1228 lines
52 KiB
C++
1228 lines
52 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "GlobalSignDistanceFieldPass.h"
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#include "RenderList.h"
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#include "Engine/Core/Math/Vector3.h"
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#include "Engine/Core/Math/Matrix3x4.h"
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#include "Engine/Core/Collections/HashSet.h"
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#include "Engine/Core/Config/GraphicsSettings.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/GPUContext.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/Graphics.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/RenderTools.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Level/Scene/SceneRendering.h"
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#include "Engine/Level/Actors/StaticModel.h"
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#include "Engine/Threading/JobSystem.h"
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// Some of those constants must match in shader
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#define GLOBAL_SDF_FORMAT PixelFormat::R8_SNorm
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#define GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT 28 // The maximum amount of models to rasterize at once as a batch into Global SDF.
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#define GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT 2 // The maximum amount of heightfields to store in a single chunk.
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#define GLOBAL_SDF_RASTERIZE_GROUP_SIZE 8
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#define GLOBAL_SDF_RASTERIZE_CHUNK_SIZE 32 // Global SDF chunk size in voxels.
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#define GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN 4 // The margin in voxels around objects for culling. Reduces artifacts but reduces performance.
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#define GLOBAL_SDF_RASTERIZE_MIP_FACTOR 4 // Global SDF mip resolution downscale factor.
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#define GLOBAL_SDF_MIP_GROUP_SIZE 4
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#define GLOBAL_SDF_MIP_FLOODS 5 // Amount of flood fill passes for mip.
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#define GLOBAL_SDF_DEBUG_CHUNKS 0 // Toggles debug drawing of Global SDF chunks bounds including objects count label (only for the first cascade)
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#define GLOBAL_SDF_DEBUG_FORCE_REDRAW 0 // Forces to redraw all SDF cascades every frame
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#define GLOBAL_SDF_ACTOR_IS_STATIC(actor) EnumHasAllFlags(actor->GetStaticFlags(), StaticFlags::Lightmap | StaticFlags::Transform)
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static_assert(GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT % 4 == 0, "Must be multiple of 4 due to data packing for GPU constant buffer.");
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#if GLOBAL_SDF_DEBUG_CHUNKS
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#include "Engine/Debug/DebugDraw.h"
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#endif
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GPU_CB_STRUCT(ObjectRasterizeData {
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Matrix3x4 WorldToVolume;
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Matrix3x4 VolumeToWorld;
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Float3 VolumeToUVWMul;
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float MipOffset;
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Float3 VolumeToUVWAdd;
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float DecodeMul;
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Float3 VolumeLocalBoundsExtent;
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float DecodeAdd;
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});
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GPU_CB_STRUCT(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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GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
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});
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GPU_CB_STRUCT(ModelsRasterizeData {
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Int3 ChunkCoord;
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float MaxDistance;
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Float3 CascadeCoordToPosMul;
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uint32 ObjectsCount;
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Float3 CascadeCoordToPosAdd;
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int32 CascadeResolution;
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int32 CascadeIndex;
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float CascadeVoxelSize;
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int32 CascadeMipResolution;
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int32 CascadeMipFactor;
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uint32 Objects[GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT];
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Float2 Padding10;
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float MipMaxDistanceLoad;
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float MipMaxDistanceStore;
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uint32 MipTexResolution;
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uint32 MipCoordScale;
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uint32 MipTexOffsetX;
