BsPostProcessing.cpp 64 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsPostProcessing.h"
  4. #include "RenderAPI/BsRenderTexture.h"
  5. #include "BsGpuResourcePool.h"
  6. #include "Renderer/BsRendererUtility.h"
  7. #include "Renderer/BsCamera.h"
  8. #include "Material/BsGpuParamsSet.h"
  9. #include "BsRendererView.h"
  10. #include "Image/BsPixelUtil.h"
  11. #include "Utility/BsBitwise.h"
  12. #include "Resources/BsBuiltinResourcesHelper.h"
  13. namespace bs { namespace ct
  14. {
  15. void setSamplerState(const SPtr<GpuParams>& params, GpuProgramType gpType, const String& name,
  16. const String& secondaryName, const SPtr<SamplerState>& samplerState, bool optional = false)
  17. {
  18. if (params->hasSamplerState(gpType, name))
  19. params->setSamplerState(gpType, name, samplerState);
  20. else
  21. {
  22. if(optional)
  23. {
  24. if (params->hasSamplerState(gpType, secondaryName))
  25. params->setSamplerState(gpType, secondaryName, samplerState);
  26. }
  27. else
  28. params->setSamplerState(gpType, secondaryName, samplerState);
  29. }
  30. }
  31. DownsampleParamDef gDownsampleParamDef;
  32. ShaderVariation DownsampleMat::VAR_LowQuality_NoMSAA = ShaderVariation({
  33. ShaderVariation::Param("QUALITY", 0),
  34. ShaderVariation::Param("MSAA", 0)
  35. });
  36. ShaderVariation DownsampleMat::VAR_LowQuality_MSAA = ShaderVariation({
  37. ShaderVariation::Param("QUALITY", 0),
  38. ShaderVariation::Param("MSAA", 1)
  39. });
  40. ShaderVariation DownsampleMat::VAR_HighQuality_NoMSAA = ShaderVariation({
  41. ShaderVariation::Param("QUALITY", 1),
  42. ShaderVariation::Param("MSAA", 0)
  43. });
  44. ShaderVariation DownsampleMat::VAR_HighQuality_MSAA = ShaderVariation({
  45. ShaderVariation::Param("QUALITY", 1),
  46. ShaderVariation::Param("MSAA", 1)
  47. });
  48. DownsampleMat::DownsampleMat()
  49. {
  50. mParamBuffer = gDownsampleParamDef.createBuffer();
  51. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  52. if(gpuParams->hasParamBlock(GPT_FRAGMENT_PROGRAM, "Input"))
  53. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  54. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  55. }
  56. void DownsampleMat::_initVariations(ShaderVariations& variations)
  57. {
  58. variations.add(VAR_LowQuality_NoMSAA);
  59. variations.add(VAR_LowQuality_MSAA);
  60. variations.add(VAR_HighQuality_NoMSAA);
  61. variations.add(VAR_HighQuality_MSAA);
  62. }
  63. void DownsampleMat::execute(const SPtr<Texture>& input, const SPtr<RenderTarget>& output)
  64. {
  65. // Set parameters
  66. mInputTexture.set(input);
  67. const TextureProperties& rtProps = input->getProperties();
  68. bool MSAA = mVariation.getInt("MSAA") > 0;
  69. if(MSAA)
  70. {
  71. gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(-1.0f, -1.0f));
  72. gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(1.0f, -1.0f));
  73. gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(-1.0f, 1.0f));
  74. gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(1.0f, 1.0f));
  75. }
  76. else
  77. {
  78. Vector2 invTextureSize(1.0f / rtProps.getWidth(), 1.0f / rtProps.getHeight());
  79. gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(-1.0f, -1.0f));
  80. gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(1.0f, -1.0f));
  81. gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(-1.0f, 1.0f));
  82. gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(1.0f, 1.0f));
  83. }
  84. RenderAPI& rapi = RenderAPI::instance();
  85. rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL);
  86. gRendererUtility().setPass(mMaterial);
  87. gRendererUtility().setPassParams(mParamsSet);
  88. if (MSAA)
  89. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)rtProps.getWidth(), (float)rtProps.getHeight()));
  90. else
  91. gRendererUtility().drawScreenQuad();
  92. rapi.setRenderTarget(nullptr);
  93. }
  94. POOLED_RENDER_TEXTURE_DESC DownsampleMat::getOutputDesc(const SPtr<Texture>& target)
  95. {
  96. const TextureProperties& rtProps = target->getProperties();
  97. UINT32 width = std::max(1, Math::ceilToInt(rtProps.getWidth() * 0.5f));
  98. UINT32 height = std::max(1, Math::ceilToInt(rtProps.getHeight() * 0.5f));
  99. return POOLED_RENDER_TEXTURE_DESC::create2D(rtProps.getFormat(), width, height, TU_RENDERTARGET);
  100. }
  101. DownsampleMat* DownsampleMat::getVariation(UINT32 quality, bool msaa)
  102. {
  103. if(quality == 0)
  104. {
  105. if (msaa)
  106. return get(VAR_LowQuality_MSAA);
  107. else
  108. return get(VAR_LowQuality_NoMSAA);
  109. }
  110. else
  111. {
  112. if (msaa)
  113. return get(VAR_HighQuality_MSAA);
  114. else
  115. return get(VAR_HighQuality_NoMSAA);
  116. }
  117. }
  118. EyeAdaptHistogramParamDef gEyeAdaptHistogramParamDef;
  119. EyeAdaptHistogramMat::EyeAdaptHistogramMat()
  120. {
  121. mParamBuffer = gEyeAdaptHistogramParamDef.createBuffer();
  122. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  123. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  124. params->getTextureParam(GPT_COMPUTE_PROGRAM, "gSceneColorTex", mSceneColor);
  125. params->getLoadStoreTextureParam(GPT_COMPUTE_PROGRAM, "gOutputTex", mOutputTex);
  126. }
  127. void EyeAdaptHistogramMat::_initVariations(ShaderVariations& variations)
  128. {
  129. ShaderVariation variation({
  130. ShaderVariation::Param("THREADGROUP_SIZE_X", THREAD_GROUP_SIZE_X),
  131. ShaderVariation::Param("THREADGROUP_SIZE_Y", THREAD_GROUP_SIZE_Y),
  132. ShaderVariation::Param("LOOP_COUNT_X", LOOP_COUNT_X),
  133. ShaderVariation::Param("LOOP_COUNT_Y", LOOP_COUNT_Y),
  134. });
  135. variations.add(variation);
  136. }
  137. void EyeAdaptHistogramMat::execute(const SPtr<Texture>& input, const SPtr<Texture>& output,
  138. const AutoExposureSettings& settings)
  139. {
  140. // Set parameters
  141. mSceneColor.set(input);
  142. const TextureProperties& props = input->getProperties();
  143. int offsetAndSize[4] = { 0, 0, (INT32)props.getWidth(), (INT32)props.getHeight() };
  144. gEyeAdaptHistogramParamDef.gHistogramParams.set(mParamBuffer, getHistogramScaleOffset(settings));
  145. gEyeAdaptHistogramParamDef.gPixelOffsetAndSize.set(mParamBuffer, Vector4I(offsetAndSize));
  146. Vector2I threadGroupCount = getThreadGroupCount(input);
  147. gEyeAdaptHistogramParamDef.gThreadGroupCount.set(mParamBuffer, threadGroupCount);
  148. // Dispatch
  149. mOutputTex.set(output);
  150. RenderAPI& rapi = RenderAPI::instance();
  151. gRendererUtility().setComputePass(mMaterial);
  152. gRendererUtility().setPassParams(mParamsSet);
  153. rapi.dispatchCompute(threadGroupCount.x, threadGroupCount.y);
  154. }
  155. POOLED_RENDER_TEXTURE_DESC EyeAdaptHistogramMat::getOutputDesc(const SPtr<Texture>& target)
  156. {
  157. Vector2I threadGroupCount = getThreadGroupCount(target);
  158. UINT32 numHistograms = threadGroupCount.x * threadGroupCount.y;
  159. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, HISTOGRAM_NUM_TEXELS, numHistograms,
  160. TU_LOADSTORE);
  161. }
  162. Vector2I EyeAdaptHistogramMat::getThreadGroupCount(const SPtr<Texture>& target)
  163. {
  164. const UINT32 texelsPerThreadGroupX = THREAD_GROUP_SIZE_X * LOOP_COUNT_X;
  165. const UINT32 texelsPerThreadGroupY = THREAD_GROUP_SIZE_Y * LOOP_COUNT_Y;
  166. const TextureProperties& props = target->getProperties();
  167. Vector2I threadGroupCount;
  168. threadGroupCount.x = ((INT32)props.getWidth() + texelsPerThreadGroupX - 1) / texelsPerThreadGroupX;
  169. threadGroupCount.y = ((INT32)props.getHeight() + texelsPerThreadGroupY - 1) / texelsPerThreadGroupY;
  170. return threadGroupCount;
  171. }
  172. Vector2 EyeAdaptHistogramMat::getHistogramScaleOffset(const AutoExposureSettings& settings)
  173. {
  174. float diff = settings.histogramLog2Max - settings.histogramLog2Min;
  175. float scale = 1.0f / diff;
  176. float offset = -settings.histogramLog2Min * scale;
  177. return Vector2(scale, offset);
  178. }
  179. EyeAdaptHistogramReduceParamDef gEyeAdaptHistogramReduceParamDef;
  180. EyeAdaptHistogramReduceMat::EyeAdaptHistogramReduceMat()
  181. {
  182. mParamBuffer = gEyeAdaptHistogramReduceParamDef.createBuffer();
  183. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  184. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  185. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHistogramTex", mHistogramTex);
  186. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gEyeAdaptationTex", mEyeAdaptationTex);
  187. }
