VolumetricFog.cpp 3.4 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/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. Error VolumetricFog::init()
  15. {
  16. // Misc
  17. const F32 qualityXY = ConfigSet::getSingleton().getRVolumetricLightingAccumulationQualityXY();
  18. const F32 qualityZ = ConfigSet::getSingleton().getRVolumetricLightingAccumulationQualityZ();
  19. m_finalZSplit =
  20. min(m_r->getZSplitCount() - 1, ConfigSet::getSingleton().getRVolumetricLightingAccumulationFinalZSplit());
  21. m_volumeSize[0] = U32(F32(m_r->getTileCounts().x()) * qualityXY);
  22. m_volumeSize[1] = U32(F32(m_r->getTileCounts().y()) * qualityXY);
  23. m_volumeSize[2] = U32(F32(m_finalZSplit + 1) * qualityZ);
  24. ANKI_R_LOGV("Initializing volumetric fog. Resolution %ux%ux%u", m_volumeSize[0], m_volumeSize[1], m_volumeSize[2]);
  25. // Shaders
  26. ANKI_CHECK(getExternalSubsystems().m_resourceManager->loadResource(
  27. "ShaderBinaries/VolumetricFogAccumulation.ankiprogbin", m_prog));
  28. ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
  29. const ShaderProgramResourceVariant* variant;
  30. m_prog->getOrCreateVariant(variantInitInfo, variant);
  31. m_grProg = variant->getProgram();
  32. m_workgroupSize[0] = variant->getWorkgroupSizes()[0];
  33. m_workgroupSize[1] = variant->getWorkgroupSizes()[1];
  34. // RT descr
  35. m_rtDescr =
  36. m_r->create2DRenderTargetDescription(m_volumeSize[0], m_volumeSize[1], Format::kR16G16B16A16_Sfloat, "Fog");
  37. m_rtDescr.m_depth = m_volumeSize[2];
  38. m_rtDescr.m_type = TextureType::k3D;
  39. m_rtDescr.bake();
  40. return Error::kNone;
  41. }
  42. void VolumetricFog::populateRenderGraph(RenderingContext& ctx)
  43. {
  44. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  45. m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
  46. ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("Vol fog");
  47. pass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kImageComputeWrite);
  48. pass.newTextureDependency(m_r->getVolumetricLightingAccumulation().getRt(), TextureUsageBit::kSampledCompute);
  49. pass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) -> void {
  50. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  51. cmdb->bindShaderProgram(m_grProg);
  52. cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearClamp);
  53. rgraphCtx.bindColorTexture(0, 1, m_r->getVolumetricLightingAccumulation().getRt());
  54. rgraphCtx.bindImage(0, 2, m_runCtx.m_rt, TextureSubresourceInfo());
  55. VolumetricFogUniforms regs;
  56. const SkyboxQueueElement& el = ctx.m_renderQueue->m_skybox;
  57. regs.m_fogDiffuse = el.m_fog.m_diffuseColor;
  58. regs.m_fogScatteringCoeff = el.m_fog.m_scatteringCoeff;
  59. regs.m_fogAbsorptionCoeff = el.m_fog.m_absorptionCoeff;
  60. regs.m_near = ctx.m_renderQueue->m_cameraNear;
  61. regs.m_far = ctx.m_renderQueue->m_cameraFar;
  62. regs.m_zSplitCountf = F32(m_r->getZSplitCount());
  63. regs.m_volumeSize = UVec3(m_volumeSize);
  64. regs.m_maxZSplitsToProcessf = F32(m_finalZSplit + 1);
  65. cmdb->setPushConstants(&regs, sizeof(regs));
  66. dispatchPPCompute(cmdb, m_workgroupSize[0], m_workgroupSize[1], m_volumeSize[0], m_volumeSize[1]);
  67. });
  68. }
  69. } // end namespace anki