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uint32 MipMipOffsetX;
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});
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struct RasterizeChunk
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{
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uint16 ModelsCount;
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uint16 HeightfieldsCount : 15;
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uint16 Dynamic : 1;
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uint16 Models[GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT];
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uint16 Heightfields[GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT];
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RasterizeChunk()
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{
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ModelsCount = 0;
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HeightfieldsCount = 0;
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Dynamic = false;
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}
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};
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struct RasterizeObject
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{
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Actor* Actor;
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const ModelBase::SDFData* SDF;
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GPUTexture* Heightfield;
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Transform LocalToWorld;
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BoundingBox ObjectBounds;
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Float4 LocalToUV;
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};
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constexpr int32 RasterizeChunkKeyHashResolution = GLOBAL_SDF_RASTERIZE_CHUNK_SIZE;
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struct RasterizeChunkKey
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{
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uint32 Hash;
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uint32 Layer;
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Int3 Coord;
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FORCE_INLINE void NextLayer()
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{
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Layer++;
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Hash += RasterizeChunkKeyHashResolution * RasterizeChunkKeyHashResolution * RasterizeChunkKeyHashResolution;
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}
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bool operator==(const RasterizeChunkKey& other) const
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{
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return Hash == other.Hash && Coord == other.Coord && Layer == other.Layer;
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}
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};
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uint32 GetHash(const RasterizeChunkKey& key)
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{
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return key.Hash;
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}
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struct CascadeData
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{
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bool Dirty;
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int32 Index;
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float ChunkSize;
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float MaxDistanceTex;
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float MaxDistanceMip;
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Float3 Position;
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float VoxelSize;
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float Extent;
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BoundingBox Bounds;
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BoundingBox CullingBounds;
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BoundingBox RasterizeBounds;
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Vector3 OriginMin;
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Vector3 OriginMax;
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HashSet<RasterizeChunkKey> NonEmptyChunks;
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HashSet<RasterizeChunkKey> StaticChunks;
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// Cache
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Dictionary<RasterizeChunkKey, RasterizeChunk> Chunks;
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Array<RasterizeObject> RasterizeObjects;
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Array<byte> ObjectsData;
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Array<GPUTextureView*> ObjectsTextures;
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Dictionary<uint16, uint16> ObjectIndexToDataIndex;
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HashSet<GPUTexture*> PendingSDFTextures;
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HashSet<ScriptingTypeHandle> PendingObjectTypes;
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void OnSceneRenderingDirty(const BoundingBox& objectBounds)
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{
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if (StaticChunks.IsEmpty() || !Bounds.Intersects(objectBounds))
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return;
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BoundingBox objectBoundsCascade;
