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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/VolumetricLightingAccumulation.h>
- #include <anki/renderer/ShadowMapping.h>
- #include <anki/renderer/GlobalIllumination.h>
- #include <anki/renderer/Renderer.h>
- #include <anki/resource/TextureResource.h>
- #include <anki/core/ConfigSet.h>
- namespace anki
- {
- VolumetricLightingAccumulation::VolumetricLightingAccumulation(Renderer* r)
- : RendererObject(r)
- {
- }
- VolumetricLightingAccumulation::~VolumetricLightingAccumulation()
- {
- }
- Error VolumetricLightingAccumulation::init(const ConfigSet& config)
- {
- // Misc
- const U32 fractionXY = config.getNumberU32("r_volumetricLightingAccumulationClusterFractionXY");
- ANKI_ASSERT(fractionXY >= 1);
- const U32 fractionZ = config.getNumberU32("r_volumetricLightingAccumulationClusterFractionZ");
- ANKI_ASSERT(fractionZ >= 1);
- m_finalClusterZ = config.getNumberU32("r_volumetricLightingAccumulationFinalClusterInZ");
- ANKI_ASSERT(m_finalClusterZ > 0 && m_finalClusterZ < m_r->getClusterCount()[2]);
- m_volumeSize[0] = m_r->getClusterCount()[0] * fractionXY;
- m_volumeSize[1] = m_r->getClusterCount()[1] * fractionXY;
- m_volumeSize[2] = (m_finalClusterZ + 1) * fractionZ;
- ANKI_R_LOGI("Initializing volumetric lighting accumulation. Size %ux%ux%u", m_volumeSize[0], m_volumeSize[1],
- m_volumeSize[2]);
- ANKI_CHECK(getResourceManager().loadResource("engine_data/blue_noise_rgb8_16x16x16_3d.ankitex", m_noiseTex));
- // Shaders
- ANKI_CHECK(getResourceManager().loadResource("shaders/VolumetricLightingAccumulation.ankiprog", m_prog));
- ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
- variantInitInfo.addMutation("ENABLE_SHADOWS", 1);
- variantInitInfo.addConstant("VOLUME_SIZE", UVec3(m_volumeSize[0], m_volumeSize[1], m_volumeSize[2]));
- variantInitInfo.addConstant("CLUSTER_COUNT",
- UVec3(m_r->getClusterCount()[0], m_r->getClusterCount()[1], m_r->getClusterCount()[2]));
- variantInitInfo.addConstant("FINAL_CLUSTER_Z", U32(m_finalClusterZ));
- variantInitInfo.addConstant("FRACTION", UVec3(fractionXY, fractionXY, fractionZ));
- variantInitInfo.addConstant("NOISE_TEX_SIZE",
- UVec3(m_noiseTex->getWidth(), m_noiseTex->getHeight(), m_noiseTex->getDepth()));
- const ShaderProgramResourceVariant* variant;
- m_prog->getOrCreateVariant(variantInitInfo, variant);
- m_grProg = variant->getProgram();
- m_workgroupSize = variant->getWorkgroupSizes();
- // Create RTs
- TextureInitInfo texinit =
- m_r->create2DRenderTargetInitInfo(m_volumeSize[0], m_volumeSize[1], Format::R16G16B16A16_SFLOAT,
- TextureUsageBit::IMAGE_COMPUTE_READ | TextureUsageBit::IMAGE_COMPUTE_WRITE
- | TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::SAMPLED_COMPUTE,
- "VolLight");
- texinit.m_depth = m_volumeSize[2];
- texinit.m_type = TextureType::_3D;
- texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
- m_rtTextures[0] = m_r->createAndClearRenderTarget(texinit);
- m_rtTextures[1] = m_r->createAndClearRenderTarget(texinit);
- return Error::NONE;
- }
- void VolumetricLightingAccumulation::populateRenderGraph(RenderingContext& ctx)
- {
- m_runCtx.m_ctx = &ctx;
- RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
- const U readRtIdx = m_r->getFrameCount() & 1;
- m_runCtx.m_rts[0] = rgraph.importRenderTarget(m_rtTextures[readRtIdx], TextureUsageBit::SAMPLED_FRAGMENT);
- m_runCtx.m_rts[1] = rgraph.importRenderTarget(m_rtTextures[!readRtIdx], TextureUsageBit::NONE);
- ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("Vol light");
- auto callback = [](RenderPassWorkContext& rgraphCtx) -> void {
- static_cast<VolumetricLightingAccumulation*>(rgraphCtx.m_userData)->run(rgraphCtx);
- };
- pass.setWork(callback, this, 0);
- pass.newDependency({m_runCtx.m_rts[0], TextureUsageBit::SAMPLED_COMPUTE});
- pass.newDependency({m_runCtx.m_rts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE});
- pass.newDependency({m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_COMPUTE});
- m_r->getGlobalIllumination().setRenderGraphDependencies(ctx, pass, TextureUsageBit::SAMPLED_COMPUTE);
- }
- void VolumetricLightingAccumulation::run(RenderPassWorkContext& rgraphCtx)
- {
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- RenderingContext& ctx = *m_runCtx.m_ctx;
- const ClusterBinOut& rsrc = ctx.m_clusterBinOut;
- cmdb->bindShaderProgram(m_grProg);
- // Bind all
- cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearRepeat);
- cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
- rgraphCtx.bindImage(0, 2, m_runCtx.m_rts[1], TextureSubresourceInfo());
- cmdb->bindTexture(0, 3, m_noiseTex->getGrTextureView(), TextureUsageBit::SAMPLED_COMPUTE);
- rgraphCtx.bindColorTexture(0, 4, m_runCtx.m_rts[0]);
- bindUniforms(cmdb, 0, 5, ctx.m_lightShadingUniformsToken);
- bindUniforms(cmdb, 0, 6, rsrc.m_pointLightsToken);
- bindUniforms(cmdb, 0, 7, rsrc.m_spotLightsToken);
- rgraphCtx.bindColorTexture(0, 8, m_r->getShadowMapping().getShadowmapRt());
- m_r->getGlobalIllumination().bindVolumeTextures(ctx, rgraphCtx, 0, 9);
- bindUniforms(cmdb, 0, 10, rsrc.m_globalIlluminationProbesToken);
- bindUniforms(cmdb, 0, 11, rsrc.m_fogDensityVolumesToken);
- bindStorage(cmdb, 0, 12, rsrc.m_clustersToken);
- bindStorage(cmdb, 0, 13, rsrc.m_indicesToken);
- struct PushConsts
- {
- Vec3 m_padding;
- F32 m_noiseOffset;
- } regs;
- const F32 texelSize = 1.0f / F32(m_noiseTex->getDepth());
- regs.m_noiseOffset = texelSize * F32(m_r->getFrameCount() % m_noiseTex->getDepth()) + texelSize / 2.0f;
- cmdb->setPushConstants(®s, sizeof(regs));
- dispatchPPCompute(cmdb, m_workgroupSize[0], m_workgroupSize[1], m_workgroupSize[2], m_volumeSize[0],
- m_volumeSize[1], m_volumeSize[2]);
- }
- } // end namespace anki
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