VolumetricLightingAccumulation.cpp 5.3 KB

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  1. // Copyright (C) 2009-2021, 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/VolumetricLightingAccumulation.h>
  6. #include <AnKi/Renderer/ShadowMapping.h>
  7. #include <AnKi/Renderer/IndirectDiffuseProbes.h>
  8. #include <AnKi/Renderer/Renderer.h>
  9. #include <AnKi/Resource/ImageResource.h>
  10. #include <AnKi/Core/ConfigSet.h>
  11. namespace anki {
  12. VolumetricLightingAccumulation::VolumetricLightingAccumulation(Renderer* r)
  13. : RendererObject(r)
  14. {
  15. }
  16. VolumetricLightingAccumulation::~VolumetricLightingAccumulation()
  17. {
  18. }
  19. Error VolumetricLightingAccumulation::init()
  20. {
  21. // Misc
  22. const F32 qualityXY = getConfig().getRVolumetricLightingAccumulationQualityXY();
  23. const F32 qualityZ = getConfig().getRVolumetricLightingAccumulationQualityZ();
  24. m_finalZSplit = min(m_r->getZSplitCount() - 1, getConfig().getRVolumetricLightingAccumulationFinalZSplit());
  25. m_volumeSize[0] = U32(F32(m_r->getTileCounts().x()) * qualityXY);
  26. m_volumeSize[1] = U32(F32(m_r->getTileCounts().y()) * qualityXY);
  27. m_volumeSize[2] = U32(F32(m_finalZSplit + 1) * qualityZ);
  28. ANKI_R_LOGI("Initializing volumetric lighting accumulation. Size %ux%ux%u", m_volumeSize[0], m_volumeSize[1],
  29. m_volumeSize[2]);
  30. if(!isAligned(m_r->getTileCounts().x(), m_volumeSize[0]) || !isAligned(m_r->getTileCounts().y(), m_volumeSize[1])
  31. || m_volumeSize[0] == 0 || m_volumeSize[1] == 0 || m_volumeSize[2] == 0)
  32. {
  33. ANKI_R_LOGE("Wrong input");
  34. return Error::USER_DATA;
  35. }
  36. ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_64x64.png", m_noiseImage));
  37. // Shaders
  38. ANKI_CHECK(getResourceManager().loadResource("Shaders/VolumetricLightingAccumulation.ankiprog", m_prog));
  39. ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
  40. variantInitInfo.addMutation("ENABLE_SHADOWS", 1);
  41. variantInitInfo.addConstant("VOLUME_SIZE", UVec3(m_volumeSize[0], m_volumeSize[1], m_volumeSize[2]));
  42. variantInitInfo.addConstant("TILE_COUNT", UVec2(m_r->getTileCounts().x(), m_r->getTileCounts().y()));
  43. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  44. variantInitInfo.addConstant("FINAL_Z_SPLIT", m_finalZSplit);
  45. const ShaderProgramResourceVariant* variant;
  46. m_prog->getOrCreateVariant(variantInitInfo, variant);
  47. m_grProg = variant->getProgram();
  48. m_workgroupSize = variant->getWorkgroupSizes();
  49. // Create RTs
  50. TextureInitInfo texinit =
  51. m_r->create2DRenderTargetInitInfo(m_volumeSize[0], m_volumeSize[1], Format::R16G16B16A16_SFLOAT,
  52. TextureUsageBit::IMAGE_COMPUTE_READ | TextureUsageBit::IMAGE_COMPUTE_WRITE
  53. | TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::SAMPLED_COMPUTE,
  54. "VolLight");
  55. texinit.m_depth = m_volumeSize[2];
  56. texinit.m_type = TextureType::_3D;
  57. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  58. m_rtTextures[0] = m_r->createAndClearRenderTarget(texinit);
  59. m_rtTextures[1] = m_r->createAndClearRenderTarget(texinit);
  60. return Error::NONE;
  61. }
  62. void VolumetricLightingAccumulation::populateRenderGraph(RenderingContext& ctx)
  63. {
  64. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  65. const U readRtIdx = m_r->getFrameCount() & 1;
  66. m_runCtx.m_rts[0] = rgraph.importRenderTarget(m_rtTextures[readRtIdx], TextureUsageBit::SAMPLED_FRAGMENT);
  67. m_runCtx.m_rts[1] = rgraph.importRenderTarget(m_rtTextures[!readRtIdx], TextureUsageBit::NONE);
  68. ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("Vol light");
  69. pass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  70. run(ctx, rgraphCtx);
  71. });
  72. pass.newDependency(RenderPassDependency(m_runCtx.m_rts[0], TextureUsageBit::SAMPLED_COMPUTE));
  73. pass.newDependency(RenderPassDependency(m_runCtx.m_rts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  74. pass.newDependency(
  75. RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_COMPUTE));
  76. pass.newDependency(
  77. RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_COMPUTE_READ));
  78. m_r->getIndirectDiffuseProbes().setRenderGraphDependencies(ctx, pass, TextureUsageBit::SAMPLED_COMPUTE);
  79. }
  80. void VolumetricLightingAccumulation::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  81. {
  82. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  83. const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
  84. cmdb->bindShaderProgram(m_grProg);
  85. // Bind all
  86. cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearRepeat);
  87. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  88. rgraphCtx.bindImage(0, 2, m_runCtx.m_rts[1], TextureSubresourceInfo());
  89. cmdb->bindTexture(0, 3, m_noiseImage->getTextureView());
  90. rgraphCtx.bindColorTexture(0, 4, m_runCtx.m_rts[0]);
  91. bindUniforms(cmdb, 0, 5, rsrc.m_clusteredShadingUniformsToken);
  92. bindUniforms(cmdb, 0, 6, rsrc.m_pointLightsToken);
  93. bindUniforms(cmdb, 0, 7, rsrc.m_spotLightsToken);
  94. rgraphCtx.bindColorTexture(0, 8, m_r->getShadowMapping().getShadowmapRt());
  95. m_r->getIndirectDiffuseProbes().bindVolumeTextures(ctx, rgraphCtx, 0, 9);
  96. bindUniforms(cmdb, 0, 10, rsrc.m_globalIlluminationProbesToken);
  97. bindUniforms(cmdb, 0, 11, rsrc.m_fogDensityVolumesToken);
  98. bindStorage(cmdb, 0, 12, rsrc.m_clustersToken);
  99. dispatchPPCompute(cmdb, m_workgroupSize[0], m_workgroupSize[1], m_workgroupSize[2], m_volumeSize[0],
  100. m_volumeSize[1], m_volumeSize[2]);
  101. }
  102. } // end namespace anki