LightShading.cpp 11 KB

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  1. // Copyright (C) 2009-present, 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/LightShading.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/ShadowMapping.h>
  8. #include <AnKi/Renderer/ProbeReflections.h>
  9. #include <AnKi/Renderer/GBuffer.h>
  10. #include <AnKi/Renderer/ForwardShading.h>
  11. #include <AnKi/Renderer/VolumetricFog.h>
  12. #include <AnKi/Renderer/DepthDownscale.h>
  13. #include <AnKi/Renderer/ShadowmapsResolve.h>
  14. #include <AnKi/Renderer/RtShadows.h>
  15. #include <AnKi/Renderer/Sky.h>
  16. #include <AnKi/Renderer/VrsSriGeneration.h>
  17. #include <AnKi/Renderer/ClusterBinning.h>
  18. #include <AnKi/Renderer/Ssao.h>
  19. #include <AnKi/Renderer/Ssr.h>
  20. #include <AnKi/Core/CVarSet.h>
  21. #include <AnKi/Util/Tracer.h>
  22. #include <AnKi/Scene/Components/SkyboxComponent.h>
  23. #include <AnKi/Scene/Components/LightComponent.h>
  24. namespace anki {
  25. Error LightShading::init()
  26. {
  27. ANKI_R_LOGV("Initializing light shading");
  28. Error err = initLightShading();
  29. if(!err)
  30. {
  31. err = initSkybox();
  32. }
  33. if(!err)
  34. {
  35. err = initApplyFog();
  36. }
  37. if(err)
  38. {
  39. ANKI_R_LOGE("Failed to init light stage");
  40. }
  41. return err;
  42. }
  43. Error LightShading::initLightShading()
  44. {
  45. // Load shaders and programs
  46. ANKI_CHECK(loadShaderProgram("ShaderBinaries/LightShading.ankiprogbin", m_lightShading.m_prog, m_lightShading.m_grProg));
  47. // Create RT descr
  48. const UVec2 internalResolution = getRenderer().getInternalResolution();
  49. m_lightShading.m_rtDescr =
  50. getRenderer().create2DRenderTargetDescription(internalResolution.x(), internalResolution.y(), getRenderer().getHdrFormat(), "Light Shading");
  51. m_lightShading.m_rtDescr.bake();
  52. // Debug visualization
  53. ANKI_CHECK(loadShaderProgram("ShaderBinaries/VisualizeHdrRenderTarget.ankiprogbin", m_visualizeRtProg, m_visualizeRtGrProg));
  54. return Error::kNone;
  55. }
  56. Error LightShading::initSkybox()
  57. {
  58. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShadingSkybox.ankiprogbin", m_skybox.m_prog));
  59. for(MutatorValue method = 0; method < 3; ++method)
  60. {
  61. ANKI_CHECK(
  62. loadShaderProgram("ShaderBinaries/LightShadingSkybox.ankiprogbin", {{"METHOD", method}}, m_skybox.m_prog, m_skybox.m_grProgs[method]));
  63. }
  64. return Error::kNone;
  65. }
  66. Error LightShading::initApplyFog()
  67. {
  68. // Load shaders and programs
  69. ANKI_CHECK(loadShaderProgram("ShaderBinaries/LightShadingApplyFog.ankiprogbin", m_applyFog.m_prog, m_applyFog.m_grProg));
  70. return Error::kNone;
  71. }
  72. void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  73. {
  74. ANKI_TRACE_SCOPED_EVENT(LightShading);
  75. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  76. cmdb.setViewport(0, 0, getRenderer().getInternalResolution().x(), getRenderer().getInternalResolution().y());
  77. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get();
  78. if(enableVrs)
  79. {
  80. // Just set some low value, the attachment will take over
  81. cmdb.setVrsRate(VrsRate::k1x1);
  82. }
  83. // Do light shading first
  84. {
  85. cmdb.bindShaderProgram(m_lightShading.m_grProg.get());
  86. cmdb.setDepthWrite(false);
  87. // Bind all
  88. cmdb.bindUniformBuffer(ANKI_REG(b0), ctx.m_globalRenderingUniformsBuffer);
  89. cmdb.bindStorageBuffer(ANKI_REG(t0), getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kLight));
  90. cmdb.bindStorageBuffer(ANKI_REG(t1), getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kLight));
  91. cmdb.bindStorageBuffer(ANKI_REG(t2),
  92. getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kGlobalIlluminationProbe));
  93. cmdb.bindStorageBuffer(ANKI_REG(t3),
  94. getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kReflectionProbe));
