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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <AnKi/Renderer/Utils/TraditionalDeferredShading.h>
- #include <AnKi/Renderer/Renderer.h>
- #include <AnKi/Resource/ResourceManager.h>
- #include <AnKi/Resource/MeshResource.h>
- #include <AnKi/Resource/ImageResource.h>
- #include <AnKi/Shaders/Include/TraditionalDeferredShadingTypes.h>
- #include <AnKi/Scene/SceneGraph.h>
- #include <AnKi/Scene/Components/SkyboxComponent.h>
- #include <AnKi/Scene/Components/LightComponent.h>
- namespace anki {
- Error TraditionalDeferredLightShading::init()
- {
- // Init progs
- for(MutatorValue specular = 0; specular <= 1; ++specular)
- {
- for(MutatorValue applyIndirectDiffuse = 0; applyIndirectDiffuse <= 1; ++applyIndirectDiffuse)
- {
- ANKI_CHECK(loadShaderProgram("ShaderBinaries/TraditionalDeferredShading.ankiprogbin",
- {{"SPECULAR", specular}, {"INDIRECT_DIFFUSE", applyIndirectDiffuse}}, m_lightProg,
- m_lightGrProg[specular][applyIndirectDiffuse]));
- }
- }
- // Shadow sampler
- {
- SamplerInitInfo inf;
- inf.m_compareOperation = CompareOperation::kLessEqual;
- inf.m_addressing = SamplingAddressing::kClamp;
- inf.m_mipmapFilter = SamplingFilter::kNearest;
- inf.m_minMagFilter = SamplingFilter::kLinear;
- m_shadowSampler = GrManager::getSingleton().newSampler(inf);
- }
- // Skybox
- for(MutatorValue i = 0; i < m_skyboxGrProgs.getSize(); ++i)
- {
- ANKI_CHECK(
- loadShaderProgram("ShaderBinaries/TraditionalDeferredShadingSkybox.ankiprogbin", {{"METHOD", i}}, m_skyboxProg, m_skyboxGrProgs[i]));
- }
- return Error::kNone;
- }
- void TraditionalDeferredLightShading::drawLights(TraditionalDeferredLightShadingDrawInfo& info)
- {
- CommandBuffer& cmdb = *info.m_renderpassContext->m_commandBuffer;
- RenderPassWorkContext& rgraphCtx = *info.m_renderpassContext;
- // Set common state for all
- cmdb.setViewport(info.m_viewport.x(), info.m_viewport.y(), info.m_viewport.z(), info.m_viewport.w());
- // Skybox first
- const SkyboxComponent* skyc = SceneGraph::getSingleton().getSkybox();
- const LightComponent* dirLightc = SceneGraph::getSingleton().getDirectionalLight();
- if(skyc && !(skyc->getSkyboxType() == SkyboxType::kGenerated && !dirLightc))
- {
- cmdb.bindShaderProgram(m_skyboxGrProgs[skyc->getSkyboxType()].get());
- cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
- rgraphCtx.bindSrv(0, 0, info.m_gbufferDepthRenderTarget, info.m_gbufferDepthRenderTargetSubresource);
- TraditionalDeferredSkyboxConstants consts = {};
- consts.m_invertedViewProjectionMat = info.m_invViewProjectionMatrix;
- consts.m_cameraPos = info.m_cameraPosWSpace.xyz();
- consts.m_scale = skyc->getImageScale();
- consts.m_bias = skyc->getImageBias();
- if(skyc->getSkyboxType() == SkyboxType::kSolidColor)
- {
- consts.m_solidColor = skyc->getSolidColor();
- }
- else if(skyc->getSkyboxType() == SkyboxType::kImage2D)
- {
- cmdb.bindSampler(1, 0, getRenderer().getSamplers().m_trilinearRepeatAniso.get());
- cmdb.bindSrv(1, 0, TextureView(&skyc->getImageResource().getTexture(), TextureSubresourceDesc::all()));
- }
- else
- {
- cmdb.bindSampler(1, 0, getRenderer().getSamplers().m_trilinearClamp.get());
- rgraphCtx.bindSrv(1, 0, info.m_skyLutRenderTarget);
- }
- cmdb.bindConstantBuffer(0, 0, info.m_globalRendererConsts);
- cmdb.setFastConstants(&consts, sizeof(consts));
- drawQuad(cmdb);
- }
- // Light shading
- {
- TraditionalDeferredShadingConstants* consts = allocateAndBindConstants<TraditionalDeferredShadingConstants>(cmdb, 0, 0);
- consts->m_invViewProjMat = info.m_invViewProjectionMatrix;
- consts->m_cameraPos = info.m_cameraPosWSpace.xyz();
- if(dirLightc)
- {
- consts->m_dirLight.m_effectiveShadowDistance = info.m_effectiveShadowDistance;
- consts->m_dirLight.m_lightMatrix = info.m_dirLightMatrix;
- }
- cmdb.bindSrv(0, 0, info.m_visibleLightsBuffer);
- if(GpuSceneArrays::Light::getSingleton().getElementCount() > 0)
- {
- cmdb.bindSrv(1, 0, GpuSceneArrays::Light::getSingleton().getBufferView());
- }
- else
- {
- // Set something random
- cmdb.bindSrv(1, 0, GpuSceneBuffer::getSingleton().getBufferView());
- }
- // NOTE: Use nearest sampler because we don't want the result to sample the near tiles
- cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
- rgraphCtx.bindSrv(2, 0, info.m_gbufferRenderTargets[0], info.m_gbufferRenderTargetSubresource[0]);
- rgraphCtx.bindSrv(3, 0, info.m_gbufferRenderTargets[1], info.m_gbufferRenderTargetSubresource[1]);
- rgraphCtx.bindSrv(4, 0, info.m_gbufferRenderTargets[2], info.m_gbufferRenderTargetSubresource[2]);
- rgraphCtx.bindSrv(5, 0, info.m_gbufferDepthRenderTarget, info.m_gbufferDepthRenderTargetSubresource);
- cmdb.bindSampler(1, 0, m_shadowSampler.get());
- if(dirLightc && dirLightc->getShadowEnabled())
- {
- ANKI_ASSERT(info.m_directionalLightShadowmapRenderTarget.isValid());
- rgraphCtx.bindSrv(6, 0, info.m_directionalLightShadowmapRenderTarget, info.m_directionalLightShadowmapRenderTargetSubresource);
- }
- else
- {
- // No shadows for the dir light, bind a random depth texture (need depth because validation complains)
- rgraphCtx.bindSrv(6, 0, info.m_gbufferDepthRenderTarget, info.m_gbufferDepthRenderTargetSubresource);
- }
- const Bool indirectDiffuse = info.m_applyIndirectDiffuse && GpuSceneArrays::GlobalIlluminationProbe::getSingleton().getElementCount();
- if(indirectDiffuse)
- {
- cmdb.bindSrv(7, 0, GpuSceneArrays::GlobalIlluminationProbe::getSingleton().getBufferView());
- cmdb.bindSampler(2, 0, getRenderer().getSamplers().m_trilinearClamp.get());
- }
- cmdb.bindConstantBuffer(1, 0, info.m_globalRendererConsts);
- cmdb.bindShaderProgram(m_lightGrProg[info.m_computeSpecular][indirectDiffuse].get());
- drawQuad(cmdb);
- }
- }
- } // end namespace anki
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