LightShading.cpp 9.9 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/LightShading.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/ShadowMapping.h>
  8. #include <AnKi/Renderer/ProbeReflections.h>
  9. #include <AnKi/Renderer/GBuffer.h>
  10. #include <AnKi/Renderer/RenderQueue.h>
  11. #include <AnKi/Renderer/ForwardShading.h>
  12. #include <AnKi/Renderer/VolumetricFog.h>
  13. #include <AnKi/Renderer/DepthDownscale.h>
  14. #include <AnKi/Renderer/Ssr.h>
  15. #include <AnKi/Renderer/ShadowmapsResolve.h>
  16. #include <AnKi/Renderer/RtShadows.h>
  17. #include <AnKi/Renderer/IndirectDiffuse.h>
  18. #include <AnKi/Core/ConfigSet.h>
  19. #include <AnKi/Util/HighRezTimer.h>
  20. namespace anki {
  21. LightShading::LightShading(Renderer* r)
  22. : RendererObject(r)
  23. {
  24. }
  25. LightShading::~LightShading()
  26. {
  27. }
  28. Error LightShading::init(const ConfigSet& config)
  29. {
  30. ANKI_R_LOGI("Initializing light stage");
  31. Error err = initLightShading(config);
  32. if(!err)
  33. {
  34. err = initApplyFog(config);
  35. }
  36. if(!err)
  37. {
  38. err = initApplyIndirect(config);
  39. }
  40. if(err)
  41. {
  42. ANKI_R_LOGE("Failed to init light stage");
  43. }
  44. return err;
  45. }
  46. Error LightShading::initLightShading(const ConfigSet& config)
  47. {
  48. // Load shaders and programs
  49. ANKI_CHECK(getResourceManager().loadResource("Shaders/LightShading.ankiprog", m_lightShading.m_prog));
  50. ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog);
  51. variantInitInfo.addConstant("TILE_COUNTS", m_r->getTileCounts());
  52. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  53. variantInitInfo.addConstant("TILE_SIZE", m_r->getTileSize());
  54. variantInitInfo.addConstant("IR_MIPMAP_COUNT", U32(m_r->getProbeReflections().getReflectionTextureMipmapCount()));
  55. const ShaderProgramResourceVariant* variant;
  56. variantInitInfo.addMutation("USE_SHADOW_LAYERS", 0);
  57. m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
  58. m_lightShading.m_grProg[0] = variant->getProgram();
  59. variantInitInfo.addMutation("USE_SHADOW_LAYERS", 1);
  60. m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
  61. m_lightShading.m_grProg[1] = variant->getProgram();
  62. // Create RT descr
  63. m_lightShading.m_rtDescr =
  64. m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x(), m_r->getInternalResolution().y(),
  65. LIGHT_SHADING_COLOR_ATTACHMENT_PIXEL_FORMAT, "Light Shading");
  66. m_lightShading.m_rtDescr.bake();
  67. // Create FB descr
  68. m_lightShading.m_fbDescr.m_colorAttachmentCount = 1;
  69. m_lightShading.m_fbDescr.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::DONT_CARE;
  70. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::LOAD;
  71. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::DONT_CARE;
  72. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  73. m_lightShading.m_fbDescr.bake();
  74. return Error::NONE;
  75. }
  76. Error LightShading::initApplyFog(const ConfigSet& config)
  77. {
  78. // Load shaders and programs
  79. ANKI_CHECK(getResourceManager().loadResource("Shaders/LightShadingApplyFog.ankiprog", m_applyFog.m_prog));
  80. ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog);
  81. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  82. variantInitInfo.addConstant("FINAL_Z_SPLIT", m_r->getVolumetricFog().getFinalClusterInZ());
  83. const ShaderProgramResourceVariant* variant;
  84. m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant);
  85. m_applyFog.m_grProg = variant->getProgram();
  86. return Error::NONE;
  87. }
  88. Error LightShading::initApplyIndirect(const ConfigSet& config)
  89. {
  90. ANKI_CHECK(getResourceManager().loadResource("Shaders/LightShadingApplyIndirect.ankiprog", m_applyIndirect.m_prog));
  91. const ShaderProgramResourceVariant* variant;
  92. m_applyIndirect.m_prog->getOrCreateVariant(variant);
  93. m_applyIndirect.m_grProg = variant->getProgram();
  94. return Error::NONE;
  95. }
  96. void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  97. {
  98. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  99. cmdb->setViewport(0, 0, m_r->getInternalResolution().x(), m_r->getInternalResolution().y());
  100. // Do light shading first
  101. if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0)
  102. {
  103. cmdb->bindShaderProgram(m_lightShading.m_grProg[m_r->getRtShadowsEnabled()]);
  104. cmdb->setDepthWrite(false);
  105. // Bind all
  106. const ClusteredShadingContext& binning = ctx.m_clusteredShading;
  107. bindUniforms(cmdb, 0, 0, binning.m_clusteredShadingUniformsToken);
  108. bindUniforms(cmdb, 0, 1, binning.m_pointLightsToken);
  109. bindUniforms(cmdb, 0, 2, binning.m_spotLightsToken);
  110. rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
  111. bindUniforms(cmdb, 0, 4, binning.m_reflectionProbesToken);
  112. rgraphCtx.bindColorTexture(0, 5, m_r->getProbeReflections().getReflectionRt());
  113. cmdb->bindTexture(0, 6, m_r->getProbeReflections().getIntegrationLut());
  114. bindStorage(cmdb, 0, 7, binning.m_clustersToken);
  115. cmdb->bindSampler(0, 8, m_r->getSamplers().m_nearestNearestClamp);
  116. cmdb->bindSampler(0, 9, m_r->getSamplers().m_trilinearClamp);
