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- // Copyright (C) 2009-2021, 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/IndirectDiffuseProbes.h>
- #include <AnKi/Renderer/Renderer.h>
- #include <AnKi/Resource/ImageResource.h>
- #include <AnKi/Core/ConfigSet.h>
- namespace anki {
- VolumetricLightingAccumulation::VolumetricLightingAccumulation(Renderer* r)
- : RendererObject(r)
- {
- }
- VolumetricLightingAccumulation::~VolumetricLightingAccumulation()
- {
- }
- Error VolumetricLightingAccumulation::init()
- {
- // Misc
- const F32 qualityXY = getConfig().getRVolumetricLightingAccumulationQualityXY();
- const F32 qualityZ = getConfig().getRVolumetricLightingAccumulationQualityZ();
- m_finalZSplit = min(m_r->getZSplitCount() - 1, getConfig().getRVolumetricLightingAccumulationFinalZSplit());
- m_volumeSize[0] = U32(F32(m_r->getTileCounts().x()) * qualityXY);
- m_volumeSize[1] = U32(F32(m_r->getTileCounts().y()) * qualityXY);
- m_volumeSize[2] = U32(F32(m_finalZSplit + 1) * qualityZ);
- ANKI_R_LOGI("Initializing volumetric lighting accumulation. Size %ux%ux%u", m_volumeSize[0], m_volumeSize[1],
- m_volumeSize[2]);
- if(!isAligned(m_r->getTileCounts().x(), m_volumeSize[0]) || !isAligned(m_r->getTileCounts().y(), m_volumeSize[1])
- || m_volumeSize[0] == 0 || m_volumeSize[1] == 0 || m_volumeSize[2] == 0)
- {
- ANKI_R_LOGE("Wrong input");
- return Error::USER_DATA;
- }
- ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_64x64.png", m_noiseImage));
- // 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("TILE_COUNT", UVec2(m_r->getTileCounts().x(), m_r->getTileCounts().y()));
- variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
- variantInitInfo.addConstant("FINAL_Z_SPLIT", m_finalZSplit);
- 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)
- {
- 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");
- pass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
- run(ctx, rgraphCtx);
- });
- pass.newDependency(RenderPassDependency(m_runCtx.m_rts[0], TextureUsageBit::SAMPLED_COMPUTE));
- pass.newDependency(RenderPassDependency(m_runCtx.m_rts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
- pass.newDependency(
- RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_COMPUTE));
- pass.newDependency(
- RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_COMPUTE_READ));
- m_r->getIndirectDiffuseProbes().setRenderGraphDependencies(ctx, pass, TextureUsageBit::SAMPLED_COMPUTE);
- }
- void VolumetricLightingAccumulation::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
- {
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
- 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_noiseImage->getTextureView());
- rgraphCtx.bindColorTexture(0, 4, m_runCtx.m_rts[0]);
- bindUniforms(cmdb, 0, 5, rsrc.m_clusteredShadingUniformsToken);
- bindUniforms(cmdb, 0, 6, rsrc.m_pointLightsToken);
- bindUniforms(cmdb, 0, 7, rsrc.m_spotLightsToken);
- rgraphCtx.bindColorTexture(0, 8, m_r->getShadowMapping().getShadowmapRt());
- m_r->getIndirectDiffuseProbes().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);
- 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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