RtShadows.h 3.0 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. #pragma once
  6. #include <AnKi/Gr.h>
  7. #include <AnKi/Renderer/RendererObject.h>
  8. #include <AnKi/Resource/ImageResource.h>
  9. #include <AnKi/Util/BitSet.h>
  10. namespace anki {
  11. /// @addtogroup renderer
  12. /// @{
  13. ANKI_CVAR(BoolCVar, Render, RtShadows, false, "Enable or not ray traced shadows. Ignored if RT is not supported")
  14. ANKI_CVAR2(BoolCVar, Render, RtShadows, Svgf, false, "Enable or not RT shadows SVGF")
  15. ANKI_CVAR2(NumericCVar<U8>, Render, RtShadows, SvgfAtrousPassCount, 3, 1, 20, "Number of atrous passes of SVGF")
  16. ANKI_CVAR2(NumericCVar<U32>, Render, RtShadows, RaysPerPixel, 1, 1, 8, "Number of shadow rays per pixel")
  17. /// Similar to ShadowmapsResolve but it's using ray tracing.
  18. class RtShadows : public RendererObject
  19. {
  20. public:
  21. RtShadows()
  22. {
  23. registerDebugRenderTarget("RtShadows");
  24. }
  25. Error init();
  26. void populateRenderGraph(RenderingContext& ctx);
  27. void getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, U32(DebugRenderTargetRegister::kCount)>& handles,
  28. [[maybe_unused]] DebugRenderTargetDrawStyle& drawStyle) const override
  29. {
  30. handles[0] = m_runCtx.m_upscaledRt;
  31. }
  32. RenderTargetHandle getRt() const
  33. {
  34. return m_runCtx.m_upscaledRt;
  35. }
  36. public:
  37. /// @name Render targets
  38. /// @{
  39. TexturePtr m_historyRt;
  40. RenderTargetDesc m_intermediateShadowsRtDescr;
  41. RenderTargetDesc m_upscaledRtDescr;
  42. Array<TexturePtr, 2> m_momentsRts;
  43. RenderTargetDesc m_varianceRtDescr;
  44. TexturePtr m_dummyHistoryLenTex;
  45. /// @}
  46. /// @name Programs
  47. /// @{
  48. ShaderProgramResourcePtr m_setupBuildSbtProg;
  49. ShaderProgramPtr m_setupBuildSbtGrProg;
  50. ShaderProgramResourcePtr m_buildSbtProg;
  51. ShaderProgramPtr m_buildSbtGrProg;
  52. ShaderProgramResourcePtr m_rayGenAndMissProg;
  53. ShaderProgramPtr m_rtLibraryGrProg;
  54. U32 m_rayGenShaderGroupIdx = kMaxU32;
  55. U32 m_missShaderGroupIdx = kMaxU32;
  56. ShaderProgramResourcePtr m_denoiseProg;
  57. ShaderProgramPtr m_grDenoiseHorizontalProg;
  58. ShaderProgramPtr m_grDenoiseVerticalProg;
  59. ShaderProgramResourcePtr m_svgfVarianceProg;
  60. ShaderProgramPtr m_svgfVarianceGrProg;
  61. ShaderProgramResourcePtr m_svgfAtrousProg;
  62. ShaderProgramPtr m_svgfAtrousGrProg;
  63. ShaderProgramPtr m_svgfAtrousLastPassGrProg;
  64. ShaderProgramResourcePtr m_upscaleProg;
  65. ShaderProgramPtr m_upscaleGrProg;
  66. /// @}
  67. ImageResourcePtr m_blueNoiseImage;
  68. U32 m_sbtRecordSize = 256;
  69. Bool m_rtsImportedOnce = false;
  70. Bool m_useSvgf = false;
  71. U8 m_atrousPassCount = 5;
  72. class
  73. {
  74. public:
  75. Array<RenderTargetHandle, 2> m_intermediateShadowsRts;
  76. RenderTargetHandle m_historyRt;
  77. RenderTargetHandle m_upscaledRt;
  78. RenderTargetHandle m_prevMomentsRt;
  79. RenderTargetHandle m_currentMomentsRt;
  80. Array<RenderTargetHandle, 2> m_varianceRts;
  81. } m_runCtx;
  82. void runDenoise(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx, Bool horizontal);
  83. U32 getPassCountWithoutUpscaling() const
  84. {
  85. return (m_useSvgf) ? (m_atrousPassCount + 2) : 3;
  86. }
  87. };
  88. /// @}
  89. } // namespace anki