Add objects culling in Global Surface Atlas

This commit is contained in:
Wojciech Figat
2022-04-06 16:56:04 +02:00
parent 430ef09ab1
commit 49a67be419
5 changed files with 51 additions and 38 deletions

BIN
Content/Shaders/GlobalSurfaceAtlas.flax (Stored with Git LFS)

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@@ -17,8 +17,7 @@
#include "Engine/Utilities/RectPack.h"
// This must match HLSL
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE (1)
#define GLOBAL_SURFACE_ATLAS_OBJECT_STRIDE (16 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE)
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE 5 // Amount of Vector4s per-object
#define GLOBAL_SURFACE_ATLAS_TILE_PADDING 1 // 1px padding to prevent color bleeding between tiles
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_TILES_REDRAW 0 // Forces to redraw all object tiles every frame
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations)
@@ -74,10 +73,16 @@ public:
GPUTexture* AtlasGBuffer1 = nullptr;
GPUTexture* AtlasGBuffer2 = nullptr;
GPUTexture* AtlasDirectLight = nullptr;
DynamicTypedBuffer ObjectsBuffer;
GlobalSurfaceAtlasPass::BindingData Result;
GlobalSurfaceAtlasTile* AtlasTiles = nullptr; // TODO: optimize with a single allocation for atlas tiles
Dictionary<Actor*, GlobalSurfaceAtlasObject> Objects;
GlobalSurfaceAtlasCustomBuffer()
: ObjectsBuffer(256 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE, PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"))
{
}
FORCE_INLINE void Clear()
{
RenderTargetPool::Release(AtlasDepth);
@@ -86,6 +91,7 @@ public:
RenderTargetPool::Release(AtlasGBuffer2);
RenderTargetPool::Release(AtlasDirectLight);
SAFE_DELETE(AtlasTiles);
ObjectsBuffer.Clear();
Objects.Clear();
}
@@ -176,7 +182,6 @@ void GlobalSurfaceAtlasPass::Dispose()
// Cleanup
SAFE_DELETE(_vertexBuffer);
SAFE_DELETE(_objectsBuffer);
SAFE_DELETE_GPU_RESOURCE(_psClear);
SAFE_DELETE_GPU_RESOURCE(_psDebug);
_cb0 = nullptr;
@@ -232,10 +237,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
_vertexBuffer = New<DynamicVertexBuffer>(0u, (uint32)sizeof(AtlasTileVertex), TEXT("GlobalSurfaceAtlas.VertexBuffer"));
// Add objects into the atlas
if (_objectsBuffer)
_objectsBuffer->Clear();
else
_objectsBuffer = New<DynamicTypedBuffer>(256 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE, PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"));
surfaceAtlasData.ObjectsBuffer.Clear();
_dirtyObjectsBuffer.Clear();
{
PROFILE_CPU_NAMED("Draw");
@@ -245,7 +247,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
const uint16 maxTileResolution = 128; // Maximum size (in texels) of the tile in atlas
const uint16 tileResolutionAlignment = 8; // Alignment to snap (down) tiles resolution which allows to reuse atlas slots once object gets resizes/replaced by other object
const float minObjectRadius = 20.0f; // Skip too small objects
