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- // Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <anki/renderer/VolumetricFog.h>
- #include <anki/renderer/Renderer.h>
- #include <anki/renderer/DepthDownscale.h>
- #include <anki/renderer/ShadowMapping.h>
- #include <anki/renderer/LightShading.h>
- #include <anki/renderer/RenderQueue.h>
- #include <anki/renderer/VolumetricLightingAccumulation.h>
- #include <anki/core/ConfigSet.h>
- namespace anki
- {
- Error VolumetricFog::init(const ConfigSet& config)
- {
- // Misc
- const U32 fractionXY = config.getNumberU32("r_volumetricLightingAccumulationClusterFractionXY");
- ANKI_ASSERT(fractionXY >= 1);
- const U32 fractionZ = config.getNumberU32("r_volumetricLightingAccumulationClusterFractionZ");
- ANKI_ASSERT(fractionZ >= 1);
- m_finalClusterZ = config.getNumberU32("r_volumetricLightingAccumulationFinalClusterInZ");
- ANKI_ASSERT(m_finalClusterZ > 0 && m_finalClusterZ < m_r->getClusterCount()[2]);
- m_volumeSize[0] = m_r->getClusterCount()[0] * fractionXY;
- m_volumeSize[1] = m_r->getClusterCount()[1] * fractionXY;
- m_volumeSize[2] = (m_finalClusterZ + 1) * fractionZ;
- 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("FINAL_CLUSTER_Z", m_finalClusterZ);
- 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(RenderPassWorkContext& rgraphCtx)
- {
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- const RenderingContext& ctx = *m_runCtx.m_ctx;
- 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_padding0;
- Vec3 m_fogDiffuse;
- U32 m_padding1;
- ClustererMagicValues m_clustererMagic;
- } regs;
- regs.m_fogScatteringCoeff = m_fogScatteringCoeff;
- regs.m_fogAbsorptionCoeff = m_fogAbsorptionCoeff;
- regs.m_density = m_fogDensity;
- regs.m_fogDiffuse = m_fogDiffuseColor;
- regs.m_clustererMagic = ctx.m_clusterBinOut.m_shaderMagicValues;
- cmdb->setPushConstants(®s, sizeof(regs));
- dispatchPPCompute(cmdb, m_workgroupSize[0], m_workgroupSize[1], m_volumeSize[0], m_volumeSize[1]);
- }
- void VolumetricFog::populateRenderGraph(RenderingContext& ctx)
- {
- m_runCtx.m_ctx = &ctx;
- RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
- m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
- ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("Vol fog");
- auto callback = [](RenderPassWorkContext& rgraphCtx) -> void {
- static_cast<VolumetricFog*>(rgraphCtx.m_userData)->run(rgraphCtx);
- };
- pass.setWork(callback, this, 0);
- pass.newDependency({m_runCtx.m_rt, TextureUsageBit::IMAGE_COMPUTE_WRITE});
- pass.newDependency({m_r->getVolumetricLightingAccumulation().getRt(), TextureUsageBit::SAMPLED_COMPUTE});
- }
- } // end namespace anki
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