LensFlare.cpp 6.2 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/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. #include <anki/shaders/include/LensFlareTypes.h>
  12. namespace anki
  13. {
  14. LensFlare::~LensFlare()
  15. {
  16. }
  17. Error LensFlare::init(const ConfigSet& config)
  18. {
  19. ANKI_R_LOGI("Initializing lens flare pass");
  20. Error err = initInternal(config);
  21. if(err)
  22. {
  23. ANKI_R_LOGE("Failed to initialize lens flare pass");
  24. }
  25. return err;
  26. }
  27. Error LensFlare::initInternal(const ConfigSet& config)
  28. {
  29. ANKI_CHECK(initSprite(config));
  30. ANKI_CHECK(initOcclusion(config));
  31. return Error::NONE;
  32. }
  33. Error LensFlare::initSprite(const ConfigSet& config)
  34. {
  35. m_maxSpritesPerFlare = config.getNumberU8("r_lensFlareMaxSpritesPerFlare");
  36. m_maxFlares = config.getNumberU8("r_lensFlareMaxFlares");
  37. if(m_maxSpritesPerFlare < 1 || m_maxFlares < 1)
  38. {
  39. ANKI_R_LOGE("Incorrect m_maxSpritesPerFlare or m_maxFlares");
  40. return Error::USER_DATA;
  41. }
  42. m_maxSprites = U16(m_maxSpritesPerFlare * m_maxFlares);
  43. // Load prog
  44. ANKI_CHECK(getResourceManager().loadResource("shaders/LensFlareSprite.ankiprog", m_realProg));
  45. const ShaderProgramResourceVariant* variant;
  46. m_realProg->getOrCreateVariant(variant);
  47. m_realGrProg = variant->getProgram();
  48. return Error::NONE;
  49. }
  50. Error LensFlare::initOcclusion(const ConfigSet& config)
  51. {
  52. GrManager& gr = getGrManager();
  53. m_indirectBuff = gr.newBuffer(BufferInitInfo(m_maxFlares * sizeof(DrawArraysIndirectInfo),
  54. BufferUsageBit::INDIRECT_DRAW | BufferUsageBit::STORAGE_COMPUTE_WRITE,
  55. BufferMapAccessBit::NONE, "LensFlares"));
  56. ANKI_CHECK(
  57. getResourceManager().loadResource("shaders/LensFlareUpdateIndirectInfo.ankiprog", m_updateIndirectBuffProg));
  58. ShaderProgramResourceVariantInitInfo variantInitInfo(m_updateIndirectBuffProg);
  59. variantInitInfo.addConstant("IN_DEPTH_MAP_SIZE", UVec2(m_r->getWidth() / 2 / 2, m_r->getHeight() / 2 / 2));
  60. const ShaderProgramResourceVariant* variant;
  61. m_updateIndirectBuffProg->getOrCreateVariant(variantInitInfo, variant);
  62. m_updateIndirectBuffGrProg = variant->getProgram();
  63. return Error::NONE;
  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. // Write flare info
  72. Vec4* flarePositions = allocateAndBindStorage<Vec4*>(sizeof(Mat4) + count * sizeof(Vec4), cmdb, 0, 0);
  73. *reinterpret_cast<Mat4*>(flarePositions) = ctx.m_matrices.m_viewProjectionJitter;
  74. flarePositions += 4;
  75. for(U32 i = 0; i < count; ++i)
  76. {
  77. *flarePositions = Vec4(ctx.m_renderQueue->m_lensFlares[i].m_worldPosition, 1.0f);
  78. ++flarePositions;
  79. }
  80. rgraphCtx.bindStorageBuffer(0, 1, m_runCtx.m_indirectBuffHandle);
  81. // Bind neareset because you don't need high quality
  82. cmdb->bindSampler(0, 2, m_r->getSamplers().m_nearestNearestClamp);
  83. rgraphCtx.bindTexture(0, 3, m_r->getDepthDownscale().getHiZRt(), HIZ_QUARTER_DEPTH);
  84. cmdb->dispatchCompute(count, 1, 1);
  85. }
  86. void LensFlare::populateRenderGraph(RenderingContext& ctx)
  87. {
