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SkyAtmospherePass.cpp 17 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 <SkyAtmosphere/SkyAtmospherePass.h>
  9. #include <SkyAtmosphere/SkyAtmosphereParentPass.h>
  10. #include <Atom/RPI.Public/Image/AttachmentImagePool.h>
  11. #include <Atom/RPI.Public/Image/ImageSystemInterface.h>
  12. #include <Atom/RPI.Reflect/Pass/PassName.h>
  13. #include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
  14. #include <Atom/RPI.Public/RPIUtils.h>
  15. #include <Atom/RPI.Public/Pass/FullscreenTrianglePass.h>
  16. #include <Atom/RPI.Public/Pass/ComputePass.h>
  17. namespace AZ::Render
  18. {
  19. SkyAtmospherePass::SkyAtmospherePass(const RPI::PassDescriptor& descriptor, SkyAtmosphereFeatureProcessorInterface::AtmosphereId id)
  20. : RPI::ParentPass(descriptor)
  21. , m_atmosphereId(id)
  22. {
  23. }
  24. RPI::Ptr<SkyAtmospherePass> SkyAtmospherePass::CreateWithPassRequest(SkyAtmosphereFeatureProcessorInterface::AtmosphereId id)
  25. {
  26. // Create a pass request for the descriptor so we can connect it to the parent class input connections
  27. RPI::PassRequest childRequest;
  28. childRequest.m_templateName = Name{ "SkyAtmosphereTemplate" };
  29. childRequest.m_passName = Name( AZStd::string::format("SkyAtmospherePass.%hu", id.GetIndex()) );
  30. RPI::PassConnection passConnection;
  31. passConnection.m_localSlot = Name{ "SpecularInputOutput" };
  32. passConnection.m_attachmentRef.m_pass = Name{ "Parent" };
  33. passConnection.m_attachmentRef.m_attachment = Name{ "SpecularInputOutput" };
  34. childRequest.m_connections.emplace_back(passConnection);
  35. passConnection.m_localSlot = Name{ "ReflectionInputOutput" };
  36. passConnection.m_attachmentRef.m_attachment = Name{ "ReflectionInputOutput" };
  37. childRequest.m_connections.emplace_back(passConnection);
  38. passConnection.m_localSlot = Name{ "SkyBoxDepth" };
  39. passConnection.m_attachmentRef.m_attachment = Name{ "SkyBoxDepth" };
  40. childRequest.m_connections.emplace_back(passConnection);
  41. passConnection.m_localSlot = Name{ "DirectionalShadowmap" };
  42. passConnection.m_attachmentRef.m_attachment = Name{ "DirectionalShadowmap" };
  43. childRequest.m_connections.emplace_back(passConnection);
  44. passConnection.m_localSlot = Name{ "DirectionalESM" };
  45. passConnection.m_attachmentRef.m_attachment = Name{ "DirectionalESM" };
  46. childRequest.m_connections.emplace_back(passConnection);
  47. const AZStd::shared_ptr<const RPI::PassTemplate> childTemplate =
  48. RPI::PassSystemInterface::Get()->GetPassTemplate(childRequest.m_templateName);
  49. AZ_Assert(
  50. childTemplate,
  51. "SkyAtmospherePass::CreateWithPassRequest - attempting to create a pass before the template has been created.");
  52. RPI::PassDescriptor descriptor{ childRequest.m_passName, childTemplate, &childRequest };
  53. return aznew SkyAtmospherePass(descriptor, id);
  54. }
  55. void SkyAtmospherePass::CreateImage(const Name& slotName, const RHI::ImageDescriptor& desc, ImageInstance& image)
  56. {
  57. // we need a unique name because there may be multiple sky parent passes
  58. AZStd::string imageName = RPI::ConcatPassString(GetPathName(), slotName);
