DepthOfFieldSettings.cpp 18 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include <AzCore/Math/MathUtils.h>
  9. #include <AzCore/Serialization/SerializeContext.h>
  10. #include <AzFramework/Components/CameraBus.h>
  11. #include <AzFramework/Asset/AssetSystemBus.h>
  12. #include <Atom/RPI.Public/Image/ImageSystemInterface.h>
  13. #include <Atom/RPI.Public/Pass/PassFilter.h>
  14. #include <Atom/RPI.Public/Pass/PassSystemInterface.h>
  15. #include <Atom/RPI.Public/RenderPipeline.h>
  16. #include <Atom/RPI.Public/RPIUtils.h>
  17. #include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
  18. #include <Atom/RPI.Public/Scene.h>
  19. #include <Atom/RPI.Public/View.h>
  20. #include <PostProcess/DepthOfField/DepthOfFieldSettings.h>
  21. #include <PostProcess/PostProcessFeatureProcessor.h>
  22. #include <PostProcessing/DepthOfFieldCompositePass.h>
  23. #include <PostProcessing/DepthOfFieldBokehBlurPass.h>
  24. #include <PostProcessing/DepthOfFieldMaskPass.h>
  25. #include <PostProcessing/DepthOfFieldPencilMap.h>
  26. #include <PostProcessing/DepthOfFieldReadBackFocusDepthPass.h>
  27. namespace AZ
  28. {
  29. namespace Render
  30. {
  31. namespace DepthOfField
  32. {
  33. // Parameters for each quality are listed here.
  34. struct Quality
  35. {
  36. uint32_t sampleRadialDivision2 = 0;
  37. uint32_t sampleRadialDivision4 = 0;
  38. uint32_t sampleRadialDivision8 = 0;
  39. };
  40. static constexpr Quality QualitySet[DepthOfField::QualityLevelMax] =
  41. {
  42. // It is the radial division count of blur kernel.
  43. {2, 3, 4},
  44. {4, 4, 4}
  45. };
  46. }
  47. DepthOfFieldSettings::DepthOfFieldSettings(PostProcessFeatureProcessor* featureProcessor)
  48. : PostProcessBase(featureProcessor)
  49. {
  50. LoadPencilMap();
  51. m_pencilMapIndex = GetSceneSrg()->FindShaderInputImageIndex(Name("m_dofPencilMap"));
  52. // Get default
  53. auto viewSrg = GetDefaultViewSrg();
  54. AZ_Assert(viewSrg, "DepthOfFieldSettings : Failed to get the default render pipeline's default viewSrg.");
  55. m_passListWithHashOfDivisionNumber.Insert(Name("FrontblurDivision2"), AZ::RHI::Handle<uint32_t>(2));
  56. m_passListWithHashOfDivisionNumber.Insert(Name("BackblurDivision2"), AZ::RHI::Handle<uint32_t>(2));
  57. m_passListWithHashOfDivisionNumber.Insert(Name("MaskDivision2"), AZ::RHI::Handle<uint32_t>(2));
  58. m_passListWithHashOfDivisionNumber.Insert(Name("FrontblurDivision4"), AZ::RHI::Handle<uint32_t>(4));
  59. m_passListWithHashOfDivisionNumber.Insert(Name("BackblurDivision4"), AZ::RHI::Handle<uint32_t>(4));
  60. m_passListWithHashOfDivisionNumber.Insert(Name("MaskDivision4"), AZ::RHI::Handle<uint32_t>(4));
  61. m_passListWithHashOfDivisionNumber.Insert(Name("FrontblurDivision8"), AZ::RHI::Handle<uint32_t>(8));
  62. m_passListWithHashOfDivisionNumber.Insert(Name("BackblurDivision8"), AZ::RHI::Handle<uint32_t>(8));
  63. m_passListWithHashOfDivisionNumber.Insert(Name("MaskDivision8"), AZ::RHI::Handle<uint32_t>(8));
  64. }
  65. void DepthOfFieldSettings::LoadPencilMap()
  66. {
  67. m_pencilMap = RPI::LoadStreamingTexture(PencilMap::TextureFilePath);
  68. if (!m_pencilMap)
  69. {
  70. AZ_Error("DepthOfFieldSettings", false, "Failed to find or create an image instance from image asset '%s'", PencilMap::TextureFilePath);
  71. }
  72. }
  73. void DepthOfFieldSettings::OnConfigChanged()
