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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
- #pragma once
- #include <AnKi/Gr.h>
- #include <AnKi/Renderer/RendererObject.h>
- #include <AnKi/Resource/ImageResource.h>
- #include <AnKi/Util/BitSet.h>
- namespace anki {
- /// @addtogroup renderer
- /// @{
- ANKI_CVAR(BoolCVar, Render, RtShadows, false, "Enable or not ray traced shadows. Ignored if RT is not supported")
- ANKI_CVAR2(BoolCVar, Render, RtShadows, Svgf, false, "Enable or not RT shadows SVGF")
- ANKI_CVAR2(NumericCVar<U8>, Render, RtShadows, SvgfAtrousPassCount, 3, 1, 20, "Number of atrous passes of SVGF")
- ANKI_CVAR2(NumericCVar<U32>, Render, RtShadows, RaysPerPixel, 1, 1, 8, "Number of shadow rays per pixel")
- /// Similar to ShadowmapsResolve but it's using ray tracing.
- class RtShadows : public RendererObject
- {
- public:
- RtShadows()
- {
- registerDebugRenderTarget("RtShadows");
- }
- Error init();
- void populateRenderGraph(RenderingContext& ctx);
- void getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, U32(DebugRenderTargetRegister::kCount)>& handles,
- [[maybe_unused]] DebugRenderTargetDrawStyle& drawStyle) const override
- {
- handles[0] = m_runCtx.m_upscaledRt;
- }
- RenderTargetHandle getRt() const
- {
- return m_runCtx.m_upscaledRt;
- }
- public:
- /// @name Render targets
- /// @{
- TexturePtr m_historyRt;
- RenderTargetDesc m_intermediateShadowsRtDescr;
- RenderTargetDesc m_upscaledRtDescr;
- Array<TexturePtr, 2> m_momentsRts;
- RenderTargetDesc m_varianceRtDescr;
- TexturePtr m_dummyHistoryLenTex;
- /// @}
- /// @name Programs
- /// @{
- ShaderProgramResourcePtr m_setupBuildSbtProg;
- ShaderProgramPtr m_setupBuildSbtGrProg;
- ShaderProgramResourcePtr m_buildSbtProg;
- ShaderProgramPtr m_buildSbtGrProg;
- ShaderProgramResourcePtr m_rayGenAndMissProg;
- ShaderProgramPtr m_rtLibraryGrProg;
- U32 m_rayGenShaderGroupIdx = kMaxU32;
- U32 m_missShaderGroupIdx = kMaxU32;
- ShaderProgramResourcePtr m_denoiseProg;
- ShaderProgramPtr m_grDenoiseHorizontalProg;
- ShaderProgramPtr m_grDenoiseVerticalProg;
- ShaderProgramResourcePtr m_svgfVarianceProg;
- ShaderProgramPtr m_svgfVarianceGrProg;
- ShaderProgramResourcePtr m_svgfAtrousProg;
- ShaderProgramPtr m_svgfAtrousGrProg;
- ShaderProgramPtr m_svgfAtrousLastPassGrProg;
- ShaderProgramResourcePtr m_upscaleProg;
- ShaderProgramPtr m_upscaleGrProg;
- /// @}
- ImageResourcePtr m_blueNoiseImage;
- U32 m_sbtRecordSize = 256;
- Bool m_rtsImportedOnce = false;
- Bool m_useSvgf = false;
- U8 m_atrousPassCount = 5;
- class
- {
- public:
- Array<RenderTargetHandle, 2> m_intermediateShadowsRts;
- RenderTargetHandle m_historyRt;
- RenderTargetHandle m_upscaledRt;
- RenderTargetHandle m_prevMomentsRt;
- RenderTargetHandle m_currentMomentsRt;
- Array<RenderTargetHandle, 2> m_varianceRts;
- } m_runCtx;
- void runDenoise(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx, Bool horizontal);
- U32 getPassCountWithoutUpscaling() const
- {
- return (m_useSvgf) ? (m_atrousPassCount + 2) : 3;
- }
- };
- /// @}
- } // namespace anki
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