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- // Copyright (C) 2009-2023, 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()
- {
- // Misc
- const F32 qualityXY = ConfigSet::getSingleton().getRVolumetricLightingAccumulationQualityXY();
- const F32 qualityZ = ConfigSet::getSingleton().getRVolumetricLightingAccumulationQualityZ();
- m_finalZSplit =
- min(m_r->getZSplitCount() - 1, ConfigSet::getSingleton().getRVolumetricLightingAccumulationFinalZSplit());
- m_volumeSize[0] = U32(F32(m_r->getTileCounts().x()) * qualityXY);
- m_volumeSize[1] = U32(F32(m_r->getTileCounts().y()) * qualityXY);
- m_volumeSize[2] = U32(F32(m_finalZSplit + 1) * qualityZ);
- ANKI_R_LOGV("Initializing volumetric fog. Resolution %ux%ux%u", m_volumeSize[0], m_volumeSize[1], m_volumeSize[2]);
- // Shaders
- ANKI_CHECK(getExternalSubsystems().m_resourceManager->loadResource(
- "ShaderBinaries/VolumetricFogAccumulation.ankiprogbin", m_prog));
- ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
- 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::kR16G16B16A16_Sfloat, "Fog");
- m_rtDescr.m_depth = m_volumeSize[2];
- m_rtDescr.m_type = TextureType::k3D;
- m_rtDescr.bake();
- return Error::kNone;
- }
- void VolumetricFog::populateRenderGraph(RenderingContext& ctx)
- {
- RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
- m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
- ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("Vol fog");
- pass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kImageComputeWrite);
- pass.newTextureDependency(m_r->getVolumetricLightingAccumulation().getRt(), TextureUsageBit::kSampledCompute);
- pass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) -> void {
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- 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());
- VolumetricFogUniforms regs;
- const SkyboxQueueElement& el = ctx.m_renderQueue->m_skybox;
- regs.m_fogDiffuse = el.m_fog.m_diffuseColor;
- regs.m_fogScatteringCoeff = el.m_fog.m_scatteringCoeff;
- regs.m_fogAbsorptionCoeff = el.m_fog.m_absorptionCoeff;
- regs.m_near = ctx.m_renderQueue->m_cameraNear;
- regs.m_far = ctx.m_renderQueue->m_cameraFar;
- regs.m_zSplitCountf = F32(m_r->getZSplitCount());
- regs.m_volumeSize = UVec3(m_volumeSize);
- regs.m_maxZSplitsToProcessf = F32(m_finalZSplit + 1);
- cmdb->setPushConstants(®s, sizeof(regs));
- dispatchPPCompute(cmdb, m_workgroupSize[0], m_workgroupSize[1], m_volumeSize[0], m_volumeSize[1]);
- });
- }
- } // end namespace anki
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