  74. {
  75. m_parentSettings->OnConfigChanged();
  76. }
  77. void DepthOfFieldSettings::ApplySettingsTo(DepthOfFieldSettings* target, float alpha) const
  78. {
  79. AZ_Assert(target != nullptr, "DepthOfFieldSettings::ApplySettingsTo called with nullptr as argument.");
  80. // Auto-gen code to blend individual params based on their override value onto target settings
  81. #define OVERRIDE_TARGET target
  82. #define OVERRIDE_ALPHA alpha
  83. #include <Atom/Feature/ParamMacros/StartOverrideBlend.inl>
  84. #include <Atom/Feature/PostProcess/DepthOfField/DepthOfFieldParams.inl>
  85. #include <Atom/Feature/ParamMacros/EndParams.inl>
  86. #undef OVERRIDE_TARGET
  87. #undef OVERRIDE_ALPHA
  88. }
  89. void DepthOfFieldSettings::Simulate(float deltaTime)
  90. {
  91. m_deltaTime = deltaTime;
  92. UpdatePencilMapTexture();
  93. if (m_cameraEntityId.IsValid() && m_enabled)
  94. {
  95. UpdateCameraParameters();
  96. UpdateAutoFocusDepth(m_enabled);
  97. UpdateBlendFactor();
  98. }
  99. }
  100. void DepthOfFieldSettings::SetValuesToViewSrg(AZ::Data::Instance<RPI::ShaderResourceGroup> viewSrg)
  101. {
  102. viewSrg->SetConstant(m_cameraParametersIndex, m_configurationToViewSRG.m_cameraParameters);
  103. viewSrg->SetConstant(m_pencilMapTexcoordToCocRadiusIndex, m_configurationToViewSRG.m_pencilMapTexcoordToCocRadius);
  104. viewSrg->SetConstant(m_pencilMapFocusPointTexcoordUIndex, m_configurationToViewSRG.m_pencilMapFocusPointTexcoordU);
  105. viewSrg->SetConstant(m_cocToScreenRatioIndex, m_configurationToViewSRG.m_cocToScreenRatio);
  106. }
  107. void DepthOfFieldSettings::UpdatePencilMapTexture() const
  108. {
  109. GetSceneSrg()->SetImage(m_pencilMapIndex, m_pencilMap);
  110. }
  111. void DepthOfFieldSettings::UpdateCameraParameters()
  112. {
  113. // get camera parameters
  114. float viewFovRadian = 0.0f;
  115. float viewWidth = 0.0f;
  116. float viewHeight = 0.0f;
  117. float viewNear = 0.0f;
  118. float viewFar = 0.0f;
  119. Camera::CameraRequestBus::EventResult(viewFovRadian, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetFovRadians);
  120. Camera::CameraRequestBus::EventResult(viewWidth, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetFrustumWidth);
  121. Camera::CameraRequestBus::EventResult(viewHeight, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetFrustumHeight);
  122. Camera::CameraRequestBus::EventResult(viewNear, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetNearClipDistance);
  123. Camera::CameraRequestBus::EventResult(viewFar, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetFarClipDistance);
  124. if (m_viewFovRadian != viewFovRadian
  125. || m_viewWidth != viewWidth
  126. || m_viewHeight != viewHeight
  127. || m_viewNear != viewNear
  128. || m_viewFar != viewFar)
  129. {
  130. m_viewFovRadian = viewFovRadian;
  131. m_viewWidth = viewWidth;
  132. m_viewHeight = viewHeight;
  133. m_viewNear = viewNear;
  134. m_viewFar = viewFar;
  135. }
  136. }
  137. void DepthOfFieldSettings::UpdateBlendFactor()
  138. {
  139. float focusDistance = 0.0f;
  140. if (m_enableAutoFocus)
  141. {
  142. focusDistance = m_viewNear + m_normalizedFocusDistanceForAutoFocus * (m_viewFar - m_viewNear);
  143. focusDistance = GetClamp(focusDistance, m_viewNear, m_viewFar);
  144. }
  145. else
  146. {
