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- // Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <anki/renderer/LightShading.h>
- #include <anki/renderer/Renderer.h>
- #include <anki/renderer/ShadowMapping.h>
- #include <anki/renderer/ProbeReflections.h>
- #include <anki/renderer/GBuffer.h>
- #include <anki/renderer/RenderQueue.h>
- #include <anki/renderer/ForwardShading.h>
- #include <anki/renderer/VolumetricFog.h>
- #include <anki/renderer/DepthDownscale.h>
- #include <anki/renderer/Ssao.h>
- #include <anki/renderer/Ssr.h>
- #include <anki/renderer/Ssgi.h>
- #include <anki/renderer/GlobalIllumination.h>
- #include <anki/renderer/ShadowmapsResolve.h>
- #include <anki/core/ConfigSet.h>
- #include <anki/util/HighRezTimer.h>
- namespace anki
- {
- LightShading::LightShading(Renderer* r)
- : RendererObject(r)
- {
- }
- LightShading::~LightShading()
- {
- }
- Error LightShading::init(const ConfigSet& config)
- {
- ANKI_R_LOGI("Initializing light stage");
- Error err = initLightShading(config);
- if(!err)
- {
- err = initApplyFog(config);
- }
- if(err)
- {
- ANKI_R_LOGE("Failed to init light stage");
- }
- return err;
- }
- Error LightShading::initLightShading(const ConfigSet& config)
- {
- // Load shaders and programs
- ANKI_CHECK(getResourceManager().loadResource("shaders/LightShading.ankiprog", m_lightShading.m_prog));
- ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog);
- variantInitInfo.addConstant("CLUSTER_COUNT_X", U32(m_r->getClusterCount()[0]));
- variantInitInfo.addConstant("CLUSTER_COUNT_Y", U32(m_r->getClusterCount()[1]));
- variantInitInfo.addConstant("CLUSTER_COUNT_Z", U32(m_r->getClusterCount()[2]));
- variantInitInfo.addConstant("CLUSTER_COUNT", U32(m_r->getClusterCount()[3]));
- variantInitInfo.addConstant("IR_MIPMAP_COUNT", U32(m_r->getProbeReflections().getReflectionTextureMipmapCount()));
- const ShaderProgramResourceVariant* variant;
- m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
- m_lightShading.m_grProg = variant->getProgram();
- // Create RT descr
- m_lightShading.m_rtDescr = m_r->create2DRenderTargetDescription(
- m_r->getWidth(), m_r->getHeight(), LIGHT_SHADING_COLOR_ATTACHMENT_PIXEL_FORMAT, "Light Shading");
- m_lightShading.m_rtDescr.bake();
- // Create FB descr
- m_lightShading.m_fbDescr.m_colorAttachmentCount = 1;
- m_lightShading.m_fbDescr.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::DONT_CARE;
- m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::LOAD;
- m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::DONT_CARE;
- m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
- m_lightShading.m_fbDescr.bake();
- return Error::NONE;
- }
- Error LightShading::initApplyFog(const ConfigSet& config)
- {
- // Load shaders and programs
- ANKI_CHECK(getResourceManager().loadResource("shaders/LightShadingApplyFog.ankiprog", m_applyFog.m_prog));
- ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog);
- variantInitInfo.addConstant("FOG_LAST_CLASTER", m_r->getVolumetricFog().getFinalClusterInZ());
- const ShaderProgramResourceVariant* variant;
- m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant);
- m_applyFog.m_grProg = variant->getProgram();
- return Error::NONE;
- }
- void LightShading::run(RenderPassWorkContext& rgraphCtx)
- {
- const RenderingContext& ctx = *m_runCtx.m_ctx;
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- const ClusterBinOut& rsrc = ctx.m_clusterBinOut;
- cmdb->setViewport(0, 0, m_r->getWidth(), m_r->getHeight());
- // Do light shading first
- if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0)
- {
- cmdb->bindShaderProgram(m_lightShading.m_grProg);
- cmdb->setDepthWrite(false);
- // Bind all
- bindUniforms(cmdb, 0, 0, ctx.m_lightShadingUniformsToken);
- bindUniforms(cmdb, 0, 1, rsrc.m_pointLightsToken);
- bindUniforms(cmdb, 0, 2, rsrc.m_spotLightsToken);
- rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
- bindUniforms(cmdb, 0, 4, rsrc.m_reflectionProbesToken);
- rgraphCtx.bindColorTexture(0, 5, m_r->getProbeReflections().getReflectionRt());