  188. void EyeAdaptHistogramReduceMat::_initVariations(ShaderVariations& variations)
  189. {
  190. // Do nothing
  191. }
  192. void EyeAdaptHistogramReduceMat::execute(const SPtr<Texture>& sceneColor, const SPtr<Texture>& histogram,
  193. const SPtr<Texture>& prevFrame, const SPtr<RenderTarget>& output)
  194. {
  195. // Set parameters
  196. mHistogramTex.set(histogram);
  197. SPtr<Texture> eyeAdaptationTex;
  198. if (prevFrame == nullptr) // Could be that this is the first run
  199. eyeAdaptationTex = Texture::WHITE;
  200. else
  201. eyeAdaptationTex = prevFrame;
  202. mEyeAdaptationTex.set(eyeAdaptationTex);
  203. Vector2I threadGroupCount = EyeAdaptHistogramMat::getThreadGroupCount(sceneColor);
  204. UINT32 numHistograms = threadGroupCount.x * threadGroupCount.y;
  205. gEyeAdaptHistogramReduceParamDef.gThreadGroupCount.set(mParamBuffer, numHistograms);
  206. RenderAPI& rapi = RenderAPI::instance();
  207. rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL);
  208. gRendererUtility().setPass(mMaterial);
  209. gRendererUtility().setPassParams(mParamsSet);
  210. Rect2 drawUV(0.0f, 0.0f, (float)EyeAdaptHistogramMat::HISTOGRAM_NUM_TEXELS, 2.0f);
  211. gRendererUtility().drawScreenQuad(drawUV);
  212. rapi.setRenderTarget(nullptr);
  213. }
  214. POOLED_RENDER_TEXTURE_DESC EyeAdaptHistogramReduceMat::getOutputDesc()
  215. {
  216. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, EyeAdaptHistogramMat::HISTOGRAM_NUM_TEXELS, 2,
  217. TU_RENDERTARGET);
  218. }
  219. EyeAdaptationParamDef gEyeAdaptationParamDef;
  220. EyeAdaptationMat::EyeAdaptationMat()
  221. {
  222. mParamBuffer = gEyeAdaptationParamDef.createBuffer();
  223. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  224. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHistogramTex", mReducedHistogramTex);
  225. }
  226. void EyeAdaptationMat::_initVariations(ShaderVariations& variations)
  227. {
  228. ShaderVariation variation({
  229. ShaderVariation::Param("THREADGROUP_SIZE_X", EyeAdaptHistogramMat::THREAD_GROUP_SIZE_X),
  230. ShaderVariation::Param("THREADGROUP_SIZE_Y", EyeAdaptHistogramMat::THREAD_GROUP_SIZE_Y)
  231. });
  232. variations.add(variation);
  233. }
  234. void EyeAdaptationMat::execute(const SPtr<Texture>& reducedHistogram, const SPtr<RenderTarget>& output,
  235. float frameDelta, const AutoExposureSettings& settings, float exposureScale)
  236. {
  237. // Set parameters
  238. mReducedHistogramTex.set(reducedHistogram);
  239. Vector2 histogramScaleAndOffset = EyeAdaptHistogramMat::getHistogramScaleOffset(settings);
  240. Vector4 eyeAdaptationParams[3];
  241. eyeAdaptationParams[0].x = histogramScaleAndOffset.x;
  242. eyeAdaptationParams[0].y = histogramScaleAndOffset.y;
  243. float histogramPctHigh = Math::clamp01(settings.histogramPctHigh);
  244. eyeAdaptationParams[0].z = std::min(Math::clamp01(settings.histogramPctLow), histogramPctHigh);
  245. eyeAdaptationParams[0].w = histogramPctHigh;
  246. eyeAdaptationParams[1].x = std::min(settings.minEyeAdaptation, settings.maxEyeAdaptation);
  247. eyeAdaptationParams[1].y = settings.maxEyeAdaptation;
  248. eyeAdaptationParams[1].z = settings.eyeAdaptationSpeedUp;
  249. eyeAdaptationParams[1].w = settings.eyeAdaptationSpeedDown;
  250. eyeAdaptationParams[2].x = Math::pow(2.0f, exposureScale);
  251. eyeAdaptationParams[2].y = frameDelta;
  252. eyeAdaptationParams[2].z = 0.0f; // Unused
  253. eyeAdaptationParams[2].w = 0.0f; // Unused
  254. gEyeAdaptationParamDef.gEyeAdaptationParams.set(mParamBuffer, eyeAdaptationParams[0], 0);
  255. gEyeAdaptationParamDef.gEyeAdaptationParams.set(mParamBuffer, eyeAdaptationParams[1], 1);
  256. gEyeAdaptationParamDef.gEyeAdaptationParams.set(mParamBuffer, eyeAdaptationParams[2], 2);
  257. // Render
  258. RenderAPI& rapi = RenderAPI::instance();
  259. rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL);
  260. gRendererUtility().setPass(mMaterial);
  261. gRendererUtility().setPassParams(mParamsSet);
  262. gRendererUtility().drawScreenQuad();
  263. rapi.setRenderTarget(nullptr);
  264. }
  265. POOLED_RENDER_TEXTURE_DESC EyeAdaptationMat::getOutputDesc()
  266. {
  267. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_R32F, 1, 1, TU_RENDERTARGET);
  268. }
  269. CreateTonemapLUTParamDef gCreateTonemapLUTParamDef;
  270. WhiteBalanceParamDef gWhiteBalanceParamDef;
  271. CreateTonemapLUTMat::CreateTonemapLUTMat()
  272. {
  273. mParamBuffer = gCreateTonemapLUTParamDef.createBuffer();
  274. mWhiteBalanceParamBuffer = gWhiteBalanceParamDef.createBuffer();
  275. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  276. mParamsSet->setParamBlockBuffer("WhiteBalanceInput", mWhiteBalanceParamBuffer);
  277. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  278. params->getLoadStoreTextureParam(GPT_COMPUTE_PROGRAM, "gOutputTex", mOutputTex);
  279. }
  280. void CreateTonemapLUTMat::_initVariations(ShaderVariations& variations)
  281. {
  282. ShaderVariation variation({
  283. ShaderVariation::Param("LUT_SIZE", LUT_SIZE)
  284. });
  285. variations.add(variation);
  286. }
  287. void CreateTonemapLUTMat::execute(const SPtr<Texture>& output, const RenderSettings& settings)
  288. {
  289. // Set parameters
  290. gCreateTonemapLUTParamDef.gGammaAdjustment.set(mParamBuffer, 2.2f / settings.gamma);
  291. // Note: Assuming sRGB (PC monitor) for now, change to Rec.709 when running on console (value 1), or to raw 2.2
  292. // gamma when running on Mac (value 2)
  293. gCreateTonemapLUTParamDef.gGammaCorrectionType.set(mParamBuffer, 0);
  294. Vector4 tonemapParams[2];
  295. tonemapParams[0].x = settings.tonemapping.filmicCurveShoulderStrength;
  296. tonemapParams[0].y = settings.tonemapping.filmicCurveLinearStrength;
  297. tonemapParams[0].z = settings.tonemapping.filmicCurveLinearAngle;
  298. tonemapParams[0].w = settings.tonemapping.filmicCurveToeStrength;
  299. tonemapParams[1].x = settings.tonemapping.filmicCurveToeNumerator;
  300. tonemapParams[1].y = settings.tonemapping.filmicCurveToeDenominator;
  301. tonemapParams[1].z = settings.tonemapping.filmicCurveLinearWhitePoint;
  302. tonemapParams[1].w = 0.0f; // Unused
  303. gCreateTonemapLUTParamDef.gTonemapParams.set(mParamBuffer, tonemapParams[0], 0);
  304. gCreateTonemapLUTParamDef.gTonemapParams.set(mParamBuffer, tonemapParams[1], 1);
  305. // Set color grading params
  306. gCreateTonemapLUTParamDef.gSaturation.set(mParamBuffer, settings.colorGrading.saturation);
  307. gCreateTonemapLUTParamDef.gContrast.set(mParamBuffer, settings.colorGrading.contrast);
  308. gCreateTonemapLUTParamDef.gGain.set(mParamBuffer, settings.colorGrading.gain);
  309. gCreateTonemapLUTParamDef.gOffset.set(mParamBuffer, settings.colorGrading.offset);
  310. // Set white balance params
  311. gWhiteBalanceParamDef.gWhiteTemp.set(mWhiteBalanceParamBuffer, settings.whiteBalance.temperature);
  312. gWhiteBalanceParamDef.gWhiteOffset.set(mWhiteBalanceParamBuffer, settings.whiteBalance.tint);
  313. // Dispatch
  314. mOutputTex.set(output);
  315. RenderAPI& rapi = RenderAPI::instance();
  316. gRendererUtility().setComputePass(mMaterial);
  317. gRendererUtility().setPassParams(mParamsSet);
  318. rapi.dispatchCompute(LUT_SIZE / 8, LUT_SIZE / 8, LUT_SIZE);
  319. }
  320. POOLED_RENDER_TEXTURE_DESC CreateTonemapLUTMat::getOutputDesc()
  321. {
  322. return POOLED_RENDER_TEXTURE_DESC::create3D(PF_RGBA8, LUT_SIZE, LUT_SIZE, LUT_SIZE, TU_LOADSTORE);
  323. }
  324. TonemappingParamDef gTonemappingParamDef;
  325. ShaderVariation TonemappingMat::VAR_Gamma_AutoExposure_MSAA = ShaderVariation({
  326. ShaderVariation::Param("GAMMA_ONLY", true),
  327. ShaderVariation::Param("AUTO_EXPOSURE", true),
  328. ShaderVariation::Param("MSAA", true),
  329. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  330. });
  331. ShaderVariation TonemappingMat::VAR_Gamma_AutoExposure_NoMSAA = ShaderVariation({
  332. ShaderVariation::Param("GAMMA_ONLY", true),
  333. ShaderVariation::Param("AUTO_EXPOSURE", true),
  334. ShaderVariation::Param("MSAA", false),
  335. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  336. });
  337. ShaderVariation TonemappingMat::VAR_Gamma_NoAutoExposure_MSAA = ShaderVariation({
  338. ShaderVariation::Param("GAMMA_ONLY", true),
  339. ShaderVariation::Param("AUTO_EXPOSURE", false),
  340. ShaderVariation::Param("MSAA", true),
  341. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  342. });
  343. ShaderVariation TonemappingMat::VAR_Gamma_NoAutoExposure_NoMSAA = ShaderVariation({
