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- // Copyright (C) 2009-2017, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <anki/renderer/ForwardShading.h>
- #include <anki/renderer/Renderer.h>
- #include <anki/renderer/RenderQueue.h>
- #include <anki/renderer/GBuffer.h>
- #include <anki/renderer/LightShading.h>
- #include <anki/renderer/ShadowMapping.h>
- #include <anki/renderer/Volumetric.h>
- #include <anki/renderer/DepthDownscale.h>
- namespace anki
- {
- ForwardShading::~ForwardShading()
- {
- }
- Error ForwardShading::init(const ConfigSet& cfg)
- {
- ANKI_R_LOGI("Initializing forward shading");
- Error err = initInternal(cfg);
- if(err)
- {
- ANKI_R_LOGE("Failed to initialize forward shading");
- }
- return err;
- }
- Error ForwardShading::initInternal(const ConfigSet&)
- {
- m_width = m_r->getWidth() / FS_FRACTION;
- m_height = m_r->getHeight() / FS_FRACTION;
- // Create RT
- m_rt = m_r->createAndClearRenderTarget(m_r->create2DRenderTargetInitInfo(m_width,
- m_height,
- FORWARD_SHADING_COLOR_ATTACHMENT_PIXEL_FORMAT,
- TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
- SamplingFilter::LINEAR,
- 1,
- "forward"));
- FramebufferInitInfo fbInit("forward");
- fbInit.m_colorAttachmentCount = 1;
- fbInit.m_colorAttachments[0].m_texture = m_rt;
- fbInit.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::CLEAR;
- fbInit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.0, 0.0, 0.0, 1.0}};
- fbInit.m_depthStencilAttachment.m_texture = m_r->getDepthDownscale().m_hd.m_depthRt;
- fbInit.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::LOAD;
- fbInit.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
- m_fb = getGrManager().newInstance<Framebuffer>(fbInit);
- ANKI_CHECK(initVol());
- return ErrorCode::NONE;
- }
- Error ForwardShading::initVol()
- {
- ANKI_CHECK(getResourceManager().loadResource("engine_data/BlueNoiseLdrRgb64x64.ankitex", m_vol.m_noiseTex));
- ANKI_CHECK(getResourceManager().loadResource("programs/ForwardShadingVolumetricUpscale.ankiprog", m_vol.m_prog));
- ShaderProgramResourceConstantValueInitList<3> consts(m_vol.m_prog);
- consts.add("NOISE_TEX_SIZE", U32(m_vol.m_noiseTex->getWidth()))
- .add("SRC_SIZE", Vec2(m_r->getWidth() / VOLUMETRIC_FRACTION, m_r->getHeight() / VOLUMETRIC_FRACTION))
- .add("FB_SIZE", Vec2(m_width, m_height));
- const ShaderProgramResourceVariant* variant;
- m_vol.m_prog->getOrCreateVariant(consts.get(), variant);
- m_vol.m_grProg = variant->getProgram();
- return ErrorCode::NONE;
- }
- void ForwardShading::drawVolumetric(RenderingContext& ctx, CommandBufferPtr cmdb)
- {
- cmdb->bindShaderProgram(m_vol.m_grProg);
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ONE);
- cmdb->setDepthWrite(false);
- cmdb->setDepthCompareOperation(CompareOperation::ALWAYS);
- Vec4* unis = allocateAndBindUniforms<Vec4*>(sizeof(Vec4), cmdb, 0, 0);
- computeLinearizeDepthOptimal(ctx.m_renderQueue->m_cameraNear, ctx.m_renderQueue->m_cameraFar, unis->x(), unis->y());
- cmdb->informTextureSurfaceCurrentUsage(
- m_r->getDepthDownscale().m_qd.m_depthRt, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->informTextureSurfaceCurrentUsage(
- m_r->getVolumetric().m_main.getRt(), TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->bindTextureAndSampler(0, 0, m_r->getDepthDownscale().m_hd.m_depthRt, m_r->getNearestSampler());
- cmdb->bindTextureAndSampler(0, 1, m_r->getDepthDownscale().m_qd.m_depthRt, m_r->getNearestSampler());
- cmdb->bindTexture(0, 2, m_r->getVolumetric().m_main.getRt());
- cmdb->bindTexture(0, 3, m_vol.m_noiseTex->getGrTexture());
- m_r->drawQuad(cmdb);
- // Restore state
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
- cmdb->setDepthWrite(true);
- cmdb->setDepthCompareOperation(CompareOperation::LESS);
- }
- void ForwardShading::buildCommandBuffers(RenderingContext& ctx, U threadId, U threadCount) const
- {
- const U problemSize = ctx.m_renderQueue->m_forwardShadingRenderables.getSize();
- PtrSize start, end;
- ThreadPoolTask::choseStartEnd(threadId, threadCount, problemSize, start, end);
- if(start == end)
- {
- // Early exit
- return;
- }
- // Create the command buffer and set some state
- CommandBufferInitInfo cinf;
- cinf.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
- if(end - start < COMMAND_BUFFER_SMALL_BATCH_MAX_COMMANDS)
- {
- cinf.m_flags |= CommandBufferFlag::SMALL_BATCH;
- }
- cinf.m_framebuffer = m_fb;
- CommandBufferPtr cmdb = m_r->getGrManager().newInstance<CommandBuffer>(cinf);
- ctx.m_forwardShading.m_commandBuffers[threadId] = cmdb;
