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Make some EngineAssets plain PNGs

Panagiotis Christopoulos Charitos 4 năm trước cách đây
mục cha
commit
f69e1bf92a

+ 1 - 1
AnKi/Renderer/FinalComposite.cpp

@@ -41,7 +41,7 @@ Error FinalComposite::initInternal(const ConfigSet& config)
 	m_fbDescr.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::DONT_CARE;
 	m_fbDescr.bake();
 
-	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoiseRgb864x64.png", m_blueNoise));
+	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_64x64.png", m_blueNoise));
 
 	// Progs
 	ANKI_CHECK(getResourceManager().loadResource("Shaders/FinalComposite.ankiprog", m_prog));

+ 1 - 1
AnKi/Renderer/RtShadows.cpp

@@ -38,7 +38,7 @@ Error RtShadows::initInternal(const ConfigSet& cfg)
 	m_useSvgf = cfg.getNumberU8("r_rtShadowsSvgf") != 0;
 	m_atrousPassCount = cfg.getNumberU8("r_rtShadowsSvgfAtrousPassCount");
 
-	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoiseRgb864x64.png", m_blueNoiseImage));
+	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_64x64.png", m_blueNoiseImage));
 
 	// Ray gen program
 	{

+ 1 - 1
AnKi/Renderer/Ssao.cpp

@@ -21,7 +21,7 @@ Ssao::~Ssao()
 Error Ssao::initMain(const ConfigSet& config)
 {
 	// Noise
-	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoiseLdrRgb64x64.ankitex", m_main.m_noiseImage));
+	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_64x64.png", m_main.m_noiseImage));
 
 	// Shader
 	if(m_useCompute)

+ 8 - 0
AnKi/Renderer/Ssao.h

@@ -24,6 +24,7 @@ public:
 	Ssao(Renderer* r)
 		: RendererObject(r)
 	{
+		registerDebugRenderTarget("SsaoFinal");
 	}
 
 	~Ssao();
@@ -38,6 +39,13 @@ public:
 		return m_runCtx.m_rts[1];
 	}
 
+	void getDebugRenderTarget(CString rtName, RenderTargetHandle& handle,
+							  ShaderProgramPtr& optionalShaderProgram) const override
+	{
+		ANKI_ASSERT(rtName == "SsaoFinal");
+		handle = getRt();
+	}
+
 private:
 	static const Bool m_useNormal = false;
 	static const Bool m_useCompute = true;

+ 1 - 1
AnKi/Renderer/Ssgi.cpp

@@ -42,7 +42,7 @@ Error Ssgi::initInternal(const ConfigSet& cfg)
 	m_main.m_depthLod = min(cfg.getNumberU32("r_ssgiDepthLod"), m_r->getDepthDownscale().getMipmapCount() - 1);
 	m_main.m_firstStepPixels = 32;
 
-	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoiseRgb816x16.png", m_main.m_noiseImage));
+	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_16x16.png", m_main.m_noiseImage));
 
 	// Init main
 	{

+ 1 - 1
AnKi/Renderer/Ssr.cpp

@@ -38,7 +38,7 @@ Error Ssr::initInternal(const ConfigSet& cfg)
 	m_depthLod = cfg.getNumberU32("r_ssrDepthLod");
 	m_firstStepPixels = 32;
 
-	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoiseRgb816x16.png", m_noiseImage));
+	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_16x16.png", m_noiseImage));
 
 	// Create RTs
 	TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(

+ 1 - 1
AnKi/Renderer/VolumetricLightingAccumulation.cpp

@@ -42,7 +42,7 @@ Error VolumetricLightingAccumulation::init(const ConfigSet& config)
 		return Error::USER_DATA;
 	}
 
-	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoiseRgb864x64.png", m_noiseImage));
+	ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_64x64.png", m_noiseImage));
 
 	// Shaders
 	ANKI_CHECK(getResourceManager().loadResource("Shaders/VolumetricLightingAccumulation.ankiprog", m_prog));

+ 3 - 3
AnKi/Shaders/Ssao.glsl

@@ -42,7 +42,7 @@ layout(local_size_x = WORKGROUP_SIZE.x, local_size_y = WORKGROUP_SIZE.y, local_s
 layout(set = 0, binding = 5) writeonly uniform image2D out_img;
 #endif
 
-layout(push_constant, std140, row_major) uniform _pc
+layout(push_constant, std140, row_major) uniform b_pc
 {
 	Vec4 u_unprojectionParams;
 	Vec4 u_projectionMat;
@@ -53,7 +53,7 @@ layout(set = 0, binding = 0) uniform sampler u_linearAnyClampSampler;
 layout(set = 0, binding = 1) uniform sampler u_trilinearRepeatSampler;
 
 layout(set = 0, binding = 2) uniform texture2D u_depthRt;
-layout(set = 0, binding = 3) uniform texture2DArray u_noiseMap;
+layout(set = 0, binding = 3) uniform texture2D u_noiseMap;
 #if USE_NORMAL
 layout(set = 0, binding = 4) uniform texture2D u_msRt;
 #endif
@@ -78,7 +78,7 @@ Vec3 readNormal(Vec2 uv)
 Vec3 readRandom(Vec2 uv, F32 layer)
 {
 	const Vec2 tmp = Vec2(F32(FB_SIZE.x) / F32(NOISE_MAP_SIZE), F32(FB_SIZE.y) / F32(NOISE_MAP_SIZE));
-	const Vec3 r = textureLod(u_noiseMap, u_trilinearRepeatSampler, Vec3(tmp * uv, layer), 0.0).rgb;
+	const Vec3 r = textureLod(u_noiseMap, u_trilinearRepeatSampler, tmp * uv, 0.0).rgb;
 	return r;
 }
 

BIN
EngineAssets/BlueNoiseLdrRgb64x64.ankitex


BIN
EngineAssets/BlueNoiseRgb816x16.png


BIN
EngineAssets/BlueNoiseRgb864x64.png


BIN
EngineAssets/BlueNoise_Rgba8_16x16.png


BIN
EngineAssets/BlueNoise_Rgba8_64x64.png


+ 6 - 0
Samples/Common/Framework.cpp

@@ -94,6 +94,12 @@ Error SampleApp::userMainLoop(Bool& quit, Second elapsedTime)
 			(renderer.getCurrentDebugRenderTarget() == "GBuffer_normals") ? "" : "GBuffer_normals");
 	}
 
+	if(in.getKey(KeyCode::L) == 1)
+	{
+		renderer.setCurrentDebugRenderTarget((renderer.getCurrentDebugRenderTarget() == "SsaoFinal") ? ""
+																									 : "SsaoFinal");
+	}
+
 	if(in.getKey(KeyCode::H) == 1)
 	{
 		static U32 pressCount = 0;