  344. ShaderVariation::Param("GAMMA_ONLY", true),
  345. ShaderVariation::Param("AUTO_EXPOSURE", false),
  346. ShaderVariation::Param("MSAA", false),
  347. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  348. });
  349. ShaderVariation TonemappingMat::VAR_NoGamma_AutoExposure_MSAA = ShaderVariation({
  350. ShaderVariation::Param("GAMMA_ONLY", false),
  351. ShaderVariation::Param("AUTO_EXPOSURE", true),
  352. ShaderVariation::Param("MSAA", true),
  353. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  354. });
  355. ShaderVariation TonemappingMat::VAR_NoGamma_AutoExposure_NoMSAA = ShaderVariation({
  356. ShaderVariation::Param("GAMMA_ONLY", false),
  357. ShaderVariation::Param("AUTO_EXPOSURE", true),
  358. ShaderVariation::Param("MSAA", false),
  359. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  360. });
  361. ShaderVariation TonemappingMat::VAR_NoGamma_NoAutoExposure_MSAA = ShaderVariation({
  362. ShaderVariation::Param("GAMMA_ONLY", false),
  363. ShaderVariation::Param("AUTO_EXPOSURE", false),
  364. ShaderVariation::Param("MSAA", true),
  365. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  366. });
  367. ShaderVariation TonemappingMat::VAR_NoGamma_NoAutoExposure_NoMSAA = ShaderVariation({
  368. ShaderVariation::Param("GAMMA_ONLY", false),
  369. ShaderVariation::Param("AUTO_EXPOSURE", false),
  370. ShaderVariation::Param("MSAA", false),
  371. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  372. });
  373. TonemappingMat::TonemappingMat()
  374. {
  375. mParamBuffer = gTonemappingParamDef.createBuffer();
  376. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  377. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  378. params->getTextureParam(GPT_VERTEX_PROGRAM, "gEyeAdaptationTex", mEyeAdaptationTex);
  379. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTex);
  380. if(!mVariation.getBool("GAMMA_ONLY"))
  381. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gColorLUT", mColorLUT);
  382. }
  383. void TonemappingMat::_initVariations(ShaderVariations& variations)
  384. {
  385. variations.add(VAR_Gamma_AutoExposure_MSAA);
  386. variations.add(VAR_Gamma_AutoExposure_NoMSAA);
  387. variations.add(VAR_Gamma_NoAutoExposure_MSAA);
  388. variations.add(VAR_Gamma_NoAutoExposure_NoMSAA);
  389. variations.add(VAR_NoGamma_AutoExposure_MSAA);
  390. variations.add(VAR_NoGamma_AutoExposure_NoMSAA);
  391. variations.add(VAR_NoGamma_NoAutoExposure_MSAA);
  392. variations.add(VAR_NoGamma_NoAutoExposure_NoMSAA);
  393. }
  394. void TonemappingMat::execute(const SPtr<Texture>& sceneColor, const SPtr<Texture>& eyeAdaptation,
  395. const SPtr<Texture>& colorLUT, const SPtr<RenderTarget>& output, const RenderSettings& settings)
  396. {
  397. const TextureProperties& texProps = sceneColor->getProperties();
  398. gTonemappingParamDef.gRawGamma.set(mParamBuffer, 1.0f / settings.gamma);
  399. gTonemappingParamDef.gManualExposureScale.set(mParamBuffer, Math::pow(2.0f, settings.exposureScale));
  400. gTonemappingParamDef.gNumSamples.set(mParamBuffer, texProps.getNumSamples());
  401. // Set parameters
  402. mInputTex.set(sceneColor);
  403. mColorLUT.set(colorLUT);
  404. mEyeAdaptationTex.set(eyeAdaptation);
  405. // Render
  406. RenderAPI& rapi = RenderAPI::instance();
  407. rapi.setRenderTarget(output);
  408. gRendererUtility().setPass(mMaterial);
  409. gRendererUtility().setPassParams(mParamsSet);
  410. if (mVariation.getBool("MSAA"))
  411. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)texProps.getWidth(), (float)texProps.getHeight()));
  412. else
  413. gRendererUtility().drawScreenQuad();
  414. }
  415. TonemappingMat* TonemappingMat::getVariation(bool gammaOnly, bool autoExposure, bool MSAA)
  416. {
  417. if (gammaOnly)
  418. {
  419. if (autoExposure)
  420. {
  421. if (MSAA)
  422. return get(VAR_Gamma_AutoExposure_MSAA);
  423. else
  424. return get(VAR_Gamma_AutoExposure_NoMSAA);
  425. }
  426. else
  427. {
  428. if (MSAA)
  429. return get(VAR_Gamma_NoAutoExposure_MSAA);
  430. else
  431. return get(VAR_Gamma_NoAutoExposure_NoMSAA);
  432. }
  433. }
  434. else
  435. {
  436. if (autoExposure)
  437. {
  438. if (MSAA)
  439. return get(VAR_NoGamma_AutoExposure_MSAA);
  440. else
  441. return get(VAR_NoGamma_AutoExposure_NoMSAA);
  442. }
  443. else
  444. {
  445. if (MSAA)
  446. return get(VAR_NoGamma_NoAutoExposure_MSAA);
  447. else
  448. return get(VAR_NoGamma_NoAutoExposure_NoMSAA);
  449. }
  450. }
  451. }
  452. GaussianBlurParamDef gGaussianBlurParamDef;
  453. GaussianBlurMat::GaussianBlurMat()
  454. {
  455. mParamBuffer = gGaussianBlurParamDef.createBuffer();
  456. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  457. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  458. }
  459. void GaussianBlurMat::_initVariations(ShaderVariations& variations)
  460. {
  461. ShaderVariation variation({
  462. ShaderVariation::Param("MAX_NUM_SAMPLES", MAX_BLUR_SAMPLES)
  463. });
  464. variations.add(variation);
  465. }
  466. void GaussianBlurMat::execute(const SPtr<Texture>& source, float filterSize, const SPtr<RenderTexture>& destination)
  467. {
  468. const TextureProperties& srcProps = source->getProperties();
  469. const RenderTextureProperties& dstProps = destination->getProperties();
  470. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  471. std::array<float, MAX_BLUR_SAMPLES> sampleOffsets;
  472. std::array<float, MAX_BLUR_SAMPLES> sampleWeights;
  473. POOLED_RENDER_TEXTURE_DESC tempTextureDesc = POOLED_RENDER_TEXTURE_DESC::create2D(srcProps.getFormat(),
  474. dstProps.getWidth(), dstProps.getHeight(), TU_RENDERTARGET);
  475. SPtr<PooledRenderTexture> tempTexture = GpuResourcePool::instance().get(tempTextureDesc);
  476. auto updateParamBuffer = [&](Direction direction)
  477. {
  478. float kernelRadius = calcKernelRadius(source, filterSize, direction);
  479. UINT32 numSamples = calcStdDistribution(kernelRadius, sampleWeights, sampleOffsets);
  480. for(UINT32 i = 0; i < (numSamples + 3) / 4; ++i)
  481. {
  482. UINT32 remainder = std::min(4U, numSamples - i * 4);
  483. Vector4 weights;
  484. for (UINT32 j = 0; j < remainder; ++j)
  485. weights[j] = sampleWeights[i * 4 + j];
  486. gGaussianBlurParamDef.gSampleWeights.set(mParamBuffer, weights, i);
  487. }
  488. UINT32 axis0 = direction == DirHorizontal ? 0 : 1;
  489. UINT32 axis1 = (axis0 + 1) % 2;
  490. for(UINT32 i = 0; i < (numSamples + 1) / 2; ++i)
  491. {
  492. UINT32 remainder = std::min(2U, numSamples - i * 2);
  493. Vector4 offset;
  494. offset[axis0] = sampleOffsets[i * 2 + 0] * invTexSize[axis0];
  495. offset[axis1] = 0.0f;
  496. if(remainder == 2)
  497. {
  498. offset[axis0 + 2] = sampleOffsets[i * 2 + 1] * invTexSize[axis0];
  499. offset[axis1 + 2] = 0.0f;
  500. }
  501. else
  502. {
  503. offset[axis0 + 2] = 0.0f;
  504. offset[axis1 + 2] = 0.0f;
  505. }
  506. gGaussianBlurParamDef.gSampleOffsets.set(mParamBuffer, offset, i);
  507. }
  508. gGaussianBlurParamDef.gNumSamples.set(mParamBuffer, numSamples);
  509. };
  510. // Horizontal pass
  511. {
  512. updateParamBuffer(DirHorizontal);
  513. mInputTexture.set(source);
  514. RenderAPI& rapi = RenderAPI::instance();
  515. rapi.setRenderTarget(tempTexture->renderTexture);
  516. gRendererUtility().setPass(mMaterial);
  517. gRendererUtility().setPassParams(mParamsSet);
  518. gRendererUtility().drawScreenQuad();
  519. }
  520. // Vertical pass
  521. {
  522. updateParamBuffer(DirVertical);
  523. mInputTexture.set(tempTexture->texture);
  524. RenderAPI& rapi = RenderAPI::instance();
  525. rapi.setRenderTarget(destination);
  526. gRendererUtility().setPass(mMaterial);
  527. gRendererUtility().setPassParams(mParamsSet);
  528. gRendererUtility().drawScreenQuad();
  529. }
  530. GpuResourcePool::instance().release(tempTexture);
  531. }
  532. UINT32 GaussianBlurMat::calcStdDistribution(float filterRadius, std::array<float, MAX_BLUR_SAMPLES>& weights,
  533. std::array<float, MAX_BLUR_SAMPLES>& offsets)
  534. {
  535. filterRadius = Math::clamp(filterRadius, 0.00001f, (float)(MAX_BLUR_SAMPLES - 1));
  536. INT32 intFilterRadius = std::min(Math::ceilToInt(filterRadius), MAX_BLUR_SAMPLES - 1);
  537. auto normalDistribution = [](int i, float scale)
  538. {
  539. float samplePos = fabs((float)i) * scale;
  540. return exp(samplePos * samplePos);
  541. };
  542. // We make use of the hardware linear filtering, and therefore only generate half the number of samples.
