BsPostProcessing.cpp 70 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 "BsRenderBeast.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. gpuParams->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. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  123. params->setParamBlockBuffer("Input", mParamBuffer);
  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. Vector4I offsetAndSize(0, 0, (INT32)props.getWidth(), (INT32)props.getHeight());
  144. gEyeAdaptHistogramParamDef.gHistogramParams.set(mParamBuffer, getHistogramScaleOffset(settings));
  145. gEyeAdaptHistogramParamDef.gPixelOffsetAndSize.set(mParamBuffer, 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. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  184. params->setParamBlockBuffer("Input", mParamBuffer);
  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. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  224. gpuParams->setParamBlockBuffer("EyeAdaptationParams", mParamBuffer);
  225. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHistogramTex", mReducedHistogramTex);
  226. }
  227. void EyeAdaptationMat::_initVariations(ShaderVariations& variations)
  228. {
  229. ShaderVariation variation({
  230. ShaderVariation::Param("THREADGROUP_SIZE_X", EyeAdaptHistogramMat::THREAD_GROUP_SIZE_X),
  231. ShaderVariation::Param("THREADGROUP_SIZE_Y", EyeAdaptHistogramMat::THREAD_GROUP_SIZE_Y)
  232. });
  233. variations.add(variation);
  234. }
  235. void EyeAdaptationMat::execute(const SPtr<Texture>& reducedHistogram, const SPtr<RenderTarget>& output,
  236. float frameDelta, const AutoExposureSettings& settings, float exposureScale)
  237. {
  238. // Set parameters
  239. mReducedHistogramTex.set(reducedHistogram);
  240. populateParams(mParamBuffer, frameDelta, settings, exposureScale);
  241. // Render
  242. RenderAPI& rapi = RenderAPI::instance();
  243. rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL);
  244. gRendererUtility().setPass(mMaterial);
  245. gRendererUtility().setPassParams(mParamsSet);
  246. gRendererUtility().drawScreenQuad();
  247. rapi.setRenderTarget(nullptr);
  248. }
  249. POOLED_RENDER_TEXTURE_DESC EyeAdaptationMat::getOutputDesc()
  250. {
  251. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_R32F, 1, 1, TU_RENDERTARGET);
  252. }
  253. void EyeAdaptationMat::populateParams(const SPtr<GpuParamBlockBuffer>& paramBuffer, float frameDelta,
  254. const AutoExposureSettings& settings, float exposureScale)
  255. {
  256. Vector2 histogramScaleAndOffset = EyeAdaptHistogramMat::getHistogramScaleOffset(settings);
  257. Vector4 eyeAdaptationParams[3];
  258. eyeAdaptationParams[0].x = histogramScaleAndOffset.x;
  259. eyeAdaptationParams[0].y = histogramScaleAndOffset.y;
  260. float histogramPctHigh = Math::clamp01(settings.histogramPctHigh);
  261. eyeAdaptationParams[0].z = std::min(Math::clamp01(settings.histogramPctLow), histogramPctHigh);
  262. eyeAdaptationParams[0].w = histogramPctHigh;
  263. eyeAdaptationParams[1].x = std::min(settings.minEyeAdaptation, settings.maxEyeAdaptation);
  264. eyeAdaptationParams[1].y = settings.maxEyeAdaptation;
  265. eyeAdaptationParams[1].z = settings.eyeAdaptationSpeedUp;
  266. eyeAdaptationParams[1].w = settings.eyeAdaptationSpeedDown;
  267. eyeAdaptationParams[2].x = Math::pow(2.0f, exposureScale);
  268. eyeAdaptationParams[2].y = frameDelta;
  269. eyeAdaptationParams[2].z = Math::pow(2.0f, settings.histogramLog2Min);
  270. eyeAdaptationParams[2].w = 0.0f; // Unused
  271. gEyeAdaptationParamDef.gEyeAdaptationParams.set(paramBuffer, eyeAdaptationParams[0], 0);
  272. gEyeAdaptationParamDef.gEyeAdaptationParams.set(paramBuffer, eyeAdaptationParams[1], 1);
  273. gEyeAdaptationParamDef.gEyeAdaptationParams.set(paramBuffer, eyeAdaptationParams[2], 2);
  274. }
  275. EyeAdaptationBasicSetupMat::EyeAdaptationBasicSetupMat()
  276. {
  277. mParamBuffer = gEyeAdaptationParamDef.createBuffer();
  278. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  279. gpuParams->setParamBlockBuffer("EyeAdaptationParams", mParamBuffer);
  280. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTex);
  281. SAMPLER_STATE_DESC desc;
  282. desc.minFilter = FO_POINT;
  283. desc.magFilter = FO_POINT;
  284. desc.mipFilter = FO_POINT;
  285. SPtr<SamplerState> samplerState = SamplerState::create(desc);
  286. setSamplerState(gpuParams, GPT_FRAGMENT_PROGRAM, "gInputSamp", "gInputTex", samplerState);
  287. }
  288. void EyeAdaptationBasicSetupMat::_initVariations(ShaderVariations& variations)
  289. {
  290. // Do nothing
  291. }
  292. void EyeAdaptationBasicSetupMat::execute(const SPtr<Texture>& input, const SPtr<RenderTarget>& output,
  293. float frameDelta, const AutoExposureSettings& settings, float exposureScale)
  294. {
  295. // Set parameters
  296. mInputTex.set(input);
  297. EyeAdaptationMat::populateParams(mParamBuffer, frameDelta, settings, exposureScale);
  298. // Render
  299. RenderAPI& rapi = RenderAPI::instance();
  300. rapi.setRenderTarget(output);
  301. gRendererUtility().setPass(mMaterial);
  302. gRendererUtility().setPassParams(mParamsSet);
  303. gRendererUtility().drawScreenQuad();
  304. rapi.setRenderTarget(nullptr);
  305. }
  306. POOLED_RENDER_TEXTURE_DESC EyeAdaptationBasicSetupMat::getOutputDesc(const SPtr<Texture>& input)
  307. {
  308. auto& props = input->getProperties();
  309. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, props.getWidth(), props.getHeight(), TU_RENDERTARGET);
  310. }
  311. EyeAdaptationBasicParamsMatDef gEyeAdaptationBasicParamsMatDef;
  312. EyeAdaptationBasicMat::EyeAdaptationBasicMat()
  313. {
  314. mEyeAdaptationParamsBuffer = gEyeAdaptationParamDef.createBuffer();
  315. mParamsBuffer = gEyeAdaptationBasicParamsMatDef.createBuffer();
  316. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  317. gpuParams->setParamBlockBuffer("EyeAdaptationParams", mEyeAdaptationParamsBuffer);
  318. gpuParams->setParamBlockBuffer("Input", mParamsBuffer);
  319. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gCurFrameTex", mCurFrameTexParam);
  320. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gPrevFrameTex", mPrevFrameTexParam);
  321. }
  322. void EyeAdaptationBasicMat::_initVariations(ShaderVariations& variations)
  323. {
  324. // Do nothing
  325. }
  326. void EyeAdaptationBasicMat::execute(const SPtr<Texture>& curFrame, const SPtr<Texture>& prevFrame,
  327. const SPtr<RenderTarget>& output, float frameDelta, const AutoExposureSettings& settings, float exposureScale)
  328. {
  329. // Set parameters
  330. mCurFrameTexParam.set(curFrame);
  331. if (prevFrame == nullptr) // Could be that this is the first run
  332. mPrevFrameTexParam.set(Texture::WHITE);
  333. else
  334. mPrevFrameTexParam.set(prevFrame);
  335. EyeAdaptationMat::populateParams(mEyeAdaptationParamsBuffer, frameDelta, settings, exposureScale);
  336. auto& texProps = curFrame->getProperties();
  337. Vector2I texSize = { (INT32)texProps.getWidth(), (INT32)texProps.getHeight() };
  338. gEyeAdaptationBasicParamsMatDef.gInputTexSize.set(mParamsBuffer, texSize);
  339. // Render
  340. RenderAPI& rapi = RenderAPI::instance();
  341. rapi.setRenderTarget(output);
  342. gRendererUtility().setPass(mMaterial);
  343. gRendererUtility().setPassParams(mParamsSet);
  344. gRendererUtility().drawScreenQuad();
  345. rapi.setRenderTarget(nullptr);
  346. }
  347. POOLED_RENDER_TEXTURE_DESC EyeAdaptationBasicMat::getOutputDesc()
  348. {
  349. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_R32F, 1, 1, TU_RENDERTARGET);
  350. }
  351. CreateTonemapLUTParamDef gCreateTonemapLUTParamDef;
  352. WhiteBalanceParamDef gWhiteBalanceParamDef;
  353. ShaderVariation CreateTonemapLUTMat::VAR_3D = ShaderVariation({
  354. ShaderVariation::Param("LUT_SIZE", LUT_SIZE),
  355. ShaderVariation::Param("VOLUME_LUT", true),
  356. });
  357. ShaderVariation CreateTonemapLUTMat::VAR_Unwrapped2D = ShaderVariation({
  358. ShaderVariation::Param("LUT_SIZE", LUT_SIZE),
  359. ShaderVariation::Param("VOLUME_LUT", false),
  360. });
  361. CreateTonemapLUTMat::CreateTonemapLUTMat()
  362. {
  363. mIs3D = mVariation.getBool("VOLUME_LUT");
  364. mParamBuffer = gCreateTonemapLUTParamDef.createBuffer();
  365. mWhiteBalanceParamBuffer = gWhiteBalanceParamDef.createBuffer();
  366. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  367. params->setParamBlockBuffer("Input", mParamBuffer);
  368. params->setParamBlockBuffer("WhiteBalanceInput", mWhiteBalanceParamBuffer);
  369. if(mIs3D)
  370. params->getLoadStoreTextureParam(GPT_COMPUTE_PROGRAM, "gOutputTex", mOutputTex);
  371. }
  372. void CreateTonemapLUTMat::_initVariations(ShaderVariations& variations)
  373. {
  374. variations.add(VAR_3D);
  375. variations.add(VAR_Unwrapped2D);
  376. }
  377. void CreateTonemapLUTMat::execute3D(const SPtr<Texture>& output, const RenderSettings& settings)