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const float objectMargin = VoxelSize * GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN;
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Vector3::Clamp(objectBounds.Minimum - objectMargin, Bounds.Minimum, Bounds.Maximum, objectBoundsCascade.Minimum);
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Vector3::Subtract(objectBoundsCascade.Minimum, Bounds.Minimum, objectBoundsCascade.Minimum);
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Vector3::Clamp(objectBounds.Maximum + objectMargin, Bounds.Minimum, Bounds.Maximum, objectBoundsCascade.Maximum);
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Vector3::Subtract(objectBoundsCascade.Maximum, Bounds.Minimum, objectBoundsCascade.Maximum);
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const Int3 objectChunkMin(objectBoundsCascade.Minimum / ChunkSize);
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const Int3 objectChunkMax(objectBoundsCascade.Maximum / ChunkSize);
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// Invalidate static chunks intersecting with dirty bounds
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RasterizeChunkKey key;
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key.Layer = 0;
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for (key.Coord.Z = objectChunkMin.Z; key.Coord.Z <= objectChunkMax.Z; key.Coord.Z++)
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{
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for (key.Coord.Y = objectChunkMin.Y; key.Coord.Y <= objectChunkMax.Y; key.Coord.Y++)
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{
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for (key.Coord.X = objectChunkMin.X; key.Coord.X <= objectChunkMax.X; key.Coord.X++)
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{
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key.Hash = key.Coord.Z * (RasterizeChunkKeyHashResolution * RasterizeChunkKeyHashResolution) + key.Coord.Y * RasterizeChunkKeyHashResolution + key.Coord.X;
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StaticChunks.Remove(key);
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}
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}
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}
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}
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};
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class GlobalSignDistanceFieldCustomBuffer : public RenderBuffers::CustomBuffer, public ISceneRenderingListener
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{
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public:
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int32 FrameIndex = 0;
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int32 Resolution = 0;
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GPUTexture* Texture = nullptr;
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GPUTexture* TextureMip = nullptr;
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Vector3 Origin = Vector3::Zero;
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Array<CascadeData, FixedAllocation<4>> Cascades;
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HashSet<ScriptingTypeHandle> ObjectTypes;
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HashSet<GPUTexture*> SDFTextures;
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GlobalSignDistanceFieldPass::BindingData Result;
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// Async objects drawing cache
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Array<int64, FixedAllocation<1>> AsyncDrawWaitLabels;
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RenderContext AsyncRenderContext;
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~GlobalSignDistanceFieldCustomBuffer()
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{
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WaitForDrawing();
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for (const auto& e : SDFTextures)
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{
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e.Item->Deleted.Unbind<GlobalSignDistanceFieldCustomBuffer, &GlobalSignDistanceFieldCustomBuffer::OnSDFTextureDeleted>(this);
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e.Item->ResidentMipsChanged.Unbind<GlobalSignDistanceFieldCustomBuffer, &GlobalSignDistanceFieldCustomBuffer::OnSDFTextureResidentMipsChanged>(this);
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}
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RenderTargetPool::Release(Texture);
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RenderTargetPool::Release(TextureMip);
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}
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void OnSDFTextureDeleted(ScriptingObject* object)
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{
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auto* texture = (GPUTexture*)object;
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if (SDFTextures.Remove(texture))
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{
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texture->Deleted.Unbind<GlobalSignDistanceFieldCustomBuffer, &GlobalSignDistanceFieldCustomBuffer::OnSDFTextureDeleted>(this);
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texture->ResidentMipsChanged.Unbind<GlobalSignDistanceFieldCustomBuffer, &GlobalSignDistanceFieldCustomBuffer::OnSDFTextureResidentMipsChanged>(this);
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}
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}
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void OnSDFTextureResidentMipsChanged(GPUTexture* texture)
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{