  543. // The weights and the sampling location needs to be adjusted in order to get the same results as if we
  544. // perform two samples separately:
  545. //
  546. // Original formula is: t1*w1 + t2*w2
  547. // With hardware filtering it's: (t1 + (t2 - t1) * o) * w3
  548. // Or expanded: t1*w3 - t1*o*w3 + t2*o*w3 = t1 * (w3 - o*w3) + t2 * (o*w3)
  549. //
  550. // These two need to equal, which means this follows:
  551. // w1 = w3 - o*w3
  552. // w2 = o*w3
  553. //
  554. // From the second equation get the offset o:
  555. // o = w2/w3
  556. //
  557. // From the first equation and o, get w3:
  558. // w1 = w3 - w2
  559. // w3 = w1 + w2
  560. float scale = 1.0f / filterRadius;
  561. UINT32 numSamples = 0;
  562. float totalWeight = 0.0f;
  563. for(int i = -intFilterRadius; i < intFilterRadius; i += 2)
  564. {
  565. float w1 = normalDistribution(i, scale);
  566. float w2 = normalDistribution(i + 1, scale);
  567. float w3 = w1 + w2;
  568. float o = w2/w3; // Relative to first sample
  569. weights[numSamples] = w3;
  570. offsets[numSamples] = o;
  571. numSamples++;
  572. totalWeight += w3;
  573. }
  574. // Special case for last weight, as it doesn't have a matching pair
  575. float w = normalDistribution(intFilterRadius, scale);
  576. weights[numSamples] = w;
  577. offsets[numSamples] = 0.0f;
  578. numSamples++;
  579. totalWeight += w;
  580. // Normalize weights
  581. float invTotalWeight = 1.0f / totalWeight;
  582. for(UINT32 i = 0; i < numSamples; i++)
  583. weights[i] *= invTotalWeight;
  584. return numSamples;
  585. }
  586. float GaussianBlurMat::calcKernelRadius(const SPtr<Texture>& source, float scale, Direction filterDir)
  587. {
  588. scale = Math::clamp01(scale);
  589. UINT32 length;
  590. if (filterDir == DirHorizontal)
  591. length = source->getProperties().getWidth();
  592. else
  593. length = source->getProperties().getHeight();
  594. // Divide by two because we need the radius
  595. return std::min(length * scale / 2, (float)MAX_BLUR_SAMPLES - 1);
  596. }
  597. GaussianDOFParamDef gGaussianDOFParamDef;
  598. ShaderVariation GaussianDOFSeparateMat::VAR_Near_Far = ShaderVariation({
  599. ShaderVariation::Param("NEAR", true),
  600. ShaderVariation::Param("FAR", true),
  601. ShaderVariation::Param("NEAR_AND_FAR", true)
  602. });
  603. ShaderVariation GaussianDOFSeparateMat::VAR_NoNear_Far = ShaderVariation({
  604. ShaderVariation::Param("NEAR", false),
  605. ShaderVariation::Param("FAR", true),
  606. ShaderVariation::Param("NEAR_AND_FAR", false)
  607. });
  608. ShaderVariation GaussianDOFSeparateMat::VAR_Near_NoFar = ShaderVariation({
  609. ShaderVariation::Param("NEAR", true),
  610. ShaderVariation::Param("FAR", false),
  611. ShaderVariation::Param("NEAR_AND_FAR", false)
  612. });
  613. GaussianDOFSeparateMat::GaussianDOFSeparateMat()
  614. {
  615. mParamBuffer = gGaussianDOFParamDef.createBuffer();
  616. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  617. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  618. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gColorTex", mColorTexture);
  619. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  620. SAMPLER_STATE_DESC desc;
  621. desc.minFilter = FO_POINT;
  622. desc.magFilter = FO_POINT;
  623. desc.mipFilter = FO_POINT;
  624. desc.addressMode.u = TAM_CLAMP;
  625. desc.addressMode.v = TAM_CLAMP;
  626. desc.addressMode.w = TAM_CLAMP;
  627. SPtr<SamplerState> samplerState = SamplerState::create(desc);
  628. setSamplerState(gpuParams, GPT_FRAGMENT_PROGRAM, "gColorSamp", "gColorTex", samplerState);
  629. }
  630. void GaussianDOFSeparateMat::_initVariations(ShaderVariations& variations)
  631. {
  632. variations.add(VAR_Near_Far);
  633. variations.add(VAR_Near_NoFar);
  634. variations.add(VAR_NoNear_Far);
  635. }
  636. void GaussianDOFSeparateMat::execute(const SPtr<Texture>& color, const SPtr<Texture>& depth,
  637. const RendererView& view, const DepthOfFieldSettings& settings)
  638. {
  639. const TextureProperties& srcProps = color->getProperties();
  640. UINT32 outputWidth = std::max(1U, srcProps.getWidth() / 2);
  641. UINT32 outputHeight = std::max(1U, srcProps.getHeight() / 2);
  642. POOLED_RENDER_TEXTURE_DESC outputTexDesc = POOLED_RENDER_TEXTURE_DESC::create2D(srcProps.getFormat(),
  643. outputWidth, outputHeight, TU_RENDERTARGET);
  644. mOutput0 = GpuResourcePool::instance().get(outputTexDesc);
  645. bool near = mVariation.getBool("NEAR");
  646. bool far = mVariation.getBool("FAR");
  647. SPtr<RenderTexture> rt;
  648. if (near && far)
  649. {
  650. mOutput1 = GpuResourcePool::instance().get(outputTexDesc);
  651. RENDER_TEXTURE_DESC rtDesc;
  652. rtDesc.colorSurfaces[0].texture = mOutput0->texture;
  653. rtDesc.colorSurfaces[1].texture = mOutput1->texture;
  654. rt = RenderTexture::create(rtDesc);
  655. }
  656. else
  657. rt = mOutput0->renderTexture;
  658. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  659. gGaussianDOFParamDef.gHalfPixelOffset.set(mParamBuffer, invTexSize * 0.5f);
  660. gGaussianDOFParamDef.gNearBlurPlane.set(mParamBuffer, settings.focalDistance - settings.focalRange * 0.5f);
  661. gGaussianDOFParamDef.gFarBlurPlane.set(mParamBuffer, settings.focalDistance + settings.focalRange * 0.5f);
  662. gGaussianDOFParamDef.gInvNearBlurRange.set(mParamBuffer, 1.0f / settings.nearTransitionRange);
  663. gGaussianDOFParamDef.gInvFarBlurRange.set(mParamBuffer, 1.0f / settings.farTransitionRange);
  664. mColorTexture.set(color);
  665. mDepthTexture.set(depth);
  666. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  667. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  668. RenderAPI& rapi = RenderAPI::instance();
  669. rapi.setRenderTarget(rt);
  670. gRendererUtility().setPass(mMaterial);
  671. gRendererUtility().setPassParams(mParamsSet);
  672. gRendererUtility().drawScreenQuad();
  673. }
  674. SPtr<PooledRenderTexture> GaussianDOFSeparateMat::getOutput(UINT32 idx)
  675. {
  676. if (idx == 0)
  677. return mOutput0;
  678. else if (idx == 1)
  679. return mOutput1;
  680. return nullptr;
  681. }
  682. void GaussianDOFSeparateMat::release()
  683. {
  684. if (mOutput0 != nullptr)
  685. GpuResourcePool::instance().release(mOutput0);
  686. if (mOutput1 != nullptr)
  687. GpuResourcePool::instance().release(mOutput1);
  688. }
  689. GaussianDOFSeparateMat* GaussianDOFSeparateMat::getVariation(bool near, bool far)
  690. {
  691. if (near)
  692. {
  693. if (far)
  694. return get(VAR_Near_Far);
  695. else
  696. return get(VAR_Near_NoFar);
  697. }
  698. else
  699. return get(VAR_NoNear_Far);
  700. }
  701. ShaderVariation GaussianDOFCombineMat::VAR_Near_Far = ShaderVariation({
  702. ShaderVariation::Param("NEAR", true),
  703. ShaderVariation::Param("FAR", true),
  704. ShaderVariation::Param("NEAR_AND_FAR", true)
  705. });
  706. ShaderVariation GaussianDOFCombineMat::VAR_NoNear_Far = ShaderVariation({
  707. ShaderVariation::Param("NEAR", false),
  708. ShaderVariation::Param("FAR", true),
  709. ShaderVariation::Param("NEAR_AND_FAR", false)
  710. });
  711. ShaderVariation GaussianDOFCombineMat::VAR_Near_NoFar = ShaderVariation({
  712. ShaderVariation::Param("NEAR", true),
  713. ShaderVariation::Param("FAR", false),
  714. ShaderVariation::Param("NEAR_AND_FAR", false)
  715. });
  716. GaussianDOFCombineMat::GaussianDOFCombineMat()
  717. {
  718. mParamBuffer = gGaussianDOFParamDef.createBuffer();
  719. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  720. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  721. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gFocusedTex", mFocusedTexture);
  722. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  723. if(gpuParams->hasTexture(GPT_FRAGMENT_PROGRAM, "gNearTex"))
  724. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNearTex", mNearTexture);
  725. if(gpuParams->hasTexture(GPT_FRAGMENT_PROGRAM, "gFarTex"))
  726. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gFarTex", mFarTexture);
  727. }
  728. void GaussianDOFCombineMat::_initVariations(ShaderVariations& variations)
  729. {
  730. variations.add(VAR_Near_Far);
  731. variations.add(VAR_Near_NoFar);
  732. variations.add(VAR_NoNear_Far);
  733. }
  734. void GaussianDOFCombineMat::execute(const SPtr<Texture>& focused, const SPtr<Texture>& near,
  735. const SPtr<Texture>& far, const SPtr<Texture>& depth, const SPtr<RenderTarget>& output,