  88. if(ctx.m_renderQueue->m_lensFlares.getSize() == 0)
  89. {
  90. return;
  91. }
  92. m_runCtx.m_ctx = &ctx;
  93. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  94. // Import buffer
  95. m_runCtx.m_indirectBuffHandle = rgraph.importBuffer(m_indirectBuff, BufferUsageBit::NONE);
  96. // Update the indirect buffer
  97. {
  98. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("LF Upd Ind/ct");
  99. rpass.setWork(
  100. [](RenderPassWorkContext& rgraphCtx) {
  101. LensFlare* const self = static_cast<LensFlare*>(rgraphCtx.m_userData);
  102. self->updateIndirectInfo(*self->m_runCtx.m_ctx, rgraphCtx);
  103. },
  104. this, 0);
  105. rpass.newDependency({m_runCtx.m_indirectBuffHandle, BufferUsageBit::STORAGE_COMPUTE_WRITE});
  106. rpass.newDependency({m_r->getDepthDownscale().getHiZRt(), TextureUsageBit::SAMPLED_COMPUTE, HIZ_QUARTER_DEPTH});
  107. }
  108. }
  109. void LensFlare::runDrawFlares(const RenderingContext& ctx, CommandBufferPtr& cmdb)
  110. {
  111. if(ctx.m_renderQueue->m_lensFlares.getSize() == 0)
  112. {
  113. return;
  114. }
  115. const U32 count = min<U32>(ctx.m_renderQueue->m_lensFlares.getSize(), m_maxFlares);
  116. cmdb->bindShaderProgram(m_realGrProg);
  117. cmdb->setBlendFactors(0, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA);
  118. cmdb->setDepthWrite(false);
  119. for(U32 i = 0; i < count; ++i)
  120. {
  121. const LensFlareQueueElement& flareEl = ctx.m_renderQueue->m_lensFlares[i];
  122. // Compute position
  123. Vec4 lfPos = Vec4(flareEl.m_worldPosition, 1.0);
  124. Vec4 posClip = ctx.m_renderQueue->m_viewProjectionMatrix * lfPos;
  125. /*if(posClip.x() > posClip.w() || posClip.x() < -posClip.w() || posClip.y() > posClip.w()
  126. || posClip.y() < -posClip.w())
  127. {
  128. // Outside clip
  129. ANKI_ASSERT(0 && "Check that before");
  130. }*/
  131. U32 c = 0;
  132. U32 spritesCount = max<U32>(1, m_maxSpritesPerFlare);
  133. // Get uniform memory
  134. LensFlareSprite* tmpSprites =
  135. allocateAndBindStorage<LensFlareSprite*>(spritesCount * sizeof(LensFlareSprite), cmdb, 0, 0);
  136. WeakArray<LensFlareSprite> sprites(tmpSprites, spritesCount);
  137. // misc
  138. Vec2 posNdc = posClip.xy() / posClip.w();
  139. // First flare
  140. sprites[c].m_posScale = Vec4(posNdc, flareEl.m_firstFlareSize * Vec2(1.0f, m_r->getAspectRatio()));
  141. sprites[c].m_depthPad3 = Vec4(0.0f);
  142. const F32 alpha = flareEl.m_colorMultiplier.w() * (1.0f - pow(absolute(posNdc.x()), 6.0f))
  143. * (1.0f - pow(absolute(posNdc.y()), 6.0f)); // Fade the flare on the edges
  144. sprites[c].m_color = Vec4(flareEl.m_colorMultiplier.xyz(), alpha);
  145. ++c;
  146. // Render
  147. ANKI_ASSERT(flareEl.m_textureView);
  148. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearRepeat);
  149. cmdb->bindTexture(0, 2, TextureViewPtr(const_cast<TextureView*>(flareEl.m_textureView)),
  150. TextureUsageBit::SAMPLED_FRAGMENT);
  151. cmdb->drawArraysIndirect(PrimitiveTopology::TRIANGLE_STRIP, 1, i * sizeof(DrawArraysIndirectInfo),
  152. m_indirectBuff);
  153. }
  154. // Restore state
  155. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
  156. cmdb->setDepthWrite(true);
  157. }
  158. } // end namespace anki