LightShading.cpp 11 KB

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  1. // Copyright (C) 2009-present, 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/ForwardShading.h>
  11. #include <AnKi/Renderer/VolumetricFog.h>
  12. #include <AnKi/Renderer/DepthDownscale.h>
  13. #include <AnKi/Renderer/ShadowmapsResolve.h>
  14. #include <AnKi/Renderer/RtShadows.h>
  15. #include <AnKi/Renderer/Sky.h>
  16. #include <AnKi/Renderer/VrsSriGeneration.h>
  17. #include <AnKi/Renderer/ClusterBinning.h>
  18. #include <AnKi/Renderer/Ssao.h>
  19. #include <AnKi/Renderer/Ssr.h>
  20. #include <AnKi/Util/CVarSet.h>
  21. #include <AnKi/Util/Tracer.h>
  22. #include <AnKi/Scene/Components/SkyboxComponent.h>
  23. #include <AnKi/Scene/Components/LightComponent.h>
  24. namespace anki {
  25. Error LightShading::init()
  26. {
  27. ANKI_R_LOGV("Initializing light shading");
  28. Error err = initLightShading();
  29. if(!err)
  30. {
  31. err = initSkybox();
  32. }
  33. if(!err)
  34. {
  35. err = initApplyFog();
  36. }
  37. if(err)
  38. {
  39. ANKI_R_LOGE("Failed to init light stage");
  40. }
  41. return err;
  42. }
  43. Error LightShading::initLightShading()
  44. {
  45. // Load shaders and programs
  46. ANKI_CHECK(loadShaderProgram("ShaderBinaries/LightShading.ankiprogbin", m_lightShading.m_prog, m_lightShading.m_grProg));
  47. // Create RT descr
  48. const UVec2 internalResolution = getRenderer().getInternalResolution();
  49. m_lightShading.m_rtDescr =
  50. getRenderer().create2DRenderTargetDescription(internalResolution.x(), internalResolution.y(), getRenderer().getHdrFormat(), "Light Shading");
  51. m_lightShading.m_rtDescr.bake();
  52. // Debug visualization
  53. ANKI_CHECK(loadShaderProgram("ShaderBinaries/VisualizeHdrRenderTarget.ankiprogbin", m_visualizeRtProg, m_visualizeRtGrProg));
  54. return Error::kNone;
  55. }
  56. Error LightShading::initSkybox()
  57. {
  58. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShadingSkybox.ankiprogbin", m_skybox.m_prog));
  59. for(MutatorValue method = 0; method < 3; ++method)
  60. {
  61. ANKI_CHECK(
  62. loadShaderProgram("ShaderBinaries/LightShadingSkybox.ankiprogbin", {{"METHOD", method}}, m_skybox.m_prog, m_skybox.m_grProgs[method]));
  63. }
  64. return Error::kNone;
  65. }
  66. Error LightShading::initApplyFog()
  67. {
  68. // Load shaders and programs
  69. ANKI_CHECK(loadShaderProgram("ShaderBinaries/LightShadingApplyFog.ankiprogbin", m_applyFog.m_prog, m_applyFog.m_grProg));
  70. return Error::kNone;
  71. }
  72. void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  73. {
  74. ANKI_TRACE_SCOPED_EVENT(LightShading);
  75. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  76. cmdb.setViewport(0, 0, getRenderer().getInternalResolution().x(), getRenderer().getInternalResolution().y());
  77. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar;
  78. if(enableVrs)
  79. {
  80. // Just set some low value, the attachment will take over
  81. cmdb.setVrsRate(VrsRate::k1x1);
  82. }
  83. // Do light shading first
  84. {
  85. cmdb.bindShaderProgram(m_lightShading.m_grProg.get());
  86. cmdb.setDepthWrite(false);
  87. // Bind all
  88. cmdb.bindConstantBuffer(0, 0, ctx.m_globalRenderingConstantsBuffer);
  89. cmdb.bindSrv(0, 0, getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kLight));
  90. cmdb.bindSrv(1, 0, getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kLight));
  91. cmdb.bindSrv(2, 0, getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kGlobalIlluminationProbe));
  92. cmdb.bindSrv(3, 0, getRenderer().getClusterBinning().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kReflectionProbe));
  93. cmdb.bindSrv(4, 0, getRenderer().getClusterBinning().getClustersBuffer());