  736. const RendererView& view, const DepthOfFieldSettings& settings)
  737. {
  738. const TextureProperties& srcProps = focused->getProperties();
  739. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  740. gGaussianDOFParamDef.gHalfPixelOffset.set(mParamBuffer, invTexSize * 0.5f);
  741. gGaussianDOFParamDef.gNearBlurPlane.set(mParamBuffer, settings.focalDistance - settings.focalRange * 0.5f);
  742. gGaussianDOFParamDef.gFarBlurPlane.set(mParamBuffer, settings.focalDistance + settings.focalRange * 0.5f);
  743. gGaussianDOFParamDef.gInvNearBlurRange.set(mParamBuffer, 1.0f / settings.nearTransitionRange);
  744. gGaussianDOFParamDef.gInvFarBlurRange.set(mParamBuffer, 1.0f / settings.farTransitionRange);
  745. mFocusedTexture.set(focused);
  746. mNearTexture.set(near);
  747. mFarTexture.set(far);
  748. mDepthTexture.set(depth);
  749. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  750. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  751. RenderAPI& rapi = RenderAPI::instance();
  752. rapi.setRenderTarget(output);
  753. gRendererUtility().setPass(mMaterial);
  754. gRendererUtility().setPassParams(mParamsSet);
  755. gRendererUtility().drawScreenQuad();
  756. }
  757. GaussianDOFCombineMat* GaussianDOFCombineMat::getVariation(bool near, bool far)
  758. {
  759. if (near)
  760. {
  761. if (far)
  762. return get(VAR_Near_Far);
  763. else
  764. return get(VAR_Near_NoFar);
  765. }
  766. else
  767. return get(VAR_NoNear_Far);
  768. }
  769. BuildHiZMat::BuildHiZMat()
  770. {
  771. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  772. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mInputTexture);
  773. }
  774. void BuildHiZMat::_initVariations(ShaderVariations& variations)
  775. {
  776. // Do nothing
  777. }
  778. void BuildHiZMat::execute(const SPtr<Texture>& source, UINT32 srcMip, const Rect2& srcRect, const Rect2& dstRect,
  779. const SPtr<RenderTexture>& output)
  780. {
  781. RenderAPI& rapi = RenderAPI::instance();
  782. const TextureProperties& srcProps = source->getProperties();
  783. mInputTexture.set(source, TextureSurface(srcMip));
  784. rapi.setRenderTarget(output);
  785. rapi.setViewport(dstRect);
  786. gRendererUtility().setPass(mMaterial);
  787. gRendererUtility().setPassParams(mParamsSet);
  788. gRendererUtility().drawScreenQuad(srcRect);
  789. rapi.setViewport(Rect2(0, 0, 1, 1));
  790. }
  791. FXAAParamDef gFXAAParamDef;
  792. FXAAMat::FXAAMat()
  793. {
  794. mParamBuffer = gFXAAParamDef.createBuffer();
  795. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  796. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  797. }
  798. void FXAAMat::_initVariations(ShaderVariations& variations)
  799. {
  800. // Do nothing
  801. }
  802. void FXAAMat::execute(const SPtr<Texture>& source, const SPtr<RenderTarget>& destination)
  803. {
  804. const TextureProperties& srcProps = source->getProperties();
  805. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  806. gFXAAParamDef.gInvTexSize.set(mParamBuffer, invTexSize);
  807. mInputTexture.set(source);
  808. RenderAPI& rapi = RenderAPI::instance();
  809. rapi.setRenderTarget(destination);
  810. gRendererUtility().setPass(mMaterial);
  811. gRendererUtility().setPassParams(mParamsSet);
  812. gRendererUtility().drawScreenQuad();
  813. }
  814. SSAOParamDef gSSAOParamDef;
  815. #define VARIATION(QUALITY) \
  816. ShaderVariation SSAOMat::VAR_Upsample_Final_Quality##QUALITY = ShaderVariation({ \
  817. ShaderVariation::Param("MIX_WITH_UPSAMPLED", true), \
  818. ShaderVariation::Param("FINAL_AO", true), \
  819. ShaderVariation::Param("QUALITY", QUALITY) \
  820. }); \
  821. ShaderVariation SSAOMat::VAR_Upsample_NoFinal_Quality##QUALITY = ShaderVariation({ \
  822. ShaderVariation::Param("MIX_WITH_UPSAMPLED", true), \
  823. ShaderVariation::Param("FINAL_AO", false), \
  824. ShaderVariation::Param("QUALITY", QUALITY) \
  825. }); \
  826. ShaderVariation SSAOMat::VAR_NoUpsample_Final_Quality##QUALITY = ShaderVariation({ \
  827. ShaderVariation::Param("MIX_WITH_UPSAMPLED", false), \
  828. ShaderVariation::Param("FINAL_AO", true), \
  829. ShaderVariation::Param("QUALITY", QUALITY) \
  830. }); \
  831. ShaderVariation SSAOMat::VAR_NoUpsample_NoFinal_Quality##QUALITY = ShaderVariation({ \
  832. ShaderVariation::Param("MIX_WITH_UPSAMPLED", false), \
  833. ShaderVariation::Param("FINAL_AO", false), \
  834. ShaderVariation::Param("QUALITY", QUALITY) \
  835. });
  836. VARIATION(0)
  837. VARIATION(1)
  838. VARIATION(2)
  839. VARIATION(3)
  840. VARIATION(4)
  841. #undef VARIATION
  842. SSAOMat::SSAOMat()
  843. {
  844. bool isFinal = mVariation.getBool("FINAL_AO");
  845. bool mixWithUpsampled = mVariation.getBool("MIX_WITH_UPSAMPLED");
  846. mParamBuffer = gSSAOParamDef.createBuffer();
  847. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  848. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  849. if (isFinal)
  850. {
  851. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  852. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNormalsTex", mNormalsTexture);
  853. }
  854. if(!isFinal || mixWithUpsampled)
  855. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSetupAO", mSetupAOTexture);
  856. if(mixWithUpsampled)
  857. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDownsampledAO", mDownsampledAOTexture);
  858. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gRandomTex", mRandomTexture);
  859. SAMPLER_STATE_DESC inputSampDesc;
  860. inputSampDesc.minFilter = FO_POINT;
  861. inputSampDesc.magFilter = FO_POINT;
  862. inputSampDesc.mipFilter = FO_POINT;
  863. inputSampDesc.addressMode.u = TAM_CLAMP;
  864. inputSampDesc.addressMode.v = TAM_CLAMP;
  865. inputSampDesc.addressMode.w = TAM_CLAMP;
  866. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  867. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp"))
  868. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  869. else
  870. {
  871. if (isFinal)
  872. {
  873. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthTex", inputSampState);
  874. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gNormalsTex", inputSampState);
  875. }
  876. if(!isFinal || mixWithUpsampled)
  877. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gSetupAO", inputSampState);
  878. if(mixWithUpsampled)
  879. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDownsampledAO", inputSampState);
  880. }
  881. SAMPLER_STATE_DESC randomSampDesc;
  882. randomSampDesc.minFilter = FO_POINT;
  883. randomSampDesc.magFilter = FO_POINT;
  884. randomSampDesc.mipFilter = FO_POINT;
  885. randomSampDesc.addressMode.u = TAM_WRAP;
  886. randomSampDesc.addressMode.v = TAM_WRAP;
  887. randomSampDesc.addressMode.w = TAM_WRAP;
  888. SPtr<SamplerState> randomSampState = SamplerState::create(randomSampDesc);
  889. setSamplerState(gpuParams, GPT_FRAGMENT_PROGRAM, "gRandomSamp", "gRandomTex", randomSampState);
  890. }
  891. void SSAOMat::_initVariations(ShaderVariations& variations)
  892. {
  893. #define VARIATION(QUALITY) \
  894. variations.add(VAR_Upsample_Final_Quality##QUALITY); \
  895. variations.add(VAR_Upsample_NoFinal_Quality##QUALITY); \
  896. variations.add(VAR_NoUpsample_Final_Quality##QUALITY); \
  897. variations.add(VAR_NoUpsample_NoFinal_Quality##QUALITY); \
  898. VARIATION(0)
  899. VARIATION(1)
  900. VARIATION(2)
  901. VARIATION(3)
  902. VARIATION(4)
  903. #undef VARIATION
  904. }
  905. void SSAOMat::execute(const RendererView& view, const SSAOTextureInputs& textures,
  906. const SPtr<RenderTexture>& destination, const AmbientOcclusionSettings& settings)
  907. {
  908. // Scale that can be used to adjust how quickly does AO radius increase with downsampled AO. This yields a very
  909. // small AO radius at highest level, and very large radius at lowest level
  910. static const float DOWNSAMPLE_SCALE = 4.0f;
  911. const RendererViewProperties& viewProps = view.getProperties();
  912. const RenderTargetProperties& rtProps = destination->getProperties();
  913. Vector2 tanHalfFOV;
  914. tanHalfFOV.x = 1.0f / viewProps.projTransform[0][0];
  915. tanHalfFOV.y = 1.0f / viewProps.projTransform[1][1];
  916. float cotHalfFOV = viewProps.projTransform[0][0];
  917. // Downsampled AO uses a larger AO radius (in higher resolutions this would cause too much cache trashing). This
  918. // means if only full res AO is used, then only AO from nearby geometry will be calculated.