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// Stop tracking texture streaming once it gets fully loaded
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if (texture->ResidentMipLevels() == texture->MipLevels())
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{
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OnSDFTextureDeleted(texture);
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// Clear static chunks cache
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for (auto& cascade : Cascades)
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cascade.StaticChunks.Clear();
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}
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}
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const float CascadesDistanceScales[4] = { 1.0f, 2.5f, 5.0f, 10.0f };
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void GetOptions(const RenderContext& renderContext, int32& resolution, int32& cascadesCount, int32& resolutionMip, float& distance)
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{
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switch (Graphics::GlobalSDFQuality)
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{
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case Quality::Low:
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resolution = 128;
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cascadesCount = 2;
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break;
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case Quality::Medium:
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resolution = 128;
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cascadesCount = 3;
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break;
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case Quality::High:
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resolution = 192;
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cascadesCount = 4;
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break;
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case Quality::Ultra:
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default:
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resolution = 256;
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cascadesCount = 4;
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break;
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}
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resolutionMip = Math::DivideAndRoundUp(resolution, GLOBAL_SDF_RASTERIZE_MIP_FACTOR);
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auto& giSettings = renderContext.List->Settings.GlobalIllumination;
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distance = GraphicsSettings::Get()->GlobalSDFDistance;
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if (giSettings.Mode == GlobalIlluminationMode::DDGI)
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distance = Math::Max(distance, giSettings.Distance);
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distance = Math::Min(distance, renderContext.View.Far);
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}
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void DrawCascadeActors(const CascadeData& cascade);
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void UpdateCascadeChunks(CascadeData& cascade);
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void WriteCascadeObjects(CascadeData& cascade);
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void DrawCascadeJob(int32 cascadeIndex);
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void StartDrawing(const RenderContext& renderContext, bool enableAsync = false, bool reset = false)
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{
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if (AsyncDrawWaitLabels.HasItems())
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return; // Already started earlier this frame
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int32 resolution, cascadesCount, resolutionMip;
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float distance;
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GetOptions(renderContext, resolution, cascadesCount, resolutionMip, distance);
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if (Cascades.Count() != cascadesCount || Resolution != resolution || Origin != renderContext.View.Origin)
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return; // Not yet initialized
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PROFILE_CPU();
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// Calculate origin for Global SDF by shifting it towards the view direction to account for better view frustum coverage
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const float distanceExtent = distance / CascadesDistanceScales[cascadesCount - 1];
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Float3 viewPosition = renderContext.View.Position;
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{
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Float3 viewDirection = renderContext.View.Direction;
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const float cascade0Distance = distanceExtent * CascadesDistanceScales[0];
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const Vector2 viewRayHit = CollisionsHelper::LineHitsBox(viewPosition, viewPosition + viewDirection * (cascade0Distance * 2.0f), viewPosition - cascade0Distance, viewPosition + cascade0Distance);
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const float viewOriginOffset = (float)viewRayHit.Y * cascade0Distance * 0.6f;
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viewPosition += viewDirection * viewOriginOffset;
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}
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// Setup data for rendering