  378. {
  379. assert(mIs3D);
  380. populateParamBuffers(settings);
  381. // Dispatch
  382. mOutputTex.set(output);
  383. RenderAPI& rapi = RenderAPI::instance();
  384. gRendererUtility().setComputePass(mMaterial);
  385. gRendererUtility().setPassParams(mParamsSet);
  386. rapi.dispatchCompute(LUT_SIZE / 8, LUT_SIZE / 8, LUT_SIZE);
  387. }
  388. void CreateTonemapLUTMat::execute2D(const SPtr<RenderTexture>& output, const RenderSettings& settings)
  389. {
  390. assert(!mIs3D);
  391. populateParamBuffers(settings);
  392. // Render
  393. RenderAPI& rapi = RenderAPI::instance();
  394. rapi.setRenderTarget(output);
  395. gRendererUtility().setPass(mMaterial);
  396. gRendererUtility().setPassParams(mParamsSet);
  397. gRendererUtility().drawScreenQuad();
  398. rapi.setRenderTarget(nullptr);
  399. }
  400. void CreateTonemapLUTMat::populateParamBuffers(const RenderSettings& settings)
  401. {
  402. // Set parameters
  403. gCreateTonemapLUTParamDef.gGammaAdjustment.set(mParamBuffer, 2.2f / settings.gamma);
  404. // Note: Assuming sRGB (PC monitor) for now, change to Rec.709 when running on console (value 1), or to raw 2.2
  405. // gamma when running on Mac (value 2)
  406. gCreateTonemapLUTParamDef.gGammaCorrectionType.set(mParamBuffer, 0);
  407. Vector4 tonemapParams[2];
  408. tonemapParams[0].x = settings.tonemapping.filmicCurveShoulderStrength;
  409. tonemapParams[0].y = settings.tonemapping.filmicCurveLinearStrength;
  410. tonemapParams[0].z = settings.tonemapping.filmicCurveLinearAngle;
  411. tonemapParams[0].w = settings.tonemapping.filmicCurveToeStrength;
  412. tonemapParams[1].x = settings.tonemapping.filmicCurveToeNumerator;
  413. tonemapParams[1].y = settings.tonemapping.filmicCurveToeDenominator;
  414. tonemapParams[1].z = settings.tonemapping.filmicCurveLinearWhitePoint;
  415. tonemapParams[1].w = 0.0f; // Unused
  416. gCreateTonemapLUTParamDef.gTonemapParams.set(mParamBuffer, tonemapParams[0], 0);
  417. gCreateTonemapLUTParamDef.gTonemapParams.set(mParamBuffer, tonemapParams[1], 1);
  418. // Set color grading params
  419. gCreateTonemapLUTParamDef.gSaturation.set(mParamBuffer, settings.colorGrading.saturation);
  420. gCreateTonemapLUTParamDef.gContrast.set(mParamBuffer, settings.colorGrading.contrast);
  421. gCreateTonemapLUTParamDef.gGain.set(mParamBuffer, settings.colorGrading.gain);
  422. gCreateTonemapLUTParamDef.gOffset.set(mParamBuffer, settings.colorGrading.offset);
  423. // Set white balance params
  424. gWhiteBalanceParamDef.gWhiteTemp.set(mWhiteBalanceParamBuffer, settings.whiteBalance.temperature);
  425. gWhiteBalanceParamDef.gWhiteOffset.set(mWhiteBalanceParamBuffer, settings.whiteBalance.tint);
  426. }
  427. POOLED_RENDER_TEXTURE_DESC CreateTonemapLUTMat::getOutputDesc() const
  428. {
  429. if(mIs3D)
  430. return POOLED_RENDER_TEXTURE_DESC::create3D(PF_RGBA8, LUT_SIZE, LUT_SIZE, LUT_SIZE, TU_LOADSTORE);
  431. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA8, LUT_SIZE * LUT_SIZE, LUT_SIZE, TU_RENDERTARGET);
  432. }
  433. CreateTonemapLUTMat* CreateTonemapLUTMat::getVariation(bool is3D)
  434. {
  435. if(is3D)
  436. return get(VAR_3D);
  437. return get(VAR_Unwrapped2D);
  438. }
  439. TonemappingParamDef gTonemappingParamDef;
  440. #define VARIATION_MSAA(x, volumeLUT, gammaOnly, autoExposure, msaa) \
  441. ShaderVariation TonemappingMat::VAR_##x = ShaderVariation({ \
  442. ShaderVariation::Param("VOLUME_LUT", volumeLUT), \
  443. ShaderVariation::Param("GAMMA_ONLY", gammaOnly), \
  444. ShaderVariation::Param("AUTO_EXPOSURE", autoExposure), \
  445. ShaderVariation::Param("MSAA", msaa), \
  446. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE), \
  447. }); \
  448. #define VARIATION_AUTOEXPOSURE(x, volumeLUT, gammaOnly, autoExposure) \
  449. VARIATION_MSAA(x##_MSAA, volumeLUT, gammaOnly, autoExposure, true) \
  450. VARIATION_MSAA(x##_NoMSAA, volumeLUT, gammaOnly, autoExposure, false) \
  451. #define VARIATION_GAMMAONLY(x, volumeLUT, gammaOnly) \
  452. VARIATION_AUTOEXPOSURE(x##_AutoExposure, volumeLUT, gammaOnly, true) \
  453. VARIATION_AUTOEXPOSURE(x##_NoAutoExposure, volumeLUT, gammaOnly, false) \
  454. #define VARIATION_VOLUMELUT(x, volumeLUT) \
  455. VARIATION_GAMMAONLY(x##_Gamma, volumeLUT, true) \
  456. VARIATION_GAMMAONLY(x##_NoGamma, volumeLUT, false) \
  457. VARIATION_VOLUMELUT(VolumeLUT, true)
  458. VARIATION_VOLUMELUT(NoVolumeLUT, false)
  459. #undef VARIATION_VOLUMELUT
  460. #undef VARIATION_GAMMAONLY
  461. #undef VARIATION_AUTOEXPOSURE
  462. TonemappingMat::TonemappingMat()
  463. {
  464. mParamBuffer = gTonemappingParamDef.createBuffer();
  465. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  466. params->setParamBlockBuffer("Input", mParamBuffer);
  467. params->getTextureParam(GPT_VERTEX_PROGRAM, "gEyeAdaptationTex", mEyeAdaptationTex);
  468. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTex);
  469. if(!mVariation.getBool("GAMMA_ONLY"))
  470. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gColorLUT", mColorLUT);
  471. }
  472. void TonemappingMat::_initVariations(ShaderVariations& variations)
  473. {
  474. #define VARIATION_GAMMA(x) \
  475. variations.add(VAR_##x##_AutoExposure_MSAA); \
  476. variations.add(VAR_##x##_AutoExposure_NoMSAA); \
  477. variations.add(VAR_##x##_NoAutoExposure_MSAA); \
  478. variations.add(VAR_##x##_NoAutoExposure_NoMSAA); \
  479. #define VARIATION_VOLUMELUT(x) \
  480. VARIATION_GAMMA(x##_Gamma) \
  481. VARIATION_GAMMA(x##_NoGamma)
  482. VARIATION_VOLUMELUT(VolumeLUT)
  483. VARIATION_VOLUMELUT(NoVolumeLUT)
  484. #undef VARIATION_GAMMA
  485. #undef VARIATION_VOLUMELUT
  486. }
  487. void TonemappingMat::execute(const SPtr<Texture>& sceneColor, const SPtr<Texture>& eyeAdaptation,
  488. const SPtr<Texture>& colorLUT, const SPtr<RenderTarget>& output, const RenderSettings& settings)
  489. {
  490. const TextureProperties& texProps = sceneColor->getProperties();
  491. gTonemappingParamDef.gRawGamma.set(mParamBuffer, 1.0f / settings.gamma);
  492. gTonemappingParamDef.gManualExposureScale.set(mParamBuffer, Math::pow(2.0f, settings.exposureScale));
  493. gTonemappingParamDef.gNumSamples.set(mParamBuffer, texProps.getNumSamples());
  494. // Set parameters
  495. mInputTex.set(sceneColor);
  496. mColorLUT.set(colorLUT);
  497. mEyeAdaptationTex.set(eyeAdaptation);
  498. // Render
  499. RenderAPI& rapi = RenderAPI::instance();
  500. rapi.setRenderTarget(output);
  501. gRendererUtility().setPass(mMaterial);
  502. gRendererUtility().setPassParams(mParamsSet);
  503. if (mVariation.getBool("MSAA"))
  504. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)texProps.getWidth(), (float)texProps.getHeight()));
  505. else
  506. gRendererUtility().drawScreenQuad();
  507. }
  508. TonemappingMat* TonemappingMat::getVariation(bool volumeLUT, bool gammaOnly, bool autoExposure, bool MSAA)
  509. {
  510. if(volumeLUT)
  511. {
  512. if (gammaOnly)
  513. {
  514. if (autoExposure)
  515. {
  516. if (MSAA)
  517. return get(VAR_VolumeLUT_Gamma_AutoExposure_MSAA);
  518. else
  519. return get(VAR_VolumeLUT_Gamma_AutoExposure_NoMSAA);
  520. }
  521. else
  522. {
  523. if (MSAA)
  524. return get(VAR_VolumeLUT_Gamma_NoAutoExposure_MSAA);
  525. else
  526. return get(VAR_VolumeLUT_Gamma_NoAutoExposure_NoMSAA);
  527. }
  528. }
  529. else
  530. {
  531. if (autoExposure)
  532. {
  533. if (MSAA)
  534. return get(VAR_VolumeLUT_NoGamma_AutoExposure_MSAA);
  535. else
  536. return get(VAR_VolumeLUT_NoGamma_AutoExposure_NoMSAA);
  537. }
  538. else
  539. {
  540. if (MSAA)
  541. return get(VAR_VolumeLUT_NoGamma_NoAutoExposure_MSAA);
  542. else
  543. return get(VAR_VolumeLUT_NoGamma_NoAutoExposure_NoMSAA);
  544. }
  545. }
  546. }
  547. else
  548. {
  549. if (gammaOnly)
  550. {
  551. if (autoExposure)
  552. {
  553. if (MSAA)
  554. return get(VAR_NoVolumeLUT_Gamma_AutoExposure_MSAA);
  555. else
  556. return get(VAR_NoVolumeLUT_Gamma_AutoExposure_NoMSAA);
  557. }
  558. else
  559. {
  560. if (MSAA)
  561. return get(VAR_NoVolumeLUT_Gamma_NoAutoExposure_MSAA);
  562. else
  563. return get(VAR_NoVolumeLUT_Gamma_NoAutoExposure_NoMSAA);
  564. }
  565. }
  566. else
  567. {
  568. if (autoExposure)
  569. {
  570. if (MSAA)
  571. return get(VAR_NoVolumeLUT_NoGamma_AutoExposure_MSAA);
  572. else
  573. return get(VAR_NoVolumeLUT_NoGamma_AutoExposure_NoMSAA);
  574. }
  575. else
  576. {
  577. if (MSAA)
  578. return get(VAR_NoVolumeLUT_NoGamma_NoAutoExposure_MSAA);
  579. else
  580. return get(VAR_NoVolumeLUT_NoGamma_NoAutoExposure_NoMSAA);
  581. }
  582. }
  583. }
  584. }
  585. GaussianBlurParamDef gGaussianBlurParamDef;
  586. GaussianBlurMat::GaussianBlurMat()
  587. {
  588. mParamBuffer = gGaussianBlurParamDef.createBuffer();
  589. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  590. gpuParams->setParamBlockBuffer("Input", mParamBuffer);
