LightShading.cpp 9.2 KB

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  1. // Copyright (C) 2009-2021, 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/RenderQueue.h>
  11. #include <AnKi/Renderer/ForwardShading.h>
  12. #include <AnKi/Renderer/VolumetricFog.h>
  13. #include <AnKi/Renderer/DepthDownscale.h>
  14. #include <AnKi/Renderer/Ssao.h>
  15. #include <AnKi/Renderer/Ssr.h>
  16. #include <AnKi/Renderer/Ssgi.h>
  17. #include <AnKi/Renderer/GlobalIllumination.h>
  18. #include <AnKi/Renderer/ShadowmapsResolve.h>
  19. #include <AnKi/Renderer/RtShadows.h>
  20. #include <AnKi/Core/ConfigSet.h>
  21. #include <AnKi/Util/HighRezTimer.h>
  22. namespace anki
  23. {
  24. LightShading::LightShading(Renderer* r)
  25. : RendererObject(r)
  26. {
  27. }
  28. LightShading::~LightShading()
  29. {
  30. }
  31. Error LightShading::init(const ConfigSet& config)
  32. {
  33. ANKI_R_LOGI("Initializing light stage");
  34. Error err = initLightShading(config);
  35. if(!err)
  36. {
  37. err = initApplyFog(config);
  38. }
  39. if(err)
  40. {
  41. ANKI_R_LOGE("Failed to init light stage");
  42. }
  43. return err;
  44. }
  45. Error LightShading::initLightShading(const ConfigSet& config)
  46. {
  47. // Load shaders and programs
  48. ANKI_CHECK(getResourceManager().loadResource("Shaders/LightShading.ankiprog", m_lightShading.m_prog));
  49. ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog);
  50. variantInitInfo.addConstant("TILE_COUNTS", m_r->getTileCounts());
  51. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  52. variantInitInfo.addConstant("TILE_SIZE", m_r->getTileSize());
  53. variantInitInfo.addConstant("IR_MIPMAP_COUNT", U32(m_r->getProbeReflections().getReflectionTextureMipmapCount()));
  54. const ShaderProgramResourceVariant* variant;
  55. variantInitInfo.addMutation("USE_SHADOW_LAYERS", 0);
  56. m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
  57. m_lightShading.m_grProg[0] = variant->getProgram();
  58. variantInitInfo.addMutation("USE_SHADOW_LAYERS", 1);
  59. m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
  60. m_lightShading.m_grProg[1] = variant->getProgram();
  61. // Create RT descr
  62. m_lightShading.m_rtDescr = m_r->create2DRenderTargetDescription(
  63. m_r->getWidth(), m_r->getHeight(), LIGHT_SHADING_COLOR_ATTACHMENT_PIXEL_FORMAT, "Light Shading");
  64. m_lightShading.m_rtDescr.bake();
  65. // Create FB descr
  66. m_lightShading.m_fbDescr.m_colorAttachmentCount = 1;
  67. m_lightShading.m_fbDescr.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::DONT_CARE;
  68. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::LOAD;
  69. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::DONT_CARE;
  70. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  71. m_lightShading.m_fbDescr.bake();
  72. return Error::NONE;
  73. }
  74. Error LightShading::initApplyFog(const ConfigSet& config)
  75. {
  76. // Load shaders and programs
  77. ANKI_CHECK(getResourceManager().loadResource("Shaders/LightShadingApplyFog.ankiprog", m_applyFog.m_prog));
  78. ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog);
  79. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  80. variantInitInfo.addConstant("FINAL_Z_SPLIT", m_r->getVolumetricFog().getFinalClusterInZ());
  81. const ShaderProgramResourceVariant* variant;
  82. m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant);
  83. m_applyFog.m_grProg = variant->getProgram();
  84. return Error::NONE;
  85. }
  86. void LightShading::run(RenderPassWorkContext& rgraphCtx)
  87. {
  88. const RenderingContext& ctx = *m_runCtx.m_ctx;
  89. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  90. cmdb->setViewport(0, 0, m_r->getWidth(), m_r->getHeight());
  91. // Do light shading first
  92. if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0)
  93. {
  94. cmdb->bindShaderProgram(m_lightShading.m_grProg[m_r->getRtShadowsEnabled()]);
  95. cmdb->setDepthWrite(false);
  96. // Bind all
  97. const ClusteredShadingContext& binning = ctx.m_clusteredShading;
  98. bindUniforms(cmdb, 0, 0, binning.m_clusteredShadingUniformsToken);
  99. bindUniforms(cmdb, 0, 1, binning.m_pointLightsToken);
  100. bindUniforms(cmdb, 0, 2, binning.m_spotLightsToken);
  101. rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
  102. bindUniforms(cmdb, 0, 4, binning.m_reflectionProbesToken);
  103. rgraphCtx.bindColorTexture(0, 5, m_r->getProbeReflections().getReflectionRt());
  104. cmdb->bindTexture(0, 6, m_r->getProbeReflections().getIntegrationLut(), TextureUsageBit::SAMPLED_FRAGMENT);
  105. m_r->getGlobalIllumination().bindVolumeTextures(ctx, rgraphCtx, 0, 7);
  106. bindUniforms(cmdb, 0, 8, binning.m_globalIlluminationProbesToken);
  107. bindStorage(cmdb, 0, 9, binning.m_clustersToken);