  59. RHI::ClearValue clearValue = RHI::ClearValue::CreateVector4Float(0, 0, 0, 0);
  60. Data::Instance<AZ::RPI::AttachmentImagePool> pool = RPI::ImageSystemInterface::Get()->GetSystemAttachmentPool();
  61. image = AZ::RPI::AttachmentImage::Create(*pool.get(), desc, Name(imageName), &clearValue, nullptr);
  62. }
  63. void SkyAtmospherePass::BindLUTs()
  64. {
  65. auto bindImageToSlot = [&](const ImageInstance& image, const AZ::Name& slotName, const AZ::Name& passName)
  66. {
  67. auto pass = FindChildPass(passName);
  68. if (!pass)
  69. {
  70. AZ_Warning("SkyAtmospherePass", false, "Failed to find pass %s", passName.GetCStr());
  71. return;
  72. }
  73. auto binding = pass->FindAttachmentBinding(slotName);
  74. if (!binding)
  75. {
  76. AZ_Warning("SkyAtmospherePass", false, "Failed to find binding for slot %s", slotName.GetCStr());
  77. return;
  78. }
  79. if (!binding->GetAttachment())
  80. {
  81. pass->AttachImageToSlot(slotName, image);
  82. }
  83. };
  84. {
  85. // create and bind transmittance LUT
  86. constexpr AZ::u32 width = 256;
  87. constexpr AZ::u32 height = 64;
  88. RHI::ImageDescriptor imageDesc = RHI::ImageDescriptor::Create2D(
  89. RHI::ImageBindFlags::Color | RHI::ImageBindFlags::ShaderReadWrite, width, height,
  90. RHI::Format::R16G16B16A16_FLOAT);
  91. if (!m_transmittanceLUTImage)
  92. {
  93. CreateImage(Name("TransmittanceLUTImageAttachment"), imageDesc, m_transmittanceLUTImage);
  94. }
  95. bindImageToSlot(m_transmittanceLUTImage, Name("SkyTransmittanceLUTOutput"), Name("SkyTransmittanceLUTPass"));
  96. bindImageToSlot(m_transmittanceLUTImage, Name("SkyTransmittanceLUTInput"), Name("SkyViewLUTPass"));
  97. bindImageToSlot(m_transmittanceLUTImage, Name("SkyTransmittanceLUTInput"), Name("SkyVolumeLUTPass"));
  98. bindImageToSlot(m_transmittanceLUTImage, Name("SkyTransmittanceLUTInput"), Name("SkyRayMarchingPass"));
  99. }
  100. {
  101. // create and bind sky view LUT
  102. constexpr AZ::u32 width = 192;
  103. constexpr AZ::u32 height = 108;
  104. RHI::ImageDescriptor imageDesc = RHI::ImageDescriptor::Create2D(
  105. RHI::ImageBindFlags::Color | RHI::ImageBindFlags::ShaderReadWrite, width, height, RHI::Format::R11G11B10_FLOAT);
  106. if (!m_skyViewLUTImage)
  107. {
  108. CreateImage(Name("SkyViewLUTImageAttachment"), imageDesc, m_skyViewLUTImage);
  109. }
  110. bindImageToSlot(m_skyViewLUTImage, Name("SkyViewLUTOutput"), Name("SkyViewLUTPass"));
  111. bindImageToSlot(m_skyViewLUTImage, Name("SkyViewLUTInput"), Name("SkyRayMarchingPass"));
  112. }
  113. {
  114. // create and bind sky volume LUT
  115. constexpr AZ::u32 width = 32;
  116. constexpr AZ::u32 height = 32;
  117. constexpr AZ::u32 depth = 32;
  118. RHI::ImageDescriptor imageDesc = RHI::ImageDescriptor::Create3D(
  119. RHI::ImageBindFlags::Color | RHI::ImageBindFlags::ShaderReadWrite, width, height, depth, RHI::Format::R16G16B16A16_FLOAT);
  120. if (!m_skyVolumeLUTImage)
  121. {
  122. CreateImage(Name("SkyVolumeLUTImageAttachment"), imageDesc, m_skyVolumeLUTImage);
  123. }
  124. bindImageToSlot(m_skyVolumeLUTImage, Name("SkyVolumeLUTOutput"), Name("SkyVolumeLUTPass"));
  125. bindImageToSlot(m_skyVolumeLUTImage, Name("SkyVolumeLUTInput"), Name("SkyRayMarchingPass"));
  126. }
  127. }
