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- // Copyright (C) 2009-2018, 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>
- #include <anki/renderer/LensFlare.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 descr
- m_rtDescr = m_r->create2DRenderTargetDescription(
- m_width, m_height, FORWARD_SHADING_COLOR_ATTACHMENT_PIXEL_FORMAT, "forward");
- m_rtDescr.bake();
- // Create FB descr
- m_fbDescr.m_colorAttachmentCount = 1;
- m_fbDescr.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::CLEAR;
- m_fbDescr.m_colorAttachments[0].m_clearValue.m_colorf = {{0.0, 0.0, 0.0, 1.0}};
- m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::LOAD;
- m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
- m_fbDescr.bake();
- ANKI_CHECK(initVol());
- ANKI_CHECK(initUpscale());
- return Error::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 Error::NONE;
- }
- Error ForwardShading::initUpscale()
- {
- ANKI_CHECK(getResourceManager().loadResource("engine_data/BlueNoiseLdrRgb64x64.ankitex", m_upscale.m_noiseTex));
- // Shader
- ANKI_CHECK(getResourceManager().loadResource("programs/ForwardShadingUpscale.ankiprog", m_upscale.m_prog));
- ShaderProgramResourceConstantValueInitList<3> consts(m_upscale.m_prog);
- consts.add("NOISE_TEX_SIZE", U32(m_upscale.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_upscale.m_prog->getOrCreateVariant(consts.get(), variant);
- m_upscale.m_grProg = variant->getProgram();
- return Error::NONE;
- }
- void ForwardShading::drawVolumetric(RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
- {
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- cmdb->setViewport(0, 0, m_width, m_height);
- 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());
- rgraphCtx.bindTextureAndSampler(
- 0, 0, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH, m_r->getNearestSampler());
- rgraphCtx.bindTextureAndSampler(
- 0, 1, m_r->getDepthDownscale().getHiZRt(), HIZ_QUARTER_DEPTH, m_r->getNearestSampler());
- rgraphCtx.bindColorTextureAndSampler(0, 2, m_r->getVolumetric().getRt(), m_r->getLinearSampler());
- cmdb->bindTextureAndSampler(0,
- 3,
- m_vol.m_noiseTex->getGrTextureView(),
- m_r->getTrilinearRepeatSampler(),
- TextureUsageBit::SAMPLED_FRAGMENT);
- drawQuad(cmdb);
- // Restore state
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
- cmdb->setDepthWrite(true);
- cmdb->setDepthCompareOperation(CompareOperation::LESS);
- }
- void ForwardShading::drawUpscale(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
- {
- return;
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- // **WARNING** Remember to update the consumers of the render pass that calls this method
- Vec4* linearDepth = allocateAndBindUniforms<Vec4*>(sizeof(Vec4), cmdb, 0, 0);
- computeLinearizeDepthOptimal(
- ctx.m_renderQueue->m_cameraNear, ctx.m_renderQueue->m_cameraFar, linearDepth->x(), linearDepth->y());
- rgraphCtx.bindTextureAndSampler(0,
- 0,
- m_r->getGBuffer().getDepthRt(),
- TextureSubresourceInfo(DepthStencilAspectBit::DEPTH),
- m_r->getNearestSampler());
- rgraphCtx.bindTextureAndSampler(
- 0, 1, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH, m_r->getNearestSampler());
- rgraphCtx.bindColorTextureAndSampler(0, 2, m_runCtx.m_rt, m_r->getLinearSampler());
- cmdb->bindTextureAndSampler(0,
- 3,
- m_upscale.m_noiseTex->getGrTextureView(),
- m_r->getTrilinearRepeatSampler(),
- TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::SRC_ALPHA);
- cmdb->bindShaderProgram(m_upscale.m_grProg);
- cmdb->setViewport(0, 0, m_r->getWidth(), m_r->getHeight());
- drawQuad(cmdb);
- // Restore state
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
- }
- void ForwardShading::run(RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
- {
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- const U threadId = rgraphCtx.m_currentSecondLevelCommandBufferIndex;
- const U threadCount = rgraphCtx.m_secondLevelCommandBufferCount;
- const U problemSize = ctx.m_renderQueue->m_forwardShadingRenderables.getSize();
- PtrSize start, end;
- ThreadPoolTask::choseStartEnd(threadId, threadCount, problemSize, start, end);
- if(start != end)
- {
- const LightShadingResources& rsrc = m_r->getLightShading().getResources();
- rgraphCtx.bindTextureAndSampler(
- 0, 0, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH, m_r->getLinearSampler());
- rgraphCtx.bindColorTextureAndSampler(0, 1, m_r->getShadowMapping().getShadowmapRt(), m_r->getLinearSampler());
- bindUniforms(cmdb, 0, 0, rsrc.m_commonUniformsToken);
- bindUniforms(cmdb, 0, 1, rsrc.m_pointLightsToken);
- bindUniforms(cmdb, 0, 2, rsrc.m_spotLightsToken);
- bindStorage(cmdb, 0, 0, rsrc.m_clustersToken);
- bindStorage(cmdb, 0, 1, rsrc.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);
- }
- if(threadId == threadCount - 1)
- {
- drawVolumetric(ctx, rgraphCtx);
- if(ctx.m_renderQueue->m_lensFlares.getSize())
- {
- m_r->getLensFlare().runDrawFlares(ctx, cmdb);
- }
- }
- }
- void ForwardShading::populateRenderGraph(RenderingContext& ctx)
- {
- RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
- m_runCtx.m_ctx = &ctx;
- // Create RT
- m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
- // Create pass
- GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Forward shading");
- pass.setWork(runCallback,
- this,
- computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_forwardShadingRenderables.getSize()));
- pass.setFramebufferInfo(m_fbDescr, {{m_runCtx.m_rt}}, m_r->getDepthDownscale().getHalfDepthRt());
- pass.newConsumer({m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
- pass.newConsumer({m_r->getDepthDownscale().getHalfDepthRt(),
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ,
- TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)});
- pass.newConsumer({m_r->getDepthDownscale().getHiZRt(), TextureUsageBit::SAMPLED_FRAGMENT, HIZ_HALF_DEPTH});
- pass.newConsumer({m_r->getDepthDownscale().getHiZRt(), TextureUsageBit::SAMPLED_FRAGMENT, HIZ_QUARTER_DEPTH});
- pass.newConsumer({m_r->getVolumetric().getRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- if(ctx.m_renderQueue->m_lensFlares.getSize())
- {
- pass.newConsumer({m_r->getLensFlare().getIndirectDrawBuffer(), BufferUsageBit::INDIRECT});
- }
- pass.newProducer({m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
- }
- } // end namespace anki
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