- cmdb->informTextureCurrentUsage(m_r->getDepthDownscale().m_hd.m_depthRt,
- TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ);
- cmdb->informTextureCurrentUsage(m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
- cmdb->bindTexture(1, 0, m_r->getDepthDownscale().m_hd.m_depthRt);
- cmdb->bindTexture(1, 1, m_r->getShadowMapping().m_spotTexArray);
- cmdb->bindTexture(1, 2, m_r->getShadowMapping().m_omniTexArray);
- bindUniforms(cmdb, 1, 0, ctx.m_lightShading.m_commonToken);
- bindUniforms(cmdb, 1, 1, ctx.m_lightShading.m_pointLightsToken);
- bindUniforms(cmdb, 1, 2, ctx.m_lightShading.m_spotLightsToken);
- bindStorage(cmdb, 1, 0, ctx.m_lightShading.m_clustersToken);
- bindStorage(cmdb, 1, 1, ctx.m_lightShading.m_lightIndicesToken);
- cmdb->setViewport(0, 0, m_width, m_height);
- cmdb->setBlendFactors(
- 0, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::SRC_ALPHA, BlendFactor::DST_ALPHA, BlendFactor::ZERO);
- cmdb->setBlendOperation(0, BlendOperation::ADD);
- cmdb->setDepthWrite(false);
- // Start drawing
- m_r->getSceneDrawer().drawRange(Pass::GB_FS,
- ctx.m_renderQueue->m_viewMatrix,
- ctx.m_viewProjMatJitter,
- cmdb,
- ctx.m_renderQueue->m_forwardShadingRenderables.getBegin() + start,
- ctx.m_renderQueue->m_forwardShadingRenderables.getBegin() + end);
- }
- void ForwardShading::setPreRunBarriers(RenderingContext& ctx)
- {
- ctx.m_commandBuffer->setTextureSurfaceBarrier(m_rt,
- TextureUsageBit::NONE,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
- TextureSurfaceInfo(0, 0, 0, 0));
- }
- void ForwardShading::setPostRunBarriers(RenderingContext& ctx)
- {
- ctx.m_commandBuffer->setTextureSurfaceBarrier(m_rt,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
- TextureUsageBit::SAMPLED_FRAGMENT,
- TextureSurfaceInfo(0, 0, 0, 0));
- }
- void ForwardShading::run(RenderingContext& ctx)
- {
- CommandBufferPtr& cmdb = ctx.m_commandBuffer;
- cmdb->beginRenderPass(m_fb);
- cmdb->setViewport(0, 0, m_width, m_height);
- for(U i = 0; i < m_r->getThreadPool().getThreadsCount(); ++i)
- {
- if(ctx.m_forwardShading.m_commandBuffers[i].isCreated())
- {
- cmdb->pushSecondLevelCommandBuffer(ctx.m_forwardShading.m_commandBuffers[i]);
- }
- }
- cmdb->endRenderPass();
- }
- Error ForwardShadingUpscale::init(const ConfigSet& config)
- {
- Error err = initInternal(config);
- if(err)
- {
- ANKI_R_LOGE("Failed to initialize forward shading upscale");
- }
- return err;
- }
- Error ForwardShadingUpscale::initInternal(const ConfigSet& config)
- {
- ANKI_R_LOGI("Initializing forward shading upscale");
- ANKI_CHECK(getResourceManager().loadResource("engine_data/BlueNoiseLdrRgb64x64.ankitex", m_noiseTex));
- // Shader
- ANKI_CHECK(getResourceManager().loadResource("programs/ForwardShadingUpscale.ankiprog", m_prog));
- ShaderProgramResourceConstantValueInitList<3> consts(m_prog);
- consts.add("NOISE_TEX_SIZE", U32(m_noiseTex->getWidth()))
- .add("SRC_SIZE", Vec2(m_r->getWidth() / FS_FRACTION, m_r->getHeight() / FS_FRACTION))
- .add("FB_SIZE", Vec2(m_r->getWidth(), m_r->getWidth()));
- const ShaderProgramResourceVariant* variant;
- m_prog->getOrCreateVariant(consts.get(), variant);
- m_grProg = variant->getProgram();
- // Create FB
- FramebufferInitInfo fbInit("fwdupscale");
- fbInit.m_colorAttachmentCount = 1;
- fbInit.m_colorAttachments[0].m_texture = m_r->getLightShading().getRt();
- fbInit.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::LOAD;
- m_fb = getGrManager().newInstance<Framebuffer>(fbInit);
- return ErrorCode::NONE;
- }
- void ForwardShadingUpscale::run(RenderingContext& ctx)
- {
- CommandBufferPtr cmdb = ctx.m_commandBuffer;
- Vec4* linearDepth = allocateAndBindUniforms<Vec4*>(sizeof(Vec4), cmdb, 0, 0);
- computeLinearizeDepthOptimal(
- ctx.m_renderQueue->m_cameraNear, ctx.m_renderQueue->m_cameraFar, linearDepth->x(), linearDepth->y());
- cmdb->bindTexture(0, 0, m_r->getGBuffer().m_depthRt);
- cmdb->bindTextureAndSampler(0, 1, m_r->getDepthDownscale().m_hd.m_depthRt, m_r->getNearestSampler());
- cmdb->bindTexture(0, 2, m_r->getForwardShading().getRt());
- cmdb->bindTexture(0, 3, m_noiseTex->getGrTexture());
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::SRC_ALPHA);
- cmdb->beginRenderPass(m_fb);
- cmdb->bindShaderProgram(m_grProg);
- cmdb->setViewport(0, 0, m_r->getWidth(), m_r->getHeight());
- m_r->drawQuad(cmdb);
- cmdb->endRenderPass();
- // Restore state
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
- }
- } // end namespace anki
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