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if (FrameIndex++ > 128)
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FrameIndex = 0;
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AsyncRenderContext = renderContext;
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AsyncRenderContext.View.Pass = DrawPass::GlobalSDF;
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const bool useCache = !reset && !GLOBAL_SDF_DEBUG_FORCE_REDRAW;
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static_assert(GLOBAL_SDF_RASTERIZE_CHUNK_SIZE % GLOBAL_SDF_RASTERIZE_GROUP_SIZE == 0, "Invalid chunk size for Global SDF rasterization group size.");
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const int32 rasterizeChunks = Math::CeilToInt((float)resolution / (float)GLOBAL_SDF_RASTERIZE_CHUNK_SIZE);
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const bool updateEveryFrame = !GPU_SPREAD_WORKLOAD; // true if update all cascades every frame
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const int32 maxCascadeUpdatesPerFrame = 1; // maximum cascades to update at a single frame
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// Rasterize world geometry into Global SDF
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for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
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{
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// Reduce frequency of the updates
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auto& cascade = Cascades[cascadeIndex];
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cascade.Index = cascadeIndex;
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cascade.Dirty = !useCache || RenderTools::ShouldUpdateCascade(FrameIndex, cascadeIndex, cascadesCount, maxCascadeUpdatesPerFrame, updateEveryFrame);
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if (!cascade.Dirty)
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continue;
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const float cascadeExtent = distanceExtent * CascadesDistanceScales[cascadeIndex];
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const float cascadeSize = cascadeExtent * 2;
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const float cascadeVoxelSize = cascadeSize / (float)resolution;
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const float cascadeChunkSize = cascadeVoxelSize * GLOBAL_SDF_RASTERIZE_CHUNK_SIZE;
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static_assert(GLOBAL_SDF_RASTERIZE_CHUNK_SIZE % GLOBAL_SDF_RASTERIZE_MIP_FACTOR == 0, "Adjust chunk size to match the mip factor scale.");
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const Float3 center = Float3::Floor(viewPosition / cascadeChunkSize) * cascadeChunkSize;
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//const Float3 center = Float3::Zero;
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BoundingBox cascadeBounds(center - cascadeExtent, center + cascadeExtent);
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// Clear cascade before rasterization
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cascade.Chunks.Clear();
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// TODO: consider using for RendererAllocation Chunks and RasterizeObjects to share memory with other rendering internals (ensure to release memory after SDF draw ends)
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cascade.Chunks.EnsureCapacity(rasterizeChunks * rasterizeChunks, false);
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// TODO: cache RasterizeObjects size from the previous frame (for this cascade) and preallocate it here once RendererAllocation is used
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cascade.RasterizeObjects.Clear();
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cascade.PendingSDFTextures.Clear();
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// Check if cascade center has been moved
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if (!(useCache && Float3::NearEqual(cascade.Position, center, cascadeVoxelSize)))
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{
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// TODO: optimize for moving camera (use chunkCoords scrolling)
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cascade.StaticChunks.Clear();
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}
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// Setup cascade info
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cascade.Position = center;
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cascade.VoxelSize = cascadeVoxelSize;
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cascade.Extent = cascadeExtent;
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cascade.ChunkSize = cascadeChunkSize;
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cascade.MaxDistanceTex = cascadeChunkSize * 1.5f; // Encodes SDF distance to [-maxDst; +maxDst] to be packed as normalized value, limits the max SDF trace step distance
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cascade.MaxDistanceMip = cascade.MaxDistanceTex * 2.0f; // Encode mip distance with less but covers larger area for faster jumps during tracing
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cascade.MaxDistanceTex = Math::Min(cascade.MaxDistanceTex, cascadeSize);
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cascade.MaxDistanceMip = Math::Min(cascade.MaxDistanceMip, cascadeSize);
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cascade.Bounds = cascadeBounds;
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cascade.RasterizeBounds = cascadeBounds;
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cascade.RasterizeBounds.Minimum += 0.1f; // Adjust to prevent overflowing chunk keys (cascade bounds are used for clamping object bounds)
