LensFlare.cpp 6.0 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/LensFlare.h>
  6. #include <AnKi/Renderer/DepthDownscale.h>
  7. #include <AnKi/Renderer/RenderQueue.h>
  8. #include <AnKi/Renderer/Renderer.h>
  9. #include <AnKi/Core/ConfigSet.h>
  10. #include <AnKi/Util/Functions.h>
  11. namespace anki {
  12. LensFlare::~LensFlare()
  13. {
  14. }
  15. Error LensFlare::init()
  16. {
  17. const Error err = initInternal();
  18. if(err)
  19. {
  20. ANKI_R_LOGE("Failed to initialize lens flare pass");
  21. }
  22. return err;
  23. }
  24. Error LensFlare::initInternal()
  25. {
  26. ANKI_R_LOGV("Initializing lens flare");
  27. ANKI_CHECK(initSprite());
  28. ANKI_CHECK(initOcclusion());
  29. return Error::kNone;
  30. }
  31. Error LensFlare::initSprite()
  32. {
  33. m_maxSpritesPerFlare = ConfigSet::getSingleton().getRLensFlareMaxSpritesPerFlare();
  34. m_maxFlares = ConfigSet::getSingleton().getRLensFlareMaxFlares();
  35. if(m_maxSpritesPerFlare < 1 || m_maxFlares < 1)
  36. {
  37. ANKI_R_LOGE("Incorrect m_maxSpritesPerFlare or m_maxFlares");
  38. return Error::kUserData;
  39. }
  40. m_maxSprites = U16(m_maxSpritesPerFlare * m_maxFlares);
  41. // Load prog
  42. ANKI_CHECK(getExternalSubsystems().m_resourceManager->loadResource("ShaderBinaries/LensFlareSprite.ankiprogbin",
  43. m_realProg));
  44. const ShaderProgramResourceVariant* variant;
  45. m_realProg->getOrCreateVariant(variant);
  46. m_realGrProg = variant->getProgram();
  47. return Error::kNone;
  48. }
  49. Error LensFlare::initOcclusion()
  50. {
  51. GrManager& gr = *getExternalSubsystems().m_grManager;
  52. m_indirectBuff = gr.newBuffer(BufferInitInfo(m_maxFlares * sizeof(DrawIndirectInfo),
  53. BufferUsageBit::kIndirectDraw | BufferUsageBit::kStorageComputeWrite,
  54. BufferMapAccessBit::kNone, "LensFlares"));
  55. ANKI_CHECK(getExternalSubsystems().m_resourceManager->loadResource(
  56. "ShaderBinaries/LensFlareUpdateIndirectInfo.ankiprogbin", m_updateIndirectBuffProg));
  57. ShaderProgramResourceVariantInitInfo variantInitInfo(m_updateIndirectBuffProg);
  58. variantInitInfo.addConstant(
  59. "kInDepthMapSize", UVec2(m_r->getInternalResolution().x() / 2 / 2, m_r->getInternalResolution().y() / 2 / 2));
  60. const ShaderProgramResourceVariant* variant;
  61. m_updateIndirectBuffProg->getOrCreateVariant(variantInitInfo, variant);
  62. m_updateIndirectBuffGrProg = variant->getProgram();
  63. return Error::kNone;
  64. }
  65. void LensFlare::updateIndirectInfo(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  66. {
  67. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  68. U32 count = min<U32>(ctx.m_renderQueue->m_lensFlares.getSize(), m_maxFlares);
  69. ANKI_ASSERT(count > 0);
  70. cmdb->bindShaderProgram(m_updateIndirectBuffGrProg);
  71. cmdb->setPushConstants(&ctx.m_matrices.m_viewProjectionJitter, sizeof(ctx.m_matrices.m_viewProjectionJitter));
  72. // Write flare info
  73. Vec4* flarePositions = allocateAndBindStorage<Vec4*>(count * sizeof(Vec4), cmdb, 0, 0);
  74. for(U32 i = 0; i < count; ++i)
  75. {
  76. *flarePositions = Vec4(ctx.m_renderQueue->m_lensFlares[i].m_worldPosition, 1.0f);
  77. ++flarePositions;
  78. }
  79. rgraphCtx.bindStorageBuffer(0, 1, m_runCtx.m_indirectBuffHandle);
  80. // Bind neareset because you don't need high quality
