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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <AnKi/Renderer/IndirectDiffuseProbes.h>
- #include <AnKi/Renderer/Renderer.h>
- #include <AnKi/Renderer/PrimaryNonRenderableVisibility.h>
- #include <AnKi/Renderer/Sky.h>
- #include <AnKi/Renderer/Utils/Drawer.h>
- #include <AnKi/Scene/SceneGraph.h>
- #include <AnKi/Scene/Components/GlobalIlluminationProbeComponent.h>
- #include <AnKi/Scene/Components/LightComponent.h>
- #include <AnKi/Util/CVarSet.h>
- #include <AnKi/Core/StatsSet.h>
- #include <AnKi/Util/Tracer.h>
- #include <AnKi/Collision/Aabb.h>
- #include <AnKi/Collision/Functions.h>
- #include <AnKi/Resource/AsyncLoader.h>
- namespace anki {
- ANKI_SVAR(GiProbeRenderCount, StatCategory::kRenderer, "GI probes rendered", StatFlag::kMainThreadUpdates)
- ANKI_SVAR(GiProbeCellsRenderCount, StatCategory::kRenderer, "GI probes cells rendered", StatFlag::kMainThreadUpdates)
- static Vec3 computeCellCenter(U32 cellIdx, const GlobalIlluminationProbeComponent& probe)
- {
- const Vec3 halfAabbSize = probe.getBoxVolumeSize() / 2.0f;
- const Vec3 aabbMin = -halfAabbSize + probe.getWorldPosition();
- U32 x, y, z;
- unflatten3dArrayIndex(probe.getCellCountsPerDimension().x, probe.getCellCountsPerDimension().y, probe.getCellCountsPerDimension().z, cellIdx, x,
- y, z);
- const Vec3 cellSize = probe.getBoxVolumeSize() / Vec3(probe.getCellCountsPerDimension());
- const Vec3 halfCellSize = cellSize / 2.0f;
- const Vec3 cellCenter = aabbMin + halfCellSize + cellSize * Vec3(UVec3(x, y, z));
- return cellCenter;
- }
- Error IndirectDiffuseProbes::init()
- {
- const Error err = initInternal();
- if(err)
- {
- ANKI_R_LOGE("Failed to initialize global illumination");
- }
- return err;
- }
- Error IndirectDiffuseProbes::initInternal()
- {
- m_tileSize = g_cvarRenderIdpTileResolution;
- ANKI_CHECK(initGBuffer());
- ANKI_CHECK(initLightShading());
- ANKI_CHECK(initShadowMapping());
- ANKI_CHECK(initIrradiance());
- return Error::kNone;
- }
- Error IndirectDiffuseProbes::initGBuffer()
- {
- // Create RT descriptions
- {
- RenderTargetDesc texinit =
- getRenderer().create2DRenderTargetDescription(m_tileSize, m_tileSize, kGBufferColorRenderTargetFormats[0], "GI GBuffer");
- texinit.m_type = TextureType::kCube;
- // Create color RT descriptions
- for(U32 i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- texinit.m_format = kGBufferColorRenderTargetFormats[i];
- m_gbuffer.m_colorRtDescrs[i] = texinit;
- m_gbuffer.m_colorRtDescrs[i].setName(RendererString().sprintf("GI GBuff Col #%u", i).toCString());
- m_gbuffer.m_colorRtDescrs[i].bake();
- }
- // Create depth RT
- texinit.m_type = TextureType::k2D;
- texinit.m_format = getRenderer().getDepthNoStencilFormat();
- texinit.setName("GI GBuff Depth");
- m_gbuffer.m_depthRtDescr = texinit;
- m_gbuffer.m_depthRtDescr.bake();
- }
- return Error::kNone;
- }
- Error IndirectDiffuseProbes::initShadowMapping()
- {
- const U32 resolution = g_cvarRenderIdpShadowMapResolution;
- ANKI_ASSERT(resolution > 8);
- // RT descr
- m_shadowMapping.m_rtDescr =
- getRenderer().create2DRenderTargetDescription(resolution, resolution, getRenderer().getDepthNoStencilFormat(), "GI SM");
- m_shadowMapping.m_rtDescr.bake();
- return Error::kNone;
- }
- Error IndirectDiffuseProbes::initLightShading()
- {
- // Init RT descr
- {
- m_lightShading.m_rtDescr = getRenderer().create2DRenderTargetDescription(m_tileSize, m_tileSize, getRenderer().getHdrFormat(), "GI LS");
- m_lightShading.m_rtDescr.m_type = TextureType::kCube;
- m_lightShading.m_rtDescr.bake();