  147. focusDistance = GetClamp(m_focusDistance, m_viewNear, m_viewFar);
  148. }
  149. m_configurationToViewSRG.m_cameraParameters[0] = m_viewFar;
  150. m_configurationToViewSRG.m_cameraParameters[1] = m_viewNear;
  151. m_configurationToViewSRG.m_cameraParameters[2] = focusDistance;
  152. m_viewAspectRatio = m_viewWidth / m_viewHeight;
  153. float cameraSensorDiagonalLength = PencilMap::EIS_35mm_DiagonalLength;
  154. float imageSensorHeight = cameraSensorDiagonalLength / sqrt(m_viewAspectRatio * m_viewAspectRatio + 1);
  155. float verticalTanHalfFov = tanf(m_viewFovRadian * 0.5f);
  156. // focalLength : Focusing distance of lens
  157. float focalLength = focusDistance * imageSensorHeight / (verticalTanHalfFov * 2.0f * focusDistance + imageSensorHeight);
  158. float cocToRatio = (focalLength * (focalLength / m_fNumber)) / (focusDistance - focalLength);
  159. m_configurationToViewSRG.m_cocToScreenRatio = cocToRatio / imageSensorHeight;
  160. // Ratio of filter diameter to screen, vertical reference.
  161. constexpr float ScreenApertureDiameter = 0.005f;
  162. // The diameter ratio of the reduced buffer compared to the next larger buffer.
  163. constexpr float DiameterDivisionScaleRatio = 4.0f;
  164. float screenApertureDiameterDivision2 = ScreenApertureDiameter * DiameterDivisionScaleRatio;
  165. float screenApertureDiameterDivision4 = screenApertureDiameterDivision2 * DiameterDivisionScaleRatio;
  166. float screenApertureDiameterDivision8 = screenApertureDiameterDivision4 * DiameterDivisionScaleRatio;
  167. // coc0Ratio : speed of blur end. The smaller the value, blur ends faster and changes suddenly
  168. // coc1Ratio : speed of blur start. The higher the value, blur starts later and changes suddenly
  169. constexpr float Coc0RatioBack = 0.51f;
  170. constexpr float Coc1RatioBack = 0.61f;
  171. constexpr float Coc0RatioFront = 1.0f;
  172. constexpr float Coc1RatioFront = 1.0f;
  173. float scaledDiameter = ScreenApertureDiameter * 0.25f;
  174. // This is the conversion factor for calculating the blend ratio from DofFactor.
  175. // coc0 : Confusion circle diameter screen ratio
  176. // coc1 : Confusion circle diameter screen ratio of one lower blur level;
  177. float backCoc0_Division2 = screenApertureDiameterDivision2 * Coc0RatioBack + scaledDiameter;
  178. float backCoc0_Division4 = screenApertureDiameterDivision4 * Coc0RatioBack + scaledDiameter;
  179. float backCoc0_Division8 = screenApertureDiameterDivision8 * Coc0RatioBack + scaledDiameter;
  180. float backCoc1_Division2 = ScreenApertureDiameter * Coc1RatioBack + scaledDiameter;
  181. float backCoc1_Division4 = screenApertureDiameterDivision2 * Coc1RatioBack + scaledDiameter;
  182. float backCoc1_Division8 = screenApertureDiameterDivision4 * Coc1RatioBack + scaledDiameter;
  183. float frontCoc0_Division2 = screenApertureDiameterDivision2 * Coc0RatioFront + scaledDiameter;
  184. float frontCoc0_Division4 = screenApertureDiameterDivision4 * Coc0RatioFront + scaledDiameter;
  185. float frontCoc0_Division8 = screenApertureDiameterDivision8 * Coc0RatioFront + scaledDiameter;
  186. float frontCoc1_Division2 = ScreenApertureDiameter * Coc1RatioFront + scaledDiameter;
  187. float frontCoc1_Division4 = screenApertureDiameterDivision2 * Coc1RatioFront + scaledDiameter;