  81. cmdb->bindSampler(0, 2, m_r->getSamplers().m_nearestNearestClamp);
  82. rgraphCtx.bindTexture(0, 3, m_r->getDepthDownscale().getHiZRt(), kHiZQuarterSurface);
  83. cmdb->dispatchCompute(count, 1, 1);
  84. }
  85. void LensFlare::populateRenderGraph(RenderingContext& ctx)
  86. {
  87. if(ctx.m_renderQueue->m_lensFlares.getSize() == 0)
  88. {
  89. return;
  90. }
  91. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  92. // Import buffer
  93. m_runCtx.m_indirectBuffHandle = rgraph.importBuffer(m_indirectBuff, BufferUsageBit::kNone);
  94. // Update the indirect buffer
  95. {
  96. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("LF Upd Ind/ct");
  97. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  98. updateIndirectInfo(ctx, rgraphCtx);
  99. });
  100. rpass.newBufferDependency(m_runCtx.m_indirectBuffHandle, BufferUsageBit::kStorageComputeWrite);
  101. rpass.newTextureDependency(m_r->getDepthDownscale().getHiZRt(), TextureUsageBit::kSampledCompute,
  102. kHiZQuarterSurface);
  103. }
  104. }
  105. void LensFlare::runDrawFlares(const RenderingContext& ctx, CommandBufferPtr& cmdb)
  106. {
  107. if(ctx.m_renderQueue->m_lensFlares.getSize() == 0)
  108. {
  109. return;
  110. }
  111. const U32 count = min<U32>(ctx.m_renderQueue->m_lensFlares.getSize(), m_maxFlares);
  112. cmdb->bindShaderProgram(m_realGrProg);
  113. cmdb->setBlendFactors(0, BlendFactor::kSrcAlpha, BlendFactor::kOneMinusSrcAlpha);
  114. cmdb->setDepthWrite(false);
  115. for(U32 i = 0; i < count; ++i)
  116. {
  117. const LensFlareQueueElement& flareEl = ctx.m_renderQueue->m_lensFlares[i];
  118. // Compute position
  119. Vec4 lfPos = Vec4(flareEl.m_worldPosition, 1.0);
  120. Vec4 posClip = ctx.m_matrices.m_viewProjectionJitter * lfPos;
  121. /*if(posClip.x() > posClip.w() || posClip.x() < -posClip.w() || posClip.y() > posClip.w()
  122. || posClip.y() < -posClip.w())
  123. {
  124. // Outside clip
  125. ANKI_ASSERT(0 && "Check that before");
  126. }*/
  127. U32 c = 0;
  128. U32 spritesCount = max<U32>(1, m_maxSpritesPerFlare);
  129. // Get uniform memory
  130. LensFlareSprite* tmpSprites =
  131. allocateAndBindStorage<LensFlareSprite*>(spritesCount * sizeof(LensFlareSprite), cmdb, 0, 0);
  132. WeakArray<LensFlareSprite> sprites(tmpSprites, spritesCount);
  133. // misc
  134. Vec2 posNdc = posClip.xy() / posClip.w();
  135. // First flare
  136. sprites[c].m_posScale = Vec4(posNdc, flareEl.m_firstFlareSize * Vec2(1.0f, m_r->getAspectRatio()));
  137. sprites[c].m_depthPad3 = Vec4(0.0f);
  138. const F32 alpha = flareEl.m_colorMultiplier.w() * (1.0f - pow(absolute(posNdc.x()), 6.0f))
  139. * (1.0f - pow(absolute(posNdc.y()), 6.0f)); // Fade the flare on the edges
  140. sprites[c].m_color = Vec4(flareEl.m_colorMultiplier.xyz(), alpha);
  141. ++c;
  142. // Render
  143. ANKI_ASSERT(flareEl.m_textureView);
  144. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearRepeat);
  145. cmdb->bindTexture(0, 2, TextureViewPtr(const_cast<TextureView*>(flareEl.m_textureView)));
  146. cmdb->drawArraysIndirect(PrimitiveTopology::kTriangleStrip, 1, i * sizeof(DrawIndirectInfo), m_indirectBuff);
  147. }
  148. // Restore state
  149. cmdb->setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero);
  150. cmdb->setDepthWrite(true);
  151. }
  152. } // end namespace anki