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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/ProbeReflections.h>
- #include <AnKi/Renderer/Renderer.h>
- #include <AnKi/Renderer/LightShading.h>
- #include <AnKi/Renderer/FinalComposite.h>
- #include <AnKi/Renderer/GBuffer.h>
- #include <AnKi/Renderer/Sky.h>
- #include <AnKi/Renderer/PrimaryNonRenderableVisibility.h>
- #include <AnKi/Renderer/IndirectDiffuseProbes.h>
- #include <AnKi/Renderer/Utils/MipmapGenerator.h>
- #include <AnKi/Renderer/Utils/Drawer.h>
- #include <AnKi/Renderer/Reflections.h>
- #include <AnKi/Renderer/IndirectDiffuseClipmaps.h>
- #include <AnKi/Util/CVarSet.h>
- #include <AnKi/Util/Tracer.h>
- #include <AnKi/Core/StatsSet.h>
- #include <AnKi/Resource/MeshResource.h>
- #include <AnKi/Resource/AsyncLoader.h>
- #include <AnKi/Shaders/Include/TraditionalDeferredShadingTypes.h>
- #include <AnKi/Scene/Components/ReflectionProbeComponent.h>
- #include <AnKi/Scene/Components/LightComponent.h>
- #include <AnKi/Scene/SceneGraph.h>
- namespace anki {
- ANKI_SVAR(ProbeReflectionCount, StatCategory::kRenderer, "Reflection probes rendered", StatFlag::kMainThreadUpdates)
- Error ProbeReflections::init()
- {
- ANKI_CHECK(ResourceManager::getSingleton().loadResource("EngineAssets/IblDfg.png", m_integrationLut));
- m_gbuffer.m_tileSize = g_cvarRenderProbeReflectionsResolution;
- {
- RenderTargetDesc texinit = getRenderer().create2DRenderTargetDescription(m_gbuffer.m_tileSize, m_gbuffer.m_tileSize,
- kGBufferColorRenderTargetFormats[0], "CubeRefl GBuffer");
- // Create color RT descriptions
- for(U32 i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- texinit.m_format = kGBufferColorRenderTargetFormats[i];
- texinit.m_type = TextureType::kCube;
- m_gbuffer.m_colorRtDescrs[i] = texinit;
- m_gbuffer.m_colorRtDescrs[i].setName(RendererString().sprintf("CubeRefl GBuff Col #%u", i));
- m_gbuffer.m_colorRtDescrs[i].bake();
- }
- // Create depth RT
- texinit.m_format = getRenderer().getDepthNoStencilFormat();
- texinit.m_type = TextureType::k2D;
- texinit.setName("CubeRefl GBuff Depth");
- m_gbuffer.m_depthRtDescr = texinit;
- m_gbuffer.m_depthRtDescr.bake();
- }
- m_lightShading.m_tileSize = g_cvarRenderProbeReflectionsResolution;
- m_lightShading.m_mipCount = computeMaxMipmapCount2d(m_lightShading.m_tileSize, m_lightShading.m_tileSize, 8);
- {
- const U32 resolution = g_cvarRenderProbeReflectionsShadowMapResolution;
- ANKI_ASSERT(resolution > 8);
- // RT descr
- m_shadowMapping.m_rtDescr =
- getRenderer().create2DRenderTargetDescription(resolution, resolution, getRenderer().getDepthNoStencilFormat(), "CubeRefl SM");
- m_shadowMapping.m_rtDescr.bake();
- }
- ANKI_CHECK(m_lightShading.m_deferred.init());
- return Error::kNone;
- }
- void ProbeReflections::populateRenderGraph(RenderingContext& rctx)
- {
- ANKI_TRACE_SCOPED_EVENT(ProbeReflections);
- const Bool bRtReflections = GrManager::getSingleton().getDeviceCapabilities().m_rayTracingEnabled && g_cvarRenderReflectionsRt;
- if(bRtReflections)
- {
- return;
- }
- // Iterate the visible probes to find a candidate for update
- WeakArray<ReflectionProbeComponent*> visibleProbes = getPrimaryNonRenderableVisibility().getInterestingVisibleComponents().m_reflectionProbes;
- ReflectionProbeComponent* probeToRefresh = nullptr;
- for(ReflectionProbeComponent* probe : visibleProbes)
- {
- if(probe->getEnvironmentTextureNeedsRefresh())
- {
- probeToRefresh = probe;
- break;
- }
- }
- if(probeToRefresh == nullptr || AsyncLoader::getSingleton().getTasksInFlightCount() != 0
- || (isIndirectDiffuseProbesEnabled() && getIndirectDiffuseProbes().hasCurrentlyRefreshedVolumeRt())) [[likely]]
- {
- // Nothing to update or can't update right now, early exit