  128. void SkyAtmospherePass::BuildShaderData()
  129. {
  130. m_atmospherePassData.clear();
  131. for (auto child : m_children)
  132. {
  133. if (RPI::RenderPass* renderPass = azrtti_cast<RPI::RenderPass*>(child.get()))
  134. {
  135. auto srg = renderPass->GetShaderResourceGroup();
  136. if (!srg)
  137. {
  138. continue;
  139. }
  140. auto index = srg->FindShaderInputConstantIndex(Name("m_constants"));
  141. if(!index.IsValid())
  142. {
  143. continue;
  144. }
  145. Data::Instance<RPI::Shader> shader;
  146. if (auto fullscreenPass = azrtti_cast<RPI::FullscreenTrianglePass*>(renderPass); fullscreenPass != nullptr)
  147. {
  148. shader = fullscreenPass->GetShader();
  149. }
  150. else if (auto computePass = azrtti_cast<RPI::ComputePass*>(renderPass); computePass != nullptr)
  151. {
  152. shader = computePass->GetShader();
  153. }
  154. if (!shader)
  155. {
  156. continue;
  157. }
  158. RPI::ShaderOptionGroup shaderOptionGroup = shader->CreateShaderOptionGroup();
  159. m_atmospherePassData.push_back({ index, srg, AZStd::move(shaderOptionGroup) });
  160. }
  161. }
  162. m_updateConstants = true;
  163. }
  164. void SkyAtmospherePass::BuildInternal()
  165. {
  166. Base::BuildInternal();
  167. BuildShaderData();
  168. m_skyTransmittanceLUTPass = FindChildPass(Name("SkyTransmittanceLUTPass"));
  169. m_skyViewLUTPass = FindChildPass(Name("SkyViewLUTPass"));
  170. m_skyVolumeLUTPass = FindChildPass(Name("SkyVolumeLUTPass"));
  171. BindLUTs();
  172. m_enableSkyTransmittanceLUTPass = true;
  173. }
  174. void SkyAtmospherePass::UpdatePassData()
  175. {
  176. for (auto passData : m_atmospherePassData)
  177. {
  178. passData.m_srg->SetConstant(passData.m_index, m_constants);
  179. passData.m_shaderOptionGroup.SetValue(AZ::Name("o_enableShadows"), AZ::RPI::ShaderOptionValue{ m_enableShadows });
  180. passData.m_shaderOptionGroup.SetValue(AZ::Name("o_enableFastSky"), AZ::RPI::ShaderOptionValue{ m_enableFastSky });
  181. passData.m_shaderOptionGroup.SetValue(AZ::Name("o_enableSun"), AZ::RPI::ShaderOptionValue{ m_enableSun });
  182. passData.m_shaderOptionGroup.SetValue(AZ::Name("o_enableFastAerialPerspective"), AZ::RPI::ShaderOptionValue{ m_fastAerialPerspectiveEnabled });
  183. passData.m_shaderOptionGroup.SetValue(AZ::Name("o_enableAerialPerspective"), AZ::RPI::ShaderOptionValue{ m_aerialPerspectiveEnabled });
  184. auto key = passData.m_shaderOptionGroup.GetShaderVariantKeyFallbackValue();
  185. passData.m_srg->SetShaderVariantKeyFallbackValue(key);
  186. }
  187. }
  188. bool SkyAtmospherePass::NeedsShaderDataRebuild() const
  189. {
  190. if (m_children.empty())
  191. {
  192. return false;
  193. }
  194. else if (m_children.size() != m_atmospherePassData.size())
  195. {
  196. return true;
  197. }
  198. // SRG may change due to a shader reload
  199. for (int i = 0; i < m_atmospherePassData.size(); ++i)
  200. {
  201. if (RPI::RenderPass* renderPass = azrtti_cast<RPI::RenderPass*>(m_children[i].get()))
  202. {
  203. auto srg = renderPass->GetShaderResourceGroup();
  204. if (m_atmospherePassData[i].m_srg != srg)
  205. {
  206. return true;
  207. }
  208. }
  209. }
  210. return false;
  211. }
  212. void SkyAtmospherePass::FrameBeginInternal(AZ::RPI::Pass::FramePrepareParams params)