const float tileTexelsPerWorldUnit = 1.0f / 20.0f; // Scales the tiles resolution
const float tileTexelsPerWorldUnit = 1.0f / 10.0f; // Scales the tiles resolution
const float distanceScalingStart = 2000.0f; // Distance from camera at which the tiles resolution starts to be scaled down
const float distanceScalingEnd = 5000.0f; // Distance from camera at which the tiles resolution end to be scaled down
const float distanceScaling = 0.1f; // The scale for tiles at distanceScalingEnd and further away
@@ -337,13 +339,17 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
object->LastFrameDirty = currentFrame;
_dirtyObjectsBuffer.Add(ToPair(e.Actor, object));
}
// TODO: populate ObjectsBuffer with objects tiles data
// Write to objects buffer (this must match unpacking logic in HLSL)
Matrix worldToLocalBounds;
Matrix::Invert(object->Bounds.Transformation, worldToLocalBounds);
// TODO: cache data for static objects to optimize CPU perf (move ObjectsBuffer into surfaceAtlasData)
Vector4 objectData[GLOBAL_SURFACE_ATLAS_OBJECT_SIZE];
auto* objectData = surfaceAtlasData.ObjectsBuffer.WriteReserve<Vector4>(GLOBAL_SURFACE_ATLAS_OBJECT_SIZE);
objectData[0] = *(Vector4*)&e.Bounds;
_objectsBuffer->Write(objectData);
objectData[1] = Vector4(worldToLocalBounds.M11, worldToLocalBounds.M12, worldToLocalBounds.M13, worldToLocalBounds.M41);
objectData[2] = Vector4(worldToLocalBounds.M21, worldToLocalBounds.M22, worldToLocalBounds.M23, worldToLocalBounds.M42);
objectData[3] = Vector4(worldToLocalBounds.M31, worldToLocalBounds.M32, worldToLocalBounds.M33, worldToLocalBounds.M43);
objectData[4] = Vector4(object->Bounds.Extents, 0.0f);
}
}
}
@@ -369,8 +375,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
// Send objects data to the GPU
{
PROFILE_GPU_CPU("Update Objects");
// TODO: cache objects data in surfaceAtlasData to reduce memory transfer
_objectsBuffer->Flush(context);
surfaceAtlasData.ObjectsBuffer.Flush(context);
}
// Rasterize world geometry material properties into Global Surface Atlas
@@ -532,6 +537,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
result.Atlas[2] = surfaceAtlasData.AtlasGBuffer1;
result.Atlas[3] = surfaceAtlasData.AtlasGBuffer2;
result.Atlas[4] = surfaceAtlasData.AtlasDirectLight;
result.Objects = surfaceAtlasData.ObjectsBuffer.GetBuffer();
result.GlobalSurfaceAtlas.ObjectsCount = surfaceAtlasData.Objects.Count();
surfaceAtlasData.Result = result;
return false;
@@ -568,6 +574,7 @@ void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContex
context->BindSR(i + 4, bindingDataSDF.CascadeMips[i]->ViewVolume());
}
context->BindSR(8, bindingData.Atlas[1]->View()); // TODO: pass Atlas[4]=AtlasDirectLight
context->BindSR(9, bindingData.Objects ? bindingData.Objects->View() : nullptr);
context->SetState(_psDebug);
context->SetRenderTarget(output->View());
context->SetViewportAndScissors(outputSize.X, outputSize.Y);