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cascade.RasterizeBounds.Maximum -= 0.1f; // Adjust to prevent overflowing chunk keys (cascade bounds are used for clamping object bounds)
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cascade.CullingBounds = cascadeBounds.MakeOffsetted(Origin);
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const float objectMargin = cascadeVoxelSize * GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN;
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cascade.OriginMin = -Origin - objectMargin;
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cascade.OriginMax = -Origin + objectMargin;
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}
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if (enableAsync)
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{
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// Draw all dirty cascades in async (separate job for each cascade)
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Function<void(int32)> func;
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func.Bind<GlobalSignDistanceFieldCustomBuffer, &GlobalSignDistanceFieldCustomBuffer::DrawCascadeJob>(this);
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AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, cascadesCount));
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}
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else
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{
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// Synchronized drawing in sequence
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for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
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DrawCascadeJob(cascadeIndex);
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}
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}
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void WaitForDrawing()
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{
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for (int64 label : AsyncDrawWaitLabels)
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JobSystem::Wait(label);
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AsyncDrawWaitLabels.Clear();
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}
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FORCE_INLINE void OnSceneRenderingDirty(const BoundingBox& objectBounds)
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{
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for (auto& cascade : Cascades)
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cascade.OnSceneRenderingDirty(objectBounds);
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}
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// [ISceneRenderingListener]
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void OnSceneRenderingAddActor(Actor* a) override
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{
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if (GLOBAL_SDF_ACTOR_IS_STATIC(a) && ObjectTypes.Contains(a->GetTypeHandle()))
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{
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OnSceneRenderingDirty(a->GetBox());
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}
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}
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void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds) override
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{
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if (GLOBAL_SDF_ACTOR_IS_STATIC(a) && ObjectTypes.Contains(a->GetTypeHandle()))
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{
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OnSceneRenderingDirty(BoundingBox::FromSphere(prevBounds));
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OnSceneRenderingDirty(a->GetBox());
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}
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}
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void OnSceneRenderingRemoveActor(Actor* a) override
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{
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if (GLOBAL_SDF_ACTOR_IS_STATIC(a) && ObjectTypes.Contains(a->GetTypeHandle()))
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{
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OnSceneRenderingDirty(a->GetBox());
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}
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}
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void OnSceneRenderingClear(SceneRendering* scene) override
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{
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for (auto& cascade : Cascades)
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cascade.StaticChunks.Clear();
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}
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};
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namespace
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{
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GlobalSignDistanceFieldCustomBuffer* Current = nullptr;
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ThreadLocal<CascadeData*, 16> CurrentCascade;
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}
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void GlobalSignDistanceFieldCustomBuffer::DrawCascadeActors(const CascadeData& cascade)
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{
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PROFILE_CPU();
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const BoundingBox cullingBounds = cascade.CullingBounds;