- m_runCtx = {};
- return;
- }
- g_svarProbeReflectionCount.increment(1);
- probeToRefresh->setEnvironmentTextureAsRefreshed();
- RenderGraphBuilder& rgraph = rctx.m_renderGraphDescr;
- const LightComponent* dirLightc = SceneGraph::getSingleton().getDirectionalLight();
- const Bool doShadows = dirLightc && dirLightc->getShadowEnabled();
- // Create render targets now to save memory
- const RenderTargetHandle probeTexture = rgraph.importRenderTarget(&probeToRefresh->getReflectionTexture(), TextureUsageBit::kNone);
- m_runCtx.m_probeTex = probeTexture;
- const RenderTargetHandle gbufferDepthRt = rgraph.newRenderTarget(m_gbuffer.m_depthRtDescr);
- const RenderTargetHandle shadowMapRt = (doShadows) ? rgraph.newRenderTarget(m_shadowMapping.m_rtDescr) : RenderTargetHandle();
- Array<RenderTargetHandle, kGBufferColorRenderTargetCount> gbufferColorRts;
- for(U i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- gbufferColorRts[i] = rgraph.newRenderTarget(m_gbuffer.m_colorRtDescrs[i]);
- }
- for(U8 f = 0; f < 6; ++f)
- {
- // GBuffer visibility
- GpuVisibilityOutput visOut;
- Frustum frustum;
- {
- frustum.setPerspective(kClusterObjectFrustumNearPlane, probeToRefresh->getRenderRadius(), kPi / 2.0f, kPi / 2.0f);
- frustum.setWorldTransform(
- Transform(probeToRefresh->getWorldPosition().xyz0, Frustum::getOmnidirectionalFrustumRotations()[f], Vec4(1.0f, 1.0f, 1.0f, 0.0f)));
- frustum.update();
- Array<F32, kMaxLodCount - 1> lodDistances = {g_cvarRenderLod0MaxDistance, g_cvarRenderLod1MaxDistance};
- FrustumGpuVisibilityInput visIn;
- visIn.m_passesName = generateTempPassName("Cube refl: GBuffer face:%u", f);
- visIn.m_technique = RenderingTechnique::kGBuffer;
- visIn.m_viewProjectionMatrix = frustum.getViewProjectionMatrix();
- visIn.m_lodReferencePoint = probeToRefresh->getWorldPosition();
- visIn.m_lodDistances = lodDistances;
- visIn.m_rgraph = &rgraph;
- visIn.m_viewportSize = UVec2(m_gbuffer.m_tileSize);
- visIn.m_limitMemory = true;
- getRenderer().getGpuVisibility().populateRenderGraph(visIn, visOut);
- }
- // GBuffer pass
- {
- // Create pass
- GraphicsRenderPass& pass = rgraph.newGraphicsRenderPass(generateTempPassName("Cube refl: GBuffer face:%u", f));
- Array<GraphicsRenderPassTargetDesc, kGBufferColorRenderTargetCount> colorRtis;
- for(U j = 0; j < kGBufferColorRenderTargetCount; ++j)
- {
- colorRtis[j].m_loadOperation = RenderTargetLoadOperation::kClear;
- colorRtis[j].m_subresource.m_face = f;
- colorRtis[j].m_handle = gbufferColorRts[j];
- }
- GraphicsRenderPassTargetDesc depthRti(gbufferDepthRt);
- depthRti.m_subresource.m_depthStencilAspect = DepthStencilAspectBit::kDepth;
- depthRti.m_loadOperation = RenderTargetLoadOperation::kClear;
- depthRti.m_clearValue.m_depthStencil.m_depth = 1.0f;
- pass.setRenderpassInfo(colorRtis, &depthRti);
- for(U i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- pass.newTextureDependency(gbufferColorRts[i], TextureUsageBit::kRtvDsvWrite, TextureSubresourceDesc::surface(0, f, 0));
- }
- pass.newTextureDependency(gbufferDepthRt, TextureUsageBit::kAllRtvDsv, DepthStencilAspectBit::kDepth);
- pass.newBufferDependency(visOut.m_dependency, BufferUsageBit::kIndirectDraw);
- pass.setWork(
- [this, visOut, viewProjMat = frustum.getViewProjectionMatrix(), viewMat = frustum.getViewMatrix()](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(ProbeReflections);
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- cmdb.setViewport(0, 0, m_gbuffer.m_tileSize, m_gbuffer.m_tileSize);
- RenderableDrawerArguments args;
- args.m_viewMatrix = viewMat;
- args.m_cameraTransform = viewMat.invertTransformation();
- args.m_viewProjectionMatrix = viewProjMat;