  919. float viewScale = viewProps.viewRect.width / (float)rtProps.getWidth();
  920. // Ramp up the radius exponentially. c^log2(x) function chosen arbitrarily, as it ramps up the radius in a nice way
  921. float scale = pow(DOWNSAMPLE_SCALE, Math::log2(viewScale));
  922. // Determine maximum radius scale (division by 4 because we don't downsample more than quarter-size)
  923. float maxScale = pow(DOWNSAMPLE_SCALE, Math::log2(4.0f));
  924. // Normalize the scale in [0, 1] range
  925. scale /= maxScale;
  926. float radius = settings.radius * scale;
  927. // Factors used for scaling the AO contribution with range
  928. Vector2 fadeMultiplyAdd;
  929. fadeMultiplyAdd.x = 1.0f / settings.fadeRange;
  930. fadeMultiplyAdd.y = -settings.fadeDistance / settings.fadeRange;
  931. gSSAOParamDef.gSampleRadius.set(mParamBuffer, radius);
  932. gSSAOParamDef.gCotHalfFOV.set(mParamBuffer, cotHalfFOV);
  933. gSSAOParamDef.gTanHalfFOV.set(mParamBuffer, tanHalfFOV);
  934. gSSAOParamDef.gWorldSpaceRadiusMask.set(mParamBuffer, 1.0f);
  935. gSSAOParamDef.gBias.set(mParamBuffer, (settings.bias * viewScale) / 1000.0f);
  936. gSSAOParamDef.gFadeMultiplyAdd.set(mParamBuffer, fadeMultiplyAdd);
  937. gSSAOParamDef.gPower.set(mParamBuffer, settings.power);
  938. gSSAOParamDef.gIntensity.set(mParamBuffer, settings.intensity);
  939. bool upsample = mVariation.getBool("MIX_WITH_UPSAMPLED");
  940. if(upsample)
  941. {
  942. const TextureProperties& props = textures.aoDownsampled->getProperties();
  943. Vector2 downsampledPixelSize;
  944. downsampledPixelSize.x = 1.0f / props.getWidth();
  945. downsampledPixelSize.y = 1.0f / props.getHeight();
  946. gSSAOParamDef.gDownsampledPixelSize.set(mParamBuffer, downsampledPixelSize);
  947. }
  948. // Generate a scale which we need to use in order to achieve tiling
  949. const TextureProperties& rndProps = textures.randomRotations->getProperties();
  950. UINT32 rndWidth = rndProps.getWidth();
  951. UINT32 rndHeight = rndProps.getHeight();
  952. //// Multiple of random texture size, rounded up
  953. UINT32 scaleWidth = (rtProps.getWidth() + rndWidth - 1) / rndWidth;
  954. UINT32 scaleHeight = (rtProps.getHeight() + rndHeight - 1) / rndHeight;
  955. Vector2 randomTileScale((float)scaleWidth, (float)scaleHeight);
  956. gSSAOParamDef.gRandomTileScale.set(mParamBuffer, randomTileScale);
  957. mSetupAOTexture.set(textures.aoSetup);
  958. bool finalPass = mVariation.getBool("FINAL_AO");
  959. if (finalPass)
  960. {
  961. mDepthTexture.set(textures.sceneDepth);
  962. mNormalsTexture.set(textures.sceneNormals);
  963. }
  964. if (upsample)
  965. mDownsampledAOTexture.set(textures.aoDownsampled);
  966. mRandomTexture.set(textures.randomRotations);
  967. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  968. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  969. RenderAPI& rapi = RenderAPI::instance();
  970. rapi.setRenderTarget(destination);
  971. gRendererUtility().setPass(mMaterial);
  972. gRendererUtility().setPassParams(mParamsSet);
  973. gRendererUtility().drawScreenQuad();
  974. }
  975. SSAOMat* SSAOMat::getVariation(bool upsample, bool finalPass, int quality)
  976. {
  977. #define PICK_MATERIAL(QUALITY) \
  978. if(upsample) \
  979. if(finalPass) \
  980. return get(VAR_Upsample_Final_Quality##QUALITY); \
  981. else \
  982. return get(VAR_Upsample_NoFinal_Quality##QUALITY); \
  983. else \
  984. if(finalPass) \
  985. return get(VAR_NoUpsample_Final_Quality##QUALITY); \
  986. else \
  987. return get(VAR_NoUpsample_NoFinal_Quality##QUALITY); \
  988. switch(quality)
  989. {
  990. case 0:
  991. PICK_MATERIAL(0)
  992. case 1:
  993. PICK_MATERIAL(1)
  994. case 2:
  995. PICK_MATERIAL(2)
  996. case 3:
  997. PICK_MATERIAL(3)
  998. default:
  999. case 4:
  1000. PICK_MATERIAL(4)
  1001. }
  1002. #undef PICK_MATERIAL
  1003. }
  1004. SSAODownsampleParamDef gSSAODownsampleParamDef;
  1005. SSAODownsampleMat::SSAODownsampleMat()
  1006. {
  1007. mParamBuffer = gSSAODownsampleParamDef.createBuffer();
  1008. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  1009. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1010. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  1011. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNormalsTex", mNormalsTexture);
  1012. SAMPLER_STATE_DESC inputSampDesc;
  1013. inputSampDesc.minFilter = FO_LINEAR;
  1014. inputSampDesc.magFilter = FO_LINEAR;
  1015. inputSampDesc.mipFilter = FO_LINEAR;
  1016. inputSampDesc.addressMode.u = TAM_CLAMP;
  1017. inputSampDesc.addressMode.v = TAM_CLAMP;
  1018. inputSampDesc.addressMode.w = TAM_CLAMP;
  1019. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  1020. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp"))
  1021. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  1022. else
  1023. {
  1024. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthTex", inputSampState);
  1025. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gNormalsTex", inputSampState);
  1026. }
  1027. }
  1028. void SSAODownsampleMat::_initVariations(ShaderVariations& variations)
  1029. {
  1030. // Do nothing
  1031. }
  1032. void SSAODownsampleMat::execute(const RendererView& view, const SPtr<Texture>& depth, const SPtr<Texture>& normals,
  1033. const SPtr<RenderTexture>& destination, float depthRange)
  1034. {
  1035. const RendererViewProperties& viewProps = view.getProperties();
  1036. const RenderTargetProperties& rtProps = destination->getProperties();
  1037. Vector2 pixelSize;
  1038. pixelSize.x = 1.0f / rtProps.getWidth();
  1039. pixelSize.y = 1.0f / rtProps.getHeight();
  1040. float scale = viewProps.viewRect.width / (float)rtProps.getWidth();
  1041. gSSAODownsampleParamDef.gPixelSize.set(mParamBuffer, pixelSize);
  1042. gSSAODownsampleParamDef.gInvDepthThreshold.set(mParamBuffer, (1.0f / depthRange) / scale);
  1043. mDepthTexture.set(depth);
  1044. mNormalsTexture.set(normals);
  1045. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1046. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1047. RenderAPI& rapi = RenderAPI::instance();
  1048. rapi.setRenderTarget(destination);
  1049. gRendererUtility().setPass(mMaterial);
  1050. gRendererUtility().setPassParams(mParamsSet);
  1051. gRendererUtility().drawScreenQuad();
  1052. }
  1053. SSAOBlurParamDef gSSAOBlurParamDef;
  1054. ShaderVariation SSAOBlurMat::VAR_Vertical = ShaderVariation({
  1055. ShaderVariation::Param("DIR_HORZ", false)
  1056. });
  1057. ShaderVariation SSAOBlurMat::VAR_Horizontal = ShaderVariation({
  1058. ShaderVariation::Param("DIR_HORZ", true)
  1059. });
  1060. SSAOBlurMat::SSAOBlurMat()
  1061. {
  1062. mParamBuffer = gSSAOBlurParamDef.createBuffer();
  1063. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  1064. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1065. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mAOTexture);
  1066. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  1067. SAMPLER_STATE_DESC inputSampDesc;
  1068. inputSampDesc.minFilter = FO_POINT;
  1069. inputSampDesc.magFilter = FO_POINT;
  1070. inputSampDesc.mipFilter = FO_POINT;
  1071. inputSampDesc.addressMode.u = TAM_CLAMP;
  1072. inputSampDesc.addressMode.v = TAM_CLAMP;
  1073. inputSampDesc.addressMode.w = TAM_CLAMP;
  1074. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  1075. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp"))
  1076. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  1077. else
  1078. {
  1079. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputTex", inputSampState);
  1080. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthTex", inputSampState);
  1081. }
  1082. }
  1083. void SSAOBlurMat::_initVariations(ShaderVariations& variations)
  1084. {
  1085. variations.add(VAR_Horizontal);
  1086. variations.add(VAR_Vertical);
  1087. }
  1088. void SSAOBlurMat::execute(const RendererView& view, const SPtr<Texture>& ao, const SPtr<Texture>& depth,
  1089. const SPtr<RenderTexture>& destination, float depthRange)
  1090. {
  1091. const RendererViewProperties& viewProps = view.getProperties();
  1092. const TextureProperties& texProps = ao->getProperties();
  1093. Vector2 pixelSize;
  1094. pixelSize.x = 1.0f / texProps.getWidth();
  1095. pixelSize.y = 1.0f / texProps.getHeight();
  1096. Vector2 pixelOffset(BsZero);
  1097. if (mVariation.getBool("DIR_HORZ"))
  1098. pixelOffset.x = pixelSize.x;
  1099. else
  1100. pixelOffset.y = pixelSize.y;
  1101. float scale = viewProps.viewRect.width / (float)texProps.getWidth();
  1102. gSSAOBlurParamDef.gPixelSize.set(mParamBuffer, pixelSize);
  1103. gSSAOBlurParamDef.gPixelOffset.set(mParamBuffer, pixelOffset);
  1104. gSSAOBlurParamDef.gInvDepthThreshold.set(mParamBuffer, (1.0f / depthRange) / scale);
  1105. mAOTexture.set(ao);
  1106. mDepthTexture.set(depth);
  1107. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1108. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1109. RenderAPI& rapi = RenderAPI::instance();
  1110. rapi.setRenderTarget(destination);
  1111. gRendererUtility().setPass(mMaterial);
  1112. gRendererUtility().setPassParams(mParamsSet);
  1113. gRendererUtility().drawScreenQuad();
  1114. }
  1115. SSAOBlurMat* SSAOBlurMat::getVariation(bool horizontal)
  1116. {
  1117. if (horizontal)
  1118. return get(VAR_Horizontal);
  1119. return get(VAR_Vertical);
  1120. }
  1121. SSRStencilParamDef gSSRStencilParamDef;
  1122. ShaderVariation SSRStencilMat::VAR_FullMSAA = ShaderVariation({
  1123. ShaderVariation::Param("MSAA_COUNT", 2)
  1124. });
  1125. ShaderVariation SSRStencilMat::VAR_SingleMSAA = ShaderVariation({
  1126. ShaderVariation::Param("MSAA_COUNT", 2),
  1127. ShaderVariation::Param("MSAA_RESOLVE_0TH", true)
  1128. });
  1129. ShaderVariation SSRStencilMat::VAR_NoMSAA = ShaderVariation({
  1130. ShaderVariation::Param("MSAA_COUNT", 1)
  1131. });
  1132. SSRStencilMat::SSRStencilMat()
  1133. :mGBufferParams(mMaterial, mParamsSet)
  1134. {
  1135. mParamBuffer = gSSRStencilParamDef.createBuffer();
  1136. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  1137. }
  1138. void SSRStencilMat::_initVariations(ShaderVariations& variations)
  1139. {
  1140. variations.add(VAR_FullMSAA);
  1141. variations.add(VAR_SingleMSAA);
  1142. variations.add(VAR_NoMSAA);
  1143. }
  1144. void SSRStencilMat::execute(const RendererView& view, GBufferTextures gbuffer,
  1145. const ScreenSpaceReflectionsSettings& settings)
  1146. {
  1147. mGBufferParams.bind(gbuffer);
  1148. Vector2 roughnessScaleBias = SSRTraceMat::calcRoughnessFadeScaleBias(settings.maxRoughness);
  1149. gSSRStencilParamDef.gRoughnessScaleBias.set(mParamBuffer, roughnessScaleBias);
  1150. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1151. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1152. const RendererViewProperties& viewProps = view.getProperties();
  1153. const Rect2I& viewRect = viewProps.viewRect;
  1154. gRendererUtility().setPass(mMaterial);
  1155. gRendererUtility().setPassParams(mParamsSet);