  95. cmdb.bindStorageBuffer(ANKI_REG(t4), getRenderer().getClusterBinning().getClustersBuffer());
  96. cmdb.bindSampler(ANKI_REG(s0), getRenderer().getSamplers().m_nearestNearestClamp.get());
  97. cmdb.bindSampler(ANKI_REG(s1), getRenderer().getSamplers().m_trilinearClamp.get());
  98. rgraphCtx.bindTexture(ANKI_REG(t5), getRenderer().getGBuffer().getColorRt(0));
  99. rgraphCtx.bindTexture(ANKI_REG(t6), getRenderer().getGBuffer().getColorRt(1));
  100. rgraphCtx.bindTexture(ANKI_REG(t7), getRenderer().getGBuffer().getColorRt(2));
  101. rgraphCtx.bindTexture(ANKI_REG(t8), getRenderer().getGBuffer().getDepthRt());
  102. rgraphCtx.bindTexture(ANKI_REG(t9), getRenderer().getShadowmapsResolve().getRt());
  103. rgraphCtx.bindTexture(ANKI_REG(t10), getRenderer().getSsao().getRt());
  104. rgraphCtx.bindTexture(ANKI_REG(t11), getRenderer().getSsr().getRt());
  105. cmdb.bindTexture(ANKI_REG(t12), TextureView(&getRenderer().getProbeReflections().getIntegrationLut(), TextureSubresourceDesc::all()));
  106. // Draw
  107. drawQuad(cmdb);
  108. }
  109. // Skybox
  110. {
  111. cmdb.setDepthCompareOperation(CompareOperation::kEqual);
  112. const SkyboxComponent* sky = SceneGraph::getSingleton().getSkybox();
  113. const LightComponent* dirLight = SceneGraph::getSingleton().getDirectionalLight();
  114. const Bool isSolidColor =
  115. (!sky || sky->getSkyboxType() == SkyboxType::kSolidColor || (!dirLight && sky->getSkyboxType() == SkyboxType::kGenerated));
  116. if(isSolidColor)
  117. {
  118. cmdb.bindShaderProgram(m_skybox.m_grProgs[0].get());
  119. const Vec4 color((sky) ? sky->getSolidColor() : Vec3(0.0f), 0.0);
  120. cmdb.setPushConstants(&color, sizeof(color));
  121. }
  122. else if(sky->getSkyboxType() == SkyboxType::kImage2D)
  123. {
  124. cmdb.bindShaderProgram(m_skybox.m_grProgs[1].get());
  125. class
  126. {
  127. public:
  128. Mat4 m_invertedViewProjectionJitterMat;
  129. Vec3 m_cameraPos;
  130. F32 m_padding;
  131. Vec3 m_scale;
  132. F32 m_padding1;
  133. Vec3 m_bias;
  134. F32 m_padding2;
  135. } pc;
  136. pc.m_invertedViewProjectionJitterMat = ctx.m_matrices.m_invertedViewProjectionJitter;
  137. pc.m_cameraPos = ctx.m_matrices.m_cameraTransform.getTranslationPart().xyz();
  138. pc.m_scale = sky->getImageScale();
  139. pc.m_bias = sky->getImageBias();
  140. cmdb.setPushConstants(&pc, sizeof(pc));
  141. cmdb.bindSampler(ANKI_REG(s0), getRenderer().getSamplers().m_trilinearRepeatAnisoResolutionScalingBias.get());
  142. cmdb.bindTexture(ANKI_REG(t0), TextureView(&sky->getImageResource().getTexture(), TextureSubresourceDesc::all()));
  143. }
  144. else
  145. {
  146. cmdb.bindShaderProgram(m_skybox.m_grProgs[2].get());
  147. cmdb.bindSampler(ANKI_REG(s0), getRenderer().getSamplers().m_trilinearClamp.get());
  148. rgraphCtx.bindTexture(ANKI_REG(t0), getRenderer().getSky().getSkyLutRt());
  149. cmdb.bindUniformBuffer(ANKI_REG(b0), ctx.m_globalRenderingUniformsBuffer);
  150. }
  151. drawQuad(cmdb);
  152. // Restore state
  153. cmdb.setDepthCompareOperation(CompareOperation::kLess);
  154. }
  155. // Apply the fog
  156. {
  157. cmdb.bindShaderProgram(m_applyFog.m_grProg.get());
  158. // Bind all
  159. cmdb.bindSampler(ANKI_REG(s0), getRenderer().getSamplers().m_nearestNearestClamp.get());
  160. cmdb.bindSampler(ANKI_REG(s1), getRenderer().getSamplers().m_trilinearClamp.get());
  161. rgraphCtx.bindTexture(ANKI_REG(t0), getRenderer().getGBuffer().getDepthRt());
  162. rgraphCtx.bindTexture(ANKI_REG(t1), getRenderer().getVolumetricFog().getRt());
  163. class PushConsts
  164. {
  165. public:
  166. F32 m_zSplitCount;
  167. F32 m_finalZSplit;
  168. F32 m_near;
  169. F32 m_far;
  170. } regs;
  171. regs.m_zSplitCount = F32(getRenderer().getZSplitCount());
  172. regs.m_finalZSplit = F32(getRenderer().getVolumetricFog().getFinalClusterInZ());
  173. regs.m_near = ctx.m_cameraNear;
  174. regs.m_far = ctx.m_cameraFar;
