Add GlobalSurfaceAtlas pass to Renderer (wip)
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Content/Shaders/GlobalSurfaceAtlas.flax
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BIN
Content/Shaders/GlobalSurfaceAtlas.flax
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@@ -69,6 +69,7 @@ bool DeployDataStep::Perform(CookingData& data)
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data.AddRootEngineAsset(TEXT("Shaders/BitonicSort"));
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data.AddRootEngineAsset(TEXT("Shaders/GPUParticlesSorting"));
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data.AddRootEngineAsset(TEXT("Shaders/GlobalSignDistanceField"));
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data.AddRootEngineAsset(TEXT("Shaders/GlobalSurfaceAtlas"));
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data.AddRootEngineAsset(TEXT("Shaders/Quad"));
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data.AddRootEngineAsset(TEXT("Shaders/Reflections"));
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data.AddRootEngineAsset(TEXT("Shaders/Shadows"));
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@@ -1408,6 +1408,7 @@ namespace FlaxEditor.Viewport
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new ViewModeOptions(ViewMode.MaterialComplexity, "Material Complexity"),
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new ViewModeOptions(ViewMode.QuadOverdraw, "Quad Overdraw"),
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new ViewModeOptions(ViewMode.GlobalSDF, "Global SDF"),
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new ViewModeOptions(ViewMode.GlobalSurfaceAtlas, "Global Surface Atlas"),
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};
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private void WidgetCamSpeedShowHide(Control cm)
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@@ -854,9 +854,14 @@ API_ENUM() enum class ViewMode
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QuadOverdraw = 23,
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/// <summary>
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/// Draw global Sign Distant Field (SDF) preview.
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/// Draw Global Sign Distant Field (SDF) preview.
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/// </summary>
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GlobalSDF = 24,
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/// <summary>
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/// Draw Global Surface Atlas preview.
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/// </summary>
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GlobalSurfaceAtlas = 25,
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};
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/// <summary>
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170
Source/Engine/Renderer/GlobalSurfaceAtlasPass.cpp
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170
Source/Engine/Renderer/GlobalSurfaceAtlasPass.cpp
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@@ -0,0 +1,170 @@
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "GlobalSurfaceAtlasPass.h"
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#include "GlobalSignDistanceFieldPass.h"
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#include "RenderList.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Graphics/RenderTargetPool.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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PACK_STRUCT(struct Data0
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{
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Vector3 ViewWorldPos;
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float ViewNearPlane;
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Vector3 Padding00;
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float ViewFarPlane;
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Vector4 ViewFrustumWorldRays[4];
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GlobalSignDistanceFieldPass::GlobalSDFData GlobalSDF;
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});
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class GlobalSurfaceAtlasCustomBuffer : public RenderBuffers::CustomBuffer
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{
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public:
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GPUTexture* Dummy = nullptr; // TODO use some actual atlas textures
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GlobalSurfaceAtlasPass::BindingData Result;
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~GlobalSurfaceAtlasCustomBuffer()
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{
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RenderTargetPool::Release(Dummy);
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}
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};
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String GlobalSurfaceAtlasPass::ToString() const
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{
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return TEXT("GlobalSurfaceAtlasPass");
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}
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bool GlobalSurfaceAtlasPass::Init()
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{
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// Check platform support
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const auto device = GPUDevice::Instance;
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_supported = device->GetFeatureLevel() >= FeatureLevel::SM5 && device->Limits.HasCompute && device->Limits.HasTypedUAVLoad;
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return false;
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}
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bool GlobalSurfaceAtlasPass::setupResources()
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{
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// Load shader
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if (!_shader)
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{
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GlobalSurfaceAtlas"));
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if (_shader == nullptr)
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return true;
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<GlobalSurfaceAtlasPass, &GlobalSurfaceAtlasPass::OnShaderReloading>(this);
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#endif
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}
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if (!_shader->IsLoaded())
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return true;
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const auto device = GPUDevice::Instance;
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const auto shader = _shader->GetShader();
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_cb0 = shader->GetCB(0);
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// Create pipeline state
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GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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if (!_psDebug)
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{
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_psDebug = device->CreatePipelineState();
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psDesc.PS = shader->GetPS("PS_Debug");
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if (_psDebug->Init(psDesc))