  94. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
  95. cmdb.bindSampler(1, 0, getRenderer().getSamplers().m_trilinearClamp.get());
  96. rgraphCtx.bindSrv(5, 0, getRenderer().getGBuffer().getColorRt(0));
  97. rgraphCtx.bindSrv(6, 0, getRenderer().getGBuffer().getColorRt(1));
  98. rgraphCtx.bindSrv(7, 0, getRenderer().getGBuffer().getColorRt(2));
  99. rgraphCtx.bindSrv(8, 0, getRenderer().getGBuffer().getDepthRt());
  100. rgraphCtx.bindSrv(9, 0, getRenderer().getShadowmapsResolve().getRt());
  101. rgraphCtx.bindSrv(10, 0, getRenderer().getSsao().getRt());
  102. rgraphCtx.bindSrv(11, 0, getRenderer().getSsr().getRt());
  103. cmdb.bindSrv(12, 0, TextureView(&getRenderer().getProbeReflections().getIntegrationLut(), TextureSubresourceDesc::all()));
  104. // Draw
  105. drawQuad(cmdb);
  106. }
  107. // Skybox
  108. {
  109. cmdb.setDepthCompareOperation(CompareOperation::kEqual);
  110. const SkyboxComponent* sky = SceneGraph::getSingleton().getSkybox();
  111. const LightComponent* dirLight = SceneGraph::getSingleton().getDirectionalLight();
  112. const Bool isSolidColor =
  113. (!sky || sky->getSkyboxType() == SkyboxType::kSolidColor || (!dirLight && sky->getSkyboxType() == SkyboxType::kGenerated));
  114. if(isSolidColor)
  115. {
  116. cmdb.bindShaderProgram(m_skybox.m_grProgs[0].get());
  117. const Vec4 color((sky) ? sky->getSolidColor() : Vec3(0.0f), 0.0);
  118. cmdb.setFastConstants(&color, sizeof(color));
  119. }
  120. else if(sky->getSkyboxType() == SkyboxType::kImage2D)
  121. {
  122. cmdb.bindShaderProgram(m_skybox.m_grProgs[1].get());
  123. class
  124. {
  125. public:
  126. Mat4 m_invertedViewProjectionJitterMat;
  127. Vec3 m_cameraPos;
  128. F32 m_padding;
  129. Vec3 m_scale;
  130. F32 m_padding1;
  131. Vec3 m_bias;
  132. F32 m_padding2;
  133. } pc;
  134. pc.m_invertedViewProjectionJitterMat = ctx.m_matrices.m_invertedViewProjectionJitter;
  135. pc.m_cameraPos = ctx.m_matrices.m_cameraTransform.getTranslationPart().xyz();
  136. pc.m_scale = sky->getImageScale();
  137. pc.m_bias = sky->getImageBias();
  138. cmdb.setFastConstants(&pc, sizeof(pc));
  139. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_trilinearRepeatAnisoResolutionScalingBias.get());
  140. cmdb.bindSrv(0, 0, TextureView(&sky->getImageResource().getTexture(), TextureSubresourceDesc::all()));
  141. }
  142. else
  143. {
  144. cmdb.bindShaderProgram(m_skybox.m_grProgs[2].get());
  145. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_trilinearClamp.get());
  146. rgraphCtx.bindSrv(0, 0, getRenderer().getSky().getSkyLutRt());
  147. cmdb.bindConstantBuffer(0, 0, ctx.m_globalRenderingConstantsBuffer);
  148. }
  149. drawQuad(cmdb);
  150. // Restore state
  151. cmdb.setDepthCompareOperation(CompareOperation::kLess);
  152. }
  153. // Apply the fog
  154. {
  155. cmdb.bindShaderProgram(m_applyFog.m_grProg.get());
  156. // Bind all
  157. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
  158. cmdb.bindSampler(1, 0, getRenderer().getSamplers().m_trilinearClamp.get());
  159. rgraphCtx.bindSrv(0, 0, getRenderer().getGBuffer().getDepthRt());
  160. rgraphCtx.bindSrv(1, 0, getRenderer().getVolumetricFog().getRt());
  161. class Consts
  162. {
  163. public:
  164. F32 m_zSplitCount;
  165. F32 m_finalZSplit;
  166. F32 m_near;
  167. F32 m_far;
  168. } consts;
  169. consts.m_zSplitCount = F32(getRenderer().getZSplitCount());
  170. consts.m_finalZSplit = F32(getRenderer().getVolumetricFog().getFinalClusterInZ());
  171. consts.m_near = ctx.m_cameraNear;
  172. consts.m_far = ctx.m_cameraFar;
  173. cmdb.setFastConstants(&consts, sizeof(consts));
  174. // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
  175. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kSrcAlpha);
