFileName: "project-loader",
threshold: 0.4
}
},
}
};
3 changes: 3 additions & 0 deletions e2e/fixtures/originImage/Material_shaderLab-renderState.jpg
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7 changes: 4 additions & 3 deletions packages/core/src/RenderPipeline/BasicRenderPipeline.ts
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
import { Vector2 } from "@galacean/engine-math";
import { Background } from "../Background";
import { Camera } from "../Camera";
import { Engine } from "../Engine";
import { BackgroundMode } from "../enums/BackgroundMode";
import { BackgroundTextureFillMode } from "../enums/BackgroundTextureFillMode";
import { CameraClearFlags } from "../enums/CameraClearFlags";
Expand Down Expand Up @@ -270,8 +269,10 @@ export class BasicRenderPipeline {
const shaderPass = shaderPasses[i];
const renderState = shaderPass._renderState;
if (renderState) {
renderState._applyRenderQueueByShaderData(shaderPass._renderStateDataMap, subRenderElement.material.shaderData);
renderQueueType = renderState.renderQueueType;
renderQueueType = renderState._getRenderQueueByShaderData(
shaderPass._renderStateDataMap,
subRenderElement.material.shaderData
);
} else {
renderQueueType = renderStates[i].renderQueueType;
}
Expand Down
12 changes: 10 additions & 2 deletions packages/core/src/RenderPipeline/RenderQueue.ts
Original file line number Diff line number Diff line change
Expand Up @@ -100,7 +100,16 @@ export class RenderQueue {
continue;
}

if ((shaderPass._renderState ?? renderStates[j]).renderQueueType !== renderQueueType) {
let renderState = shaderPass._renderState;
let passQueueType: RenderQueueType;
if (renderState) {
passQueueType = renderState._getRenderQueueByShaderData(shaderPass._renderStateDataMap, materialData);
} else {
renderState = renderStates[j];
passQueueType = renderState.renderQueueType;
}

if (passQueueType !== renderQueueType) {
continue;
}

Expand Down Expand Up @@ -163,7 +172,6 @@ export class RenderQueue {
}
}

const renderState = shaderPass._renderState ?? renderStates[j];
renderState._applyStates(
engine,
renderer.entity.transform._isFrontFaceInvert(),
Expand Down
11 changes: 8 additions & 3 deletions packages/core/src/shader/state/RenderState.ts
Original file line number Diff line number Diff line change
Expand Up @@ -56,10 +56,15 @@ export class RenderState {
* @internal
* @todo Should merge when we can delete material render state
*/
_applyRenderQueueByShaderData(renderStateDataMap: Record<number, ShaderProperty>, shaderData: ShaderData): void {
_getRenderQueueByShaderData(
renderStateDataMap: Record<number, ShaderProperty>,
shaderData: ShaderData
): RenderQueueType {
const renderQueueType = renderStateDataMap[RenderStateElementKey.RenderQueueType];
if (renderQueueType !== undefined) {
this.renderQueueType = shaderData.getFloat(renderQueueType) ?? RenderQueueType.Opaque;
if (renderQueueType === undefined) {
return this.renderQueueType;
} else {
return shaderData.getFloat(renderQueueType) ?? RenderQueueType.Opaque;
}
}

Expand Down
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