  591. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  592. }
  593. void GaussianBlurMat::_initVariations(ShaderVariations& variations)
  594. {
  595. ShaderVariation variation({
  596. ShaderVariation::Param("MAX_NUM_SAMPLES", MAX_BLUR_SAMPLES)
  597. });
  598. variations.add(variation);
  599. }
  600. void GaussianBlurMat::execute(const SPtr<Texture>& source, float filterSize, const SPtr<RenderTexture>& destination)
  601. {
  602. const TextureProperties& srcProps = source->getProperties();
  603. const RenderTextureProperties& dstProps = destination->getProperties();
  604. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  605. std::array<float, MAX_BLUR_SAMPLES> sampleOffsets;
  606. std::array<float, MAX_BLUR_SAMPLES> sampleWeights;
  607. POOLED_RENDER_TEXTURE_DESC tempTextureDesc = POOLED_RENDER_TEXTURE_DESC::create2D(srcProps.getFormat(),
  608. dstProps.width, dstProps.height, TU_RENDERTARGET);
  609. SPtr<PooledRenderTexture> tempTexture = GpuResourcePool::instance().get(tempTextureDesc);
  610. auto updateParamBuffer = [&](Direction direction)
  611. {
  612. float kernelRadius = calcKernelRadius(source, filterSize, direction);
  613. UINT32 numSamples = calcStdDistribution(kernelRadius, sampleWeights, sampleOffsets);
  614. for(UINT32 i = 0; i < (numSamples + 3) / 4; ++i)
  615. {
  616. UINT32 remainder = std::min(4U, numSamples - i * 4);
  617. Vector4 weights;
  618. for (UINT32 j = 0; j < remainder; ++j)
  619. weights[j] = sampleWeights[i * 4 + j];
  620. gGaussianBlurParamDef.gSampleWeights.set(mParamBuffer, weights, i);
  621. }
  622. UINT32 axis0 = direction == DirHorizontal ? 0 : 1;
  623. UINT32 axis1 = (axis0 + 1) % 2;
  624. for(UINT32 i = 0; i < (numSamples + 1) / 2; ++i)
  625. {
  626. UINT32 remainder = std::min(2U, numSamples - i * 2);
  627. Vector4 offset;
  628. offset[axis0] = sampleOffsets[i * 2 + 0] * invTexSize[axis0];
  629. offset[axis1] = 0.0f;
  630. if(remainder == 2)
  631. {
  632. offset[axis0 + 2] = sampleOffsets[i * 2 + 1] * invTexSize[axis0];
  633. offset[axis1 + 2] = 0.0f;
  634. }
  635. else
  636. {
  637. offset[axis0 + 2] = 0.0f;
  638. offset[axis1 + 2] = 0.0f;
  639. }
  640. gGaussianBlurParamDef.gSampleOffsets.set(mParamBuffer, offset, i);
  641. }
  642. gGaussianBlurParamDef.gNumSamples.set(mParamBuffer, numSamples);
  643. };
  644. // Horizontal pass
  645. {
  646. updateParamBuffer(DirHorizontal);
  647. mInputTexture.set(source);
  648. RenderAPI& rapi = RenderAPI::instance();
  649. rapi.setRenderTarget(tempTexture->renderTexture);
  650. gRendererUtility().setPass(mMaterial);
  651. gRendererUtility().setPassParams(mParamsSet);
  652. gRendererUtility().drawScreenQuad();
  653. }
  654. // Vertical pass
  655. {
  656. updateParamBuffer(DirVertical);
  657. mInputTexture.set(tempTexture->texture);
  658. RenderAPI& rapi = RenderAPI::instance();
  659. rapi.setRenderTarget(destination);
  660. gRendererUtility().setPass(mMaterial);
  661. gRendererUtility().setPassParams(mParamsSet);
  662. gRendererUtility().drawScreenQuad();
  663. }
  664. GpuResourcePool::instance().release(tempTexture);
  665. }
  666. UINT32 GaussianBlurMat::calcStdDistribution(float filterRadius, std::array<float, MAX_BLUR_SAMPLES>& weights,
  667. std::array<float, MAX_BLUR_SAMPLES>& offsets)
  668. {
  669. filterRadius = Math::clamp(filterRadius, 0.00001f, (float)(MAX_BLUR_SAMPLES - 1));
  670. INT32 intFilterRadius = std::min(Math::ceilToInt(filterRadius), MAX_BLUR_SAMPLES - 1);
  671. auto normalDistribution = [](int i, float scale)
  672. {
  673. float samplePos = fabs((float)i) * scale;
  674. return exp(samplePos * samplePos);
  675. };
  676. // We make use of the hardware linear filtering, and therefore only generate half the number of samples.
  677. // The weights and the sampling location needs to be adjusted in order to get the same results as if we
  678. // perform two samples separately:
  679. //
  680. // Original formula is: t1*w1 + t2*w2
  681. // With hardware filtering it's: (t1 + (t2 - t1) * o) * w3
  682. // Or expanded: t1*w3 - t1*o*w3 + t2*o*w3 = t1 * (w3 - o*w3) + t2 * (o*w3)
  683. //
  684. // These two need to equal, which means this follows:
  685. // w1 = w3 - o*w3
  686. // w2 = o*w3
  687. //
  688. // From the second equation get the offset o:
  689. // o = w2/w3
  690. //
  691. // From the first equation and o, get w3:
  692. // w1 = w3 - w2
  693. // w3 = w1 + w2
  694. float scale = 1.0f / filterRadius;
  695. UINT32 numSamples = 0;
  696. float totalWeight = 0.0f;
  697. for(int i = -intFilterRadius; i < intFilterRadius; i += 2)
  698. {
  699. float w1 = normalDistribution(i, scale);
  700. float w2 = normalDistribution(i + 1, scale);
  701. float w3 = w1 + w2;
  702. float o = w2/w3; // Relative to first sample
  703. weights[numSamples] = w3;
  704. offsets[numSamples] = o;
  705. numSamples++;
  706. totalWeight += w3;
  707. }
  708. // Special case for last weight, as it doesn't have a matching pair
  709. float w = normalDistribution(intFilterRadius, scale);
  710. weights[numSamples] = w;
  711. offsets[numSamples] = 0.0f;
  712. numSamples++;
  713. totalWeight += w;
  714. // Normalize weights
  715. float invTotalWeight = 1.0f / totalWeight;
  716. for(UINT32 i = 0; i < numSamples; i++)
  717. weights[i] *= invTotalWeight;
  718. return numSamples;
  719. }
  720. float GaussianBlurMat::calcKernelRadius(const SPtr<Texture>& source, float scale, Direction filterDir)
  721. {
  722. scale = Math::clamp01(scale);
  723. UINT32 length;
  724. if (filterDir == DirHorizontal)
  725. length = source->getProperties().getWidth();
  726. else
  727. length = source->getProperties().getHeight();
  728. // Divide by two because we need the radius
  729. return std::min(length * scale / 2, (float)MAX_BLUR_SAMPLES - 1);
  730. }
  731. GaussianDOFParamDef gGaussianDOFParamDef;
  732. ShaderVariation GaussianDOFSeparateMat::VAR_Near_Far = ShaderVariation({
  733. ShaderVariation::Param("NEAR", true),
  734. ShaderVariation::Param("FAR", true),
  735. ShaderVariation::Param("NEAR_AND_FAR", true)
  736. });
  737. ShaderVariation GaussianDOFSeparateMat::VAR_NoNear_Far = ShaderVariation({
  738. ShaderVariation::Param("NEAR", false),
  739. ShaderVariation::Param("FAR", true),
  740. ShaderVariation::Param("NEAR_AND_FAR", false)
  741. });
  742. ShaderVariation GaussianDOFSeparateMat::VAR_Near_NoFar = ShaderVariation({
  743. ShaderVariation::Param("NEAR", true),
  744. ShaderVariation::Param("FAR", false),
  745. ShaderVariation::Param("NEAR_AND_FAR", false)
  746. });
  747. GaussianDOFSeparateMat::GaussianDOFSeparateMat()
  748. {
  749. mParamBuffer = gGaussianDOFParamDef.createBuffer();
  750. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  751. gpuParams->setParamBlockBuffer("Input", mParamBuffer);
  752. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gColorTex", mColorTexture);
  753. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  754. SAMPLER_STATE_DESC desc;
  755. desc.minFilter = FO_POINT;
  756. desc.magFilter = FO_POINT;
  757. desc.mipFilter = FO_POINT;
  758. desc.addressMode.u = TAM_CLAMP;
  759. desc.addressMode.v = TAM_CLAMP;
  760. desc.addressMode.w = TAM_CLAMP;
  761. SPtr<SamplerState> samplerState = SamplerState::create(desc);
  762. setSamplerState(gpuParams, GPT_FRAGMENT_PROGRAM, "gColorSamp", "gColorTex", samplerState);
  763. }
  764. void GaussianDOFSeparateMat::_initVariations(ShaderVariations& variations)
  765. {
  766. variations.add(VAR_Near_Far);
  767. variations.add(VAR_Near_NoFar);
  768. variations.add(VAR_NoNear_Far);
  769. }
  770. void GaussianDOFSeparateMat::execute(const SPtr<Texture>& color, const SPtr<Texture>& depth,
  771. const RendererView& view, const DepthOfFieldSettings& settings)
  772. {
  773. const TextureProperties& srcProps = color->getProperties();
  774. UINT32 outputWidth = std::max(1U, srcProps.getWidth() / 2);
  775. UINT32 outputHeight = std::max(1U, srcProps.getHeight() / 2);
  776. POOLED_RENDER_TEXTURE_DESC outputTexDesc = POOLED_RENDER_TEXTURE_DESC::create2D(srcProps.getFormat(),
  777. outputWidth, outputHeight, TU_RENDERTARGET);
  778. mOutput0 = GpuResourcePool::instance().get(outputTexDesc);
  779. bool near = mVariation.getBool("NEAR");
  780. bool far = mVariation.getBool("FAR");
  781. SPtr<RenderTexture> rt;
  782. if (near && far)
  783. {
  784. mOutput1 = GpuResourcePool::instance().get(outputTexDesc);
  785. RENDER_TEXTURE_DESC rtDesc;
  786. rtDesc.colorSurfaces[0].texture = mOutput0->texture;
  787. rtDesc.colorSurfaces[1].texture = mOutput1->texture;
  788. rt = RenderTexture::create(rtDesc);
  789. }
  790. else
  791. rt = mOutput0->renderTexture;
  792. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  793. gGaussianDOFParamDef.gHalfPixelOffset.set(mParamBuffer, invTexSize * 0.5f);
  794. gGaussianDOFParamDef.gNearBlurPlane.set(mParamBuffer, settings.focalDistance - settings.focalRange * 0.5f);
