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VolumetricFog.cpp 3.7 KB

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  1. // Copyright (C) 2009-2020, 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/VolumetricFog.h>
  6. #include <anki/renderer/Renderer.h>
  7. #include <anki/renderer/DepthDownscale.h>
  8. #include <anki/renderer/ShadowMapping.h>
  9. #include <anki/renderer/LightShading.h>
  10. #include <anki/renderer/RenderQueue.h>
  11. #include <anki/renderer/VolumetricLightingAccumulation.h>
  12. #include <anki/core/ConfigSet.h>
  13. namespace anki
  14. {
  15. Error VolumetricFog::init(const ConfigSet& config)
  16. {
  17. // Misc
  18. const U32 fractionXY = config.getNumberU32("r_volumetricLightingAccumulationClusterFractionXY");
  19. ANKI_ASSERT(fractionXY >= 1);
  20. const U32 fractionZ = config.getNumberU32("r_volumetricLightingAccumulationClusterFractionZ");
  21. ANKI_ASSERT(fractionZ >= 1);
  22. m_finalClusterZ = config.getNumberU32("r_volumetricLightingAccumulationFinalClusterInZ");
  23. ANKI_ASSERT(m_finalClusterZ > 0 && m_finalClusterZ < m_r->getClusterCount()[2]);
  24. m_volumeSize[0] = m_r->getClusterCount()[0] * fractionXY;
  25. m_volumeSize[1] = m_r->getClusterCount()[1] * fractionXY;
  26. m_volumeSize[2] = (m_finalClusterZ + 1) * fractionZ;
  27. ANKI_R_LOGI("Initializing volumetric fog. Size %ux%ux%u", m_volumeSize[0], m_volumeSize[1], m_volumeSize[2]);
  28. // Shaders
  29. ANKI_CHECK(getResourceManager().loadResource("shaders/VolumetricFogAccumulation.ankiprog", m_prog));
  30. ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
  31. variantInitInfo.addConstant("VOLUME_SIZE", UVec3(m_volumeSize[0], m_volumeSize[1], m_volumeSize[2]));
  32. variantInitInfo.addConstant("FINAL_CLUSTER_Z", m_finalClusterZ);
  33. const ShaderProgramResourceVariant* variant;
  34. m_prog->getOrCreateVariant(variantInitInfo, variant);
  35. m_grProg = variant->getProgram();
  36. m_workgroupSize[0] = variant->getWorkgroupSizes()[0];
  37. m_workgroupSize[1] = variant->getWorkgroupSizes()[1];
  38. // RT descr
  39. m_rtDescr =
  40. m_r->create2DRenderTargetDescription(m_volumeSize[0], m_volumeSize[1], Format::R16G16B16A16_SFLOAT, "Fog");
  41. m_rtDescr.m_depth = m_volumeSize[2];
  42. m_rtDescr.m_type = TextureType::_3D;
  43. m_rtDescr.bake();
  44. return Error::NONE;
  45. }
  46. void VolumetricFog::run(RenderPassWorkContext& rgraphCtx)
  47. {
  48. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  49. const RenderingContext& ctx = *m_runCtx.m_ctx;
  50. cmdb->bindShaderProgram(m_grProg);
  51. cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearClamp);
  52. rgraphCtx.bindColorTexture(0, 1, m_r->getVolumetricLightingAccumulation().getRt());
  53. rgraphCtx.bindImage(0, 2, m_runCtx.m_rt, TextureSubresourceInfo());
  54. struct PushConsts
  55. {
  56. F32 m_fogScatteringCoeff;
  57. F32 m_fogAbsorptionCoeff;
  58. F32 m_density;
  59. F32 m_padding0;
  60. Vec3 m_fogDiffuse;
  61. U32 m_padding1;
  62. ClustererMagicValues m_clustererMagic;
  63. } regs;
  64. regs.m_fogScatteringCoeff = m_fogScatteringCoeff;
  65. regs.m_fogAbsorptionCoeff = m_fogAbsorptionCoeff;
  66. regs.m_density = m_fogDensity;
  67. regs.m_fogDiffuse = m_fogDiffuseColor;
  68. regs.m_clustererMagic = ctx.m_clusterBinOut.m_shaderMagicValues;
  69. cmdb->setPushConstants(&regs, sizeof(regs));
  70. dispatchPPCompute(cmdb, m_workgroupSize[0], m_workgroupSize[1], m_volumeSize[0], m_volumeSize[1]);
  71. }
  72. void VolumetricFog::populateRenderGraph(RenderingContext& ctx)
  73. {
  74. m_runCtx.m_ctx = &ctx;
  75. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  76. m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
  77. ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("Vol fog");
  78. auto callback = [](RenderPassWorkContext& rgraphCtx) -> void {
  79. static_cast<VolumetricFog*>(rgraphCtx.m_userData)->run(rgraphCtx);
  80. };
  81. pass.setWork(callback, this, 0);
  82. pass.newDependency({m_runCtx.m_rt, TextureUsageBit::IMAGE_COMPUTE_WRITE});
  83. pass.newDependency({m_r->getVolumetricLightingAccumulation().getRt(), TextureUsageBit::SAMPLED_COMPUTE});
  84. }
  85. } // end namespace anki