  188. float frontCoc1_Division8 = screenApertureDiameterDivision4 * Coc1RatioFront + scaledDiameter;
  189. m_configurationToViewSRG.m_backBlendFactorDivision2[0] = m_configurationToViewSRG.m_cocToScreenRatio / (backCoc0_Division2 - backCoc1_Division2);
  190. m_configurationToViewSRG.m_backBlendFactorDivision2[1] = -backCoc1_Division2 / (backCoc0_Division2 - backCoc1_Division2);
  191. m_configurationToViewSRG.m_frontBlendFactorDivision2[0] = -m_configurationToViewSRG.m_cocToScreenRatio / (frontCoc0_Division2 - frontCoc1_Division2);
  192. m_configurationToViewSRG.m_frontBlendFactorDivision2[1] = -frontCoc1_Division2 / (frontCoc0_Division2 - frontCoc1_Division2);
  193. m_configurationToViewSRG.m_backBlendFactorDivision4[0] = m_configurationToViewSRG.m_cocToScreenRatio / (backCoc0_Division4 - backCoc1_Division4);
  194. m_configurationToViewSRG.m_backBlendFactorDivision4[1] = -backCoc1_Division4 / (backCoc0_Division4 - backCoc1_Division4);
  195. m_configurationToViewSRG.m_frontBlendFactorDivision4[0] = -m_configurationToViewSRG.m_cocToScreenRatio / (frontCoc0_Division4 - frontCoc1_Division4);
  196. m_configurationToViewSRG.m_frontBlendFactorDivision4[1] = -frontCoc1_Division4 / (frontCoc0_Division4 - frontCoc1_Division4);
  197. m_configurationToViewSRG.m_backBlendFactorDivision8[0] = m_configurationToViewSRG.m_cocToScreenRatio / (backCoc0_Division8 - backCoc1_Division8);
  198. m_configurationToViewSRG.m_backBlendFactorDivision8[1] = -backCoc1_Division8 / (backCoc0_Division8 - backCoc1_Division8);
  199. m_configurationToViewSRG.m_frontBlendFactorDivision8[0] = -m_configurationToViewSRG.m_cocToScreenRatio / (frontCoc0_Division8 - frontCoc1_Division8);
  200. m_configurationToViewSRG.m_frontBlendFactorDivision8[1] = -frontCoc1_Division8 / (frontCoc0_Division8 - frontCoc1_Division8);
  201. // max: radius x 2.0
  202. // min: radius x 0.5
  203. // Determine the maximum and minimum radius values so that the blurs in the front and back buffers are connected smoothly.
  204. m_maxBokehRadiusDivision2 = screenApertureDiameterDivision2;
  205. m_minBokehRadiusDivision2 = screenApertureDiameterDivision2 * 0.25f;
  206. m_maxBokehRadiusDivision4 = screenApertureDiameterDivision4;
  207. m_minBokehRadiusDivision4 = screenApertureDiameterDivision4 * 0.25f;
  208. m_maxBokehRadiusDivision8 = screenApertureDiameterDivision8;
  209. m_minBokehRadiusDivision8 = screenApertureDiameterDivision8 * 0.25f;
  210. // The ratio of the texcoord U of the pencil map to circle of confusion radius.
  211. // experimentally adjusted value.
  212. constexpr float PencilMapTexcoordToCocRadiusScale = 5.0f;
  213. float pencilMapTexcoordToCocRadius =
  214. PencilMapTexcoordToCocRadiusScale * m_fNumber * sqrt(m_viewFovRadian * 2.0f)
  215. / (focalLength / (focusDistance - focalLength) + 1.0f);
  216. m_configurationToViewSRG.m_pencilMapTexcoordToCocRadius = pencilMapTexcoordToCocRadius;
  217. m_configurationToViewSRG.m_pencilMapFocusPointTexcoordU = PencilMap::PencilMapFocusPointTexcoordU;
  218. }
  219. // [GFX TODO][ATOM-3035]This function is temporary and will change with improvement to the draw list tag system
  220. void DepthOfFieldSettings::UpdateAutoFocusDepth(bool enabled)
  221. {
  222. const Name TemplateNameReadBackFocusDepth = Name("DepthOfFieldReadBackFocusDepthTemplate");
  223. // [GFX TODO][ATOM-4908] multiple camera should be distingushed.
