Add GlobalSurfaceAtlas pass to Renderer (wip)
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170
Source/Engine/Renderer/GlobalSurfaceAtlasPass.cpp
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170
Source/Engine/Renderer/GlobalSurfaceAtlasPass.cpp
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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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