  108. cmdb->bindSampler(0, 10, m_r->getSamplers().m_nearestNearestClamp);
  109. cmdb->bindSampler(0, 11, m_r->getSamplers().m_trilinearClamp);
  110. rgraphCtx.bindColorTexture(0, 12, m_r->getGBuffer().getColorRt(0));
  111. rgraphCtx.bindColorTexture(0, 13, m_r->getGBuffer().getColorRt(1));
  112. rgraphCtx.bindColorTexture(0, 14, m_r->getGBuffer().getColorRt(2));
  113. rgraphCtx.bindTexture(0, 15, m_r->getGBuffer().getDepthRt(),
  114. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  115. rgraphCtx.bindColorTexture(0, 16, m_r->getSsr().getRt());
  116. rgraphCtx.bindColorTexture(0, 17, m_r->getSsao().getRt());
  117. rgraphCtx.bindColorTexture(0, 18, m_r->getSsgi().getRt());
  118. if(m_r->getRtShadowsEnabled())
  119. {
  120. rgraphCtx.bindColorTexture(0, 19, m_r->getRtShadows().getRt());
  121. }
  122. else
  123. {
  124. rgraphCtx.bindColorTexture(0, 20, m_r->getShadowmapsResolve().getRt());
  125. }
  126. // Draw
  127. drawQuad(cmdb);
  128. }
  129. // Do the fog apply
  130. if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == rgraphCtx.m_secondLevelCommandBufferCount - 1u)
  131. {
  132. cmdb->bindShaderProgram(m_applyFog.m_grProg);
  133. // Bind all
  134. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  135. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  136. rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(),
  137. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  138. rgraphCtx.bindColorTexture(0, 3, m_r->getVolumetricFog().getRt());
  139. class PushConsts
  140. {
  141. public:
  142. Vec2 m_padding;
  143. F32 m_near;
  144. F32 m_far;
  145. } regs;
  146. regs.m_near = ctx.m_renderQueue->m_cameraNear;
  147. regs.m_far = ctx.m_renderQueue->m_cameraFar;
  148. cmdb->setPushConstants(&regs, sizeof(regs));
  149. // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
  150. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::SRC_ALPHA);
  151. drawQuad(cmdb);
  152. // Reset state
  153. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
  154. }
  155. // Forward shading last
  156. m_r->getForwardShading().run(ctx, rgraphCtx);
  157. }
  158. void LightShading::populateRenderGraph(RenderingContext& ctx)
  159. {
  160. m_runCtx.m_ctx = &ctx;
  161. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  162. // Create RT
  163. m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
  164. // Create pass
  165. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad.");
  166. pass.setWork(
  167. [](RenderPassWorkContext& rgraphCtx) { static_cast<LightShading*>(rgraphCtx.m_userData)->run(rgraphCtx); },
  168. this, computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_forwardShadingRenderables.getSize()));
  169. pass.setFramebufferInfo(m_lightShading.m_fbDescr, {{m_runCtx.m_rt}}, {m_r->getGBuffer().getDepthRt()});
  170. // Light shading
  171. pass.newDependency(RenderPassDependency(m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE));
  172. pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(0), TextureUsageBit::SAMPLED_FRAGMENT));
  173. pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(1), TextureUsageBit::SAMPLED_FRAGMENT));
  174. pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_FRAGMENT));
  175. pass.newDependency(
  176. RenderPassDependency(m_r->getGBuffer().getDepthRt(),
  177. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ,
  178. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)));
  179. pass.newDependency(
  180. RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_FRAGMENT));
  181. pass.newDependency(RenderPassDependency(m_r->getSsao().getRt(), TextureUsageBit::SAMPLED_FRAGMENT));
  182. pass.newDependency(RenderPassDependency(m_r->getSsgi().getRt(), TextureUsageBit::SAMPLED_FRAGMENT));
  183. if(m_r->getRtShadowsEnabled())
  184. {
  185. pass.newDependency(RenderPassDependency(m_r->getRtShadows().getRt(), TextureUsageBit::SAMPLED_FRAGMENT));
  186. }
  187. else
  188. {
  189. pass.newDependency(
  190. RenderPassDependency(m_r->getShadowmapsResolve().getRt(), TextureUsageBit::SAMPLED_FRAGMENT));
  191. }
  192. pass.newDependency(
  193. RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_FRAGMENT_READ));
  194. // Refl & indirect
  195. pass.newDependency(RenderPassDependency(m_r->getSsr().getRt(), TextureUsageBit::SAMPLED_FRAGMENT));
  196. pass.newDependency(
  197. RenderPassDependency(m_r->getProbeReflections().getReflectionRt(), TextureUsageBit::SAMPLED_FRAGMENT));
  198. m_r->getGlobalIllumination().setRenderGraphDependencies(ctx, pass, TextureUsageBit::SAMPLED_FRAGMENT);
  199. // Fog
  200. pass.newDependency(RenderPassDependency(m_r->getVolumetricFog().getRt(), TextureUsageBit::SAMPLED_FRAGMENT));
  201. // For forward shading
  202. m_r->getForwardShading().setDependencies(ctx, pass);
  203. }
  204. } // end namespace anki