  117. rgraphCtx.bindColorTexture(0, 10, m_r->getGBuffer().getColorRt(0));
  118. rgraphCtx.bindColorTexture(0, 11, m_r->getGBuffer().getColorRt(1));
  119. rgraphCtx.bindColorTexture(0, 12, m_r->getGBuffer().getColorRt(2));
  120. rgraphCtx.bindTexture(0, 13, m_r->getGBuffer().getDepthRt(),
  121. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  122. rgraphCtx.bindColorTexture(0, 14, m_r->getSsr().getRt());
  123. if(m_r->getRtShadowsEnabled())
  124. {
  125. rgraphCtx.bindColorTexture(0, 15, m_r->getRtShadows().getRt());
  126. }
  127. else
  128. {
  129. rgraphCtx.bindColorTexture(0, 16, m_r->getShadowmapsResolve().getRt());
  130. }
  131. // Draw
  132. drawQuad(cmdb);
  133. }
  134. // Apply indirect
  135. if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0)
  136. {
  137. cmdb->setDepthWrite(false);
  138. cmdb->bindShaderProgram(m_applyIndirect.m_grProg);
  139. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  140. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  141. rgraphCtx.bindColorTexture(0, 2, m_r->getIndirectDiffuse().getRt());
  142. rgraphCtx.bindColorTexture(0, 3, m_r->getDepthDownscale().getHiZRt());
  143. rgraphCtx.bindTexture(0, 4, m_r->getGBuffer().getDepthRt(),
  144. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  145. rgraphCtx.bindColorTexture(0, 5, m_r->getGBuffer().getColorRt(0));
  146. const Vec4 pc(2.0f / Vec2(m_r->getInternalResolution()), 0.0f, 0.0f);
  147. cmdb->setPushConstants(&pc, sizeof(pc));
  148. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ONE);
  149. drawQuad(cmdb);
  150. // Restore state
  151. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
  152. }
  153. // Do the fog apply
  154. if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == rgraphCtx.m_secondLevelCommandBufferCount - 1u)
  155. {
  156. cmdb->bindShaderProgram(m_applyFog.m_grProg);
  157. // Bind all
  158. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  159. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  160. rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(),
  161. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  162. rgraphCtx.bindColorTexture(0, 3, m_r->getVolumetricFog().getRt());
  163. class PushConsts
  164. {
  165. public:
  166. Vec2 m_padding;
  167. F32 m_near;
  168. F32 m_far;
  169. } regs;
  170. regs.m_near = ctx.m_renderQueue->m_cameraNear;
  171. regs.m_far = ctx.m_renderQueue->m_cameraFar;
  172. cmdb->setPushConstants(&regs, sizeof(regs));
  173. // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
  174. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::SRC_ALPHA);
  175. drawQuad(cmdb);
  176. // Reset state
  177. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
  178. }
  179. // Forward shading last
  180. m_r->getForwardShading().run(ctx, rgraphCtx);
  181. }
  182. void LightShading::populateRenderGraph(RenderingContext& ctx)
  183. {
  184. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  185. // Create RT
  186. m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
  187. // Create pass
  188. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad.");
  189. pass.setWork(computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_forwardShadingRenderables.getSize()),
  190. [this, &ctx](RenderPassWorkContext& rgraphCtx) {
  191. run(ctx, rgraphCtx);
  192. });
  193. pass.setFramebufferInfo(m_lightShading.m_fbDescr, {{m_runCtx.m_rt}}, {m_r->getGBuffer().getDepthRt()});
  194. const TextureUsageBit readUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  195. // Light shading
  196. pass.newDependency(RenderPassDependency(m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE));
  197. pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(0), readUsage));
  198. pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(1), readUsage));
  199. pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), readUsage));
  200. pass.newDependency(
  201. RenderPassDependency(m_r->getGBuffer().getDepthRt(),
  202. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ,
  203. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)));
  204. pass.newDependency(RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), readUsage));
  205. if(m_r->getRtShadowsEnabled())
  206. {
  207. pass.newDependency(RenderPassDependency(m_r->getRtShadows().getRt(), readUsage));
  208. }
  209. else
  210. {
  211. pass.newDependency(RenderPassDependency(m_r->getShadowmapsResolve().getRt(), readUsage));
  212. }
  213. pass.newDependency(
  214. RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_FRAGMENT_READ));
  215. // Refl & indirect
  216. pass.newDependency(RenderPassDependency(m_r->getSsr().getRt(), readUsage));
  217. pass.newDependency(RenderPassDependency(m_r->getProbeReflections().getReflectionRt(), readUsage));
  218. // Apply indirect
  219. pass.newDependency(RenderPassDependency(m_r->getIndirectDiffuse().getRt(), readUsage));
  220. pass.newDependency(RenderPassDependency(m_r->getDepthDownscale().getHiZRt(), readUsage, HIZ_HALF_DEPTH));
  221. // Fog
  222. pass.newDependency(RenderPassDependency(m_r->getVolumetricFog().getRt(), readUsage));
  223. // For forward shading
  224. m_r->getForwardShading().setDependencies(ctx, pass);
  225. }
  226. } // end namespace anki