Add GlobalSurfaceAtlas pass to Renderer (wip)

This commit is contained in:
Wojciech Figat
2022-03-29 15:04:15 +02:00
parent 787e7b423c
commit 63b8b0cb50
9 changed files with 293 additions and 5 deletions

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

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@@ -69,6 +69,7 @@ bool DeployDataStep::Perform(CookingData& data)
data.AddRootEngineAsset(TEXT("Shaders/BitonicSort"));
data.AddRootEngineAsset(TEXT("Shaders/GPUParticlesSorting"));
data.AddRootEngineAsset(TEXT("Shaders/GlobalSignDistanceField"));
data.AddRootEngineAsset(TEXT("Shaders/GlobalSurfaceAtlas"));
data.AddRootEngineAsset(TEXT("Shaders/Quad"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections"));
data.AddRootEngineAsset(TEXT("Shaders/Shadows"));

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@@ -1408,6 +1408,7 @@ namespace FlaxEditor.Viewport
new ViewModeOptions(ViewMode.MaterialComplexity, "Material Complexity"),
new ViewModeOptions(ViewMode.QuadOverdraw, "Quad Overdraw"),
new ViewModeOptions(ViewMode.GlobalSDF, "Global SDF"),
new ViewModeOptions(ViewMode.GlobalSurfaceAtlas, "Global Surface Atlas"),
};
private void WidgetCamSpeedShowHide(Control cm)

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@@ -854,9 +854,14 @@ API_ENUM() enum class ViewMode
QuadOverdraw = 23,
/// <summary>
/// Draw global Sign Distant Field (SDF) preview.
/// Draw Global Sign Distant Field (SDF) preview.
/// </summary>
GlobalSDF = 24,
/// <summary>
/// Draw Global Surface Atlas preview.
/// </summary>
GlobalSurfaceAtlas = 25,
};
/// <summary>

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@@ -0,0 +1,170 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "GlobalSurfaceAtlasPass.h"
#include "GlobalSignDistanceFieldPass.h"
#include "RenderList.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Content/Content.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
PACK_STRUCT(struct Data0
{
Vector3 ViewWorldPos;
float ViewNearPlane;
Vector3 Padding00;
float ViewFarPlane;
Vector4 ViewFrustumWorldRays[4];
GlobalSignDistanceFieldPass::GlobalSDFData GlobalSDF;
});
class GlobalSurfaceAtlasCustomBuffer : public RenderBuffers::CustomBuffer
{
public:
GPUTexture* Dummy = nullptr; // TODO use some actual atlas textures
GlobalSurfaceAtlasPass::BindingData Result;
~GlobalSurfaceAtlasCustomBuffer()
{
RenderTargetPool::Release(Dummy);
}
};
String GlobalSurfaceAtlasPass::ToString() const
{
return TEXT("GlobalSurfaceAtlasPass");
}
bool GlobalSurfaceAtlasPass::Init()
{
// Check platform support
const auto device = GPUDevice::Instance;
_supported = device->GetFeatureLevel() >= FeatureLevel::SM5 && device->Limits.HasCompute && device->Limits.HasTypedUAVLoad;
return false;
}
bool GlobalSurfaceAtlasPass::setupResources()
{
// Load shader
if (!_shader)
{
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GlobalSurfaceAtlas"));
if (_shader == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<GlobalSurfaceAtlasPass, &GlobalSurfaceAtlasPass::OnShaderReloading>(this);
#endif
}
if (!_shader->IsLoaded())
return true;
const auto device = GPUDevice::Instance;
const auto shader = _shader->GetShader();
_cb0 = shader->GetCB(0);
// Create pipeline state
GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
if (!_psDebug)
{
_psDebug = device->CreatePipelineState();
psDesc.PS = shader->GetPS("PS_Debug");
if (_psDebug->Init(psDesc))
return true;
}
return false;
}
#if COMPILE_WITH_DEV_ENV
void GlobalSurfaceAtlasPass::OnShaderReloading(Asset* obj)
{
SAFE_DELETE_GPU_RESOURCE(_psDebug);
invalidateResources();
}
#endif
void GlobalSurfaceAtlasPass::Dispose()
{
RendererPass::Dispose();
// Cleanup
SAFE_DELETE_GPU_RESOURCE(_psDebug);
_cb0 = nullptr;
_shader = nullptr;
}
bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* context, BindingData& result)
{
// Skip if not supported
if (setupResources())
return true;
if (renderContext.List->Scenes.Count() == 0)
return true;
auto& surfaceAtlasData = *renderContext.Buffers->GetCustomBuffer<GlobalSurfaceAtlasCustomBuffer>(TEXT("GlobalSurfaceAtlas"));
// Skip if already done in the current frame
const auto currentFrame = Engine::FrameCount;
if (surfaceAtlasData.LastFrameUsed == currentFrame)
{
result = surfaceAtlasData.Result;
return false;
}
PROFILE_GPU_CPU("Global Surface Atlas");
return false;
// TODO: configurable via graphics settings
const int32 resolution = 4096;
// TODO: configurable via postFx settings (maybe use Global SDF distance?)
const float distance = 20000;
// TODO: Initialize buffers
surfaceAtlasData.LastFrameUsed = currentFrame;
// TODO: Rasterize world geometry into Global Surface Atlas
// Copy results
result.Dummy = surfaceAtlasData.Dummy;
surfaceAtlasData.Result = result;
return false;
}
void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output)
{
GlobalSignDistanceFieldPass::BindingData bindingDataSDF;
BindingData bindingData;
if (GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingDataSDF) || Render(renderContext, context, bindingData))
{
context->Draw(output, renderContext.Buffers->GBuffer0);
return;
}
PROFILE_GPU_CPU("Global Surface Atlas Debug");
const Vector2 outputSize(output->Size());
if (_cb0)
{
Data0 data;
data.ViewWorldPos = renderContext.View.Position;
data.ViewNearPlane = renderContext.View.Near;
data.ViewFarPlane = renderContext.View.Far;
for (int32 i = 0; i < 4; i++)
data.ViewFrustumWorldRays[i] = Vector4(renderContext.List->FrustumCornersWs[i + 4], 0);
data.GlobalSDF = bindingDataSDF.GlobalSDF;
context->UpdateCB(_cb0, &data);
context->BindCB(0, _cb0);
}
for (int32 i = 0; i < 4; i++)
{
context->BindSR(i, bindingDataSDF.Cascades[i]->ViewVolume());
context->BindSR(i + 4, bindingDataSDF.CascadeMips[i]->ViewVolume());
}
context->SetState(_psDebug);
context->SetRenderTarget(output->View());
context->SetViewportAndScissors(outputSize.X, outputSize.Y);
context->DrawFullscreenTriangle();
}