  213. {
  214. if (NeedsShaderDataRebuild())
  215. {
  216. BuildShaderData();
  217. }
  218. if (m_updateConstants && !m_atmospherePassData.empty())
  219. {
  220. m_updateConstants = false;
  221. UpdatePassData();
  222. }
  223. if (m_skyTransmittanceLUTPass)
  224. {
  225. if (m_enableSkyTransmittanceLUTPass)
  226. {
  227. m_skyTransmittanceLUTPass->SetEnabled(true);
  228. // we automatically disable the pass after updating until LUT params change again
  229. m_enableSkyTransmittanceLUTPass = false;
  230. }
  231. else if (m_skyTransmittanceLUTPass->IsEnabled())
  232. {
  233. m_skyTransmittanceLUTPass->SetEnabled(false);
  234. }
  235. }
  236. if (m_skyViewLUTPass)
  237. {
  238. if (m_enableFastSky != m_skyViewLUTPass->IsEnabled())
  239. {
  240. m_skyViewLUTPass->SetEnabled(m_enableFastSky);
  241. }
  242. }
  243. if (m_skyVolumeLUTPass)
  244. {
  245. bool enableVolumePass = m_fastAerialPerspectiveEnabled && m_aerialPerspectiveEnabled;
  246. if (enableVolumePass != m_skyVolumeLUTPass->IsEnabled())
  247. {
  248. m_skyVolumeLUTPass->SetEnabled(enableVolumePass);
  249. }
  250. }
  251. Base::FrameBeginInternal(params);
  252. }
  253. bool SkyAtmospherePass::LutParamsEqual(const SkyAtmosphereParams& lhs, const SkyAtmosphereParams& rhs) const
  254. {
  255. return lhs.m_rayleighExpDistribution == rhs.m_rayleighExpDistribution &&
  256. lhs.m_mieExpDistribution == rhs.m_mieExpDistribution &&
  257. lhs.m_planetRadius == rhs.m_planetRadius &&
  258. lhs.m_atmosphereRadius == rhs.m_atmosphereRadius &&
  259. lhs.m_luminanceFactor.IsClose(rhs.m_luminanceFactor) &&
  260. lhs.m_rayleighScattering.IsClose(rhs.m_rayleighScattering) &&
  261. lhs.m_mieScattering.IsClose(rhs.m_mieScattering) &&
  262. lhs.m_mieAbsorption.IsClose(rhs.m_mieAbsorption) &&
  263. lhs.m_absorption.IsClose(rhs.m_absorption) &&
  264. lhs.m_groundAlbedo.IsClose(rhs.m_groundAlbedo);
  265. }
  266. void SkyAtmospherePass::UpdateRenderPassSRG(const SkyAtmosphereParams& params)
  267. {
  268. m_constants.m_bottomRadius = params.m_planetRadius;
  269. m_constants.m_topRadius = params.m_atmosphereRadius;
  270. m_constants.m_sunRadiusFactor = params.m_sunRadiusFactor;
  271. m_constants.m_sunFalloffFactor = params.m_sunFalloffFactor;
  272. params.m_sunColor.GetAsVector3().StoreToFloat3(m_constants.m_sunColor);
  273. params.m_sunLimbColor.GetAsVector3().StoreToFloat3(m_constants.m_sunLimbColor);
  274. params.m_sunDirection.GetNormalized().StoreToFloat3(m_constants.m_sunDirection);
  275. params.m_planetOrigin.StoreToFloat3(m_constants.m_planetOrigin);
  276. m_constants.m_sunShadowFarClip = params.m_sunShadowsFarClip * 0.001f; // scale to km
  277. m_constants.m_nearClip = params.m_nearClip;
  278. m_constants.m_nearFadeDistance = params.m_nearFadeDistance;
  279. m_constants.m_aerialDepthFactor = params.m_aerialDepthFactor;
  280. // avoid oversampling (too many loops) causing device removal
  281. constexpr uint32_t maxSamples{ 64 };
  282. if (params.m_minSamples > maxSamples)
  283. {
  284. AZ_WarningOnce("SkyAtmosphere", false, "Clamping min samples to %ul to avoid device removal", maxSamples);
  285. m_constants.m_rayMarchMin = maxSamples;
  286. }
  287. else
  288. {
