Add DDGI injection into Volumetric Fog

This commit is contained in:
Wojciech Figat
2022-06-15 09:51:40 +02:00
parent 4386dc8774
commit 84ddba5814
3 changed files with 53 additions and 14 deletions

View File

@@ -454,12 +454,28 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
}
}
// Init GI data
bool useDDGI = false;
DynamicDiffuseGlobalIlluminationPass::BindingData bindingDataDDGI;
if (renderContext.View.Flags & ViewFlags::GI)
{
switch (renderContext.List->Settings.GlobalIllumination.Mode)
{
case GlobalIlluminationMode::DDGI:
if (!DynamicDiffuseGlobalIlluminationPass::Instance()->Get(renderContext.Buffers, bindingDataDDGI))
{
_cache.Data.DDGI = bindingDataDDGI.Constants;
useDDGI = true;
}
break;
}
}
// Init sky light data
GPUTexture* skyLightImage = nullptr;
if (renderContext.List->SkyLights.HasItems())
if (renderContext.List->SkyLights.HasItems() && !useDDGI)
{
const auto& skyLight = renderContext.List->SkyLights.Last();
if (skyLight.VolumetricScatteringIntensity > ZeroTolerance)
{
_cache.Data.SkyLight.MultiplyColor = skyLight.Color;
@@ -645,9 +661,20 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
context->BindSR(2, lightScatteringHistory ? lightScatteringHistory->ViewVolume() : nullptr);
context->BindSR(3, localShadowedLightScattering);
context->BindSR(4, dirLightShadowMap);
context->BindSR(5, skyLightImage);
const int32 csIndex = 0;
int32 csIndex;
if (useDDGI)
{
context->BindSR(5, bindingDataDDGI.ProbesState);
context->BindSR(6, bindingDataDDGI.ProbesDistance);
context->BindSR(7, bindingDataDDGI.ProbesIrradiance);
csIndex = 1;
}
else
{
context->BindSR(5, skyLightImage);
csIndex = 0;
}
context->Dispatch(_csLightScattering.Get(csIndex), groupCountX, groupCountY, groupCountZ);
context->ResetSR();

View File

@@ -5,6 +5,7 @@
#include "Engine/Graphics/RenderView.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
#include "RendererPass.h"
#include "GI/DynamicDiffuseGlobalIllumination.h"
struct VolumetricFogOptions;
struct RendererSpotLightData;
@@ -64,6 +65,7 @@ private:
LightData DirectionalLight;
LightShadowData DirectionalLightShadow;
SkyLightData SkyLight;
DynamicDiffuseGlobalIlluminationPass::ConstantsData DDGI;
});
PACK_STRUCT(struct PerLight {
@@ -81,7 +83,7 @@ private:
// Shader stuff
AssetReference<Shader> _shader;
GPUShaderProgramCS* _csInitialize = nullptr;
ComputeShaderPermutation<1> _csLightScattering;
ComputeShaderPermutation<2> _csLightScattering;
GPUShaderProgramCS* _csFinalIntegration = nullptr;
GPUPipelineStatePermutationsPs<2> _psInjectLight;

View File

@@ -17,6 +17,7 @@
#include "./Flax/LightingCommon.hlsl"
#include "./Flax/ShadowsSampling.hlsl"
#include "./Flax/GBuffer.hlsl"
#include "./Flax/GI/DDGI.hlsl"
struct SkyLightData
{
@@ -55,6 +56,7 @@ float4 FrameJitterOffsets[8];
LightData DirectionalLight;
LightShadowData DirectionalLightShadow;
SkyLightData SkyLight;
DDGIData DDGI;
META_CB_END
@@ -246,10 +248,8 @@ float4 PS_InjectLight(Quad_GS2PS input) : SV_Target0
RWTexture3D<float4> RWVBufferA : register(u0);
RWTexture3D<float4> RWVBufferB : register(u1);
#define THREADGROUP_SIZE 4
META_CS(true, FEATURE_LEVEL_SM5)
[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, THREADGROUP_SIZE)]
[numthreads(4, 4, 4)]
void CS_Initialize(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
{
uint3 gridCoordinate = DispatchThreadId;
@@ -285,12 +285,18 @@ Texture3D<float4> VBufferB : register(t1);
Texture3D<float4> LightScatteringHistory : register(t2);
Texture3D<float4> LocalShadowedLightScattering : register(t3);
Texture2DArray ShadowMapCSM : register(t4);
#if USE_DDGI
Texture2D<float4> ProbesState : register(t5);
Texture2D<float4> ProbesDistance : register(t6);
Texture2D<float4> ProbesIrradiance : register(t7);
#else
TextureCube SkyLightImage : register(t5);
#define THREADGROUP_SIZE 4
#endif
META_CS(true, FEATURE_LEVEL_SM5)
[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, THREADGROUP_SIZE)]
META_PERMUTATION_1(USE_DDGI=0)
META_PERMUTATION_1(USE_DDGI=1)
[numthreads(4, 4, 4)]
void CS_LightScattering(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
{
uint3 gridCoordinate = DispatchThreadId;
@@ -329,6 +335,11 @@ void CS_LightScattering(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_
lightScattering += DirectionalLight.Color * (8 * shadow * GetPhase(PhaseG, dot(DirectionalLight.Direction, cameraVectorNormalized)));
}
#if USE_DDGI
// Dynamic Diffuse Global Illumination
float3 irradiance = SampleDDGIIrradiance(DDGI, ProbesState, ProbesDistance, ProbesIrradiance, positionWS, cameraVectorNormalized, 1.0f);
lightScattering += float4(irradiance, 1);
#else
// Sky light
if (SkyLight.VolumetricScatteringIntensity > 0)
{
@@ -336,6 +347,7 @@ void CS_LightScattering(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_
skyLighting = skyLighting * SkyLight.MultiplyColor + SkyLight.AdditiveColor;
lightScattering += skyLighting * SkyLight.VolumetricScatteringIntensity;
}
#endif
}
lightScattering /= (float)samplesCount;
@@ -367,10 +379,8 @@ RWTexture3D<float4> RWIntegratedLightScattering : register(u0);
Texture3D<float4> LightScattering : register(t0);
#define THREADGROUP_SIZE 8
META_CS(true, FEATURE_LEVEL_SM5)
[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, 1)]
[numthreads(8, 8, 1)]
void CS_FinalIntegration(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
{
uint3 gridCoordinate = DispatchThreadId;