- }
- // Init deferred
- ANKI_CHECK(m_lightShading.m_deferred.init());
- return Error::kNone;
- }
- Error IndirectDiffuseProbes::initIrradiance()
- {
- ANKI_CHECK(loadShaderProgram("ShaderBinaries/IrradianceDice.ankiprogbin",
- {{"THREDGROUP_SIZE_SQRT", MutatorValue(m_tileSize)}, {"STORE_LOCATION", 0}, {"SECOND_BOUNCE", 1}},
- m_irradiance.m_prog, m_irradiance.m_grProg));
- return Error::kNone;
- }
- void IndirectDiffuseProbes::populateRenderGraph(RenderingContext& rctx)
- {
- ANKI_TRACE_SCOPED_EVENT(IndirectDiffuse);
- // Iterate the visible probes to find a candidate for update
- WeakArray<GlobalIlluminationProbeComponent*> visibleProbes =
- getRenderer().getPrimaryNonRenderableVisibility().getInterestingVisibleComponents().m_globalIlluminationProbes;
- GlobalIlluminationProbeComponent* bestCandidateProbe = nullptr;
- GlobalIlluminationProbeComponent* secondBestCandidateProbe = nullptr;
- for(GlobalIlluminationProbeComponent* probe : visibleProbes)
- {
- if(probe->getCellsNeedsRefresh())
- {
- if(probe->getNextCellForRefresh() != 0)
- {
- bestCandidateProbe = probe;
- break;
- }
- else
- {
- secondBestCandidateProbe = probe;
- }
- }
- }
- GlobalIlluminationProbeComponent* probeToRefresh = (bestCandidateProbe) ? bestCandidateProbe : secondBestCandidateProbe;
- if(probeToRefresh == nullptr || AsyncLoader::getSingleton().getTasksInFlightCount() != 0) [[likely]]
- {
- // Nothing to update or can't update right now, early exit
- m_runCtx = {};
- return;
- }
- const Bool probeTouchedFirstTime = probeToRefresh->getNextCellForRefresh() == 0;
- if(probeTouchedFirstTime)
- {
- g_svarGiProbeRenderCount.increment(1);
- }
- RenderGraphBuilder& rgraph = rctx.m_renderGraphDescr;
- // Create some common resources to save on memory
- Array<RenderTargetHandle, kMaxColorRenderTargets> gbufferColorRts;
- for(U i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- gbufferColorRts[i] = rgraph.newRenderTarget(m_gbuffer.m_colorRtDescrs[i]);
- }
- const RenderTargetHandle gbufferDepthRt = rgraph.newRenderTarget(m_gbuffer.m_depthRtDescr);
- const LightComponent* dirLightc = SceneGraph::getSingleton().getDirectionalLight();
- const Bool doShadows = dirLightc && dirLightc->getShadowEnabled();
- const RenderTargetHandle shadowsRt = (doShadows) ? rgraph.newRenderTarget(m_shadowMapping.m_rtDescr) : RenderTargetHandle();
- const RenderTargetHandle lightShadingRt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
- const RenderTargetHandle irradianceVolume = rgraph.importRenderTarget(&probeToRefresh->getVolumeTexture(), TextureUsageBit::kNone);
- m_runCtx.m_probeVolumeHandle = irradianceVolume;
- const U32 beginCellIdx = probeToRefresh->getNextCellForRefresh();
- for(U32 cellIdx = beginCellIdx; cellIdx < min(beginCellIdx + kProbeCellRefreshesPerFrame, probeToRefresh->getCellCount()); ++cellIdx)
- {
- const Vec3 cellCenter = computeCellCenter(cellIdx, *probeToRefresh);
- // For each face do everything up to light shading
- for(U8 f = 0; f < 6; ++f)
- {
- // GBuffer visibility
- GpuVisibilityOutput visOut;
- Frustum frustum;
- {
- frustum.setPerspective(kClusterObjectFrustumNearPlane, probeToRefresh->getRenderRadius(), kPi / 2.0f, kPi / 2.0f);
- frustum.setWorldTransform(Transform(cellCenter.xyz0, Frustum::getOmnidirectionalFrustumRotations()[f], Vec4(1.0f, 1.0f, 1.0f, 0.0f)));
- frustum.update();
- Array<F32, kMaxLodCount - 1> lodDistances = {g_cvarRenderLod0MaxDistance, g_cvarRenderLod1MaxDistance};
- FrustumGpuVisibilityInput visIn;
- visIn.m_passesName = generateTempPassName("GI: GBuffer cell:%u face:%u", cellIdx, f);