  176. drawQuad(cmdb);
  177. // Reset state
  178. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero);
  179. }
  180. // Forward shading last
  181. {
  182. if(enableVrs)
  183. {
  184. cmdb.setVrsRate(VrsRate::k2x2);
  185. }
  186. getRenderer().getForwardShading().run(ctx, rgraphCtx);
  187. if(enableVrs)
  188. {
  189. // Restore
  190. cmdb.setVrsRate(VrsRate::k1x1);
  191. }
  192. }
  193. }
  194. void LightShading::populateRenderGraph(RenderingContext& ctx)
  195. {
  196. ANKI_TRACE_SCOPED_EVENT(LightShading);
  197. RenderGraphBuilder& rgraph = ctx.m_renderGraphDescr;
  198. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar;
  199. // Create RT
  200. m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
  201. RenderTargetHandle sriRt;
  202. if(enableVrs)
  203. {
  204. sriRt = getRenderer().getVrsSriGeneration().getSriRt();
  205. }
  206. // Create pass
  207. GraphicsRenderPass& pass = rgraph.newGraphicsRenderPass("Light&FW Shad");
  208. pass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  209. run(ctx, rgraphCtx);
  210. });
  211. GraphicsRenderPassTargetDesc colorRt(m_runCtx.m_rt);
  212. GraphicsRenderPassTargetDesc depthRt(getRenderer().getGBuffer().getDepthRt());
  213. depthRt.m_loadOperation = RenderTargetLoadOperation::kLoad;
  214. depthRt.m_subresource.m_depthStencilAspect = DepthStencilAspectBit::kDepth;
  215. pass.setRenderpassInfo({colorRt}, &depthRt, 0, 0, kMaxU32, kMaxU32, (enableVrs) ? &sriRt : nullptr,
  216. (enableVrs) ? getRenderer().getVrsSriGeneration().getSriTexelDimension() : 0,
  217. (enableVrs) ? getRenderer().getVrsSriGeneration().getSriTexelDimension() : 0);
  218. const TextureUsageBit readUsage = TextureUsageBit::kSrvPixel;
  219. // All
  220. if(enableVrs)
  221. {
  222. pass.newTextureDependency(sriRt, TextureUsageBit::kShadingRate);
  223. }
  224. // Light shading
  225. pass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kRtvDsvWrite);
  226. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(0), readUsage);
  227. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(1), readUsage);
  228. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), readUsage);
  229. pass.newTextureDependency(getRenderer().getGBuffer().getDepthRt(), TextureUsageBit::kSrvPixel | TextureUsageBit::kRtvDsvRead);
  230. pass.newTextureDependency(getRenderer().getShadowmapsResolve().getRt(), readUsage);
  231. pass.newBufferDependency(getRenderer().getClusterBinning().getClustersBufferHandle(), BufferUsageBit::kSrvPixel);
  232. pass.newBufferDependency(getRenderer().getClusterBinning().getPackedObjectsBufferHandle(GpuSceneNonRenderableObjectType::kLight),
  233. BufferUsageBit::kSrvPixel);
  234. pass.newTextureDependency(getRenderer().getSsao().getRt(), readUsage);
  235. pass.newTextureDependency(getRenderer().getSsr().getRt(), readUsage);
  236. if(getRenderer().getProbeReflections().getHasCurrentlyRefreshedReflectionRt())
  237. {
  238. pass.newTextureDependency(getRenderer().getProbeReflections().getCurrentlyRefreshedReflectionRt(), readUsage);
  239. }
  240. // Fog
  241. pass.newTextureDependency(getRenderer().getVolumetricFog().getRt(), readUsage);
  242. // Sky
  243. if(getRenderer().getSky().isEnabled())
  244. {
  245. pass.newTextureDependency(getRenderer().getSky().getSkyLutRt(), readUsage);
  246. }
  247. // For forward shading
  248. getRenderer().getForwardShading().setDependencies(pass);
  249. }
  250. void LightShading::getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  251. ShaderProgramPtr& optionalShaderProgram) const
  252. {
  253. ANKI_ASSERT(rtName == "LightShading");
  254. handles[0] = m_runCtx.m_rt;
  255. optionalShaderProgram = m_visualizeRtGrProg;
  256. }
  257. } // end namespace anki