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return true;
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}
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return false;
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}
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#if COMPILE_WITH_DEV_ENV
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void GlobalSurfaceAtlasPass::OnShaderReloading(Asset* obj)
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{
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SAFE_DELETE_GPU_RESOURCE(_psDebug);
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invalidateResources();
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}
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#endif
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void GlobalSurfaceAtlasPass::Dispose()
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{
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RendererPass::Dispose();
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// Cleanup
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SAFE_DELETE_GPU_RESOURCE(_psDebug);
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_cb0 = nullptr;
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_shader = nullptr;
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}
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bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* context, BindingData& result)
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{
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// Skip if not supported
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if (setupResources())
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return true;
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if (renderContext.List->Scenes.Count() == 0)
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return true;
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auto& surfaceAtlasData = *renderContext.Buffers->GetCustomBuffer<GlobalSurfaceAtlasCustomBuffer>(TEXT("GlobalSurfaceAtlas"));
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// Skip if already done in the current frame
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const auto currentFrame = Engine::FrameCount;
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if (surfaceAtlasData.LastFrameUsed == currentFrame)
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{
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result = surfaceAtlasData.Result;
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return false;
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}
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PROFILE_GPU_CPU("Global Surface Atlas");
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return false;
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// TODO: configurable via graphics settings
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const int32 resolution = 4096;
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// TODO: configurable via postFx settings (maybe use Global SDF distance?)
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const float distance = 20000;
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// TODO: Initialize buffers
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surfaceAtlasData.LastFrameUsed = currentFrame;
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// TODO: Rasterize world geometry into Global Surface Atlas
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// Copy results
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result.Dummy = surfaceAtlasData.Dummy;
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surfaceAtlasData.Result = result;
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return false;
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}
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void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output)
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{
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GlobalSignDistanceFieldPass::BindingData bindingDataSDF;
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BindingData bindingData;
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if (GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingDataSDF) || Render(renderContext, context, bindingData))
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{
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context->Draw(output, renderContext.Buffers->GBuffer0);
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return;
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}
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PROFILE_GPU_CPU("Global Surface Atlas Debug");
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const Vector2 outputSize(output->Size());
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if (_cb0)
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{
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Data0 data;
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data.ViewWorldPos = renderContext.View.Position;
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data.ViewNearPlane = renderContext.View.Near;
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data.ViewFarPlane = renderContext.View.Far;
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for (int32 i = 0; i < 4; i++)
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data.ViewFrustumWorldRays[i] = Vector4(renderContext.List->FrustumCornersWs[i + 4], 0);
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data.GlobalSDF = bindingDataSDF.GlobalSDF;
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context->UpdateCB(_cb0, &data);
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context->BindCB(0, _cb0);
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}
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for (int32 i = 0; i < 4; i++)
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{
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context->BindSR(i, bindingDataSDF.Cascades[i]->ViewVolume());
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context->BindSR(i + 4, bindingDataSDF.CascadeMips[i]->ViewVolume());
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}
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context->SetState(_psDebug);
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context->SetRenderTarget(output->View());
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context->SetViewportAndScissors(outputSize.X, outputSize.Y);
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context->DrawFullscreenTriangle();
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}
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57
Source/Engine/Renderer/GlobalSurfaceAtlasPass.h
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57
Source/Engine/Renderer/GlobalSurfaceAtlasPass.h
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#pragma once
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#include "RendererPass.h"
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/// <summary>
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/// 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.
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/// </summary>
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class FLAXENGINE_API GlobalSurfaceAtlasPass : public RendererPass<GlobalSurfaceAtlasPass>
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{
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public:
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// Binding data for the GPU.
