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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/LightShading.h>
- #include <AnKi/Renderer/Renderer.h>
- #include <AnKi/Renderer/ShadowMapping.h>
- #include <AnKi/Renderer/ProbeReflections.h>
- #include <AnKi/Renderer/GBuffer.h>
- #include <AnKi/Renderer/RenderQueue.h>
- #include <AnKi/Renderer/ForwardShading.h>
- #include <AnKi/Renderer/VolumetricFog.h>
- #include <AnKi/Renderer/DepthDownscale.h>
- #include <AnKi/Renderer/Ssr.h>
- #include <AnKi/Renderer/ShadowmapsResolve.h>
- #include <AnKi/Renderer/RtShadows.h>
- #include <AnKi/Renderer/IndirectDiffuse.h>
- #include <AnKi/Core/ConfigSet.h>
- #include <AnKi/Util/HighRezTimer.h>
- namespace anki {
- LightShading::LightShading(Renderer* r)
- : RendererObject(r)
- {
- }
- LightShading::~LightShading()
- {
- }
- Error LightShading::init(const ConfigSet& config)
- {
- ANKI_R_LOGI("Initializing light stage");
- Error err = initLightShading(config);
- if(!err)
- {
- err = initApplyFog(config);
- }
- if(!err)
- {
- err = initApplyIndirect(config);
- }
- if(err)
- {
- ANKI_R_LOGE("Failed to init light stage");
- }
- return err;
- }
- Error LightShading::initLightShading(const ConfigSet& config)
- {
- // Load shaders and programs
- ANKI_CHECK(getResourceManager().loadResource("Shaders/LightShading.ankiprog", m_lightShading.m_prog));
- ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog);
- variantInitInfo.addConstant("TILE_COUNTS", m_r->getTileCounts());
- variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
- variantInitInfo.addConstant("TILE_SIZE", m_r->getTileSize());
- variantInitInfo.addConstant("IR_MIPMAP_COUNT", U32(m_r->getProbeReflections().getReflectionTextureMipmapCount()));
- const ShaderProgramResourceVariant* variant;
- variantInitInfo.addMutation("USE_SHADOW_LAYERS", 0);
- m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
- m_lightShading.m_grProg[0] = variant->getProgram();
- variantInitInfo.addMutation("USE_SHADOW_LAYERS", 1);
- m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
- m_lightShading.m_grProg[1] = variant->getProgram();
- // Create RT descr
- m_lightShading.m_rtDescr =
- m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x(), m_r->getInternalResolution().y(),
- LIGHT_SHADING_COLOR_ATTACHMENT_PIXEL_FORMAT, "Light Shading");
- m_lightShading.m_rtDescr.bake();
- // Create FB descr
- m_lightShading.m_fbDescr.m_colorAttachmentCount = 1;
- m_lightShading.m_fbDescr.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::DONT_CARE;
- m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::LOAD;
- m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::DONT_CARE;
- m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
- m_lightShading.m_fbDescr.bake();
- return Error::NONE;
- }
- Error LightShading::initApplyFog(const ConfigSet& config)
- {
- // Load shaders and programs
- ANKI_CHECK(getResourceManager().loadResource("Shaders/LightShadingApplyFog.ankiprog", m_applyFog.m_prog));
- ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog);
- variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
- variantInitInfo.addConstant("FINAL_Z_SPLIT", m_r->getVolumetricFog().getFinalClusterInZ());
- const ShaderProgramResourceVariant* variant;
- m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant);
- m_applyFog.m_grProg = variant->getProgram();
- return Error::NONE;
- }
- Error LightShading::initApplyIndirect(const ConfigSet& config)
- {
- ANKI_CHECK(getResourceManager().loadResource("Shaders/LightShadingApplyIndirect.ankiprog", m_applyIndirect.m_prog));
- const ShaderProgramResourceVariant* variant;
- m_applyIndirect.m_prog->getOrCreateVariant(variant);
- m_applyIndirect.m_grProg = variant->getProgram();
- return Error::NONE;
- }
- void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
- {
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- cmdb->setViewport(0, 0, m_r->getInternalResolution().x(), m_r->getInternalResolution().y());
- // Do light shading first
- if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0)
- {
- cmdb->bindShaderProgram(m_lightShading.m_grProg[m_r->getRtShadowsEnabled()]);
- cmdb->setDepthWrite(false);
- // Bind all
- const ClusteredShadingContext& binning = ctx.m_clusteredShading;
- bindUniforms(cmdb, 0, 0, binning.m_clusteredShadingUniformsToken);
- bindUniforms(cmdb, 0, 1, binning.m_pointLightsToken);
- bindUniforms(cmdb, 0, 2, binning.m_spotLightsToken);
- rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
- bindUniforms(cmdb, 0, 4, binning.m_reflectionProbesToken);
- rgraphCtx.bindColorTexture(0, 5, m_r->getProbeReflections().getReflectionRt());
- cmdb->bindTexture(0, 6, m_r->getProbeReflections().getIntegrationLut());
- bindStorage(cmdb, 0, 7, binning.m_clustersToken);
- cmdb->bindSampler(0, 8, m_r->getSamplers().m_nearestNearestClamp);