- visIn.m_technique = RenderingTechnique::kGBuffer;
- visIn.m_viewProjectionMatrix = frustum.getViewProjectionMatrix();
- visIn.m_lodReferencePoint = cellCenter;
- visIn.m_lodDistances = lodDistances;
- visIn.m_rgraph = &rgraph;
- visIn.m_viewportSize = UVec2(m_tileSize);
- visIn.m_limitMemory = true;
- getRenderer().getGpuVisibility().populateRenderGraph(visIn, visOut);
- }
- // GBuffer
- {
- GraphicsRenderPass& pass = rgraph.newGraphicsRenderPass(generateTempPassName("GI: GBuffer cell:%u face:%u", cellIdx, f));
- Array<GraphicsRenderPassTargetDesc, kGBufferColorRenderTargetCount> colorRtis;
- for(U j = 0; j < kGBufferColorRenderTargetCount; ++j)
- {
- colorRtis[j].m_loadOperation = RenderTargetLoadOperation::kClear;
- colorRtis[j].m_subresource.m_face = f;
- colorRtis[j].m_handle = gbufferColorRts[j];
- }
- GraphicsRenderPassTargetDesc depthRti(gbufferDepthRt);
- depthRti.m_subresource.m_depthStencilAspect = DepthStencilAspectBit::kDepth;
- depthRti.m_loadOperation = RenderTargetLoadOperation::kClear;
- depthRti.m_clearValue.m_depthStencil.m_depth = 1.0f;
- pass.setRenderpassInfo(colorRtis, &depthRti);
- for(U i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- pass.newTextureDependency(gbufferColorRts[i], TextureUsageBit::kRtvDsvWrite, TextureSubresourceDesc::surface(0, f, 0));
- }
- pass.newTextureDependency(gbufferDepthRt, TextureUsageBit::kAllRtvDsv,
- TextureSubresourceDesc::firstSurface(DepthStencilAspectBit::kDepth));
- pass.newBufferDependency(visOut.m_dependency, BufferUsageBit::kIndirectDraw);
- pass.setWork([this, visOut, viewProjMat = frustum.getViewProjectionMatrix(),
- viewMat = frustum.getViewMatrix()](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(IndirectDiffuseGBuffer);
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- cmdb.setViewport(0, 0, m_tileSize, m_tileSize);
- RenderableDrawerArguments args;
- args.m_viewMatrix = viewMat;
- args.m_cameraTransform = args.m_viewMatrix.invertTransformation();
- args.m_viewProjectionMatrix = viewProjMat;
- args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care
- args.m_renderingTechinuqe = RenderingTechnique::kGBuffer;
- args.m_sampler = getRenderer().getSamplers().m_trilinearRepeat.get();
- args.m_viewport = UVec4(0, 0, m_tileSize, m_tileSize);
- args.fill(visOut);
- getRenderer().getRenderableDrawer().drawMdi(args, cmdb);
- // It's secondary, no need to restore any state
- });
- }
- // Shadow visibility. Optional
- GpuVisibilityOutput shadowVisOut;
- Mat4 cascadeProjMat;
- Mat3x4 cascadeViewMat;
- Mat4 cascadeViewProjMat;
- if(doShadows)
- {
- constexpr U32 kCascadeCount = 1;
- dirLightc->computeCascadeFrustums(frustum, Array<F32, kCascadeCount>{probeToRefresh->getShadowsRenderRadius()},
- WeakArray<Mat4>(&cascadeProjMat, kCascadeCount), WeakArray<Mat3x4>(&cascadeViewMat, kCascadeCount));
- cascadeViewProjMat = cascadeProjMat * Mat4(cascadeViewMat, Vec4(0.0f, 0.0f, 0.0f, 1.0f));
- Array<F32, kMaxLodCount - 1> lodDistances = {g_cvarRenderLod0MaxDistance, g_cvarRenderLod1MaxDistance};
- FrustumGpuVisibilityInput visIn;
- visIn.m_passesName = generateTempPassName("GI: Shadows cell:%u face:%u", cellIdx, f);
- visIn.m_technique = RenderingTechnique::kDepth;
- visIn.m_viewProjectionMatrix = cascadeViewProjMat;
- visIn.m_lodReferencePoint = cellCenter;
- visIn.m_lodDistances = lodDistances;
- visIn.m_rgraph = &rgraph;
- visIn.m_viewportSize = UVec2(m_shadowMapping.m_rtDescr.m_height);
- visIn.m_limitMemory = true;
- getRenderer().getGpuVisibility().populateRenderGraph(visIn, shadowVisOut);
- }
- // Shadow pass. Optional
- if(doShadows)