  289. m_constants.m_rayMarchMin = aznumeric_cast<float>(params.m_minSamples);
  290. }
  291. if (params.m_maxSamples > maxSamples)
  292. {
  293. AZ_WarningOnce("SkyAtmosphere", false, "Clamping max samples to %ul to avoid device removal", maxSamples);
  294. m_constants.m_rayMarchMax = maxSamples;
  295. }
  296. else
  297. {
  298. m_constants.m_rayMarchMax = aznumeric_cast<float>(params.m_maxSamples);
  299. }
  300. // update LUT params the first time or when they change
  301. if (m_lutUpdateRequired || !LutParamsEqual(m_atmosphereParams, params))
  302. {
  303. m_lutUpdateRequired = false;
  304. params.m_luminanceFactor.StoreToFloat3(m_constants.m_luminanceFactor);
  305. params.m_rayleighScattering.StoreToFloat3(m_constants.m_rayleighScattering);
  306. params.m_mieScattering.StoreToFloat3(m_constants.m_mieScattering);
  307. params.m_mieAbsorption.StoreToFloat3(m_constants.m_mieAbsorption);
  308. (params.m_mieScattering + params.m_mieAbsorption).StoreToFloat3(m_constants.m_mieExtinction);
  309. params.m_absorption.StoreToFloat3(m_constants.m_absorption);
  310. params.m_groundAlbedo.StoreToFloat3(m_constants.m_groundAlbedo);
  311. const float atmosphereHeight = params.m_atmosphereRadius - params.m_planetRadius;
  312. if (atmosphereHeight > 0 && params.m_rayleighExpDistribution > 0 && params.m_mieExpDistribution > 0)
  313. {
  314. // prevent rayleigh and mie distributions being larger than the atmosphere size
  315. m_constants.m_rayleighDensityExpScale = -1.f / static_cast<float>(AZStd::min(params.m_rayleighExpDistribution, atmosphereHeight));
  316. m_constants.m_mieDensityExpScale = -1.f / static_cast<float>(AZStd::min(params.m_mieExpDistribution, atmosphereHeight));
  317. }
  318. // absorption density layer uses a tent distribution
  319. // for now we'll base this distribution on earth settings for ozone
  320. m_constants.m_absorptionDensity0LayerWidth = atmosphereHeight * 0.25f; // altitude at which absorption reaches its maximum value
  321. m_constants.m_absorptionDensity0LinearTerm = 1.f / 15.f;
  322. m_constants.m_absorptionDensity0ConstantTerm = -2.f / 3.f;
  323. m_constants.m_absorptionDensity1LinearTerm = -1.f / 15.f;
  324. m_constants.m_absorptionDensity1ConstantTerm = 8.f / 3.f;
  325. m_enableSkyTransmittanceLUTPass = true;
  326. }
  327. m_atmosphereParams = params;
  328. m_enableShadows = params.m_shadowsEnabled;
  329. m_enableFastSky = params.m_fastSkyEnabled;
  330. m_fastAerialPerspectiveEnabled = params.m_fastAerialPerspectiveEnabled;
  331. m_aerialPerspectiveEnabled = params.m_aerialPerspectiveEnabled;
  332. m_enableSun = params.m_sunEnabled;
  333. // UpdateRenderPassSRG can be called before the child passes are ready
  334. // so we store the constants and set them in FrameBeginInternal
  335. m_updateConstants = true;
  336. }
  337. void SkyAtmospherePass::ResetInternal()
  338. {
  339. m_transmittanceLUTImage.reset();
  340. m_skyViewLUTImage.reset();
  341. m_skyVolumeLUTImage.reset();
  342. m_atmospherePassData.clear();
  343. Base::ResetInternal();
  344. }
  345. SkyAtmosphereFeatureProcessorInterface::AtmosphereId SkyAtmospherePass::GetAtmosphereId() const
  346. {
  347. return m_atmosphereId;
  348. }
  349. } // namespace AZ::Render