- cmdb->bindTexture(0, 6, m_r->getProbeReflections().getIntegrationLut(), TextureUsageBit::SAMPLED_FRAGMENT);
- m_r->getGlobalIllumination().bindVolumeTextures(ctx, rgraphCtx, 0, 7);
- bindUniforms(cmdb, 0, 8, rsrc.m_globalIlluminationProbesToken);
- bindStorage(cmdb, 0, 9, rsrc.m_clustersToken);
- bindStorage(cmdb, 0, 10, rsrc.m_indicesToken);
- cmdb->bindSampler(0, 11, m_r->getSamplers().m_nearestNearestClamp);
- cmdb->bindSampler(0, 12, m_r->getSamplers().m_trilinearClamp);
- rgraphCtx.bindColorTexture(0, 13, m_r->getGBuffer().getColorRt(0));
- rgraphCtx.bindColorTexture(0, 14, m_r->getGBuffer().getColorRt(1));
- rgraphCtx.bindColorTexture(0, 15, m_r->getGBuffer().getColorRt(2));
- rgraphCtx.bindTexture(0, 16, m_r->getGBuffer().getDepthRt(),
- TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
- rgraphCtx.bindColorTexture(0, 17, m_r->getSsr().getRt());
- rgraphCtx.bindColorTexture(0, 18, m_r->getSsao().getRt());
- rgraphCtx.bindColorTexture(0, 19, m_r->getSsgi().getRt());
- rgraphCtx.bindColorTexture(0, 20, m_r->getShadowmapsResolve().getRt());
- // Draw
- drawQuad(cmdb);
- }
- // Do the fog apply
- if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == rgraphCtx.m_secondLevelCommandBufferCount - 1u)
- {
- cmdb->bindShaderProgram(m_applyFog.m_grProg);
- // Bind all
- cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
- cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
- rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(),
- TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
- rgraphCtx.bindColorTexture(0, 3, m_r->getVolumetricFog().getRt());
- struct PushConsts
- {
- ClustererMagicValues m_clustererMagic;
- Mat4 m_invViewProjMat;
- } regs;
- regs.m_clustererMagic = ctx.m_clusterBinOut.m_shaderMagicValues;
- regs.m_invViewProjMat = ctx.m_matrices.m_viewProjectionJitter.getInverse();
- cmdb->setPushConstants(®s, sizeof(regs));
- // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::SRC_ALPHA);
- drawQuad(cmdb);
- // Reset state
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
- }
- // Forward shading last
- m_r->getForwardShading().run(ctx, rgraphCtx);
- }
- void LightShading::populateRenderGraph(RenderingContext& ctx)
- {
- m_runCtx.m_ctx = &ctx;
- RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
- // Create RT
- m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
- // Create pass
- GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad.");
- pass.setWork(
- [](RenderPassWorkContext& rgraphCtx) { static_cast<LightShading*>(rgraphCtx.m_userData)->run(rgraphCtx); },
- this, computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_forwardShadingRenderables.getSize()));
- pass.setFramebufferInfo(m_lightShading.m_fbDescr, {{m_runCtx.m_rt}}, {m_r->getGBuffer().getDepthRt()});
- // Light shading
- pass.newDependency({m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({m_r->getGBuffer().getColorRt(0), TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({m_r->getGBuffer().getColorRt(1), TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({m_r->getGBuffer().getDepthRt(),
- TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ,
- TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)});
- pass.newDependency({m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({m_r->getSsao().getRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({m_r->getSsgi().getRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({m_r->getShadowmapsResolve().getRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- // Refl & indirect
- pass.newDependency({m_r->getSsr().getRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({m_r->getProbeReflections().getReflectionRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- m_r->getGlobalIllumination().setRenderGraphDependencies(ctx, pass, TextureUsageBit::SAMPLED_FRAGMENT);
- // Fog
- pass.newDependency({m_r->getVolumetricFog().getRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- // For forward shading
- m_r->getForwardShading().setDependencies(ctx, pass);
- }
- } // end namespace anki
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