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@@ -21,6 +21,7 @@ public:
struct BindingData
{
GPUTexture* Atlas[5];
GPUBuffer* Objects;
GlobalSurfaceAtlasData GlobalSurfaceAtlas;
};
@@ -33,7 +34,6 @@ private:
// Rasterization cache
class DynamicVertexBuffer* _vertexBuffer = nullptr;
class DynamicTypedBuffer* _objectsBuffer = nullptr;
Array<Pair<Actor*, struct GlobalSurfaceAtlasObject*>> _dirtyObjectsBuffer;
public:

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@@ -4,7 +4,7 @@
#include "./Flax/Collisions.hlsl"
// This must match C++
#define GLOBAL_SURFACE_ATLAS_OBJECT_STRIDE (16 * 1)
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE 5 // Amount of float4s per-object
struct GlobalSurfaceTile
{
@@ -17,30 +17,35 @@ struct GlobalSurfaceObject
{
float3 BoundsPosition;
float BoundsRadius;
float3x3 InvRotation;
float3 BoundsMin;
float3 BoundsMax;
float4x4 WorldToLocal;
float3 Extent;
GlobalSurfaceTile Tiles[6];
};
float4 LoadGlobalSurfaceAtlasObjectBounds(Buffer<float4> objects, uint objectIndex)
{
// This must match C++
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_STRIDE;
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE;
return objects.Load(objectStart);
}
GlobalSurfaceObject LoadGlobalSurfaceAtlasObject(Buffer<float4> objects, uint objectIndex)
{
// This must match C++
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_STRIDE;
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE;
float4 vector0 = objects.Load(objectStart + 0);
float4 vector1 = objects.Load(objectStart + 1);
float4 vector2 = objects.Load(objectStart + 2);
float4 vector3 = objects.Load(objectStart + 3);
float4 vector4 = objects.Load(objectStart + 4);
GlobalSurfaceObject object = (GlobalSurfaceObject)0;
object.BoundsPosition = vector0.xyz;
object.BoundsRadius = vector0.w;
// TODO: InvRotation
// TODO: BoundsMin
// TODO: BoundsMax
object.WorldToLocal[0] = float4(vector1.xyz, 0.0f);
object.WorldToLocal[1] = float4(vector2.xyz, 0.0f);
object.WorldToLocal[2] = float4(vector3.xyz, 0.0f);
object.WorldToLocal[3] = float4(vector1.w, vector2.w, vector3.w, 1.0f);
object.Extent = vector4.xyz;
// TODO: Tiles
return object;
}
@@ -53,7 +58,7 @@ struct GlobalSurfaceAtlasData
};
// Samples the Global Surface Atlas and returns the lighting (with opacity) at the given world location (and direction).
float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, Texture3D<float4> atlas, Buffer<float4> objects, float3 worldPosition, float3 worldNormal)
float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, Texture2D atlas, Buffer<float4> objects, float3 worldPosition, float3 worldNormal)
{
float4 result = float4(0, 0, 0, 0);
// TODO: add grid culling to object for faster lookup
@@ -65,13 +70,17 @@ float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, Texture3D<flo
if (distance(objectBounds.xyz, worldPosition) > objectBounds.w)
continue;
GlobalSurfaceObject object = LoadGlobalSurfaceAtlasObject(objects, objectIndex);
float3 localPosition = mul(float4(worldPosition, 1), object.WorldToLocal).xyz;
object.Extent += 10.0f; // TODO: why SDF is so enlarged compared to actual bounds?
if (any(localPosition > object.Extent) || any(localPosition < -object.Extent))
continue;
float3 localNormal = normalize(mul(worldNormal, (float3x3)object.WorldToLocal));
// TODO: project worldPosition and worldNormal into object-space
// TODO: select 1, 2 or 3 tiles from object that match normal vector
// TODO: sample tiles with weight based on sample normal (reject tile if projected UVs are outside 0-1 range)
// TODO: implement Global Surface Atlas sampling
result = float4((objectIndex + 1) / data.ObjectsCount, 0, 0, 1);
result = float4((float)(objectIndex + 1) / (float)data.ObjectsCount, 0, 0, 1);
}
return result;
}

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@@ -38,16 +38,15 @@ void PS_Clear(out float4 Light : SV_Target0, out float4 RT0 : SV_Target1, out fl
Texture3D<float> GlobalSDFTex[4] : register(t0);
Texture3D<float> GlobalSDFMip[4] : register(t4);
Texture2D GlobalSurfaceAtlasTex : register(t8);
//Buffer<float4> GlobalSurfaceAtlasObjects : register(t9);
Buffer<float4> GlobalSurfaceAtlasObjects : register(t9);
// Pixel shader for Global Surface Atlas debug drawing
META_PS(true, FEATURE_LEVEL_SM5)
float4 PS_Debug(Quad_VS2PS input) : SV_Target
{
#if 1
#if 0
// Preview Global Surface Atlas texture
float4 texSample = GlobalSurfaceAtlasTex.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
return float4(texSample.rgb, 1);
return float4(GlobalSurfaceAtlasTex.SampleLevel(SamplerLinearClamp, input.TexCoord, 0).rgb, 1);
#endif
// Shot a ray from camera into the Global SDF
@@ -59,13 +58,11 @@ float4 PS_Debug(Quad_VS2PS input) : SV_Target
GlobalSDFHit hit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, trace);
if (!hit.IsHit())
return float4(float3(0.4f, 0.4f, 1.0f) * saturate(hit.StepsCount / 80.0f), 1);
//return float4(hit.HitNormal * 0.5f + 0.5f, 1);
// TODO: debug draw Surface Cache
//float4 surfaceColor = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlas, GlobalSurfaceAtlasObjects, hit.GetHitPosition(trace), -viewRay);
// Debug draw SDF normals
float3 color = hit.HitNormal * 0.5f + 0.5f;
return float4(color, 1);
// Sample Global Surface Atlas at the hit location
float4 surfaceColor = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasTex, GlobalSurfaceAtlasObjects, hit.GetHitPosition(trace), -viewRay);
return float4(surfaceColor.rgb, 1);
}
#endif