  795. gGaussianDOFParamDef.gFarBlurPlane.set(mParamBuffer, settings.focalDistance + settings.focalRange * 0.5f);
  796. gGaussianDOFParamDef.gInvNearBlurRange.set(mParamBuffer, 1.0f / settings.nearTransitionRange);
  797. gGaussianDOFParamDef.gInvFarBlurRange.set(mParamBuffer, 1.0f / settings.farTransitionRange);
  798. mColorTexture.set(color);
  799. mDepthTexture.set(depth);
  800. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  801. mParamsSet->getGpuParams()->setParamBlockBuffer("PerCamera", perView);
  802. RenderAPI& rapi = RenderAPI::instance();
  803. rapi.setRenderTarget(rt);
  804. gRendererUtility().setPass(mMaterial);
  805. gRendererUtility().setPassParams(mParamsSet);
  806. gRendererUtility().drawScreenQuad();
  807. }
  808. SPtr<PooledRenderTexture> GaussianDOFSeparateMat::getOutput(UINT32 idx)
  809. {
  810. if (idx == 0)
  811. return mOutput0;
  812. else if (idx == 1)
  813. return mOutput1;
  814. return nullptr;
  815. }
  816. void GaussianDOFSeparateMat::release()
  817. {
  818. if (mOutput0 != nullptr)
  819. GpuResourcePool::instance().release(mOutput0);
  820. if (mOutput1 != nullptr)
  821. GpuResourcePool::instance().release(mOutput1);
  822. }
  823. GaussianDOFSeparateMat* GaussianDOFSeparateMat::getVariation(bool near, bool far)
  824. {
  825. if (near)
  826. {
  827. if (far)
  828. return get(VAR_Near_Far);
  829. else
  830. return get(VAR_Near_NoFar);
  831. }
  832. else
  833. return get(VAR_NoNear_Far);
  834. }
  835. ShaderVariation GaussianDOFCombineMat::VAR_Near_Far = ShaderVariation({
  836. ShaderVariation::Param("NEAR", true),
  837. ShaderVariation::Param("FAR", true),
  838. ShaderVariation::Param("NEAR_AND_FAR", true)
  839. });
  840. ShaderVariation GaussianDOFCombineMat::VAR_NoNear_Far = ShaderVariation({
  841. ShaderVariation::Param("NEAR", false),
  842. ShaderVariation::Param("FAR", true),
  843. ShaderVariation::Param("NEAR_AND_FAR", false)
  844. });
  845. ShaderVariation GaussianDOFCombineMat::VAR_Near_NoFar = ShaderVariation({
  846. ShaderVariation::Param("NEAR", true),
  847. ShaderVariation::Param("FAR", false),
  848. ShaderVariation::Param("NEAR_AND_FAR", false)
  849. });
  850. GaussianDOFCombineMat::GaussianDOFCombineMat()
  851. {
  852. mParamBuffer = gGaussianDOFParamDef.createBuffer();
  853. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  854. gpuParams->setParamBlockBuffer("Input", mParamBuffer);
  855. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gFocusedTex", mFocusedTexture);
  856. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  857. if(gpuParams->hasTexture(GPT_FRAGMENT_PROGRAM, "gNearTex"))
  858. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNearTex", mNearTexture);
  859. if(gpuParams->hasTexture(GPT_FRAGMENT_PROGRAM, "gFarTex"))
  860. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gFarTex", mFarTexture);
  861. }
  862. void GaussianDOFCombineMat::_initVariations(ShaderVariations& variations)
  863. {
  864. variations.add(VAR_Near_Far);
  865. variations.add(VAR_Near_NoFar);
  866. variations.add(VAR_NoNear_Far);
  867. }
  868. void GaussianDOFCombineMat::execute(const SPtr<Texture>& focused, const SPtr<Texture>& near,
  869. const SPtr<Texture>& far, const SPtr<Texture>& depth, const SPtr<RenderTarget>& output,
  870. const RendererView& view, const DepthOfFieldSettings& settings)
  871. {
  872. const TextureProperties& srcProps = focused->getProperties();
  873. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  874. gGaussianDOFParamDef.gHalfPixelOffset.set(mParamBuffer, invTexSize * 0.5f);
  875. gGaussianDOFParamDef.gNearBlurPlane.set(mParamBuffer, settings.focalDistance - settings.focalRange * 0.5f);
  876. gGaussianDOFParamDef.gFarBlurPlane.set(mParamBuffer, settings.focalDistance + settings.focalRange * 0.5f);
  877. gGaussianDOFParamDef.gInvNearBlurRange.set(mParamBuffer, 1.0f / settings.nearTransitionRange);
  878. gGaussianDOFParamDef.gInvFarBlurRange.set(mParamBuffer, 1.0f / settings.farTransitionRange);
  879. mFocusedTexture.set(focused);
  880. mNearTexture.set(near);
  881. mFarTexture.set(far);
  882. mDepthTexture.set(depth);
  883. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  884. mParamsSet->getGpuParams()->setParamBlockBuffer("PerCamera", perView);
  885. RenderAPI& rapi = RenderAPI::instance();
  886. rapi.setRenderTarget(output);
  887. gRendererUtility().setPass(mMaterial);
  888. gRendererUtility().setPassParams(mParamsSet);
  889. gRendererUtility().drawScreenQuad();
  890. }
  891. GaussianDOFCombineMat* GaussianDOFCombineMat::getVariation(bool near, bool far)
  892. {
  893. if (near)
  894. {
  895. if (far)
  896. return get(VAR_Near_Far);
  897. else
  898. return get(VAR_Near_NoFar);
  899. }
  900. else
  901. return get(VAR_NoNear_Far);
  902. }
  903. BuildHiZFParamDef gBuildHiZParamDef;
  904. BuildHiZMat::BuildHiZMat()
  905. {
  906. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  907. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mInputTexture);
  908. // If no texture view support, we must manually pick a valid mip level in the shader
  909. const RenderAPIInfo& rapiInfo = RenderAPI::instance().getAPIInfo();
  910. if(!rapiInfo.isFlagSet(RenderAPIFeatureFlag::TextureViews))
  911. {
  912. mParamBuffer = gBuildHiZParamDef.createBuffer();
  913. SAMPLER_STATE_DESC inputSampDesc;
  914. inputSampDesc.minFilter = FO_POINT;
  915. inputSampDesc.magFilter = FO_POINT;
  916. inputSampDesc.mipFilter = FO_POINT;
  917. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  918. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthSamp"))
  919. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthSamp", inputSampState);
  920. }
  921. }
  922. void BuildHiZMat::_initVariations(ShaderVariations& variations)
  923. {
  924. // Do nothing
  925. }
  926. void BuildHiZMat::execute(const SPtr<Texture>& source, UINT32 srcMip, const Rect2& srcRect, const Rect2& dstRect,
  927. const SPtr<RenderTexture>& output)
  928. {
  929. RenderAPI& rapi = RenderAPI::instance();
  930. // If no texture view support, we must manually pick a valid mip level in the shader
  931. const RenderAPIInfo& rapiInfo = RenderAPI::instance().getAPIInfo();
  932. if(rapiInfo.isFlagSet(RenderAPIFeatureFlag::TextureViews))
  933. mInputTexture.set(source, TextureSurface(srcMip));
  934. else
  935. {
  936. mInputTexture.set(source);
  937. auto& props = source->getProperties();
  938. float pixelWidth = (float)props.getWidth();
  939. float pixelHeight = (float)props.getHeight();
  940. Vector2 halfPixelOffset(0.5f / pixelWidth, 0.5f / pixelHeight);
  941. gBuildHiZParamDef.gHalfPixelOffset.set(mParamBuffer, halfPixelOffset);
  942. gBuildHiZParamDef.gMipLevel.set(mParamBuffer, srcMip);
  943. }
  944. rapi.setRenderTarget(output);
  945. rapi.setViewport(dstRect);
  946. gRendererUtility().setPass(mMaterial);
  947. gRendererUtility().setPassParams(mParamsSet);
  948. gRendererUtility().drawScreenQuad(srcRect);
  949. rapi.setViewport(Rect2(0, 0, 1, 1));
  950. }
  951. FXAAParamDef gFXAAParamDef;
  952. FXAAMat::FXAAMat()
  953. {
  954. mParamBuffer = gFXAAParamDef.createBuffer();
  955. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  956. gpuParams->setParamBlockBuffer("Input", mParamBuffer);
  957. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  958. }
  959. void FXAAMat::_initVariations(ShaderVariations& variations)
  960. {
  961. // Do nothing
  962. }
  963. void FXAAMat::execute(const SPtr<Texture>& source, const SPtr<RenderTarget>& destination)
  964. {
  965. const TextureProperties& srcProps = source->getProperties();
  966. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  967. gFXAAParamDef.gInvTexSize.set(mParamBuffer, invTexSize);
  968. mInputTexture.set(source);
  969. RenderAPI& rapi = RenderAPI::instance();
  970. rapi.setRenderTarget(destination);
  971. gRendererUtility().setPass(mMaterial);
  972. gRendererUtility().setPassParams(mParamsSet);
  973. gRendererUtility().drawScreenQuad();
  974. }
  975. SSAOParamDef gSSAOParamDef;
  976. #define VARIATION(QUALITY) \
  977. ShaderVariation SSAOMat::VAR_Upsample_Final_Quality##QUALITY = ShaderVariation({ \
  978. ShaderVariation::Param("MIX_WITH_UPSAMPLED", true), \
  979. ShaderVariation::Param("FINAL_AO", true), \
  980. ShaderVariation::Param("QUALITY", QUALITY) \
  981. }); \
  982. ShaderVariation SSAOMat::VAR_Upsample_NoFinal_Quality##QUALITY = ShaderVariation({ \
  983. ShaderVariation::Param("MIX_WITH_UPSAMPLED", true), \
  984. ShaderVariation::Param("FINAL_AO", false), \
  985. ShaderVariation::Param("QUALITY", QUALITY) \
  986. }); \
  987. ShaderVariation SSAOMat::VAR_NoUpsample_Final_Quality##QUALITY = ShaderVariation({ \
  988. ShaderVariation::Param("MIX_WITH_UPSAMPLED", false), \
  989. ShaderVariation::Param("FINAL_AO", true), \