- {
- // Create the pass
- GraphicsRenderPass& pass = rgraph.newGraphicsRenderPass(generateTempPassName("GI: Shadows cell:%u face:%u", cellIdx, f));
- GraphicsRenderPassTargetDesc depthRti(shadowsRt);
- depthRti.m_loadOperation = RenderTargetLoadOperation::kClear;
- depthRti.m_subresource.m_depthStencilAspect = DepthStencilAspectBit::kDepth;
- depthRti.m_clearValue.m_depthStencil.m_depth = 1.0f;
- pass.setRenderpassInfo({}, &depthRti);
- pass.newTextureDependency(shadowsRt, TextureUsageBit::kAllRtvDsv,
- TextureSubresourceDesc::firstSurface(DepthStencilAspectBit::kDepth));
- pass.newBufferDependency(shadowVisOut.m_dependency, BufferUsageBit::kIndirectDraw);
- pass.setWork([this, shadowVisOut, cascadeViewProjMat, cascadeViewMat](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(IndirectDiffuseShadows);
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- cmdb.setPolygonOffset(kShadowsPolygonOffsetFactor, kShadowsPolygonOffsetUnits);
- const U32 rez = m_shadowMapping.m_rtDescr.m_width;
- cmdb.setViewport(0, 0, rez, rez);
- RenderableDrawerArguments args;
- args.m_viewMatrix = cascadeViewMat;
- args.m_cameraTransform = cascadeViewMat.invertTransformation();
- args.m_viewProjectionMatrix = cascadeViewProjMat;
- args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care
- args.m_sampler = getRenderer().getSamplers().m_trilinearRepeat.get();
- args.m_renderingTechinuqe = RenderingTechnique::kDepth;
- args.m_viewport = UVec4(0, 0, rez, rez);
- args.fill(shadowVisOut);
- getRenderer().getRenderableDrawer().drawMdi(args, cmdb);
- cmdb.setPolygonOffset(0.0, 0.0);
- // It's secondary, no need to restore the state
- });
- }
- // Light visibility
- GpuVisibilityNonRenderablesOutput lightVis;
- {
- GpuVisibilityNonRenderablesInput in;
- in.m_passesName = generateTempPassName("GI: Light visibility cell:%u face:%u", cellIdx, f);
- in.m_objectType = GpuSceneNonRenderableObjectType::kLight;
- in.m_viewProjectionMat = frustum.getViewProjectionMatrix();
- in.m_rgraph = &rgraph;
- getRenderer().getGpuVisibilityNonRenderables().populateRenderGraph(in, lightVis);
- }
- // Light shading pass
- {
- GraphicsRenderPass& pass = rgraph.newGraphicsRenderPass(generateTempPassName("GI: Light shading cell:%u face:%u", cellIdx, f));
- GraphicsRenderPassTargetDesc colorRti(lightShadingRt);
- colorRti.m_loadOperation = RenderTargetLoadOperation::kClear;
- colorRti.m_subresource.m_face = f;
- pass.setRenderpassInfo({colorRti});
- pass.newBufferDependency(lightVis.m_visiblesBufferHandle, BufferUsageBit::kSrvPixel);
- pass.newTextureDependency(lightShadingRt, TextureUsageBit::kRtvDsvWrite, TextureSubresourceDesc::surface(0, f, 0));
- for(U i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- pass.newTextureDependency(gbufferColorRts[i], TextureUsageBit::kSrvPixel, TextureSubresourceDesc::surface(0, f, 0));
- }
- pass.newTextureDependency(gbufferDepthRt, TextureUsageBit::kSrvPixel,
- TextureSubresourceDesc::firstSurface(DepthStencilAspectBit::kDepth));
- if(shadowsRt.isValid())
- {
- pass.newTextureDependency(shadowsRt, TextureUsageBit::kSrvPixel);
- }
- if(getRenderer().getGeneratedSky().isEnabled())
- {
- pass.newTextureDependency(getRenderer().getGeneratedSky().getSkyLutRt(), TextureUsageBit::kSrvPixel);
- }
- pass.setWork([this, visibleLightsBuffer = lightVis.m_visiblesBuffer, viewProjMat = frustum.getViewProjectionMatrix(), cellCenter,
- gbufferColorRts, gbufferDepthRt, probeToRefresh, cascadeViewProjMat, shadowsRt, faceIdx = f,
- &rctx](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(IndirectDiffuseLightShading);
