// Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace anki { LightShading::LightShading(Renderer* r) : RendererObject(r) { } LightShading::~LightShading() { } Error LightShading::init(const ConfigSet& config) { ANKI_R_LOGI("Initializing light stage"); Error err = initLightShading(config); if(!err) { err = initApplyFog(config); } if(err) { ANKI_R_LOGE("Failed to init light stage"); } return err; } Error LightShading::initLightShading(const ConfigSet& config) { // Load shaders and programs ANKI_CHECK(getResourceManager().loadResource("shaders/LightShading.ankiprog", m_lightShading.m_prog)); ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog); variantInitInfo.addConstant("CLUSTER_COUNT_X", U32(m_r->getClusterCount()[0])); variantInitInfo.addConstant("CLUSTER_COUNT_Y", U32(m_r->getClusterCount()[1])); variantInitInfo.addConstant("CLUSTER_COUNT_Z", U32(m_r->getClusterCount()[2])); variantInitInfo.addConstant("CLUSTER_COUNT", U32(m_r->getClusterCount()[3])); variantInitInfo.addConstant("IR_MIPMAP_COUNT", U32(m_r->getProbeReflections().getReflectionTextureMipmapCount())); const ShaderProgramResourceVariant* variant; m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant); m_lightShading.m_grProg = variant->getProgram(); // Create RT descr m_lightShading.m_rtDescr = m_r->create2DRenderTargetDescription( m_r->getWidth(), m_r->getHeight(), LIGHT_SHADING_COLOR_ATTACHMENT_PIXEL_FORMAT, "Light Shading"); m_lightShading.m_rtDescr.bake(); // Create FB descr m_lightShading.m_fbDescr.m_colorAttachmentCount = 1; m_lightShading.m_fbDescr.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::DONT_CARE; m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::LOAD; m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::DONT_CARE; m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH; m_lightShading.m_fbDescr.bake(); return Error::NONE; } Error LightShading::initApplyFog(const ConfigSet& config) { // Load shaders and programs ANKI_CHECK(getResourceManager().loadResource("shaders/LightShadingApplyFog.ankiprog", m_applyFog.m_prog)); ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog); variantInitInfo.addConstant("FOG_LAST_CLASTER", m_r->getVolumetricFog().getFinalClusterInZ()); const ShaderProgramResourceVariant* variant; m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant); m_applyFog.m_grProg = variant->getProgram(); return Error::NONE; } void LightShading::run(RenderPassWorkContext& rgraphCtx) { const RenderingContext& ctx = *m_runCtx.m_ctx; CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer; const ClusterBinOut& rsrc = ctx.m_clusterBinOut; cmdb->setViewport(0, 0, m_r->getWidth(), m_r->getHeight()); // Do light shading first if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0) { cmdb->bindShaderProgram(m_lightShading.m_grProg); cmdb->setDepthWrite(false); // Bind all bindUniforms(cmdb, 0, 0, ctx.m_lightShadingUniformsToken); bindUniforms(cmdb, 0, 1, rsrc.m_pointLightsToken); bindUniforms(cmdb, 0, 2, rsrc.m_spotLightsToken); rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt()); bindUniforms(cmdb, 0, 4, rsrc.m_reflectionProbesToken); rgraphCtx.bindColorTexture(0, 5, m_r->getProbeReflections().getReflectionRt()); cmdb->bindTexture(0, 6, m_r->getProbeReflections().getIntegrationLut(), TextureUsageBit::SAMPLED_FRAGMENT); m_r->getGlobalIllumination().bindVolumeTextures(ctx, rgraphCtx, 0, 7); bindUniforms(cmdb, 0, 8, rsrc.m_globalIlluminationProbesToken); bindStorage(cmdb, 0, 9, rsrc.m_clustersToken); bindStorage(cmdb, 0, 10, rsrc.m_indicesToken); cmdb->bindSampler(0, 