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