- const LightComponent* dirLightc = SceneGraph::getSingleton().getDirectionalLight();
- const Bool doShadows = dirLightc && dirLightc->getShadowEnabled();
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- const U32 rez = m_tileSize;
- cmdb.setViewport(0, 0, rez, rez);
- // Draw light shading
- TraditionalDeferredLightShadingDrawInfo dsInfo;
- dsInfo.m_viewProjectionMatrix = viewProjMat;
- dsInfo.m_invViewProjectionMatrix = viewProjMat.invert();
- dsInfo.m_cameraPosWSpace = cellCenter.xyz1;
- dsInfo.m_viewport = UVec4(0, 0, m_tileSize, m_tileSize);
- dsInfo.m_effectiveShadowDistance = (doShadows) ? probeToRefresh->getShadowsRenderRadius() : -1.0f;
- if(doShadows)
- {
- const Mat4 biasMat4(0.5f, 0.0f, 0.0f, 0.5f, 0.0f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
- dsInfo.m_dirLightMatrix = biasMat4 * cascadeViewProjMat;
- }
- else
- {
- dsInfo.m_dirLightMatrix = Mat4::getIdentity();
- }
- dsInfo.m_visibleLightsBuffer = visibleLightsBuffer;
- dsInfo.m_gbufferRenderTargets[0] = gbufferColorRts[0];
- dsInfo.m_gbufferRenderTargetSubresource[0].m_face = faceIdx;
- dsInfo.m_gbufferRenderTargets[1] = gbufferColorRts[1];
- dsInfo.m_gbufferRenderTargetSubresource[1].m_face = faceIdx;
- dsInfo.m_gbufferRenderTargets[2] = gbufferColorRts[2];
- dsInfo.m_gbufferRenderTargetSubresource[2].m_face = faceIdx;
- dsInfo.m_gbufferDepthRenderTarget = gbufferDepthRt;
- dsInfo.m_directionalLightShadowmapRenderTarget = shadowsRt;
- dsInfo.m_skyLutRenderTarget =
- (getRenderer().getGeneratedSky().isEnabled()) ? getRenderer().getGeneratedSky().getSkyLutRt() : RenderTargetHandle();
- dsInfo.m_globalRendererConsts = rctx.m_globalRenderingConstantsBuffer;
- dsInfo.m_renderpassContext = &rgraphCtx;
- m_lightShading.m_deferred.drawLights(dsInfo);
- });
- }
- } // For all faces
- // Irradiance pass. First & 2nd bounce
- {
- NonGraphicsRenderPass& pass = rgraph.newNonGraphicsRenderPass(generateTempPassName("GI: Irradiance cell:%u", cellIdx));
- pass.newTextureDependency(lightShadingRt, TextureUsageBit::kSrvCompute);
- pass.newTextureDependency(irradianceVolume, TextureUsageBit::kUavCompute);
- for(U32 i = 0; i < kGBufferColorRenderTargetCount - 1; ++i)
- {
- pass.newTextureDependency(gbufferColorRts[i], TextureUsageBit::kSrvCompute);
- }
- pass.setWork([this, lightShadingRt, gbufferColorRts, irradianceVolume, cellIdx, probeToRefresh](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(IndirectDiffuseIrradiance);
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- cmdb.bindShaderProgram(m_irradiance.m_grProg.get());
- // Bind resources
- cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
- rgraphCtx.bindSrv(0, 0, lightShadingRt);
- for(U32 i = 0; i < kGBufferColorRenderTargetCount - 1; ++i)
- {
- rgraphCtx.bindSrv(i + 1, 0, gbufferColorRts[i]);
- }
- rgraphCtx.bindUav(0, 0, irradianceVolume);
- class
- {
- public:
- IVec3 m_volumeTexel;
- I32 m_nextTexelOffsetInU;
- } consts;
- U32 x, y, z;
- unflatten3dArrayIndex(probeToRefresh->getCellCountsPerDimension().x, probeToRefresh->getCellCountsPerDimension().y,
- probeToRefresh->getCellCountsPerDimension().z, cellIdx, x, y, z);
- consts.m_volumeTexel = IVec3(x, probeToRefresh->getCellCountsPerDimension().y - y - 1, z);
- consts.m_nextTexelOffsetInU = probeToRefresh->getCellCountsPerDimension().x;
- cmdb.setFastConstants(&consts, sizeof(consts));
- // Dispatch
- cmdb.dispatchCompute(1, 1, 1);
- });
- }
- probeToRefresh->incrementRefreshedCells(1);
- g_svarGiProbeCellsRenderCount.increment(1);
- }
- }
- } // end namespace anki
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