11, m_r->getSamplers().m_nearestNearestClamp); cmdb->bindSampler(0, 12, m_r->getSamplers().m_trilinearClamp); rgraphCtx.bindColorTexture(0, 13, m_r->getGBuffer().getColorRt(0)); rgraphCtx.bindColorTexture(0, 14, m_r->getGBuffer().getColorRt(1)); rgraphCtx.bindColorTexture(0, 15, m_r->getGBuffer().getColorRt(2)); rgraphCtx.bindTexture(0, 16, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)); rgraphCtx.bindColorTexture(0, 17, m_r->getSsr().getRt()); rgraphCtx.bindColorTexture(0, 18, m_r->getSsao().getRt()); rgraphCtx.bindColorTexture(0, 19, m_r->getSsgi().getRt()); rgraphCtx.bindColorTexture(0, 20, m_r->getShadowmapsResolve().getRt()); // Draw drawQuad(cmdb); } // Do the fog apply if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == rgraphCtx.m_secondLevelCommandBufferCount - 1u) { cmdb->bindShaderProgram(m_applyFog.m_grProg); // Bind all cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp); cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp); rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)); rgraphCtx.bindColorTexture(0, 3, m_r->getVolumetricFog().getRt()); struct PushConsts { ClustererMagicValues m_clustererMagic; Mat4 m_invViewProjMat; } regs; regs.m_clustererMagic = ctx.m_clusterBinOut.m_shaderMagicValues; regs.m_invViewProjMat = ctx.m_matrices.m_viewProjectionJitter.getInverse(); cmdb->setPushConstants(®s, sizeof(regs)); // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader) cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::SRC_ALPHA); drawQuad(cmdb); // Reset state cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO); } // Forward shading last m_r->getForwardShading().run(ctx, rgraphCtx); } void LightShading::populateRenderGraph(RenderingContext& ctx) { m_runCtx.m_ctx = &ctx; RenderGraphDescription& rgraph = ctx.m_renderGraphDescr; // Create RT m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr); // Create pass GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad."); pass.setWork( [](RenderPassWorkContext& rgraphCtx) { static_cast(rgraphCtx.m_userData)->run(rgraphCtx); }, this, computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_forwardShadingRenderables.getSize())); pass.setFramebufferInfo(m_lightShading.m_fbDescr, {{m_runCtx.m_rt}}, {m_r->getGBuffer().getDepthRt()}); // Light shading pass.newDependency({m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}); pass.newDependency({m_r->getGBuffer().getColorRt(0), TextureUsageBit::SAMPLED_FRAGMENT}); pass.newDependency({m_r->getGBuffer().getColorRt(1), TextureUsageBit::SAMPLED_FRAGMENT}); pass.newDependency({m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_FRAGMENT}); pass.newDependency({m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ, TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)}); pass.newDependency({m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_FRAGMENT}); pass.newDependency({m_r->getSsao().getRt(), TextureUsageBit::SAMPLED_FRAGMENT}); pass.newDependency({m_r->getSsgi().getRt(), TextureUsageBit::SAMPLED_FRAGMENT}); pass.newDependency({m_r->getShadowmapsResolve().getRt(), TextureUsageBit::SAMPLED_FRAGMENT}); // Refl & indirect pass.newDependency({m_r->getSsr().getRt(), TextureUsageBit::SAMPLED_FRAGMENT}); pass.newDependency({m_r->getProbeReflections().getReflectionRt(), TextureUsageBit::SAMPLED_FRAGMENT}); m_r->getGlobalIllumination().setRenderGraphDependencies(ctx, pass, TextureUsageBit::SAMPLED_FRAGMENT); // Fog pass.newDependency({m_r->getVolumetricFog().getRt(), TextureUsageBit::SAMPLED_FRAGMENT}); // For forward shading m_r->getForwardShading().setDependencies(ctx, pass); } } // end namespace anki