  224. RPI::PassFilter passFilter = RPI::PassFilter::CreateWithTemplateName(TemplateNameReadBackFocusDepth, GetParentScene());
  225. RPI::PassSystemInterface::Get()->ForEachPass(passFilter, [this, enabled](RPI::Pass* pass) -> RPI::PassFilterExecutionFlow
  226. {
  227. auto* dofPass = azrtti_cast<AZ::Render::DepthOfFieldReadBackFocusDepthPass*>(pass);
  228. if (enabled)
  229. {
  230. m_normalizedFocusDistanceForAutoFocus = dofPass->GetNormalizedFocusDistanceForAutoFocus();
  231. }
  232. return RPI::PassFilterExecutionFlow::ContinueVisitingPasses;
  233. });
  234. }
  235. void DepthOfFieldSettings::SetCameraEntityId(EntityId cameraEntityId)
  236. {
  237. m_cameraEntityId = cameraEntityId;
  238. }
  239. void DepthOfFieldSettings::SetEnabled(bool enabled)
  240. {
  241. m_enabled = enabled && m_cameraEntityId.IsValid();
  242. }
  243. void DepthOfFieldSettings::SetQualityLevel(uint32_t qualityLevel)
  244. {
  245. // Clamp quality level to be less than the size of the QualitySet array
  246. m_qualityLevel = AZStd::max(qualityLevel, static_cast<uint32_t>(AZStd::size(DepthOfField::QualitySet) - 1));
  247. m_sampleRadialDivision2 = DepthOfField::QualitySet[m_qualityLevel].sampleRadialDivision2;
  248. m_sampleRadialDivision4 = DepthOfField::QualitySet[m_qualityLevel].sampleRadialDivision4;
  249. m_sampleRadialDivision8 = DepthOfField::QualitySet[m_qualityLevel].sampleRadialDivision8;
  250. }
  251. void DepthOfFieldSettings::SetApertureF(float apertureF)
  252. {
  253. m_apertureF = apertureF;
  254. UpdateFNumber();
  255. }
  256. void DepthOfFieldSettings::UpdateFNumber()
  257. {
  258. // convert from [0, 1] to [1/256 - 1/0.12]
  259. constexpr float Min = DepthOfField::ApertureFMin;
  260. constexpr float Max = DepthOfField::ApertureFMax;
  261. float apertureF = 1.0f / Max + (1.0f / Min - 1.0f / Max) * m_apertureF;
  262. // convert from [1/256 - 1/0.12] to [256 - 0.12]
  263. m_fNumber = 1.0f / apertureF;
  264. }
  265. void DepthOfFieldSettings::SetFNumber([[maybe_unused]] float fNumber)
  266. {
  267. // FNumber is inferred from ApertureF
  268. }
  269. void DepthOfFieldSettings::SetFocusDistance(float focusDistance)
  270. {
  271. m_focusDistance = focusDistance;
  272. }
  273. void DepthOfFieldSettings::SetEnableAutoFocus(bool enableAutoFocus)
  274. {
  275. m_enableAutoFocus = enableAutoFocus;
  276. }
  277. void DepthOfFieldSettings::SetAutoFocusScreenPosition(Vector2 screenPosition)
  278. {
  279. m_autoFocusScreenPosition = screenPosition;
  280. }
  281. void DepthOfFieldSettings::SetAutoFocusSensitivity(float sensitivity)
  282. {
  283. m_autoFocusSensitivity = sensitivity;
  284. }
  285. void DepthOfFieldSettings::SetAutoFocusSpeed(float speed)
  286. {
  287. m_autoFocusSpeed = speed;
  288. }
  289. void DepthOfFieldSettings::SetAutoFocusDelay(float delay)
  290. {
  291. m_autoFocusDelay = delay;
  292. }
  293. void DepthOfFieldSettings::SetEnableDebugColoring(bool enabled)
  294. {
  295. m_enableDebugColoring = enabled;
  296. }
  297. AZ::RHI::Handle<uint32_t> DepthOfFieldSettings::GetSplitSizeForPass(const Name& passName) const
  298. {
  299. return m_passListWithHashOfDivisionNumber.Find(passName);
  300. }
  301. } // namespace Render
  302. } // namespace AZ