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struct BindingData
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{
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GPUTexture* Dummy; // TODO: add textures
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};
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private:
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bool _supported = false;
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AssetReference<Shader> _shader;
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GPUPipelineState* _psDebug = nullptr;
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GPUConstantBuffer* _cb0 = nullptr;
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public:
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/// <summary>
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/// Renders the Global Surface Atlas.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="context">The GPU context.</param>
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/// <param name="result">The result Global Surface Atlas data for binding to the shaders.</param>
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/// <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>
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bool Render(RenderContext& renderContext, GPUContext* context, BindingData& result);
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/// <summary>
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/// Renders the debug view.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="context">The GPU context.</param>
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/// <param name="output">The output buffer.</param>
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void RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output);
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj);
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#endif
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public:
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// [RendererPass]
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String ToString() const override;
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bool Init() override;
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void Dispose() override;
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protected:
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// [RendererPass]
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bool setupResources() override;
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};
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@@ -22,6 +22,7 @@
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#include "HistogramPass.h"
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#include "AtmospherePreCompute.h"
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#include "GlobalSignDistanceFieldPass.h"
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#include "GlobalSurfaceAtlasPass.h"
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#include "Utils/MultiScaler.h"
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#include "Utils/BitonicSort.h"
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#include "AntiAliasing/FXAA.h"
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@@ -83,6 +84,7 @@ bool RendererService::Init()
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PassList.Add(SMAA::Instance());
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PassList.Add(HistogramPass::Instance());
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PassList.Add(GlobalSignDistanceFieldPass::Instance());
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PassList.Add(GlobalSurfaceAtlasPass::Instance());
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#if USE_EDITOR
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PassList.Add(QuadOverdrawPass::Instance());
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#endif
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@@ -352,11 +354,12 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
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// Debug drawing
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if (renderContext.View.Mode == ViewMode::GlobalSDF)
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{
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GlobalSignDistanceFieldPass::Instance()->RenderDebug(renderContext, context, lightBuffer);
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}
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if (renderContext.View.Mode == ViewMode::Emissive ||
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renderContext.View.Mode == ViewMode::LightmapUVsDensity ||
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else if (renderContext.View.Mode == ViewMode::GlobalSurfaceAtlas)
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GlobalSurfaceAtlasPass::Instance()->RenderDebug(renderContext, context, lightBuffer);
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if (renderContext.View.Mode == ViewMode::Emissive ||
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renderContext.View.Mode == ViewMode::LightmapUVsDensity ||
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renderContext.View.Mode == ViewMode::GlobalSurfaceAtlas ||
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renderContext.View.Mode == ViewMode::GlobalSDF)
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{
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context->ResetRenderTarget();
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5
Source/Shaders/GlobalSurfaceAtlas.hlsl
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5
Source/Shaders/GlobalSurfaceAtlas.hlsl
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "./Flax/Common.hlsl"
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// TODO: implement Global Surface Atlas sampling
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43
Source/Shaders/GlobalSurfaceAtlas.shader
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43
Source/Shaders/GlobalSurfaceAtlas.shader
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "./Flax/Common.hlsl"
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#include "./Flax/Math.hlsl"
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#include "./Flax/GlobalSurfaceAtlas.hlsl"
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#include "./Flax/GlobalSignDistanceField.hlsl"
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META_CB_BEGIN(0, Data)
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float3 ViewWorldPos;
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float ViewNearPlane;
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float3 Padding00;
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float ViewFarPlane;
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float4 ViewFrustumWorldRays[4];
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GlobalSDFData GlobalSDF;
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META_CB_END
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#ifdef _PS_Debug
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Texture3D<float> GlobalSDFTex[4] : register(t0);
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Texture3D<float> GlobalSDFMip[4] : register(t4);
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// Pixel shader for Global Surface Atlas debug drawing
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META_PS(true, FEATURE_LEVEL_SM5)
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float4 PS_Debug(Quad_VS2PS input) : SV_Target
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{
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// Shot a ray from camera into the Global SDF
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GlobalSDFTrace trace;
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float3 viewRay = lerp(lerp(ViewFrustumWorldRays[3], ViewFrustumWorldRays[0], input.TexCoord.x), lerp(ViewFrustumWorldRays[2], ViewFrustumWorldRays[1], input.TexCoord.x), 1 - input.TexCoord.y).xyz;
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viewRay = normalize(viewRay - ViewWorldPos);
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trace.Init(ViewWorldPos, viewRay, ViewNearPlane, ViewFarPlane);
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trace.NeedsHitNormal = true;
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GlobalSDFHit hit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, trace);
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if (!hit.IsHit())
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return float4(float3(0.4f, 0.4f, 1.0f) * saturate(hit.StepsCount / 80.0f), 1);
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// TODO: debug draw Surface Cache
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// Debug draw SDF normals
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float3 color = hit.HitNormal * 0.5f + 0.5f;
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return float4(color, 1);
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}
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#endif
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