// Copyright (C) 2009-2021, 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 namespace anki { Error VolumetricFog::init(const ConfigSet& config) { // Misc const F32 qualityXY = config.getNumberF32("r_volumetricLightingAccumulationQualityXY"); const F32 qualityZ = config.getNumberF32("r_volumetricLightingAccumulationQualityZ"); m_finalZSplit = min(m_r->getZSplitCount(), config.getNumberU32("r_volumetricLightingAccumulationFinalZSplit")); m_volumeSize[0] = U32(F32(m_r->getTileCounts().x()) * qualityXY); m_volumeSize[1] = U32(F32(m_r->getTileCounts().y()) * qualityXY); m_volumeSize[2] = U32(F32(m_finalZSplit + 1) * qualityZ); ANKI_R_LOGI("Initializing volumetric fog. Size %ux%ux%u", m_volumeSize[0], m_volumeSize[1], m_volumeSize[2]); // Shaders ANKI_CHECK(getResourceManager().loadResource("Shaders/VolumetricFogAccumulation.ankiprog", m_prog)); ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog); variantInitInfo.addConstant("VOLUME_SIZE", UVec3(m_volumeSize[0], m_volumeSize[1], m_volumeSize[2])); variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount()); variantInitInfo.addConstant("FINAL_Z_SPLIT", m_finalZSplit); const ShaderProgramResourceVariant* variant; m_prog->getOrCreateVariant(variantInitInfo, variant); m_grProg = variant->getProgram(); m_workgroupSize[0] = variant->getWorkgroupSizes()[0]; m_workgroupSize[1] = variant->getWorkgroupSizes()[1]; // RT descr m_rtDescr = m_r->create2DRenderTargetDescription(m_volumeSize[0], m_volumeSize[1], Format::R16G16B16A16_SFLOAT, "Fog"); m_rtDescr.m_depth = m_volumeSize[2]; m_rtDescr.m_type = TextureType::_3D; m_rtDescr.bake(); return Error::NONE; } void VolumetricFog::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx) { CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer; cmdb->bindShaderProgram(m_grProg); cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearClamp); rgraphCtx.bindColorTexture(0, 1, m_r->getVolumetricLightingAccumulation().getRt()); rgraphCtx.bindImage(0, 2, m_runCtx.m_rt, TextureSubresourceInfo()); struct PushConsts { F32 m_fogScatteringCoeff; F32 m_fogAbsorptionCoeff; F32 m_density; F32 m_near; Vec3 m_fogDiffuse; F32 m_far; } regs; regs.m_fogScatteringCoeff = m_fogScatteringCoeff; regs.m_fogAbsorptionCoeff = m_fogAbsorptionCoeff; regs.m_density = m_fogDensity; regs.m_fogDiffuse = m_fogDiffuseColor; regs.m_near = ctx.m_renderQueue->m_cameraNear; regs.m_far = ctx.m_renderQueue->m_cameraFar; cmdb->setPushConstants(®s, sizeof(regs)); dispatchPPCompute(cmdb, m_workgroupSize[0], m_workgroupSize[1], m_volumeSize[0], m_volumeSize[1]); } void VolumetricFog::populateRenderGraph(RenderingContext& ctx) { RenderGraphDescription& rgraph = ctx.m_renderGraphDescr; m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr); ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("Vol fog"); pass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) -> void { run(ctx, rgraphCtx); }); pass.newDependency({m_runCtx.m_rt, TextureUsageBit::IMAGE_COMPUTE_WRITE}); pass.newDependency({m_r->getVolumetricLightingAccumulation().getRt(), TextureUsageBit::SAMPLED_COMPUTE}); } } // end namespace anki