- cmdb->bindSampler(0, 9, m_r->getSamplers().m_trilinearClamp);
- rgraphCtx.bindColorTexture(0, 10, m_r->getGBuffer().getColorRt(0));
- rgraphCtx.bindColorTexture(0, 11, m_r->getGBuffer().getColorRt(1));
- rgraphCtx.bindColorTexture(0, 12, m_r->getGBuffer().getColorRt(2));
- rgraphCtx.bindTexture(0, 13, m_r->getGBuffer().getDepthRt(),
- TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
- rgraphCtx.bindColorTexture(0, 14, m_r->getSsr().getRt());
- if(m_r->getRtShadowsEnabled())
- {
- rgraphCtx.bindColorTexture(0, 15, m_r->getRtShadows().getRt());
- }
- else
- {
- rgraphCtx.bindColorTexture(0, 16, m_r->getShadowmapsResolve().getRt());
- }
- // Draw
- drawQuad(cmdb);
- }
- // Apply indirect
- if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0)
- {
- cmdb->setDepthWrite(false);
- cmdb->bindShaderProgram(m_applyIndirect.m_grProg);
- cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
- cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
- rgraphCtx.bindColorTexture(0, 2, m_r->getIndirectDiffuse().getRt());
- rgraphCtx.bindColorTexture(0, 3, m_r->getDepthDownscale().getHiZRt());
- rgraphCtx.bindTexture(0, 4, m_r->getGBuffer().getDepthRt(),
- TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
- rgraphCtx.bindColorTexture(0, 5, m_r->getGBuffer().getColorRt(0));
- const Vec4 pc(2.0f / Vec2(m_r->getInternalResolution()), 0.0f, 0.0f);
- cmdb->setPushConstants(&pc, sizeof(pc));
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ONE);
- drawQuad(cmdb);
- // Restore state
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
- }
- // Do the fog apply
- if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == rgraphCtx.m_secondLevelCommandBufferCount - 1u)
- {
- cmdb->bindShaderProgram(m_applyFog.m_grProg);
- // Bind all
- cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
- cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
- rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(),
- TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
- rgraphCtx.bindColorTexture(0, 3, m_r->getVolumetricFog().getRt());
- class PushConsts
- {
- public:
- Vec2 m_padding;
- F32 m_near;
- F32 m_far;
- } regs;
- regs.m_near = ctx.m_renderQueue->m_cameraNear;
- regs.m_far = ctx.m_renderQueue->m_cameraFar;
- cmdb->setPushConstants(®s, sizeof(regs));
- // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::SRC_ALPHA);
- drawQuad(cmdb);
- // Reset state
- cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
- }
- // Forward shading last
- m_r->getForwardShading().run(ctx, rgraphCtx);
- }
- void LightShading::populateRenderGraph(RenderingContext& ctx)
- {
- RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
- // Create RT
- m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
- // Create pass
- GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad.");
- pass.setWork(computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_forwardShadingRenderables.getSize()),
- [this, &ctx](RenderPassWorkContext& rgraphCtx) {
- run(ctx, rgraphCtx);
- });
- pass.setFramebufferInfo(m_lightShading.m_fbDescr, {{m_runCtx.m_rt}}, {m_r->getGBuffer().getDepthRt()});
- const TextureUsageBit readUsage = TextureUsageBit::SAMPLED_FRAGMENT;
- // Light shading
- pass.newDependency(RenderPassDependency(m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE));
- pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(0), readUsage));
- pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(1), readUsage));
- pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), readUsage));
- pass.newDependency(
- RenderPassDependency(m_r->getGBuffer().getDepthRt(),
- TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ,
- TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)));
- pass.newDependency(RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), readUsage));
- if(m_r->getRtShadowsEnabled())
- {
- pass.newDependency(RenderPassDependency(m_r->getRtShadows().getRt(), readUsage));
- }
- else
- {
- pass.newDependency(RenderPassDependency(m_r->getShadowmapsResolve().getRt(), readUsage));
- }
- pass.newDependency(
- RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_FRAGMENT_READ));
- // Refl & indirect
- pass.newDependency(RenderPassDependency(m_r->getSsr().getRt(), readUsage));
- pass.newDependency(RenderPassDependency(m_r->getProbeReflections().getReflectionRt(), readUsage));
- // Apply indirect
- pass.newDependency(RenderPassDependency(m_r->getIndirectDiffuse().getRt(), readUsage));
- pass.newDependency(RenderPassDependency(m_r->getDepthDownscale().getHiZRt(), readUsage, HIZ_HALF_DEPTH));
- // Fog
- pass.newDependency(RenderPassDependency(m_r->getVolumetricFog().getRt(), readUsage));
- // For forward shading
- m_r->getForwardShading().setDependencies(ctx, pass);
- }
- } // end namespace anki
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