  990. ShaderVariation::Param("QUALITY", QUALITY) \
  991. }); \
  992. ShaderVariation SSAOMat::VAR_NoUpsample_NoFinal_Quality##QUALITY = ShaderVariation({ \
  993. ShaderVariation::Param("MIX_WITH_UPSAMPLED", false), \
  994. ShaderVariation::Param("FINAL_AO", false), \
  995. ShaderVariation::Param("QUALITY", QUALITY) \
  996. });
  997. VARIATION(0)
  998. VARIATION(1)
  999. VARIATION(2)
  1000. VARIATION(3)
  1001. VARIATION(4)
  1002. #undef VARIATION
  1003. SSAOMat::SSAOMat()
  1004. {
  1005. bool isFinal = mVariation.getBool("FINAL_AO");
  1006. bool mixWithUpsampled = mVariation.getBool("MIX_WITH_UPSAMPLED");
  1007. mParamBuffer = gSSAOParamDef.createBuffer();
  1008. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1009. gpuParams->setParamBlockBuffer("Input", mParamBuffer);
  1010. if (isFinal)
  1011. {
  1012. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  1013. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNormalsTex", mNormalsTexture);
  1014. }
  1015. if(!isFinal || mixWithUpsampled)
  1016. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSetupAO", mSetupAOTexture);
  1017. if(mixWithUpsampled)
  1018. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDownsampledAO", mDownsampledAOTexture);
  1019. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gRandomTex", mRandomTexture);
  1020. SAMPLER_STATE_DESC inputSampDesc;
  1021. inputSampDesc.minFilter = FO_POINT;
  1022. inputSampDesc.magFilter = FO_POINT;
  1023. inputSampDesc.mipFilter = FO_POINT;
  1024. inputSampDesc.addressMode.u = TAM_CLAMP;
  1025. inputSampDesc.addressMode.v = TAM_CLAMP;
  1026. inputSampDesc.addressMode.w = TAM_CLAMP;
  1027. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  1028. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp"))
  1029. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  1030. else
  1031. {
  1032. if (isFinal)
  1033. {
  1034. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthTex", inputSampState);
  1035. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gNormalsTex", inputSampState);
  1036. }
  1037. if(!isFinal || mixWithUpsampled)
  1038. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gSetupAO", inputSampState);
  1039. if(mixWithUpsampled)
  1040. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDownsampledAO", inputSampState);
  1041. }
  1042. SAMPLER_STATE_DESC randomSampDesc;
  1043. randomSampDesc.minFilter = FO_POINT;
  1044. randomSampDesc.magFilter = FO_POINT;
  1045. randomSampDesc.mipFilter = FO_POINT;
  1046. randomSampDesc.addressMode.u = TAM_WRAP;
  1047. randomSampDesc.addressMode.v = TAM_WRAP;
  1048. randomSampDesc.addressMode.w = TAM_WRAP;
  1049. SPtr<SamplerState> randomSampState = SamplerState::create(randomSampDesc);
  1050. setSamplerState(gpuParams, GPT_FRAGMENT_PROGRAM, "gRandomSamp", "gRandomTex", randomSampState);
  1051. }
  1052. void SSAOMat::_initVariations(ShaderVariations& variations)
  1053. {
  1054. #define VARIATION(QUALITY) \
  1055. variations.add(VAR_Upsample_Final_Quality##QUALITY); \
  1056. variations.add(VAR_Upsample_NoFinal_Quality##QUALITY); \
  1057. variations.add(VAR_NoUpsample_Final_Quality##QUALITY); \
  1058. variations.add(VAR_NoUpsample_NoFinal_Quality##QUALITY); \
  1059. VARIATION(0)
  1060. VARIATION(1)
  1061. VARIATION(2)
  1062. VARIATION(3)
  1063. VARIATION(4)
  1064. #undef VARIATION
  1065. }
  1066. void SSAOMat::execute(const RendererView& view, const SSAOTextureInputs& textures,
  1067. const SPtr<RenderTexture>& destination, const AmbientOcclusionSettings& settings)
  1068. {
  1069. // Scale that can be used to adjust how quickly does AO radius increase with downsampled AO. This yields a very
  1070. // small AO radius at highest level, and very large radius at lowest level
  1071. static const float DOWNSAMPLE_SCALE = 4.0f;
  1072. const RendererViewProperties& viewProps = view.getProperties();
  1073. const RenderTargetProperties& rtProps = destination->getProperties();
  1074. Vector2 tanHalfFOV;
  1075. tanHalfFOV.x = 1.0f / viewProps.projTransform[0][0];
  1076. tanHalfFOV.y = 1.0f / viewProps.projTransform[1][1];
  1077. float cotHalfFOV = viewProps.projTransform[0][0];
  1078. // Downsampled AO uses a larger AO radius (in higher resolutions this would cause too much cache trashing). This
  1079. // means if only full res AO is used, then only AO from nearby geometry will be calculated.
  1080. float viewScale = viewProps.viewRect.width / (float)rtProps.width;
  1081. // Ramp up the radius exponentially. c^log2(x) function chosen arbitrarily, as it ramps up the radius in a nice way
  1082. float scale = pow(DOWNSAMPLE_SCALE, Math::log2(viewScale));
  1083. // Determine maximum radius scale (division by 4 because we don't downsample more than quarter-size)
  1084. float maxScale = pow(DOWNSAMPLE_SCALE, Math::log2(4.0f));
  1085. // Normalize the scale in [0, 1] range
  1086. scale /= maxScale;
  1087. float radius = settings.radius * scale;
  1088. // Factors used for scaling the AO contribution with range
  1089. Vector2 fadeMultiplyAdd;
  1090. fadeMultiplyAdd.x = 1.0f / settings.fadeRange;
  1091. fadeMultiplyAdd.y = -settings.fadeDistance / settings.fadeRange;
  1092. gSSAOParamDef.gSampleRadius.set(mParamBuffer, radius);
  1093. gSSAOParamDef.gCotHalfFOV.set(mParamBuffer, cotHalfFOV);
  1094. gSSAOParamDef.gTanHalfFOV.set(mParamBuffer, tanHalfFOV);
  1095. gSSAOParamDef.gWorldSpaceRadiusMask.set(mParamBuffer, 1.0f);
  1096. gSSAOParamDef.gBias.set(mParamBuffer, (settings.bias * viewScale) / 1000.0f);
  1097. gSSAOParamDef.gFadeMultiplyAdd.set(mParamBuffer, fadeMultiplyAdd);
  1098. gSSAOParamDef.gPower.set(mParamBuffer, settings.power);
  1099. gSSAOParamDef.gIntensity.set(mParamBuffer, settings.intensity);
  1100. bool upsample = mVariation.getBool("MIX_WITH_UPSAMPLED");
  1101. if(upsample)
  1102. {
  1103. const TextureProperties& props = textures.aoDownsampled->getProperties();
  1104. Vector2 downsampledPixelSize;
  1105. downsampledPixelSize.x = 1.0f / props.getWidth();
  1106. downsampledPixelSize.y = 1.0f / props.getHeight();
  1107. gSSAOParamDef.gDownsampledPixelSize.set(mParamBuffer, downsampledPixelSize);
  1108. }
  1109. // Generate a scale which we need to use in order to achieve tiling
  1110. const TextureProperties& rndProps = textures.randomRotations->getProperties();
  1111. UINT32 rndWidth = rndProps.getWidth();
  1112. UINT32 rndHeight = rndProps.getHeight();
  1113. //// Multiple of random texture size, rounded up
  1114. UINT32 scaleWidth = (rtProps.width + rndWidth - 1) / rndWidth;
  1115. UINT32 scaleHeight = (rtProps.height + rndHeight - 1) / rndHeight;
  1116. Vector2 randomTileScale((float)scaleWidth, (float)scaleHeight);
  1117. gSSAOParamDef.gRandomTileScale.set(mParamBuffer, randomTileScale);
  1118. mSetupAOTexture.set(textures.aoSetup);
  1119. bool finalPass = mVariation.getBool("FINAL_AO");
  1120. if (finalPass)
  1121. {
  1122. mDepthTexture.set(textures.sceneDepth);
  1123. mNormalsTexture.set(textures.sceneNormals);
  1124. }
  1125. if (upsample)
  1126. mDownsampledAOTexture.set(textures.aoDownsampled);
  1127. mRandomTexture.set(textures.randomRotations);
  1128. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1129. mParamsSet->getGpuParams()->setParamBlockBuffer("PerCamera", perView);
  1130. RenderAPI& rapi = RenderAPI::instance();
  1131. rapi.setRenderTarget(destination);
  1132. gRendererUtility().setPass(mMaterial);
  1133. gRendererUtility().setPassParams(mParamsSet);
  1134. gRendererUtility().drawScreenQuad();
  1135. }
  1136. SSAOMat* SSAOMat::getVariation(bool upsample, bool finalPass, int quality)
  1137. {
  1138. #define PICK_MATERIAL(QUALITY) \
  1139. if(upsample) \
  1140. if(finalPass) \
  1141. return get(VAR_Upsample_Final_Quality##QUALITY); \
  1142. else \
  1143. return get(VAR_Upsample_NoFinal_Quality##QUALITY); \
  1144. else \
  1145. if(finalPass) \
  1146. return get(VAR_NoUpsample_Final_Quality##QUALITY); \
  1147. else \
  1148. return get(VAR_NoUpsample_NoFinal_Quality##QUALITY); \
  1149. switch(quality)
  1150. {
  1151. case 0:
  1152. PICK_MATERIAL(0)
  1153. case 1:
  1154. PICK_MATERIAL(1)
  1155. case 2:
  1156. PICK_MATERIAL(2)
  1157. case 3:
  1158. PICK_MATERIAL(3)
  1159. default:
  1160. case 4:
  1161. PICK_MATERIAL(4)
  1162. }
  1163. #undef PICK_MATERIAL
  1164. }
  1165. SSAODownsampleParamDef gSSAODownsampleParamDef;
  1166. SSAODownsampleMat::SSAODownsampleMat()
  1167. {
  1168. mParamBuffer = gSSAODownsampleParamDef.createBuffer();
  1169. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1170. gpuParams->setParamBlockBuffer("Input", mParamBuffer);
  1171. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  1172. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNormalsTex", mNormalsTexture);
  1173. SAMPLER_STATE_DESC inputSampDesc;
  1174. inputSampDesc.minFilter = FO_LINEAR;
