LightShading.cpp 12 KB

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  1. // Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Renderer/LightShading.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/ShadowMapping.h>
  8. #include <AnKi/Renderer/ProbeReflections.h>
  9. #include <AnKi/Renderer/GBuffer.h>
  10. #include <AnKi/Renderer/ForwardShading.h>
  11. #include <AnKi/Renderer/VolumetricFog.h>
  12. #include <AnKi/Renderer/DepthDownscale.h>
  13. #include <AnKi/Renderer/ShadowmapsResolve.h>
  14. #include <AnKi/Renderer/RtShadows.h>
  15. #include <AnKi/Renderer/Sky.h>
  16. #include <AnKi/Renderer/VrsSriGeneration.h>
  17. #include <AnKi/Renderer/ClusterBinning.h>
  18. #include <AnKi/Renderer/Ssao.h>
  19. #include <AnKi/Renderer/Ssr.h>
  20. #include <AnKi/Core/CVarSet.h>
  21. #include <AnKi/Util/Tracer.h>
  22. #include <AnKi/Scene/Components/SkyboxComponent.h>
  23. #include <AnKi/Scene/Components/LightComponent.h>
  24. namespace anki {
  25. Error LightShading::init()
  26. {
  27. ANKI_R_LOGV("Initializing light shading");
  28. Error err = initLightShading();
  29. if(!err)
  30. {
  31. err = initSkybox();
  32. }
  33. if(!err)
  34. {
  35. err = initApplyFog();
  36. }
  37. if(err)
  38. {
  39. ANKI_R_LOGE("Failed to init light stage");
  40. }
  41. return err;
  42. }
  43. Error LightShading::initLightShading()
  44. {
  45. // Load shaders and programs
  46. ANKI_CHECK(loadShaderProgram("ShaderBinaries/LightShading.ankiprogbin", m_lightShading.m_prog, m_lightShading.m_grProg));
  47. // Create RT descr
  48. const UVec2 internalResolution = getRenderer().getInternalResolution();
  49. m_lightShading.m_rtDescr =
  50. getRenderer().create2DRenderTargetDescription(internalResolution.x(), internalResolution.y(), getRenderer().getHdrFormat(), "Light Shading");
  51. m_lightShading.m_rtDescr.bake();
  52. // Create FB descr
  53. m_lightShading.m_fbDescr.m_colorAttachmentCount = 1;
  54. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::kLoad;
  55. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::kDontCare;
  56. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::kDepth;
  57. if(GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get())
  58. {
  59. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  60. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  61. }
  62. m_lightShading.m_fbDescr.bake();
  63. // Debug visualization
  64. ANKI_CHECK(loadShaderProgram("ShaderBinaries/VisualizeHdrRenderTarget.ankiprogbin", m_visualizeRtProg, m_visualizeRtGrProg));
  65. return Error::kNone;
  66. }
  67. Error LightShading::initSkybox()
  68. {
  69. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShadingSkybox.ankiprogbin", m_skybox.m_prog));
  70. for(MutatorValue method = 0; method < 3; ++method)
  71. {
  72. ANKI_CHECK(
  73. loadShaderProgram("ShaderBinaries/LightShadingSkybox.ankiprogbin", {{"METHOD", method}}, m_skybox.m_prog, m_skybox.m_grProgs[method]));
  74. }
  75. return Error::kNone;
  76. }
  77. Error LightShading::initApplyFog()
  78. {
  79. // Load shaders and programs
  80. ANKI_CHECK(loadShaderProgram("ShaderBinaries/LightShadingApplyFog.ankiprogbin", m_applyFog.m_prog, m_applyFog.m_grProg));
  81. return Error::kNone;
  82. }
  83. void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  84. {
  85. ANKI_TRACE_SCOPED_EVENT(LightShading);
  86. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  87. cmdb.setViewport(0, 0, getRenderer().getInternalResolution().x(), getRenderer().getInternalResolution().y());
  88. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get();
  89. if(enableVrs)
  90. {
  91. // Just set some low value, the attachment will take over
  92. cmdb.setVrsRate(VrsRate::k1x1);
  93. }
  94. // Do light shading first
  95. {
  96. cmdb.bindShaderProgram(m_lightShading.m_grProg.get());
  97. cmdb.setDepthWrite(false);
  98. // Bind all
  99. cmdb.bindUniformBuffer(0, 0, ctx.m_globalRenderingUniformsBuffer);
  100. cmdb.bindStorageBuffer(0, 1, getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kLight));