  175. cmdb.setPushConstants(&regs, sizeof(regs));
  176. // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
  177. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kSrcAlpha);
  178. drawQuad(cmdb);
  179. // Reset state
  180. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero);
  181. }
  182. // Forward shading last
  183. {
  184. if(enableVrs)
  185. {
  186. cmdb.setVrsRate(VrsRate::k2x2);
  187. }
  188. getRenderer().getForwardShading().run(ctx, rgraphCtx);
  189. if(enableVrs)
  190. {
  191. // Restore
  192. cmdb.setVrsRate(VrsRate::k1x1);
  193. }
  194. }
  195. }
  196. void LightShading::populateRenderGraph(RenderingContext& ctx)
  197. {
  198. ANKI_TRACE_SCOPED_EVENT(LightShading);
  199. RenderGraphBuilder& rgraph = ctx.m_renderGraphDescr;
  200. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get();
  201. // Create RT
  202. m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
  203. RenderTargetHandle sriRt;
  204. if(enableVrs)
  205. {
  206. sriRt = getRenderer().getVrsSriGeneration().getSriRt();
  207. }
  208. // Create pass
  209. GraphicsRenderPass& pass = rgraph.newGraphicsRenderPass("Light&FW Shad");
  210. pass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  211. run(ctx, rgraphCtx);
  212. });
  213. GraphicsRenderPassTargetDesc colorRt(m_runCtx.m_rt);
  214. GraphicsRenderPassTargetDesc depthRt(getRenderer().getGBuffer().getDepthRt());
  215. depthRt.m_loadOperation = RenderTargetLoadOperation::kLoad;
  216. depthRt.m_subresource.m_depthStencilAspect = DepthStencilAspectBit::kDepth;
  217. pass.setRenderpassInfo({colorRt}, &depthRt, 0, 0, kMaxU32, kMaxU32, (enableVrs) ? &sriRt : nullptr,
  218. (enableVrs) ? getRenderer().getVrsSriGeneration().getSriTexelDimension() : 0,
  219. (enableVrs) ? getRenderer().getVrsSriGeneration().getSriTexelDimension() : 0);
  220. const TextureUsageBit readUsage = TextureUsageBit::kSrvFragment;
  221. // All
  222. if(enableVrs)
  223. {
  224. pass.newTextureDependency(sriRt, TextureUsageBit::kShadingRate);
  225. }
  226. // Light shading
  227. pass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kRtvDsvWrite);
  228. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(0), readUsage);
  229. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(1), readUsage);
  230. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), readUsage);
  231. pass.newTextureDependency(getRenderer().getGBuffer().getDepthRt(), TextureUsageBit::kSrvFragment | TextureUsageBit::kRtvDsvRead);
  232. pass.newTextureDependency(getRenderer().getShadowmapsResolve().getRt(), readUsage);
  233. pass.newBufferDependency(getRenderer().getClusterBinning().getClustersBufferHandle(), BufferUsageBit::kSrvFragment);
  234. pass.newBufferDependency(getRenderer().getClusterBinning().getPackedObjectsBufferHandle(GpuSceneNonRenderableObjectType::kLight),
  235. BufferUsageBit::kSrvFragment);
  236. pass.newTextureDependency(getRenderer().getSsao().getRt(), readUsage);
  237. pass.newTextureDependency(getRenderer().getSsr().getRt(), readUsage);
  238. if(getRenderer().getProbeReflections().getHasCurrentlyRefreshedReflectionRt())
  239. {
  240. pass.newTextureDependency(getRenderer().getProbeReflections().getCurrentlyRefreshedReflectionRt(), readUsage);
  241. }
  242. // Fog
  243. pass.newTextureDependency(getRenderer().getVolumetricFog().getRt(), readUsage);
  244. // Sky
  245. if(getRenderer().getSky().isEnabled())
  246. {
  247. pass.newTextureDependency(getRenderer().getSky().getSkyLutRt(), readUsage);
  248. }
  249. // For forward shading
  250. getRenderer().getForwardShading().setDependencies(pass);
  251. }
  252. void LightShading::getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  253. ShaderProgramPtr& optionalShaderProgram) const
  254. {
  255. ANKI_ASSERT(rtName == "LightShading");
  256. handles[0] = m_runCtx.m_rt;
  257. optionalShaderProgram = m_visualizeRtGrProg;
  258. }
  259. } // end namespace anki