  1175. inputSampDesc.magFilter = FO_LINEAR;
  1176. inputSampDesc.mipFilter = FO_LINEAR;
  1177. inputSampDesc.addressMode.u = TAM_CLAMP;
  1178. inputSampDesc.addressMode.v = TAM_CLAMP;
  1179. inputSampDesc.addressMode.w = TAM_CLAMP;
  1180. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  1181. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp"))
  1182. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  1183. else
  1184. {
  1185. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthTex", inputSampState);
  1186. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gNormalsTex", inputSampState);
  1187. }
  1188. }
  1189. void SSAODownsampleMat::_initVariations(ShaderVariations& variations)
  1190. {
  1191. // Do nothing
  1192. }
  1193. void SSAODownsampleMat::execute(const RendererView& view, const SPtr<Texture>& depth, const SPtr<Texture>& normals,
  1194. const SPtr<RenderTexture>& destination, float depthRange)
  1195. {
  1196. const RendererViewProperties& viewProps = view.getProperties();
  1197. const RenderTargetProperties& rtProps = destination->getProperties();
  1198. Vector2 pixelSize;
  1199. pixelSize.x = 1.0f / rtProps.width;
  1200. pixelSize.y = 1.0f / rtProps.height;
  1201. float scale = viewProps.viewRect.width / (float)rtProps.width;
  1202. gSSAODownsampleParamDef.gPixelSize.set(mParamBuffer, pixelSize);
  1203. gSSAODownsampleParamDef.gInvDepthThreshold.set(mParamBuffer, (1.0f / depthRange) / scale);
  1204. mDepthTexture.set(depth);
  1205. mNormalsTexture.set(normals);
  1206. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1207. mParamsSet->getGpuParams()->setParamBlockBuffer("PerCamera", perView);
  1208. RenderAPI& rapi = RenderAPI::instance();
  1209. rapi.setRenderTarget(destination);
  1210. gRendererUtility().setPass(mMaterial);
  1211. gRendererUtility().setPassParams(mParamsSet);
  1212. gRendererUtility().drawScreenQuad();
  1213. }
  1214. SSAOBlurParamDef gSSAOBlurParamDef;
  1215. ShaderVariation SSAOBlurMat::VAR_Vertical = ShaderVariation({
  1216. ShaderVariation::Param("DIR_HORZ", false)
  1217. });
  1218. ShaderVariation SSAOBlurMat::VAR_Horizontal = ShaderVariation({
  1219. ShaderVariation::Param("DIR_HORZ", true)
  1220. });
  1221. SSAOBlurMat::SSAOBlurMat()
  1222. {
  1223. mParamBuffer = gSSAOBlurParamDef.createBuffer();
  1224. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1225. gpuParams->setParamBlockBuffer("Input", mParamBuffer);
  1226. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mAOTexture);
  1227. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  1228. SAMPLER_STATE_DESC inputSampDesc;
  1229. inputSampDesc.minFilter = FO_POINT;
  1230. inputSampDesc.magFilter = FO_POINT;
  1231. inputSampDesc.mipFilter = FO_POINT;
  1232. inputSampDesc.addressMode.u = TAM_CLAMP;
  1233. inputSampDesc.addressMode.v = TAM_CLAMP;
  1234. inputSampDesc.addressMode.w = TAM_CLAMP;
  1235. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  1236. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp"))
  1237. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  1238. else
  1239. {
  1240. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputTex", inputSampState);
  1241. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthTex", inputSampState);
  1242. }
  1243. }
  1244. void SSAOBlurMat::_initVariations(ShaderVariations& variations)
  1245. {
  1246. variations.add(VAR_Horizontal);
  1247. variations.add(VAR_Vertical);
  1248. }
  1249. void SSAOBlurMat::execute(const RendererView& view, const SPtr<Texture>& ao, const SPtr<Texture>& depth,
  1250. const SPtr<RenderTexture>& destination, float depthRange)
  1251. {
  1252. const RendererViewProperties& viewProps = view.getProperties();
  1253. const TextureProperties& texProps = ao->getProperties();
  1254. Vector2 pixelSize;
  1255. pixelSize.x = 1.0f / texProps.getWidth();
  1256. pixelSize.y = 1.0f / texProps.getHeight();
  1257. Vector2 pixelOffset(BsZero);
  1258. if (mVariation.getBool("DIR_HORZ"))
  1259. pixelOffset.x = pixelSize.x;
  1260. else
  1261. pixelOffset.y = pixelSize.y;
  1262. float scale = viewProps.viewRect.width / (float)texProps.getWidth();
  1263. gSSAOBlurParamDef.gPixelSize.set(mParamBuffer, pixelSize);
  1264. gSSAOBlurParamDef.gPixelOffset.set(mParamBuffer, pixelOffset);
  1265. gSSAOBlurParamDef.gInvDepthThreshold.set(mParamBuffer, (1.0f / depthRange) / scale);
  1266. mAOTexture.set(ao);
  1267. mDepthTexture.set(depth);
  1268. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1269. mParamsSet->getGpuParams()->setParamBlockBuffer("PerCamera", perView);
  1270. RenderAPI& rapi = RenderAPI::instance();
  1271. rapi.setRenderTarget(destination);
  1272. gRendererUtility().setPass(mMaterial);
  1273. gRendererUtility().setPassParams(mParamsSet);
  1274. gRendererUtility().drawScreenQuad();
  1275. }
  1276. SSAOBlurMat* SSAOBlurMat::getVariation(bool horizontal)
  1277. {
  1278. if (horizontal)
  1279. return get(VAR_Horizontal);
  1280. return get(VAR_Vertical);
  1281. }
  1282. SSRStencilParamDef gSSRStencilParamDef;
  1283. ShaderVariation SSRStencilMat::VAR_FullMSAA = ShaderVariation({
  1284. ShaderVariation::Param("MSAA_COUNT", 2)
  1285. });
  1286. ShaderVariation SSRStencilMat::VAR_SingleMSAA = ShaderVariation({
  1287. ShaderVariation::Param("MSAA_COUNT", 2),
  1288. ShaderVariation::Param("MSAA_RESOLVE_0TH", true)
  1289. });
  1290. ShaderVariation SSRStencilMat::VAR_NoMSAA = ShaderVariation({
  1291. ShaderVariation::Param("MSAA_COUNT", 1)
  1292. });
  1293. SSRStencilMat::SSRStencilMat()
  1294. :mGBufferParams(mMaterial, mParamsSet)
  1295. {
  1296. mParamBuffer = gSSRStencilParamDef.createBuffer();
  1297. mParamsSet->getGpuParams()->setParamBlockBuffer("Input", mParamBuffer);
  1298. }
  1299. void SSRStencilMat::_initVariations(ShaderVariations& variations)
  1300. {
  1301. variations.add(VAR_FullMSAA);
  1302. variations.add(VAR_SingleMSAA);
  1303. variations.add(VAR_NoMSAA);
  1304. }
  1305. void SSRStencilMat::execute(const RendererView& view, GBufferTextures gbuffer,
  1306. const ScreenSpaceReflectionsSettings& settings)
  1307. {
  1308. mGBufferParams.bind(gbuffer);
  1309. Vector2 roughnessScaleBias = SSRTraceMat::calcRoughnessFadeScaleBias(settings.maxRoughness);
  1310. gSSRStencilParamDef.gRoughnessScaleBias.set(mParamBuffer, roughnessScaleBias);
  1311. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1312. mParamsSet->getGpuParams()->setParamBlockBuffer("PerCamera", perView);
  1313. const RendererViewProperties& viewProps = view.getProperties();
  1314. const Rect2I& viewRect = viewProps.viewRect;
  1315. gRendererUtility().setPass(mMaterial);
  1316. gRendererUtility().setPassParams(mParamsSet);
  1317. if(viewProps.numSamples > 1)
  1318. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)viewRect.width, (float)viewRect.height));
  1319. else
  1320. gRendererUtility().drawScreenQuad();
  1321. }
  1322. SSRStencilMat* SSRStencilMat::getVariation(bool msaa, bool singleSampleMSAA)
  1323. {
  1324. if (msaa)
  1325. {
  1326. if (singleSampleMSAA)
  1327. return get(VAR_SingleMSAA);
  1328. return get(VAR_FullMSAA);
  1329. }
  1330. else
  1331. return get(VAR_NoMSAA);
  1332. }
  1333. SSRTraceParamDef gSSRTraceParamDef;
  1334. #define VARIATION(QUALITY) \
  1335. ShaderVariation SSRTraceMat::VAR_NoMSAA_Quality##QUALITY = ShaderVariation({ \
  1336. ShaderVariation::Param("MSAA_COUNT", 1), \
  1337. ShaderVariation::Param("QUALITY", QUALITY) \
  1338. }); \
  1339. ShaderVariation SSRTraceMat::VAR_FullMSAA_Quality##QUALITY = ShaderVariation({ \
  1340. ShaderVariation::Param("MSAA_COUNT", 2), \
  1341. ShaderVariation::Param("QUALITY", QUALITY) \
  1342. }); \
  1343. ShaderVariation SSRTraceMat::VAR_SingleMSAA_Quality##QUALITY = ShaderVariation({ \
  1344. ShaderVariation::Param("MSAA_COUNT", 2), \
  1345. ShaderVariation::Param("MSAA_RESOLVE_0TH", true), \
  1346. ShaderVariation::Param("QUALITY", QUALITY) \
  1347. }); \
  1348. VARIATION(0)
  1349. VARIATION(1)
  1350. VARIATION(2)
  1351. VARIATION(3)
  1352. VARIATION(4)
  1353. #undef VARIATION
  1354. SSRTraceMat::SSRTraceMat()
  1355. :mGBufferParams(mMaterial, mParamsSet)
  1356. {
  1357. mParamBuffer = gSSRTraceParamDef.createBuffer();
  1358. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1359. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneColor", mSceneColorTexture);
  1360. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHiZ", mHiZTexture);
  1361. if(gpuParams->hasParamBlock(GPT_FRAGMENT_PROGRAM, "Input"))
  1362. gpuParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "Input", mParamBuffer);
  1363. SAMPLER_STATE_DESC desc;
  1364. desc.minFilter = FO_POINT;
  1365. desc.magFilter = FO_POINT;
  1366. desc.mipFilter = FO_POINT;
  1367. desc.addressMode.u = TAM_CLAMP;
  1368. desc.addressMode.v = TAM_CLAMP;
  1369. desc.addressMode.w = TAM_CLAMP;
