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- // Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <AnKi/Renderer/ForwardShading.h>
- #include <AnKi/Renderer/Renderer.h>
- #include <AnKi/Renderer/RenderQueue.h>
- #include <AnKi/Renderer/GBuffer.h>
- #include <AnKi/Renderer/LightShading.h>
- #include <AnKi/Renderer/ShadowMapping.h>
- #include <AnKi/Renderer/DepthDownscale.h>
- #include <AnKi/Renderer/LensFlare.h>
- #include <AnKi/Renderer/VolumetricLightingAccumulation.h>
- #include <AnKi/Shaders/Include/MaterialTypes.h>
- namespace anki {
- ForwardShading::~ForwardShading()
- {
- }
- void ForwardShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
- {
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- const U32 threadId = rgraphCtx.m_currentSecondLevelCommandBufferIndex;
- const U32 threadCount = rgraphCtx.m_secondLevelCommandBufferCount;
- const U32 problemSize = ctx.m_renderQueue->m_forwardShadingRenderables.getSize();
- U32 start, end;
- splitThreadedProblem(threadId, threadCount, problemSize, start, end);
- if(start != end)
- {
- cmdb->setDepthWrite(false);
- cmdb->setBlendFactors(0, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA);
- const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
- const U32 set = MATERIAL_SET_GLOBAL;
- cmdb->bindSampler(set, MATERIAL_BINDING_LINEAR_CLAMP_SAMPLER, m_r->getSamplers().m_trilinearClamp);
- rgraphCtx.bindTexture(set, MATERIAL_BINDING_DEPTH_RT, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
- rgraphCtx.bindColorTexture(set, MATERIAL_BINDING_LIGHT_VOLUME,
- m_r->getVolumetricLightingAccumulation().getRt());
- bindUniforms(cmdb, set, MATERIAL_BINDING_CLUSTER_SHADING_UNIFORMS, rsrc.m_clusteredShadingUniformsToken);
- bindUniforms(cmdb, set, MATERIAL_BINDING_CLUSTER_SHADING_LIGHTS, rsrc.m_pointLightsToken);
- bindUniforms(cmdb, set, MATERIAL_BINDING_CLUSTER_SHADING_LIGHTS + 1, rsrc.m_spotLightsToken);
- rgraphCtx.bindColorTexture(set, MATERIAL_BINDING_CLUSTER_SHADING_LIGHTS + 2,
- m_r->getShadowMapping().getShadowmapRt());
- bindStorage(cmdb, set, MATERIAL_BINDING_CLUSTERS, rsrc.m_clustersToken);
- // Start drawing
- m_r->getSceneDrawer().drawRange(RenderingTechnique::FORWARD, ctx.m_matrices.m_view,
- ctx.m_matrices.m_viewProjectionJitter,
- ctx.m_prevMatrices.m_viewProjectionJitter, cmdb,
- m_r->getSamplers().m_trilinearRepeatAnisoResolutionScalingBias,
- ctx.m_renderQueue->m_forwardShadingRenderables.getBegin() + start,
- ctx.m_renderQueue->m_forwardShadingRenderables.getBegin() + end);
- // Restore state
- cmdb->setDepthWrite(true);
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
- }
- if(threadId == threadCount - 1 && ctx.m_renderQueue->m_lensFlares.getSize())
- {
- m_r->getLensFlare().runDrawFlares(ctx, cmdb);
- }
- }
- void ForwardShading::setDependencies(const RenderingContext& ctx, GraphicsRenderPassDescription& pass)
- {
- pass.newDependency({m_r->getDepthDownscale().getHiZRt(), TextureUsageBit::SAMPLED_FRAGMENT, HIZ_HALF_DEPTH});
- pass.newDependency({m_r->getVolumetricLightingAccumulation().getRt(), TextureUsageBit::SAMPLED_FRAGMENT});
- if(ctx.m_renderQueue->m_lensFlares.getSize())
- {
- pass.newDependency({m_r->getLensFlare().getIndirectDrawBuffer(), BufferUsageBit::INDIRECT_DRAW});
- }
- }
- } // end namespace anki
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