  101. cmdb.bindStorageBuffer(0, 2,
  102. getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kGlobalIlluminationProbe));
  103. cmdb.bindStorageBuffer(0, 3, getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kReflectionProbe));
  104. rgraphCtx.bindColorTexture(0, 4, getRenderer().getShadowMapping().getShadowmapRt());
  105. cmdb.bindStorageBuffer(0, 5, getRenderer().getClusterBinning().getClustersBuffer());
  106. cmdb.bindSampler(0, 6, getRenderer().getSamplers().m_nearestNearestClamp.get());
  107. cmdb.bindSampler(0, 7, getRenderer().getSamplers().m_trilinearClamp.get());
  108. rgraphCtx.bindColorTexture(0, 8, getRenderer().getGBuffer().getColorRt(0));
  109. rgraphCtx.bindColorTexture(0, 9, getRenderer().getGBuffer().getColorRt(1));
  110. rgraphCtx.bindColorTexture(0, 10, getRenderer().getGBuffer().getColorRt(2));
  111. rgraphCtx.bindTexture(0, 11, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  112. rgraphCtx.bindColorTexture(0, 12, getRenderer().getShadowmapsResolve().getRt());
  113. rgraphCtx.bindColorTexture(0, 13, getRenderer().getSsao().getRt());
  114. rgraphCtx.bindColorTexture(0, 14, getRenderer().getSsr().getRt());
  115. cmdb.bindTexture(0, 15, &getRenderer().getProbeReflections().getIntegrationLut());
  116. cmdb.bindAllBindless(1);
  117. // Draw
  118. drawQuad(cmdb);
  119. }
  120. // Skybox
  121. {
  122. cmdb.setDepthCompareOperation(CompareOperation::kEqual);
  123. const SkyboxComponent* sky = SceneGraph::getSingleton().getSkybox();
  124. const LightComponent* dirLight = SceneGraph::getSingleton().getDirectionalLight();
  125. const Bool isSolidColor =
  126. (!sky || sky->getSkyboxType() == SkyboxType::kSolidColor || (!dirLight && sky->getSkyboxType() == SkyboxType::kGenerated));
  127. if(isSolidColor)
  128. {
  129. cmdb.bindShaderProgram(m_skybox.m_grProgs[0].get());
  130. const Vec4 color((sky) ? sky->getSolidColor() : Vec3(0.0f), 0.0);
  131. cmdb.setPushConstants(&color, sizeof(color));
  132. }
  133. else if(sky->getSkyboxType() == SkyboxType::kImage2D)
  134. {
  135. cmdb.bindShaderProgram(m_skybox.m_grProgs[1].get());
  136. class
  137. {
  138. public:
  139. Mat4 m_invertedViewProjectionJitterMat;
  140. Vec3 m_cameraPos;
  141. F32 m_padding;
  142. Vec3 m_scale;
  143. F32 m_padding1;
  144. Vec3 m_bias;
  145. F32 m_padding2;
  146. } pc;
  147. pc.m_invertedViewProjectionJitterMat = ctx.m_matrices.m_invertedViewProjectionJitter;
  148. pc.m_cameraPos = ctx.m_matrices.m_cameraTransform.getTranslationPart().xyz();
  149. pc.m_scale = sky->getImageScale();
  150. pc.m_bias = sky->getImageBias();
  151. cmdb.setPushConstants(&pc, sizeof(pc));
  152. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_trilinearRepeatAnisoResolutionScalingBias.get());
  153. cmdb.bindTexture(0, 1, &sky->getImageResource().getTextureView());
  154. }
  155. else
  156. {
  157. cmdb.bindShaderProgram(m_skybox.m_grProgs[2].get());
  158. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_trilinearClamp.get());
  159. rgraphCtx.bindColorTexture(0, 1, getRenderer().getSky().getSkyLutRt());
  160. cmdb.bindUniformBuffer(0, 2, ctx.m_globalRenderingUniformsBuffer);
  161. }
  162. drawQuad(cmdb);
  163. // Restore state
  164. cmdb.setDepthCompareOperation(CompareOperation::kLess);
  165. }
  166. // Apply the fog
  167. {
  168. cmdb.bindShaderProgram(m_applyFog.m_grProg.get());
  169. // Bind all
  170. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
  171. cmdb.bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp.get());
  172. rgraphCtx.bindTexture(0, 2, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  173. rgraphCtx.bindColorTexture(0, 3, getRenderer().getVolumetricFog().getRt());
  174. class PushConsts
  175. {
  176. public:
  177. F32 m_zSplitCount;
  178. F32 m_finalZSplit;
  179. F32 m_near;
  180. F32 m_far;
  181. } regs;
  182. regs.m_zSplitCount = F32(getRenderer().getZSplitCount());
  183. regs.m_finalZSplit = F32(getRenderer().getVolumetricFog().getFinalClusterInZ());
  184. regs.m_near = ctx.m_cameraNear;