  1370. SPtr<SamplerState> hiZSamplerState = SamplerState::create(desc);
  1371. if (gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZSamp"))
  1372. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZSamp", hiZSamplerState);
  1373. else if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZ"))
  1374. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZ", hiZSamplerState);
  1375. }
  1376. void SSRTraceMat::_initVariations(ShaderVariations& variations)
  1377. {
  1378. #define VARIATION(QUALITY) \
  1379. variations.add(VAR_NoMSAA_Quality##QUALITY); \
  1380. variations.add(VAR_FullMSAA_Quality##QUALITY); \
  1381. variations.add(VAR_SingleMSAA_Quality##QUALITY); \
  1382. VARIATION(0)
  1383. VARIATION(1)
  1384. VARIATION(2)
  1385. VARIATION(3)
  1386. VARIATION(4)
  1387. #undef VARIATION
  1388. }
  1389. void SSRTraceMat::execute(const RendererView& view, GBufferTextures gbuffer, const SPtr<Texture>& sceneColor,
  1390. const SPtr<Texture>& hiZ, const ScreenSpaceReflectionsSettings& settings,
  1391. const SPtr<RenderTarget>& destination)
  1392. {
  1393. const RendererViewProperties& viewProps = view.getProperties();
  1394. const TextureProperties& hiZProps = hiZ->getProperties();
  1395. mGBufferParams.bind(gbuffer);
  1396. mSceneColorTexture.set(sceneColor);
  1397. mHiZTexture.set(hiZ);
  1398. Rect2I viewRect = viewProps.viewRect;
  1399. // Maps from NDC to UV [0, 1]
  1400. Vector4 ndcToHiZUV;
  1401. ndcToHiZUV.x = 0.5f;
  1402. ndcToHiZUV.y = -0.5f;
  1403. ndcToHiZUV.z = 0.5f;
  1404. ndcToHiZUV.w = 0.5f;
  1405. // Either of these flips the Y axis, but if they're both true they cancel out
  1406. RenderAPI& rapi = RenderAPI::instance();
  1407. const RenderAPIInfo& rapiInfo = rapi.getAPIInfo();
  1408. if (rapiInfo.isFlagSet(RenderAPIFeatureFlag::UVYAxisUp) ^ rapiInfo.isFlagSet(RenderAPIFeatureFlag::NDCYAxisDown))
  1409. ndcToHiZUV.y = -ndcToHiZUV.y;
  1410. // Maps from [0, 1] to area of HiZ where depth is stored in
  1411. ndcToHiZUV.x *= (float)viewRect.width / hiZProps.getWidth();
  1412. ndcToHiZUV.y *= (float)viewRect.height / hiZProps.getHeight();
  1413. ndcToHiZUV.z *= (float)viewRect.width / hiZProps.getWidth();
  1414. ndcToHiZUV.w *= (float)viewRect.height / hiZProps.getHeight();
  1415. // Maps from HiZ UV to [0, 1] UV
  1416. Vector2 HiZUVToScreenUV;
  1417. HiZUVToScreenUV.x = hiZProps.getWidth() / (float)viewRect.width;
  1418. HiZUVToScreenUV.y = hiZProps.getHeight() / (float)viewRect.height;
  1419. // Used for roughness fading
  1420. Vector2 roughnessScaleBias = calcRoughnessFadeScaleBias(settings.maxRoughness);
  1421. UINT32 temporalJitter = (viewProps.frameIdx % 8) * 1503;
  1422. Vector2I bufferSize(viewRect.width, viewRect.height);
  1423. gSSRTraceParamDef.gHiZSize.set(mParamBuffer, bufferSize);
  1424. gSSRTraceParamDef.gHiZNumMips.set(mParamBuffer, hiZProps.getNumMipmaps());
  1425. gSSRTraceParamDef.gNDCToHiZUV.set(mParamBuffer, ndcToHiZUV);
  1426. gSSRTraceParamDef.gHiZUVToScreenUV.set(mParamBuffer, HiZUVToScreenUV);
  1427. gSSRTraceParamDef.gIntensity.set(mParamBuffer, settings.intensity);
  1428. gSSRTraceParamDef.gRoughnessScaleBias.set(mParamBuffer, roughnessScaleBias);
  1429. gSSRTraceParamDef.gTemporalJitter.set(mParamBuffer, temporalJitter);
  1430. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1431. mParamsSet->getGpuParams()->setParamBlockBuffer("PerCamera", perView);
  1432. rapi.setRenderTarget(destination, FBT_DEPTH);
  1433. gRendererUtility().setPass(mMaterial);
  1434. gRendererUtility().setPassParams(mParamsSet);
  1435. if(viewProps.numSamples > 1)
  1436. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)viewRect.width, (float)viewRect.height));
  1437. else
  1438. gRendererUtility().drawScreenQuad();
  1439. }
  1440. Vector2 SSRTraceMat::calcRoughnessFadeScaleBias(float maxRoughness)
  1441. {
  1442. const static float RANGE_SCALE = 2.0f;
  1443. Vector2 scaleBias;
  1444. scaleBias.x = -RANGE_SCALE / (-1.0f + maxRoughness);
  1445. scaleBias.y = (RANGE_SCALE * maxRoughness) / (-1.0f + maxRoughness);
  1446. return scaleBias;
  1447. }
  1448. SSRTraceMat* SSRTraceMat::getVariation(UINT32 quality, bool msaa, bool singleSampleMSAA)
  1449. {
  1450. #define PICK_MATERIAL(QUALITY) \
  1451. if(msaa) \
  1452. if(singleSampleMSAA) \
  1453. return get(VAR_SingleMSAA_Quality##QUALITY); \
  1454. else \
  1455. return get(VAR_FullMSAA_Quality##QUALITY); \
  1456. else \
  1457. return get(VAR_NoMSAA_Quality##QUALITY); \
  1458. switch(quality)
  1459. {
  1460. case 0:
  1461. PICK_MATERIAL(0)
  1462. case 1:
  1463. PICK_MATERIAL(1)
  1464. case 2:
  1465. PICK_MATERIAL(2)
  1466. case 3:
  1467. PICK_MATERIAL(3)
  1468. default:
  1469. case 4:
  1470. PICK_MATERIAL(4)
  1471. }
  1472. #undef PICK_MATERIAL
  1473. }
  1474. TemporalResolveParamDef gTemporalResolveParamDef;
  1475. SSRResolveParamDef gSSRResolveParamDef;
  1476. ShaderVariation SSRResolveMat::VAR_MSAA = ShaderVariation({
  1477. ShaderVariation::Param("MSAA", true)
  1478. });
  1479. ShaderVariation SSRResolveMat::VAR_NoMSAA = ShaderVariation({
  1480. ShaderVariation::Param("MSAA", false)
  1481. });
  1482. SSRResolveMat::SSRResolveMat()
  1483. {
  1484. mSSRParamBuffer = gSSRResolveParamDef.createBuffer();
  1485. mTemporalParamBuffer = gTemporalResolveParamDef.createBuffer();
  1486. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1487. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneDepth", mSceneDepthTexture);
  1488. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneColor", mSceneColorTexture);
  1489. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gPrevColor", mPrevColorTexture);
  1490. gpuParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "Input", mSSRParamBuffer);
  1491. gpuParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "TemporalInput", mTemporalParamBuffer);
  1492. SAMPLER_STATE_DESC pointSampDesc;
  1493. pointSampDesc.minFilter = FO_POINT;
  1494. pointSampDesc.magFilter = FO_POINT;
  1495. pointSampDesc.mipFilter = FO_POINT;
  1496. pointSampDesc.addressMode.u = TAM_CLAMP;
  1497. pointSampDesc.addressMode.v = TAM_CLAMP;
  1498. pointSampDesc.addressMode.w = TAM_CLAMP;
  1499. SPtr<SamplerState> pointSampState = SamplerState::create(pointSampDesc);
  1500. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gPointSampler"))
  1501. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gPointSampler", pointSampState);
  1502. else
  1503. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gSceneDepth", pointSampState);
  1504. SAMPLER_STATE_DESC linearSampDesc;
  1505. linearSampDesc.minFilter = FO_POINT;
  1506. linearSampDesc.magFilter = FO_POINT;
  1507. linearSampDesc.mipFilter = FO_POINT;
  1508. linearSampDesc.addressMode.u = TAM_CLAMP;
  1509. linearSampDesc.addressMode.v = TAM_CLAMP;
  1510. linearSampDesc.addressMode.w = TAM_CLAMP;
  1511. SPtr<SamplerState> linearSampState = SamplerState::create(linearSampDesc);
  1512. if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gLinearSampler"))
  1513. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gLinearSampler", linearSampState);
  1514. else
  1515. {
  1516. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gSceneColor", linearSampState);
  1517. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gPrevColor", linearSampState);
  1518. }
  1519. }
  1520. void SSRResolveMat::_initVariations(ShaderVariations& variations)
  1521. {
  1522. variations.add(VAR_NoMSAA);
  1523. variations.add(VAR_MSAA);
  1524. }
  1525. void SSRResolveMat::execute(const RendererView& view, const SPtr<Texture>& prevFrame,
  1526. const SPtr<Texture>& curFrame, const SPtr<Texture>& sceneDepth, const SPtr<RenderTarget>& destination)
  1527. {
  1528. // Note: This shader should not be called when temporal AA is turned on
  1529. // Note: This shader doesn't have velocity texture enabled and will only account for camera movement (can be easily
  1530. // enabled when velocity texture is added)
  1531. // - WHen added, velocity should use a 16-bit SNORM format
  1532. mPrevColorTexture.set(prevFrame);
  1533. mSceneColorTexture.set(curFrame);
  1534. mSceneDepthTexture.set(sceneDepth);
  1535. auto& colorProps = curFrame->getProperties(); // Assuming prev and current frame are the same size
  1536. auto& depthProps = sceneDepth->getProperties();
  1537. Vector2 colorPixelSize(1.0f / colorProps.getWidth(), 1.0f / colorProps.getHeight());
  1538. Vector2 depthPixelSize(1.0f / depthProps.getWidth(), 1.0f / depthProps.getHeight());
  1539. gSSRResolveParamDef.gSceneColorTexelSize.set(mSSRParamBuffer, colorPixelSize);
  1540. gSSRResolveParamDef.gSceneDepthTexelSize.set(mSSRParamBuffer, depthPixelSize);
  1541. gSSRResolveParamDef.gManualExposure.set(mSSRParamBuffer, 1.0f);
  1542. // Generate samples
  1543. // Note: Move this code to a more general spot where it can be used by other temporal shaders.