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@@ -0,0 +1,57 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
/// <summary>
/// Global Surface Atlas rendering pass. Captures scene geometry into a single atlas texture which contains surface diffuse color, normal vector, emission light, and calculates direct+indirect lighting. Used by Global Illumination and Reflections.
/// </summary>
class FLAXENGINE_API GlobalSurfaceAtlasPass : public RendererPass<GlobalSurfaceAtlasPass>
{
public:
// Binding data for the GPU.
struct BindingData
{
GPUTexture* Dummy; // TODO: add textures
};
private:
bool _supported = false;
AssetReference<Shader> _shader;
GPUPipelineState* _psDebug = nullptr;
GPUConstantBuffer* _cb0 = nullptr;
public:
/// <summary>
/// Renders the Global Surface Atlas.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="context">The GPU context.</param>
/// <param name="result">The result Global Surface Atlas data for binding to the shaders.</param>
/// <returns>True if failed to render (platform doesn't support it, out of video memory, disabled feature or effect is not ready), otherwise false.</returns>
bool Render(RenderContext& renderContext, GPUContext* context, BindingData& result);
/// <summary>
/// Renders the debug view.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="context">The GPU context.</param>
/// <param name="output">The output buffer.</param>
void RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj);
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};

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@@ -22,6 +22,7 @@
#include "HistogramPass.h"
#include "AtmospherePreCompute.h"
#include "GlobalSignDistanceFieldPass.h"
#include "GlobalSurfaceAtlasPass.h"
#include "Utils/MultiScaler.h"
#include "Utils/BitonicSort.h"
#include "AntiAliasing/FXAA.h"
@@ -83,6 +84,7 @@ bool RendererService::Init()
PassList.Add(SMAA::Instance());
PassList.Add(HistogramPass::Instance());
PassList.Add(GlobalSignDistanceFieldPass::Instance());
PassList.Add(GlobalSurfaceAtlasPass::Instance());
#if USE_EDITOR
PassList.Add(QuadOverdrawPass::Instance());
#endif
@@ -352,11 +354,12 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
// Debug drawing
if (renderContext.View.Mode == ViewMode::GlobalSDF)
{
GlobalSignDistanceFieldPass::Instance()->RenderDebug(renderContext, context, lightBuffer);
}
if (renderContext.View.Mode == ViewMode::Emissive ||
renderContext.View.Mode == ViewMode::LightmapUVsDensity ||
else if (renderContext.View.Mode == ViewMode::GlobalSurfaceAtlas)
GlobalSurfaceAtlasPass::Instance()->RenderDebug(renderContext, context, lightBuffer);
if (renderContext.View.Mode == ViewMode::Emissive ||
renderContext.View.Mode == ViewMode::LightmapUVsDensity ||
renderContext.View.Mode == ViewMode::GlobalSurfaceAtlas ||
renderContext.View.Mode == ViewMode::GlobalSDF)
{
context->ResetRenderTarget();

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@@ -0,0 +1,5 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
// TODO: implement Global Surface Atlas sampling

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@@ -0,0 +1,43 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
#include "./Flax/Math.hlsl"
#include "./Flax/GlobalSurfaceAtlas.hlsl"
#include "./Flax/GlobalSignDistanceField.hlsl"
META_CB_BEGIN(0, Data)
float3 ViewWorldPos;
float ViewNearPlane;
float3 Padding00;
float ViewFarPlane;
float4 ViewFrustumWorldRays[4];
GlobalSDFData GlobalSDF;
META_CB_END
#ifdef _PS_Debug
Texture3D<float> GlobalSDFTex[4] : register(t0);
Texture3D<float> GlobalSDFMip[4] : register(t4);
// Pixel shader for Global Surface Atlas debug drawing
META_PS(true, FEATURE_LEVEL_SM5)
float4 PS_Debug(Quad_VS2PS input) : SV_Target
{
// Shot a ray from camera into the Global SDF
GlobalSDFTrace trace;
float3 viewRay = lerp(lerp(ViewFrustumWorldRays[3], ViewFrustumWorldRays[0], input.TexCoord.x), lerp(ViewFrustumWorldRays[2], ViewFrustumWorldRays[1], input.TexCoord.x), 1 - input.TexCoord.y).xyz;
viewRay = normalize(viewRay - ViewWorldPos);
trace.Init(ViewWorldPos, viewRay, ViewNearPlane, ViewFarPlane);
trace.NeedsHitNormal = true;
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);
// TODO: debug draw Surface Cache
// Debug draw SDF normals
float3 color = hit.HitNormal * 0.5f + 0.5f;
return float4(color, 1);
}
#endif