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const uint32 viewMask = AsyncRenderContext.View.RenderLayersMask;
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// TODO: add scene detail scale factor to PostFx settings (eg. to increase or decrease scene details and quality)
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const float minObjectRadius = Math::Max(20.0f, cascade.VoxelSize * 2.0f); // Skip too small objects for this cascade
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int32 actorsDrawn = 0;
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SceneRendering::DrawCategory drawCategories[] = { SceneRendering::SceneDraw, SceneRendering::SceneDrawAsync };
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for (auto* scene : AsyncRenderContext.List->Scenes)
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{
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for (SceneRendering::DrawCategory drawCategory : drawCategories)
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{
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auto& list = scene->Actors[drawCategory];
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for (const auto& e : list)
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{
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if (e.Bounds.Radius >= minObjectRadius && viewMask & e.LayerMask && CollisionsHelper::BoxIntersectsSphere(cullingBounds, e.Bounds))
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{
|
|
//PROFILE_CPU_ACTOR(e.Actor);
|
|
e.Actor->Draw(AsyncRenderContext);
|
|
#if COMPILE_WITH_PROFILER
|
|
actorsDrawn++;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ZoneValue(actorsDrawn);
|
|
}
|
|
|
|
void GlobalSignDistanceFieldCustomBuffer::UpdateCascadeChunks(CascadeData& cascade)
|
|
{
|
|
PROFILE_CPU();
|
|
|
|
// Update static chunks
|
|
for (auto it = cascade.Chunks.Begin(); it.IsNotEnd(); ++it)
|
|
{
|
|
auto& e = *it;
|
|
if (e.Key.Layer != 0)
|
|
continue;
|
|
if (e.Value.Dynamic)
|
|
{
|
|
// Remove static chunk if it contains any dynamic object
|
|
cascade.StaticChunks.Remove(e.Key);
|
|
}
|
|
else if (cascade.StaticChunks.Contains(e.Key))
|
|
{
|
|
// Remove chunk from update since it's static
|
|
auto key = e.Key;
|
|
while (cascade.Chunks.Remove(key))
|
|
key.NextLayer();
|
|
}
|
|
else
|
|
{
|
|
// Add to static cache (render now but skip next frame)
|
|
cascade.StaticChunks.Add(e.Key);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GlobalSignDistanceFieldCustomBuffer::WriteCascadeObjects(CascadeData& cascade)
|
|
{
|
|
PROFILE_CPU();
|
|
|
|
// Write all objects to the buffer
|
|
int32 objectsBufferCount = 0;
|
|
cascade.ObjectsData.Clear();
|
|
cascade.ObjectsTextures.Clear();
|
|
cascade.ObjectIndexToDataIndex.Clear();
|
|
for (const auto& e : cascade.Chunks)
|
|
{
|
|
auto& chunk = e.Value;
|
|
for (int32 i = 0; i < chunk.ModelsCount; i++)
|
|
{
|
|
auto objectIndex = chunk.Models[i];
|
|
if (cascade.ObjectIndexToDataIndex.ContainsKey(objectIndex))
|
|
continue;
|
|
const auto& object = cascade.RasterizeObjects.Get()[objectIndex];
|
|
|
|
// Pick the SDF mip for the cascade
|
|
int32 mipLevelIndex = 1;
|
|
float worldUnitsPerVoxel = object.SDF->WorldUnitsPerVoxel * object.LocalToWorld.Scale.MaxValue() * 4;
|
|
const int32 mipLevels = object.SDF->Texture->MipLevels();
|
|
while (cascade.VoxelSize > worldUnitsPerVoxel && mipLevelIndex < mipLevels)
|
|
{
|
|
mipLevelIndex++;
|
|
worldUnitsPerVoxel *= 2.0f;
|
|
}
|
|
mipLevelIndex--;
|
|
|
|
// Add object data for the GPU buffer
|
|
uint16 dataIndex = objectsBufferCount++;
|
|
ObjectRasterizeData objectData;
|
|
Platform::MemoryClear(&objectData, sizeof(objectData));
|
|
Matrix localToWorld, worldToLocal, volumeToWorld;
|
|
Matrix::Transformation(object.LocalToWorld.Scale, object.LocalToWorld.Orientation, object.LocalToWorld.Translation - Origin, localToWorld);
|
|
Matrix::Invert(localToWorld, worldToLocal);
|
|
BoundingBox localVolumeBounds(object.SDF->LocalBoundsMin, object.SDF->LocalBoundsMax);
|
|
Float3 volumeLocalBoundsExtent = localVolumeBounds.GetSize() * 0.5f;
|
|
Matrix worldToVolume = worldToLocal * Matrix::Translation(-(localVolumeBounds.Minimum + volumeLocalBoundsExtent));
|
|
Matrix::Invert(worldToVolume, volumeToWorld);
|
|
objectData.WorldToVolume.SetMatrixTranspose(worldToVolume);
|
|
objectData.VolumeToWorld.SetMatrixTranspose(volumeToWorld);
|
|
objectData.VolumeLocalBoundsExtent = volumeLocalBoundsExtent;
|
|
objectData.VolumeToUVWMul = object.SDF->LocalToUVWMul;
|
|
objectData.VolumeToUVWAdd = object.SDF->LocalToUVWAdd + (localVolumeBounds.Minimum + volumeLocalBoundsExtent) * object.SDF->LocalToUVWMul;
|
|
objectData.MipOffset = (float)mipLevelIndex;
|
|
objectData.DecodeMul = 2.0f * object.SDF->MaxDistance;
|
|
objectData.DecodeAdd = -object.SDF->MaxDistance;
|
|
cascade.ObjectsData.Add((const byte*)&objectData, sizeof(objectData));
|
|
cascade.ObjectsTextures.Add(object.SDF->Texture->ViewVolume());
|
|
cascade.PendingObjectTypes.Add(object.Actor->GetTypeHandle());
|
|
cascade.ObjectIndexToDataIndex.Add(objectIndex, dataIndex);
|
|
}
|
|
for (int32 i = 0; i < chunk.HeightfieldsCount; i++)
|
|
{
|
|
auto objectIndex = chunk.Heightfields[i];
|
|
if (cascade.ObjectIndexToDataIndex.ContainsKey(objectIndex))
|
|
continue;
|
|
const auto& object = cascade.RasterizeObjects.Get()[objectIndex];
|
|
|
|
// Add object data for the GPU buffer
|
|
uint16 dataIndex = objectsBufferCount++;
|
|
ObjectRasterizeData objectData;
|
|
Platform::MemoryClear(&objectData, sizeof(objectData));
|
|
Matrix localToWorld, worldToLocal;
|
|
Matrix::Transformation(object.LocalToWorld.Scale, object.LocalToWorld.Orientation, object.LocalToWorld.Translation - Origin, localToWorld);
|
|
Matrix::Invert(localToWorld, worldToLocal);
|
|
objectData.WorldToVolume.SetMatrixTranspose(worldToLocal);
|
|