  185. regs.m_far = ctx.m_cameraFar;
  186. cmdb.setPushConstants(&regs, sizeof(regs));
  187. // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
  188. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kSrcAlpha);
  189. drawQuad(cmdb);
  190. // Reset state
  191. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero);
  192. }
  193. // Forward shading last
  194. {
  195. if(enableVrs)
  196. {
  197. cmdb.setVrsRate(VrsRate::k2x2);
  198. }
  199. getRenderer().getForwardShading().run(ctx, rgraphCtx);
  200. if(enableVrs)
  201. {
  202. // Restore
  203. cmdb.setVrsRate(VrsRate::k1x1);
  204. }
  205. }
  206. }
  207. void LightShading::populateRenderGraph(RenderingContext& ctx)
  208. {
  209. ANKI_TRACE_SCOPED_EVENT(LightShading);
  210. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  211. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get();
  212. const Bool fbDescrHasVrs = m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth > 0;
  213. if(enableVrs != fbDescrHasVrs)
  214. {
  215. // Re-bake the FB descriptor if the VRS state has changed
  216. if(enableVrs)
  217. {
  218. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  219. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  220. }
  221. else
  222. {
  223. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = 0;
  224. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = 0;
  225. }
  226. m_lightShading.m_fbDescr.bake();
  227. }
  228. // Create RT
  229. m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
  230. RenderTargetHandle sriRt;
  231. if(enableVrs)
  232. {
  233. sriRt = getRenderer().getVrsSriGeneration().getSriRt();
  234. }
  235. // Create pass
  236. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad");
  237. pass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  238. run(ctx, rgraphCtx);
  239. });
  240. pass.setFramebufferInfo(m_lightShading.m_fbDescr, {m_runCtx.m_rt}, getRenderer().getGBuffer().getDepthRt(), sriRt);
  241. const TextureUsageBit readUsage = TextureUsageBit::kSampledFragment;
  242. // All
  243. if(enableVrs)
  244. {
  245. pass.newTextureDependency(sriRt, TextureUsageBit::kFramebufferShadingRate);
  246. }
  247. // Light shading
  248. pass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kFramebufferWrite);
  249. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(0), readUsage);
  250. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(1), readUsage);
  251. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), readUsage);
  252. pass.newTextureDependency(getRenderer().getGBuffer().getDepthRt(), TextureUsageBit::kSampledFragment | TextureUsageBit::kFramebufferRead,
  253. TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  254. pass.newTextureDependency(getRenderer().getShadowMapping().getShadowmapRt(), readUsage);
  255. pass.newTextureDependency(getRenderer().getShadowmapsResolve().getRt(), readUsage);
  256. pass.newBufferDependency(getRenderer().getClusterBinning().getClustersBufferHandle(), BufferUsageBit::kStorageFragmentRead);
  257. pass.newBufferDependency(getRenderer().getClusterBinning().getPackedObjectsBufferHandle(GpuSceneNonRenderableObjectType::kLight),
  258. BufferUsageBit::kStorageFragmentRead);
  259. pass.newTextureDependency(getRenderer().getSsao().getRt(), readUsage);
  260. pass.newTextureDependency(getRenderer().getSsr().getRt(), readUsage);
  261. // Fog
  262. pass.newTextureDependency(getRenderer().getVolumetricFog().getRt(), readUsage);
  263. // Sky
  264. if(getRenderer().getSky().isEnabled())
  265. {
  266. pass.newTextureDependency(getRenderer().getSky().getSkyLutRt(), readUsage);
  267. }
  268. // For forward shading
  269. getRenderer().getForwardShading().setDependencies(pass);
  270. }
  271. void LightShading::getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  272. ShaderProgramPtr& optionalShaderProgram) const
  273. {
  274. ANKI_ASSERT(rtName == "LightShading");
  275. handles[0] = m_runCtx.m_rt;
  276. optionalShaderProgram = m_visualizeRtGrProg;
  277. }
  278. } // end namespace anki