ForwardShading.cpp 3.1 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/ForwardShading.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/RenderQueue.h>
  8. #include <AnKi/Renderer/GBuffer.h>
  9. #include <AnKi/Renderer/LightShading.h>
  10. #include <AnKi/Renderer/ShadowMapping.h>
  11. #include <AnKi/Renderer/DepthDownscale.h>
  12. #include <AnKi/Renderer/LensFlare.h>
  13. #include <AnKi/Renderer/VolumetricLightingAccumulation.h>
  14. namespace anki {
  15. ForwardShading::~ForwardShading()
  16. {
  17. }
  18. Error ForwardShading::init(const ConfigSet& cfg)
  19. {
  20. ANKI_R_LOGI("Initializing forward shading");
  21. return Error::NONE;
  22. }
  23. void ForwardShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  24. {
  25. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  26. const U32 threadId = rgraphCtx.m_currentSecondLevelCommandBufferIndex;
  27. const U32 threadCount = rgraphCtx.m_secondLevelCommandBufferCount;
  28. const U32 problemSize = ctx.m_renderQueue->m_forwardShadingRenderables.getSize();
  29. U32 start, end;
  30. splitThreadedProblem(threadId, threadCount, problemSize, start, end);
  31. if(start != end)
  32. {
  33. cmdb->setDepthWrite(false);
  34. cmdb->setBlendFactors(0, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA);
  35. const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
  36. cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearClamp);
  37. rgraphCtx.bindTexture(0, 1, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  38. rgraphCtx.bindColorTexture(0, 2, m_r->getVolumetricLightingAccumulation().getRt());
  39. bindUniforms(cmdb, 0, 3, rsrc.m_clusteredShadingUniformsToken);
  40. bindUniforms(cmdb, 0, 4, rsrc.m_pointLightsToken);
  41. bindUniforms(cmdb, 0, 5, rsrc.m_spotLightsToken);
  42. rgraphCtx.bindColorTexture(0, 6, m_r->getShadowMapping().getShadowmapRt());
  43. bindStorage(cmdb, 0, 7, rsrc.m_clustersToken);
  44. // Start drawing
  45. m_r->getSceneDrawer().drawRange(Pass::FS, ctx.m_matrices.m_view, ctx.m_matrices.m_viewProjectionJitter,
  46. ctx.m_prevMatrices.m_viewProjectionJitter, cmdb,
  47. m_r->getSamplers().m_trilinearRepeatAnisoResolutionScalingBias,
  48. ctx.m_renderQueue->m_forwardShadingRenderables.getBegin() + start,
  49. ctx.m_renderQueue->m_forwardShadingRenderables.getBegin() + end);
  50. // Restore state
  51. cmdb->setDepthWrite(true);
  52. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
  53. }
  54. if(threadId == threadCount - 1 && ctx.m_renderQueue->m_lensFlares.getSize())
  55. {
  56. m_r->getLensFlare().runDrawFlares(ctx, cmdb);
  57. }
  58. }
  59. void ForwardShading::setDependencies(const RenderingContext& ctx, GraphicsRenderPassDescription& pass)
  60. {
  61. pass.newDependency({m_r->getDepthDownscale().getHiZRt(), TextureUsageBit::SAMPLED_FRAGMENT, HIZ_HALF_DEPTH});
  62. pass.newDependency({m_r->getDepthDownscale().getHiZRt(), TextureUsageBit::SAMPLED_FRAGMENT, HIZ_QUARTER_DEPTH});
  63. pass.newDependency({m_r->getVolumetricLightingAccumulation().getRt(), TextureUsageBit::SAMPLED_FRAGMENT});
  64. if(ctx.m_renderQueue->m_lensFlares.getSize())
  65. {
  66. pass.newDependency({m_r->getLensFlare().getIndirectDrawBuffer(), BufferUsageBit::INDIRECT_DRAW});
  67. }
  68. }
  69. } // end namespace anki