VolumetricFog.cpp 3.4 KB

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  1. // Copyright (C) 2009-2023, 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/VolumetricFog.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/DepthDownscale.h>
  8. #include <AnKi/Renderer/ShadowMapping.h>
  9. #include <AnKi/Renderer/LightShading.h>
  10. #include <AnKi/Renderer/VolumetricLightingAccumulation.h>
  11. #include <AnKi/Core/CVarSet.h>
  12. #include <AnKi/Scene/Components/SkyboxComponent.h>
  13. namespace anki {
  14. Error VolumetricFog::init()
  15. {
  16. // Misc
  17. const F32 qualityXY = g_volumetricLightingAccumulationQualityXYCVar.get();
  18. const F32 qualityZ = g_volumetricLightingAccumulationQualityZCVar.get();
  19. m_finalZSplit = min(getRenderer().getZSplitCount() - 1, g_volumetricLightingAccumulationFinalZSplitCVar.get());
  20. m_volumeSize[0] = U32(F32(getRenderer().getTileCounts().x()) * qualityXY);
  21. m_volumeSize[1] = U32(F32(getRenderer().getTileCounts().y()) * qualityXY);
  22. m_volumeSize[2] = U32(F32(m_finalZSplit + 1) * qualityZ);
  23. ANKI_R_LOGV("Initializing volumetric fog. Resolution %ux%ux%u", m_volumeSize[0], m_volumeSize[1], m_volumeSize[2]);
  24. // Shaders
  25. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/VolumetricFogAccumulation.ankiprogbin", m_prog));
  26. ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
  27. const ShaderProgramResourceVariant* variant;
  28. m_prog->getOrCreateVariant(variantInitInfo, variant);
  29. m_grProg.reset(&variant->getProgram());
  30. m_workgroupSize[0] = variant->getWorkgroupSizes()[0];
  31. m_workgroupSize[1] = variant->getWorkgroupSizes()[1];
  32. // RT descr
  33. m_rtDescr = getRenderer().create2DRenderTargetDescription(m_volumeSize[0], m_volumeSize[1], Format::kR16G16B16A16_Sfloat, "Fog");
  34. m_rtDescr.m_depth = m_volumeSize[2];
  35. m_rtDescr.m_type = TextureType::k3D;
  36. m_rtDescr.bake();
  37. return Error::kNone;
  38. }
  39. void VolumetricFog::populateRenderGraph(RenderingContext& ctx)
  40. {
  41. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  42. m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
  43. ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("Vol fog");
  44. pass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kImageComputeWrite);
  45. pass.newTextureDependency(getRenderer().getVolumetricLightingAccumulation().getRt(), TextureUsageBit::kSampledCompute);
  46. pass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) -> void {
  47. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  48. cmdb.bindShaderProgram(m_grProg.get());
  49. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_trilinearClamp.get());
  50. rgraphCtx.bindColorTexture(0, 1, getRenderer().getVolumetricLightingAccumulation().getRt());
  51. rgraphCtx.bindImage(0, 2, m_runCtx.m_rt, TextureSubresourceInfo());
  52. const SkyboxComponent* sky = SceneGraph::getSingleton().getSkybox();
  53. VolumetricFogUniforms regs;
  54. regs.m_fogDiffuse = (sky) ? sky->getFogDiffuseColor() : Vec3(0.0f);
  55. regs.m_fogScatteringCoeff = (sky) ? sky->getFogScatteringCoefficient() : 0.0f;
  56. regs.m_fogAbsorptionCoeff = (sky) ? sky->getFogAbsorptionCoefficient() : 0.0f;
  57. regs.m_near = ctx.m_cameraNear;
  58. regs.m_far = ctx.m_cameraFar;
  59. regs.m_zSplitCountf = F32(getRenderer().getZSplitCount());
  60. regs.m_volumeSize = UVec3(m_volumeSize);
  61. regs.m_maxZSplitsToProcessf = F32(m_finalZSplit + 1);
  62. cmdb.setPushConstants(&regs, sizeof(regs));
  63. dispatchPPCompute(cmdb, m_workgroupSize[0], m_workgroupSize[1], m_volumeSize[0], m_volumeSize[1]);
  64. });
  65. }
  66. } // end namespace anki