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;