- args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care about prev mats
- args.m_sampler = getRenderer().getSamplers().m_trilinearRepeat.get();
- args.m_renderingTechinuqe = RenderingTechnique::kGBuffer;
- args.m_viewport = UVec4(0, 0, m_gbuffer.m_tileSize, m_gbuffer.m_tileSize);
- args.fill(visOut);
- getRenderer().getRenderableDrawer().drawMdi(args, cmdb);
- });
- }
- // Shadow visibility. Optional
- GpuVisibilityOutput shadowVisOut;
- Mat4 cascadeViewProjMat;
- Mat3x4 cascadeViewMat;
- Mat4 cascadeProjMat;
- if(doShadows)
- {
- constexpr U32 kCascadeCount = 1;
- dirLightc->computeCascadeFrustums(frustum, Array<F32, kCascadeCount>{probeToRefresh->getShadowsRenderRadius()},
- WeakArray<Mat4>(&cascadeProjMat, kCascadeCount), WeakArray<Mat3x4>(&cascadeViewMat, kCascadeCount));
- cascadeViewProjMat = cascadeProjMat * Mat4(cascadeViewMat, Vec4(0.0f, 0.0f, 0.0f, 1.0f));
- Array<F32, kMaxLodCount - 1> lodDistances = {g_cvarRenderLod0MaxDistance, g_cvarRenderLod1MaxDistance};
- FrustumGpuVisibilityInput visIn;
- visIn.m_passesName = generateTempPassName("Cube refl: Shadows face:%u", f);
- visIn.m_technique = RenderingTechnique::kDepth;
- visIn.m_viewProjectionMatrix = cascadeViewProjMat;
- visIn.m_lodReferencePoint = probeToRefresh->getWorldPosition();
- visIn.m_lodDistances = lodDistances;
- visIn.m_rgraph = &rgraph;
- visIn.m_viewportSize = UVec2(m_shadowMapping.m_rtDescr.m_height);
- visIn.m_limitMemory = true;
- getRenderer().getGpuVisibility().populateRenderGraph(visIn, shadowVisOut);
- }
- // Shadows. Optional
- if(doShadows)
- {
- // Pass
- GraphicsRenderPass& pass = rgraph.newGraphicsRenderPass(generateTempPassName("Cube refl: Shadows face:%u", f));
- GraphicsRenderPassTargetDesc depthRti(shadowMapRt);
- depthRti.m_loadOperation = RenderTargetLoadOperation::kClear;
- depthRti.m_clearValue.m_depthStencil.m_depth = 1.0f;
- depthRti.m_subresource.m_depthStencilAspect = DepthStencilAspectBit::kDepth;
- pass.setRenderpassInfo({}, &depthRti);
- pass.newTextureDependency(shadowMapRt, TextureUsageBit::kAllRtvDsv, DepthStencilAspectBit::kDepth);
- pass.newBufferDependency(shadowVisOut.m_dependency, BufferUsageBit::kIndirectDraw);
- pass.setWork([this, shadowVisOut, cascadeViewProjMat, cascadeViewMat](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(ProbeReflections);
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- cmdb.setPolygonOffset(kShadowsPolygonOffsetFactor, kShadowsPolygonOffsetUnits);
- const U32 rez = m_shadowMapping.m_rtDescr.m_height;
- cmdb.setViewport(0, 0, rez, rez);
- RenderableDrawerArguments args;
- args.m_viewMatrix = cascadeViewMat;
- args.m_cameraTransform = cascadeViewMat.invertTransformation();
- args.m_viewProjectionMatrix = cascadeViewProjMat;
- args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care
- args.m_sampler = getRenderer().getSamplers().m_trilinearRepeatAniso.get();
- args.m_renderingTechinuqe = RenderingTechnique::kDepth;
- args.m_viewport = UVec4(0, 0, rez, rez);
- args.fill(shadowVisOut);
- getRenderer().getRenderableDrawer().drawMdi(args, cmdb);
- cmdb.setPolygonOffset(0.0, 0.0);
- });
- }
- // Light visibility
- GpuVisibilityNonRenderablesOutput lightVis;
- {
- GpuVisibilityNonRenderablesInput in;
- in.m_passesName = generateTempPassName("Cube refl: Light visibility face:%u", f);
- in.m_objectType = GpuSceneNonRenderableObjectType::kLight;
- in.m_viewProjectionMat = frustum.getViewProjectionMatrix();
- in.m_rgraph = &rgraph;
- getRenderer().getGpuVisibilityNonRenderables().populateRenderGraph(in, lightVis);
- }
- // Light shading pass
- {
- GraphicsRenderPass& pass = rgraph.newGraphicsRenderPass(generateTempPassName("Cube refl: light shading face:%u", f));
- GraphicsRenderPassTargetDesc colorRti(probeTexture);
