VolumetricLightingAccumulation.cpp 5.5 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/VolumetricLightingAccumulation.h>
  6. #include <AnKi/Renderer/ShadowMapping.h>
  7. #include <AnKi/Renderer/GlobalIllumination.h>
  8. #include <AnKi/Renderer/Renderer.h>
  9. #include <AnKi/Resource/ImageResource.h>
  10. #include <AnKi/Core/ConfigSet.h>
  11. namespace anki
  12. {
  13. VolumetricLightingAccumulation::VolumetricLightingAccumulation(Renderer* r)
  14. : RendererObject(r)
  15. {
  16. }
  17. VolumetricLightingAccumulation::~VolumetricLightingAccumulation()
  18. {
  19. }
  20. Error VolumetricLightingAccumulation::init(const ConfigSet& config)
  21. {
  22. // Misc
  23. const F32 qualityXY = config.getNumberF32("r_volumetricLightingAccumulationQualityXY");
  24. const F32 qualityZ = config.getNumberF32("r_volumetricLightingAccumulationQualityZ");
  25. m_finalZSplit = min(m_r->getZSplitCount(), config.getNumberU32("r_volumetricLightingAccumulationFinalZSplit"));
  26. m_volumeSize[0] = U32(F32(m_r->getTileCounts().x()) * qualityXY);
  27. m_volumeSize[1] = U32(F32(m_r->getTileCounts().y()) * qualityXY);
  28. m_volumeSize[2] = U32(F32(m_finalZSplit + 1) * qualityZ);
  29. ANKI_R_LOGI("Initializing volumetric lighting accumulation. Size %ux%ux%u", m_volumeSize[0], m_volumeSize[1],
  30. m_volumeSize[2]);
  31. if(!isAligned(m_r->getTileCounts().x(), m_volumeSize[0]) || !isAligned(m_r->getTileCounts().y(), m_volumeSize[1])
  32. || m_volumeSize[0] == 0 || m_volumeSize[1] == 0 || m_volumeSize[2] == 0)
  33. {
  34. ANKI_R_LOGE("Wrong input");
  35. return Error::USER_DATA;
  36. }
  37. ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoiseRgb864x64.png", m_noiseImage));
  38. // Shaders
  39. ANKI_CHECK(getResourceManager().loadResource("Shaders/VolumetricLightingAccumulation.ankiprog", m_prog));
  40. ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
  41. variantInitInfo.addMutation("ENABLE_SHADOWS", 1);
  42. variantInitInfo.addConstant("VOLUME_SIZE", UVec3(m_volumeSize[0], m_volumeSize[1], m_volumeSize[2]));
  43. variantInitInfo.addConstant("TILE_COUNT", UVec2(m_r->getTileCounts().x(), m_r->getTileCounts().y()));
  44. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  45. variantInitInfo.addConstant("FINAL_Z_SPLIT", m_finalZSplit);
  46. const ShaderProgramResourceVariant* variant;
  47. m_prog->getOrCreateVariant(variantInitInfo, variant);
  48. m_grProg = variant->getProgram();
  49. m_workgroupSize = variant->getWorkgroupSizes();
  50. // Create RTs
  51. TextureInitInfo texinit =
  52. m_r->create2DRenderTargetInitInfo(m_volumeSize[0], m_volumeSize[1], Format::R16G16B16A16_SFLOAT,
  53. TextureUsageBit::IMAGE_COMPUTE_READ | TextureUsageBit::IMAGE_COMPUTE_WRITE
  54. | TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::SAMPLED_COMPUTE,
  55. "VolLight");
  56. texinit.m_depth = m_volumeSize[2];
  57. texinit.m_type = TextureType::_3D;
  58. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  59. m_rtTextures[0] = m_r->createAndClearRenderTarget(texinit);
  60. m_rtTextures[1] = m_r->createAndClearRenderTarget(texinit);
  61. return Error::NONE;
  62. }
  63. void VolumetricLightingAccumulation::populateRenderGraph(RenderingContext& ctx)
  64. {
  65. m_runCtx.m_ctx = &ctx;
  66. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  67. const U readRtIdx = m_r->getFrameCount() & 1;
  68. m_runCtx.m_rts[0] = rgraph.importRenderTarget(m_rtTextures[readRtIdx], TextureUsageBit::SAMPLED_FRAGMENT);
  69. m_runCtx.m_rts[1] = rgraph.importRenderTarget(m_rtTextures[!readRtIdx], TextureUsageBit::NONE);
  70. ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("Vol light");
  71. auto callback = [](RenderPassWorkContext& rgraphCtx) -> void {
  72. static_cast<VolumetricLightingAccumulation*>(rgraphCtx.m_userData)->run(rgraphCtx);
  73. };
  74. pass.setWork(callback, this, 0);
  75. pass.newDependency(RenderPassDependency(m_runCtx.m_rts[0], TextureUsageBit::SAMPLED_COMPUTE));
  76. pass.newDependency(RenderPassDependency(m_runCtx.m_rts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  77. pass.newDependency(
  78. RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_COMPUTE));
  79. pass.newDependency(
  80. RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_COMPUTE_READ));
  81. m_r->getGlobalIllumination().setRenderGraphDependencies(ctx, pass, TextureUsageBit::SAMPLED_COMPUTE);
  82. }
  83. void VolumetricLightingAccumulation::run(RenderPassWorkContext& rgraphCtx)
  84. {
  85. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  86. RenderingContext& ctx = *m_runCtx.m_ctx;
  87. const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
  88. cmdb->bindShaderProgram(m_grProg);
  89. // Bind all
  90. cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearRepeat);
  91. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  92. rgraphCtx.bindImage(0, 2, m_runCtx.m_rts[1], TextureSubresourceInfo());
  93. cmdb->bindTexture(0, 3, m_noiseImage->getTextureView(), TextureUsageBit::SAMPLED_COMPUTE);
  94. rgraphCtx.bindColorTexture(0, 4, m_runCtx.m_rts[0]);
  95. bindUniforms(cmdb, 0, 5, rsrc.m_clusteredShadingUniformsToken);
  96. bindUniforms(cmdb, 0, 6, rsrc.m_pointLightsToken);
  97. bindUniforms(cmdb, 0, 7, rsrc.m_spotLightsToken);
  98. rgraphCtx.bindColorTexture(0, 8, m_r->getShadowMapping().getShadowmapRt());
  99. m_r->getGlobalIllumination().bindVolumeTextures(ctx, rgraphCtx, 0, 9);
  100. bindUniforms(cmdb, 0, 10, rsrc.m_globalIlluminationProbesToken);
  101. bindUniforms(cmdb, 0, 11, rsrc.m_fogDensityVolumesToken);
  102. bindStorage(cmdb, 0, 12, rsrc.m_clustersToken);
  103. dispatchPPCompute(cmdb, m_workgroupSize[0], m_workgroupSize[1], m_workgroupSize[2], m_volumeSize[0],
  104. m_volumeSize[1], m_volumeSize[2]);
  105. }
  106. } // end namespace anki