  1156. if(viewProps.numSamples > 1)
  1157. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)viewRect.width, (float)viewRect.height));
  1158. else
  1159. gRendererUtility().drawScreenQuad();
  1160. }
  1161. SSRStencilMat* SSRStencilMat::getVariation(bool msaa, bool singleSampleMSAA)
  1162. {
  1163. if (msaa)
  1164. {
  1165. if (singleSampleMSAA)
  1166. return get(VAR_SingleMSAA);
  1167. return get(VAR_FullMSAA);
  1168. }
  1169. else
  1170. return get(VAR_NoMSAA);
  1171. }
  1172. SSRTraceParamDef gSSRTraceParamDef;
  1173. #define VARIATION(QUALITY) \
  1174. ShaderVariation SSRTraceMat::VAR_NoMSAA_Quality##QUALITY = ShaderVariation({ \
  1175. ShaderVariation::Param("MSAA_COUNT", 1), \
  1176. ShaderVariation::Param("QUALITY", QUALITY) \
  1177. }); \
  1178. ShaderVariation SSRTraceMat::VAR_FullMSAA_Quality##QUALITY = ShaderVariation({ \
  1179. ShaderVariation::Param("MSAA_COUNT", 2), \
  1180. ShaderVariation::Param("QUALITY", QUALITY) \
  1181. }); \
  1182. ShaderVariation SSRTraceMat::VAR_SingleMSAA_Quality##QUALITY = ShaderVariation({ \
  1183. ShaderVariation::Param("MSAA_COUNT", 2), \
  1184. ShaderVariation::Param("MSAA_RESOLVE_0TH", true), \
  1185. ShaderVariation::Param("QUALITY", QUALITY) \
  1186. }); \
  1187. VARIATION(0)
  1188. VARIATION(1)
  1189. VARIATION(2)
  1190. VARIATION(3)
  1191. VARIATION(4)
  1192. #undef VARIATION
  1193. SSRTraceMat::SSRTraceMat()
  1194. :mGBufferParams(mMaterial, mParamsSet)
  1195. {
  1196. mParamBuffer = gSSRTraceParamDef.createBuffer();
  1197. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1198. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneColor", mSceneColorTexture);
  1199. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHiZ", mHiZTexture);
  1200. if(gpuParams->hasParamBlock(GPT_FRAGMENT_PROGRAM, "Input"))
  1201. gpuParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "Input", mParamBuffer);
  1202. SAMPLER_STATE_DESC desc;
  1203. desc.minFilter = FO_POINT;
  1204. desc.magFilter = FO_POINT;
  1205. desc.mipFilter = FO_POINT;
  1206. desc.addressMode.u = TAM_CLAMP;
  1207. desc.addressMode.v = TAM_CLAMP;
  1208. desc.addressMode.w = TAM_CLAMP;
  1209. SPtr<SamplerState> hiZSamplerState = SamplerState::create(desc);
  1210. if (gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZSamp"))
  1211. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZSamp", hiZSamplerState);
  1212. else if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZ"))
  1213. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZ", hiZSamplerState);
  1214. }
  1215. void SSRTraceMat::_initVariations(ShaderVariations& variations)
  1216. {
  1217. #define VARIATION(QUALITY) \
  1218. variations.add(VAR_NoMSAA_Quality##QUALITY); \
  1219. variations.add(VAR_FullMSAA_Quality##QUALITY); \
  1220. variations.add(VAR_SingleMSAA_Quality##QUALITY); \
  1221. VARIATION(0)
  1222. VARIATION(1)
  1223. VARIATION(2)
  1224. VARIATION(3)
  1225. VARIATION(4)
  1226. #undef VARIATION
  1227. }
  1228. void SSRTraceMat::execute(const RendererView& view, GBufferTextures gbuffer, const SPtr<Texture>& sceneColor,
  1229. const SPtr<Texture>& hiZ, const ScreenSpaceReflectionsSettings& settings,
  1230. const SPtr<RenderTarget>& destination)
  1231. {
  1232. const RendererViewProperties& viewProps = view.getProperties();
  1233. const TextureProperties& hiZProps = hiZ->getProperties();
  1234. mGBufferParams.bind(gbuffer);
  1235. mSceneColorTexture.set(sceneColor);
  1236. mHiZTexture.set(hiZ);
  1237. Rect2I viewRect = viewProps.viewRect;
  1238. // Maps from NDC to UV [0, 1]
  1239. Vector4 ndcToHiZUV;
  1240. ndcToHiZUV.x = 0.5f;
  1241. ndcToHiZUV.y = -0.5f;
  1242. ndcToHiZUV.z = 0.5f;
  1243. ndcToHiZUV.w = 0.5f;
  1244. // Either of these flips the Y axis, but if they're both true they cancel out
  1245. RenderAPI& rapi = RenderAPI::instance();
  1246. const RenderAPIInfo& rapiInfo = rapi.getAPIInfo();
  1247. if (rapiInfo.isFlagSet(RenderAPIFeatureFlag::UVYAxisUp) ^ rapiInfo.isFlagSet(RenderAPIFeatureFlag::NDCYAxisDown))
  1248. ndcToHiZUV.y = -ndcToHiZUV.y;
  1249. // Maps from [0, 1] to area of HiZ where depth is stored in
  1250. ndcToHiZUV.x *= (float)viewRect.width / hiZProps.getWidth();
  1251. ndcToHiZUV.y *= (float)viewRect.height / hiZProps.getHeight();
  1252. ndcToHiZUV.z *= (float)viewRect.width / hiZProps.getWidth();
  1253. ndcToHiZUV.w *= (float)viewRect.height / hiZProps.getHeight();
  1254. // Maps from HiZ UV to [0, 1] UV
  1255. Vector2 HiZUVToScreenUV;
  1256. HiZUVToScreenUV.x = hiZProps.getWidth() / (float)viewRect.width;
  1257. HiZUVToScreenUV.y = hiZProps.getHeight() / (float)viewRect.height;
  1258. // Used for roughness fading
  1259. Vector2 roughnessScaleBias = calcRoughnessFadeScaleBias(settings.maxRoughness);
  1260. UINT32 temporalJitter = (viewProps.frameIdx % 8) * 1503;
  1261. Vector2I bufferSize(viewRect.width, viewRect.height);
  1262. gSSRTraceParamDef.gHiZSize.set(mParamBuffer, bufferSize);
  1263. gSSRTraceParamDef.gHiZNumMips.set(mParamBuffer, hiZProps.getNumMipmaps());
  1264. gSSRTraceParamDef.gNDCToHiZUV.set(mParamBuffer, ndcToHiZUV);
  1265. gSSRTraceParamDef.gHiZUVToScreenUV.set(mParamBuffer, HiZUVToScreenUV);
  1266. gSSRTraceParamDef.gIntensity.set(mParamBuffer, settings.intensity);
  1267. gSSRTraceParamDef.gRoughnessScaleBias.set(mParamBuffer, roughnessScaleBias);
  1268. gSSRTraceParamDef.gTemporalJitter.set(mParamBuffer, temporalJitter);
  1269. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1270. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1271. rapi.setRenderTarget(destination, FBT_DEPTH);
  1272. gRendererUtility().setPass(mMaterial);
  1273. gRendererUtility().setPassParams(mParamsSet);
  1274. if(viewProps.numSamples > 1)
  1275. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)viewRect.width, (float)viewRect.height));
  1276. else
  1277. gRendererUtility().drawScreenQuad();
  1278. }
  1279. Vector2 SSRTraceMat::calcRoughnessFadeScaleBias(float maxRoughness)
  1280. {
  1281. const static float RANGE_SCALE = 2.0f;
  1282. Vector2 scaleBias;
  1283. scaleBias.x = -RANGE_SCALE / (-1.0f + maxRoughness);
  1284. scaleBias.y = (RANGE_SCALE * maxRoughness) / (-1.0f + maxRoughness);
  1285. return scaleBias;
  1286. }
  1287. SSRTraceMat* SSRTraceMat::getVariation(UINT32 quality, bool msaa, bool singleSampleMSAA)
  1288. {
  1289. #define PICK_MATERIAL(QUALITY) \
  1290. if(msaa) \
  1291. if(singleSampleMSAA) \
  1292. return get(VAR_SingleMSAA_Quality##QUALITY); \
  1293. else \
  1294. return get(VAR_FullMSAA_Quality##QUALITY); \
  1295. else \
  1296. return get(VAR_NoMSAA_Quality##QUALITY); \
  1297. switch(quality)
  1298. {
  1299. case 0:
  1300. PICK_MATERIAL(0)
  1301. case 1:
  1302. PICK_MATERIAL(1)
  1303. case 2:
  1304. PICK_MATERIAL(2)
  1305. case 3:
  1306. PICK_MATERIAL(3)
  1307. default:
  1308. case 4:
  1309. PICK_MATERIAL(4)
  1310. }
  1311. #undef PICK_MATERIAL
  1312. }
  1313. TemporalResolveParamDef gTemporalResolveParamDef;
  1314. SSRResolveParamDef gSSRResolveParamDef;
  1315. ShaderVariation SSRResolveMat::VAR_MSAA = ShaderVariation({
  1316. ShaderVariation::Param("MSAA", true)
  1317. });
  1318. ShaderVariation SSRResolveMat::VAR_NoMSAA = ShaderVariation({
  1319. ShaderVariation::Param("MSAA", false)
  1320. });
  1321. SSRResolveMat::SSRResolveMat()
  1322. {
  1323. mSSRParamBuffer = gSSRResolveParamDef.createBuffer();
  1324. mTemporalParamBuffer = gTemporalResolveParamDef.createBuffer();
  1325. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1326. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneDepth", mSceneDepthTexture);
  1327. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneColor", mSceneColorTexture);
  1328. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gPrevColor", mPrevColorTexture);
  1329. gpuParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "Input", mSSRParamBuffer);
  1330. gpuParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "TemporalInput", mTemporalParamBuffer);
  1331. SAMPLER_STATE_DESC pointSampDesc;
  1332. pointSampDesc.minFilter = FO_POINT;
  1333. pointSampDesc.magFilter = FO_POINT;
  1334. pointSampDesc.mipFilter = FO_POINT;
  1335. pointSampDesc.addressMode.u = TAM_CLAMP;
  1336. pointSampDesc.addressMode.v = TAM_CLAMP;
  1337. pointSampDesc.addressMode.w = TAM_CLAMP;
  1338. SPtr<SamplerState> pointSampState = SamplerState::create(pointSampDesc);
  1339. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gPointSampler"))
  1340. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gPointSampler", pointSampState);
  1341. else
  1342. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gSceneDepth", pointSampState);
  1343. SAMPLER_STATE_DESC linearSampDesc;
  1344. linearSampDesc.minFilter = FO_POINT;
  1345. linearSampDesc.magFilter = FO_POINT;
  1346. linearSampDesc.mipFilter = FO_POINT;
  1347. linearSampDesc.addressMode.u = TAM_CLAMP;
  1348. linearSampDesc.addressMode.v = TAM_CLAMP;
  1349. linearSampDesc.addressMode.w = TAM_CLAMP;
  1350. SPtr<SamplerState> linearSampState = SamplerState::create(linearSampDesc);
  1351. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gLinearSampler"))
  1352. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gLinearSampler", linearSampState);
  1353. else
  1354. {
  1355. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gSceneColor", linearSampState);
  1356. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gPrevColor", linearSampState);
  1357. }
  1358. }
  1359. void SSRResolveMat::_initVariations(ShaderVariations& variations)
  1360. {
  1361. variations.add(VAR_NoMSAA);
  1362. variations.add(VAR_MSAA);
  1363. }
  1364. void SSRResolveMat::execute(const RendererView& view, const SPtr<Texture>& prevFrame,
  1365. const SPtr<Texture>& curFrame, const SPtr<Texture>& sceneDepth, const SPtr<RenderTarget>& destination)
  1366. {
  1367. // Note: This shader should not be called when temporal AA is turned on
  1368. // Note: This shader doesn't have velocity texture enabled and will only account for camera movement (can be easily
  1369. // enabled when velocity texture is added)
  1370. // - WHen added, velocity should use a 16-bit SNORM format
  1371. mPrevColorTexture.set(prevFrame);
  1372. mSceneColorTexture.set(curFrame);
  1373. mSceneDepthTexture.set(sceneDepth);
  1374. auto& colorProps = curFrame->getProperties(); // Assuming prev and current frame are the same size
  1375. auto& depthProps = sceneDepth->getProperties();
  1376. Vector2 colorPixelSize(1.0f / colorProps.getWidth(), 1.0f / colorProps.getHeight());
  1377. Vector2 depthPixelSize(1.0f / depthProps.getWidth(), 1.0f / depthProps.getHeight());
  1378. gSSRResolveParamDef.gSceneColorTexelSize.set(mSSRParamBuffer, colorPixelSize);
  1379. gSSRResolveParamDef.gSceneDepthTexelSize.set(mSSRParamBuffer, depthPixelSize);
  1380. gSSRResolveParamDef.gManualExposure.set(mSSRParamBuffer, 1.0f);
  1381. // Generate samples
  1382. // Note: Move this code to a more general spot where it can be used by other temporal shaders.