- colorRti.m_subresource.m_face = f;
- colorRti.m_loadOperation = RenderTargetLoadOperation::kClear;
- pass.setRenderpassInfo({colorRti});
- pass.newBufferDependency(lightVis.m_visiblesBufferHandle, BufferUsageBit::kSrvPixel);
- pass.newTextureDependency(probeTexture, TextureUsageBit::kRtvDsvWrite, TextureSubresourceDesc::surface(0, f, 0));
- for(U i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- pass.newTextureDependency(gbufferColorRts[i], TextureUsageBit::kSrvPixel, TextureSubresourceDesc::surface(0, f, 0));
- }
- pass.newTextureDependency(gbufferDepthRt, TextureUsageBit::kSrvPixel, DepthStencilAspectBit::kDepth);
- if(shadowMapRt.isValid())
- {
- pass.newTextureDependency(shadowMapRt, TextureUsageBit::kSrvPixel);
- }
- if(getRenderer().getGeneratedSky().isEnabled())
- {
- pass.newTextureDependency(getRenderer().getGeneratedSky().getSkyLutRt(), TextureUsageBit::kSrvPixel);
- }
- if(isIndirectDiffuseProbesEnabled() && getIndirectDiffuseProbes().hasCurrentlyRefreshedVolumeRt())
- {
- pass.newTextureDependency(getRenderer().getIndirectDiffuseProbes().getCurrentlyRefreshedVolumeRt(), TextureUsageBit::kSrvPixel);
- }
- else if(!isIndirectDiffuseProbesEnabled())
- {
- getIndirectDiffuseClipmaps().setDependencies(pass, TextureUsageBit::kSrvPixel);
- }
- pass.setWork([this, visResult = lightVis.m_visiblesBuffer, viewProjMat = frustum.getViewProjectionMatrix(),
- cascadeViewProjMat = cascadeViewProjMat, probeToRefresh, gbufferColorRts, gbufferDepthRt, shadowMapRt, faceIdx = f,
- &rctx](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(ProbeReflections);
- TraditionalDeferredLightShadingDrawInfo dsInfo;
- dsInfo.m_viewProjectionMatrix = viewProjMat;
- dsInfo.m_invViewProjectionMatrix = viewProjMat.invert();
- dsInfo.m_cameraPosWSpace = probeToRefresh->getWorldPosition().xyz1;
- dsInfo.m_viewport = UVec4(0, 0, m_lightShading.m_tileSize, m_lightShading.m_tileSize);
- dsInfo.m_effectiveShadowDistance = probeToRefresh->getShadowsRenderRadius();
- dsInfo.m_applyIndirectDiffuse = true;
- const Mat4 biasMat4(0.5f, 0.0f, 0.0f, 0.5f, 0.0f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
- dsInfo.m_dirLightMatrix = biasMat4 * cascadeViewProjMat;
- dsInfo.m_visibleLightsBuffer = visResult;
- dsInfo.m_gbufferRenderTargets[0] = gbufferColorRts[0];
- dsInfo.m_gbufferRenderTargetSubresource[0].m_face = faceIdx;
- dsInfo.m_gbufferRenderTargets[1] = gbufferColorRts[1];
- dsInfo.m_gbufferRenderTargetSubresource[1].m_face = faceIdx;
- dsInfo.m_gbufferRenderTargets[2] = gbufferColorRts[2];
- dsInfo.m_gbufferRenderTargetSubresource[2].m_face = faceIdx;
- dsInfo.m_gbufferDepthRenderTarget = gbufferDepthRt;
- dsInfo.m_useIndirectDiffuseClipmaps = isIndirectDiffuseClipmapsEnabled();
- if(shadowMapRt.isValid())
- {
- dsInfo.m_directionalLightShadowmapRenderTarget = shadowMapRt;
- }
- dsInfo.m_skyLutRenderTarget =
- (getRenderer().getGeneratedSky().isEnabled()) ? getRenderer().getGeneratedSky().getSkyLutRt() : RenderTargetHandle();
- dsInfo.m_globalRendererConsts = rctx.m_globalRenderingConstantsBuffer;
- dsInfo.m_renderpassContext = &rgraphCtx;
- m_lightShading.m_deferred.drawLights(dsInfo);
- });
- }
- } // For 6 faces
- // Mipmapping "passes"
- {
- const MipmapGeneratorTargetArguments desc = {
- .m_handle = probeTexture,
- .m_targetSize = UVec2(probeToRefresh->getReflectionTexture().getWidth(), probeToRefresh->getReflectionTexture().getHeight()),
- .m_layerCount = 1,
- .m_mipmapCount = m_lightShading.m_mipCount,
- .m_isCubeTexture = true};
- getRenderer().getMipmapGenerator().populateRenderGraph(desc, rgraph, "Cube refl: Gen mips");
- }
- }
- } // end namespace anki
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