  1544. float sampleWeights[9];
  1545. float sampleWeightsLowPass[9];
  1546. float totalWeights = 0.0f;
  1547. float totalWeightsLowPass = 0.0f;
  1548. Vector2 jitter(BsZero); // Only relevant for general case, not using this type of jitter for SSR
  1549. // Weights are generated using an exponential fit to Blackman-Harris 3.3
  1550. bool useYCoCg = false; // Only relevant for general case, not using it for SSR
  1551. float sharpness = 1.0f; // Make this a customizable parameter eventually
  1552. if(useYCoCg)
  1553. {
  1554. static const Vector2 sampleOffsets[] =
  1555. {
  1556. { 0.0f, -1.0f },
  1557. { -1.0f, 0.0f },
  1558. { 0.0f, 0.0f },
  1559. { 1.0f, 0.0f },
  1560. { 0.0f, 1.0f },
  1561. };
  1562. for (UINT32 i = 0; i < 5; ++i)
  1563. {
  1564. // Get rid of jitter introduced by the projection matrix
  1565. Vector2 offset = sampleOffsets[i] - jitter;
  1566. offset *= 1.0f + sharpness * 0.5f;
  1567. sampleWeights[i] = exp(-2.29f * offset.dot(offset));
  1568. totalWeights += sampleWeights[i];
  1569. }
  1570. for (UINT32 i = 5; i < 9; ++i)
  1571. sampleWeights[i] = 0.0f;
  1572. memset(sampleWeightsLowPass, 0, sizeof(sampleWeightsLowPass));
  1573. totalWeightsLowPass = 1.0f;
  1574. }
  1575. else
  1576. {
  1577. static const Vector2 sampleOffsets[] =
  1578. {
  1579. { -1.0f, -1.0f },
  1580. { 0.0f, -1.0f },
  1581. { 1.0f, -1.0f },
  1582. { -1.0f, 0.0f },
  1583. { 0.0f, 0.0f },
  1584. { 1.0f, 0.0f },
  1585. { -1.0f, 1.0f },
  1586. { 0.0f, 1.0f },
  1587. { 1.0f, 1.0f },
  1588. };
  1589. for (UINT32 i = 0; i < 9; ++i)
  1590. {
  1591. // Get rid of jitter introduced by the projection matrix
  1592. Vector2 offset = sampleOffsets[i] - jitter;
  1593. offset *= 1.0f + sharpness * 0.5f;
  1594. sampleWeights[i] = exp(-2.29f * offset.dot(offset));
  1595. totalWeights += sampleWeights[i];
  1596. // Low pass
  1597. offset *= 0.25f;
  1598. sampleWeightsLowPass[i] = exp(-2.29f * offset.dot(offset));
  1599. totalWeightsLowPass += sampleWeightsLowPass[i];
  1600. }
  1601. }
  1602. for (UINT32 i = 0; i < 9; ++i)
  1603. {
  1604. gTemporalResolveParamDef.gSampleWeights.set(mTemporalParamBuffer, sampleWeights[i] / totalWeights, i);
  1605. gTemporalResolveParamDef.gSampleWeightsLowpass.set(mTemporalParamBuffer, sampleWeightsLowPass[i] / totalWeightsLowPass, i);
  1606. }
  1607. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1608. mParamsSet->getGpuParams()->setParamBlockBuffer("PerCamera", perView);
  1609. RenderAPI& rapi = RenderAPI::instance();
  1610. rapi.setRenderTarget(destination);
  1611. const RendererViewProperties& viewProps = view.getProperties();
  1612. const Rect2I& viewRect = viewProps.viewRect;
  1613. gRendererUtility().setPass(mMaterial);
  1614. gRendererUtility().setPassParams(mParamsSet);
  1615. if(viewProps.numSamples > 1)
  1616. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)viewRect.width, (float)viewRect.height));
  1617. else
  1618. gRendererUtility().drawScreenQuad();
  1619. }
  1620. SSRResolveMat* SSRResolveMat::getVariation(bool msaa)
  1621. {
  1622. if (msaa)
  1623. return get(VAR_MSAA);
  1624. else
  1625. return get(VAR_NoMSAA);
  1626. }
  1627. EncodeDepthParamDef gEncodeDepthParamDef;
  1628. EncodeDepthMat::EncodeDepthMat()
  1629. {
  1630. mParamBuffer = gEncodeDepthParamDef.createBuffer();
  1631. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1632. gpuParams->setParamBlockBuffer("Params", mParamBuffer);
  1633. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  1634. SAMPLER_STATE_DESC sampDesc;
  1635. sampDesc.minFilter = FO_POINT;
  1636. sampDesc.magFilter = FO_POINT;
  1637. sampDesc.mipFilter = FO_POINT;
  1638. sampDesc.addressMode.u = TAM_CLAMP;
  1639. sampDesc.addressMode.v = TAM_CLAMP;
  1640. sampDesc.addressMode.w = TAM_CLAMP;
  1641. SPtr<SamplerState> samplerState = SamplerState::create(sampDesc);
  1642. setSamplerState(gpuParams, GPT_FRAGMENT_PROGRAM, "gInputSamp", "gInputTex", samplerState);
  1643. }
  1644. void EncodeDepthMat::_initVariations(ShaderVariations& variations)
  1645. {
  1646. // Do nothing
  1647. }
  1648. void EncodeDepthMat::execute(const SPtr<Texture>& depth, float near, float far, const SPtr<RenderTarget>& output)
  1649. {
  1650. mInputTexture.set(depth);
  1651. gEncodeDepthParamDef.gNear.set(mParamBuffer, near);
  1652. gEncodeDepthParamDef.gFar.set(mParamBuffer, far);
  1653. RenderAPI& rapi = RenderAPI::instance();
  1654. rapi.setRenderTarget(output, 0, RT_COLOR0);
  1655. gRendererUtility().setPass(mMaterial);
  1656. gRendererUtility().setPassParams(mParamsSet);
  1657. gRendererUtility().drawScreenQuad();
  1658. }
  1659. ShaderVariation MSAACoverageMat::VAR_2x = ShaderVariation({
  1660. ShaderVariation::Param("MSAA_COUNT", 2)
  1661. });
  1662. ShaderVariation MSAACoverageMat::VAR_4x = ShaderVariation({
  1663. ShaderVariation::Param("MSAA_COUNT", 4)
  1664. });
  1665. ShaderVariation MSAACoverageMat::VAR_8x = ShaderVariation({
  1666. ShaderVariation::Param("MSAA_COUNT", 8)
  1667. });
  1668. MSAACoverageMat::MSAACoverageMat()
  1669. :mGBufferParams(mMaterial, mParamsSet)
  1670. { }
  1671. void MSAACoverageMat::_initVariations(ShaderVariations& variations)
  1672. {
  1673. variations.add(VAR_2x);
  1674. variations.add(VAR_4x);
  1675. variations.add(VAR_8x);
  1676. }
  1677. void MSAACoverageMat::execute(const RendererView& view, GBufferTextures gbuffer)
  1678. {
  1679. mGBufferParams.bind(gbuffer);
  1680. const Rect2I& viewRect = view.getProperties().viewRect;
  1681. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1682. mParamsSet->getGpuParams()->setParamBlockBuffer("PerCamera", perView);
  1683. gRendererUtility().setPass(mMaterial);
  1684. gRendererUtility().setPassParams(mParamsSet);
  1685. gRendererUtility().drawScreenQuad(Rect2(0, 0, (float)viewRect.width, (float)viewRect.height));
  1686. }
  1687. MSAACoverageMat* MSAACoverageMat::getVariation(UINT32 msaaCount)
  1688. {
  1689. switch(msaaCount)
  1690. {
  1691. case 2:
  1692. return get(VAR_2x);
  1693. case 4:
  1694. return get(VAR_4x);
  1695. case 8:
  1696. default:
  1697. return get(VAR_8x);
  1698. }
  1699. }
  1700. MSAACoverageStencilMat::MSAACoverageStencilMat()
  1701. {
  1702. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  1703. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMSAACoverage", mCoverageTexParam);
  1704. }
  1705. void MSAACoverageStencilMat::_initVariations(ShaderVariations& variations)
  1706. {
  1707. // Do nothing
  1708. }
  1709. void MSAACoverageStencilMat::execute(const RendererView& view, const SPtr<Texture>& coverage)
  1710. {
  1711. const Rect2I& viewRect = view.getProperties().viewRect;
  1712. mCoverageTexParam.set(coverage);
  1713. gRendererUtility().setPass(mMaterial);
  1714. gRendererUtility().setPassParams(mParamsSet);
  1715. gRendererUtility().drawScreenQuad(Rect2(0, 0, (float)viewRect.width, (float)viewRect.height));
  1716. }
  1717. }}