  1383. float sampleWeights[9];
  1384. float sampleWeightsLowPass[9];
  1385. float totalWeights = 0.0f;
  1386. float totalWeightsLowPass = 0.0f;
  1387. Vector2 jitter(BsZero); // Only relevant for general case, not using this type of jitter for SSR
  1388. // Weights are generated using an exponential fit to Blackman-Harris 3.3
  1389. bool useYCoCg = false; // Only relevant for general case, not using it for SSR
  1390. float sharpness = 1.0f; // Make this a customizable parameter eventually
  1391. if(useYCoCg)
  1392. {
  1393. static const Vector2 sampleOffsets[] =
  1394. {
  1395. { 0.0f, -1.0f },
  1396. { -1.0f, 0.0f },
  1397. { 0.0f, 0.0f },
  1398. { 1.0f, 0.0f },
  1399. { 0.0f, 1.0f },
  1400. };
  1401. for (UINT32 i = 0; i < 5; ++i)
  1402. {
  1403. // Get rid of jitter introduced by the projection matrix
  1404. Vector2 offset = sampleOffsets[i] - jitter;
  1405. offset *= 1.0f + sharpness * 0.5f;
  1406. sampleWeights[i] = exp(-2.29f * offset.dot(offset));
  1407. totalWeights += sampleWeights[i];
  1408. }
  1409. for (UINT32 i = 5; i < 9; ++i)
  1410. sampleWeights[i] = 0.0f;
  1411. memset(sampleWeightsLowPass, 0, sizeof(sampleWeightsLowPass));
  1412. totalWeightsLowPass = 1.0f;
  1413. }
  1414. else
  1415. {
  1416. static const Vector2 sampleOffsets[] =
  1417. {
  1418. { -1.0f, -1.0f },
  1419. { 0.0f, -1.0f },
  1420. { 1.0f, -1.0f },
  1421. { -1.0f, 0.0f },
  1422. { 0.0f, 0.0f },
  1423. { 1.0f, 0.0f },
  1424. { -1.0f, 1.0f },
  1425. { 0.0f, 1.0f },
  1426. { 1.0f, 1.0f },
  1427. };
  1428. for (UINT32 i = 0; i < 9; ++i)
  1429. {
  1430. // Get rid of jitter introduced by the projection matrix
  1431. Vector2 offset = sampleOffsets[i] - jitter;
  1432. offset *= 1.0f + sharpness * 0.5f;
  1433. sampleWeights[i] = exp(-2.29f * offset.dot(offset));
  1434. totalWeights += sampleWeights[i];
  1435. // Low pass
  1436. offset *= 0.25f;
  1437. sampleWeightsLowPass[i] = exp(-2.29f * offset.dot(offset));
  1438. totalWeightsLowPass += sampleWeightsLowPass[i];
  1439. }
  1440. }
  1441. for (UINT32 i = 0; i < 9; ++i)
  1442. {
  1443. gTemporalResolveParamDef.gSampleWeights.set(mTemporalParamBuffer, sampleWeights[i] / totalWeights, i);
  1444. gTemporalResolveParamDef.gSampleWeightsLowpass.set(mTemporalParamBuffer, sampleWeightsLowPass[i] / totalWeightsLowPass, i);
  1445. }
  1446. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1447. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1448. RenderAPI& rapi = RenderAPI::instance();
  1449. rapi.setRenderTarget(destination);
  1450. const RendererViewProperties& viewProps = view.getProperties();
  1451. const Rect2I& viewRect = viewProps.viewRect;
  1452. gRendererUtility().setPass(mMaterial);
  1453. gRendererUtility().setPassParams(mParamsSet);
  1454. if(viewProps.numSamples > 1)
  1455. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)viewRect.width, (float)viewRect.height));
  1456. else
  1457. gRendererUtility().drawScreenQuad();
  1458. }
  1459. SSRResolveMat* SSRResolveMat::getVariation(bool msaa)
  1460. {
  1461. if (msaa)
  1462. return get(VAR_MSAA);
  1463. else
  1464. return get(VAR_NoMSAA);
  1465. }
  1466. EncodeDepthParamDef gEncodeDepthParamDef;
  1467. EncodeDepthMat::EncodeDepthMat()
  1468. {
  1469. mParamBuffer = gEncodeDepthParamDef.createBuffer();
  1470. mParamsSet->setParamBlockBuffer("Params", mParamBuffer);
  1471. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1472. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  1473. SAMPLER_STATE_DESC sampDesc;
  1474. sampDesc.minFilter = FO_POINT;
  1475. sampDesc.magFilter = FO_POINT;
  1476. sampDesc.mipFilter = FO_POINT;
  1477. sampDesc.addressMode.u = TAM_CLAMP;
  1478. sampDesc.addressMode.v = TAM_CLAMP;
  1479. sampDesc.addressMode.w = TAM_CLAMP;
  1480. SPtr<SamplerState> samplerState = SamplerState::create(sampDesc);
  1481. setSamplerState(gpuParams, GPT_FRAGMENT_PROGRAM, "gInputSamp", "gInputTex", samplerState);
  1482. }
  1483. void EncodeDepthMat::_initVariations(ShaderVariations& variations)
  1484. {
  1485. // Do nothing
  1486. }
  1487. void EncodeDepthMat::execute(const SPtr<Texture>& depth, float near, float far, const SPtr<RenderTarget>& output)
  1488. {
  1489. mInputTexture.set(depth);
  1490. gEncodeDepthParamDef.gNear.set(mParamBuffer, near);
  1491. gEncodeDepthParamDef.gFar.set(mParamBuffer, far);
  1492. RenderAPI& rapi = RenderAPI::instance();
  1493. rapi.setRenderTarget(output, 0, RT_COLOR0);
  1494. gRendererUtility().setPass(mMaterial);
  1495. gRendererUtility().setPassParams(mParamsSet);
  1496. gRendererUtility().drawScreenQuad();
  1497. }
  1498. ShaderVariation MSAACoverageMat::VAR_2x = ShaderVariation({
  1499. ShaderVariation::Param("MSAA_COUNT", 2)
  1500. });
  1501. ShaderVariation MSAACoverageMat::VAR_4x = ShaderVariation({
  1502. ShaderVariation::Param("MSAA_COUNT", 4)
  1503. });
  1504. ShaderVariation MSAACoverageMat::VAR_8x = ShaderVariation({
  1505. ShaderVariation::Param("MSAA_COUNT", 8)
  1506. });
  1507. MSAACoverageMat::MSAACoverageMat()
  1508. :mGBufferParams(mMaterial, mParamsSet)
  1509. { }
  1510. void MSAACoverageMat::_initVariations(ShaderVariations& variations)
  1511. {
  1512. variations.add(VAR_2x);
  1513. variations.add(VAR_4x);
  1514. variations.add(VAR_8x);
  1515. }
  1516. void MSAACoverageMat::execute(const RendererView& view, GBufferTextures gbuffer)
  1517. {
  1518. mGBufferParams.bind(gbuffer);
  1519. const Rect2I& viewRect = view.getProperties().viewRect;
  1520. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1521. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1522. gRendererUtility().setPass(mMaterial);
  1523. gRendererUtility().setPassParams(mParamsSet);
  1524. gRendererUtility().drawScreenQuad(Rect2(0, 0, (float)viewRect.width, (float)viewRect.height));
  1525. }
  1526. MSAACoverageMat* MSAACoverageMat::getVariation(UINT32 msaaCount)
  1527. {
  1528. switch(msaaCount)
  1529. {
  1530. case 2:
  1531. return get(VAR_2x);
  1532. case 4:
  1533. return get(VAR_4x);
  1534. case 8:
  1535. default:
  1536. return get(VAR_8x);
  1537. }
  1538. }
  1539. MSAACoverageStencilMat::MSAACoverageStencilMat()
  1540. {
  1541. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  1542. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMSAACoverage", mCoverageTexParam);
  1543. }
  1544. void MSAACoverageStencilMat::_initVariations(ShaderVariations& variations)
  1545. {
  1546. // Do nothing
  1547. }
  1548. void MSAACoverageStencilMat::execute(const RendererView& view, const SPtr<Texture>& coverage)
  1549. {
  1550. const Rect2I& viewRect = view.getProperties().viewRect;
  1551. mCoverageTexParam.set(coverage);
  1552. gRendererUtility().setPass(mMaterial);
  1553. gRendererUtility().setPassParams(mParamsSet);
  1554. gRendererUtility().drawScreenQuad(Rect2(0, 0, (float)viewRect.width, (float)viewRect.height));
  1555. }
  1556. }}