objectData.VolumeToWorld.SetMatrixTranspose(localToWorld);
|
|
objectData.VolumeToUVWMul = Float3(object.LocalToUV.X, 1.0f, object.LocalToUV.Y);
|
|
objectData.VolumeToUVWAdd = Float3(object.LocalToUV.Z, 0.0f, object.LocalToUV.W);
|
|
objectData.MipOffset = (float)cascade.Index * 0.5f; // Use lower-quality mip for far cascades
|
|
cascade.ObjectsData.Add((const byte*)&objectData, sizeof(objectData));
|
|
cascade.ObjectsTextures.Add(object.Heightfield->View());
|
|
cascade.PendingObjectTypes.Add(object.Actor->GetTypeHandle());
|
|
cascade.ObjectIndexToDataIndex.Add(objectIndex, dataIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GlobalSignDistanceFieldCustomBuffer::DrawCascadeJob(int32 cascadeIndex)
|
|
{
|
|
auto& cascade = Cascades[cascadeIndex];
|
|
if (!cascade.Dirty)
|
|
return;
|
|
PROFILE_CPU();
|
|
CurrentCascade.Set(&cascade);
|
|
DrawCascadeActors(cascade);
|
|
UpdateCascadeChunks(cascade);
|
|
WriteCascadeObjects(cascade);
|
|
}
|
|
|
|
String GlobalSignDistanceFieldPass::ToString() const
|
|
{
|
|
return TEXT("GlobalSignDistanceFieldPass");
|
|
}
|
|
|
|
bool GlobalSignDistanceFieldPass::Init()
|
|
{
|
|
// Check platform support
|
|
const auto device = GPUDevice::Instance;
|
|
_supported = device->GetFeatureLevel() >= FeatureLevel::SM5 && device->Limits.HasCompute && device->Limits.HasTypedUAVLoad
|
|
&& EnumHasAllFlags(device->GetFormatFeatures(GLOBAL_SDF_FORMAT).Support, FormatSupport::ShaderSample | FormatSupport::Texture3D);
|
|
return false;
|
|
}
|
|
|
|
bool GlobalSignDistanceFieldPass::setupResources()
|
|
{
|
|
if (!_supported)
|
|
return true;
|
|
|
|
// Load shader
|
|
if (!_shader)
|
|
{
|
|
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GlobalSignDistanceField"));
|
|
if (_shader == nullptr)
|
|
return true;
|
|
#if COMPILE_WITH_DEV_ENV
|
|
_shader.Get()->OnReloading.Bind<GlobalSignDistanceFieldPass, &GlobalSignDistanceFieldPass::OnShaderReloading>(this);
|
|
#endif
|
|
}
|
|
if (!_shader->IsLoaded())
|
|
return true;
|
|
|
|
const auto device = GPUDevice::Instance;
|
|
const auto shader = _shader->GetShader();
|
|
|
|
// Check shader
|
|
_cb0 = shader->GetCB(0);
|
|
_cb1 = shader->GetCB(1);
|
|
if (!_cb0 || !_cb1)
|
|
return true;
|
|
_csRasterizeModel0 = shader->GetCS("CS_RasterizeModel", 0);
|
|
_csRasterizeModel1 = shader->GetCS("CS_RasterizeModel", 1);
|
|
_csRasterizeHeightfield = shader->GetCS("CS_RasterizeHeightfield");
|
|
_csClearChunk = shader->GetCS("CS_ClearChunk");
|
|
_csGenerateMip = shader->GetCS("CS_GenerateMip");
|
|
|
|
// Init buffer
|
|
if (!_objectsBuffer)
|
|
_objectsBuffer = New<DynamicStructuredBuffer>(0, (uint32)sizeof(ObjectRasterizeData), false, TEXT("GlobalSDF.ObjectsBuffer"));
|
|
|
|
// 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 GlobalSignDistanceFieldPass::OnShaderReloading(Asset* obj)
|
|
{
|
|
SAFE_DELETE_GPU_RESOURCE(_psDebug);
|
|
_csRasterizeModel0 = nullptr;
|
|
_csRasterizeModel1 = nullptr;
|
|
_csRasterizeHeightfield = nullptr;
|
|
_csClearChunk = nullptr;
|
|
_csGenerateMip = nullptr;
|
|
_cb0 = nullptr;
|
|
_cb1 = nullptr;
|
|
invalidateResources();
|
|
}
|
|
|
|
#endif
|
|
|
|
void GlobalSignDistanceFieldPass::Dispose()
|
|
{
|
|
RendererPass::Dispose();
|
|
|
|
// Cleanup
|
|
SAFE_DELETE(_objectsBuffer);
|
|
SAFE_DELETE_GPU_RESOURCE(_psDebug);
|
|
_shader = nullptr;
|
|
}
|
|
|
|
void GlobalSignDistanceFieldPass::OnCollectDrawCalls(RenderContextBatch& renderContextBatch)
|
|
{
|
|
// Check if Global SDF will be used this frame
|
|
PROFILE_CPU_NAMED("Global SDF");
|
|
if (checkIfSkipPass())
|
|
return;
|
|
RenderContext& renderContext = renderContextBatch.GetMainContext();
|
|
if (renderContext.List->Scenes.Count() == 0)
|
|
return;
|
|
auto& sdfData = *renderContext.Buffers->GetCustomBuffer<GlobalSignDistanceFieldCustomBuffer>(TEXT("GlobalSignDistanceField"));
|
|
Current = &sdfData;
|
|
sdfData.StartDrawing(renderContext, renderContextBatch.EnableAsync);
|
|
}
|
|
|
|
bool GlobalSignDistanceFieldPass::Get(const RenderBuffers* buffers, BindingData& result)
|
|
{
|
|
auto* sdfData = buffers ? buffers->FindCustomBuffer<GlobalSignDistanceFieldCustomBuffer>(TEXT("GlobalSignDistanceField")) : nullptr;
|
|
if (sdfData && sdfData->LastFrameUsed + 1 >= Engine::FrameCount) // Allow to use SDF from the previous frame (eg. particles in Editor using the Editor viewport in Game viewport - Game render task runs first)
|
|
{
|
|
result = sdfData->Result;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContext* context, BindingData& result)
|
|
{
|
|
// Skip if not supported
|
|
if (checkIfSkipPass())
|
|
return true;
|
|
if (renderContext.List->Scenes.Count() == 0)
|
|
return true;
|
|
auto& sdfData = *renderContext.Buffers->GetCustomBuffer<GlobalSignDistanceFieldCustomBuffer>(TEXT("GlobalSignDistanceField"));
|
|
|
|
// Skip if already done in the current frame
|
|
const auto currentFrame = Engine::FrameCount;
|
|
if (sdfData.LastFrameUsed == currentFrame)
|
|
{
|
|
result = sdfData.Result;
|
|
return false;
|
|
}
|
|
sdfData.LastFrameUsed = currentFrame;
|
|
PROFILE_GPU_CPU("Global SDF");
|
|
|
|
// Setup options
|
|
int32 resolution, cascadesCount, resolutionMip;
|
|
float distance;
|
|
sdfData.GetOptions(renderContext, resolution, cascadesCount, resolutionMip, distance);
|
|
const float distanceExtent = distance / sdfData.CascadesDistanceScales[cascadesCount - 1];
|
|
|
|
// Initialize buffers
|
|
bool reset = false;
|
|
if (sdfData.Cascades.Count() != cascadesCount || sdfData.Resolution != resolution)
|
|
{
|
|
sdfData.Cascades.Resize(cascadesCount);
|
|
sdfData.Resolution = resolution;
|
|
sdfData.FrameIndex = 0;
|
|
reset = true;
|
|
auto desc = GPUTextureDescription::New3D(resolution * cascadesCount, resolution, resolution, GLOBAL_SDF_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, 1);
|
|
{
|
|
GPUTexture*& texture = sdfData.Texture;
|
|
if (texture && texture->Width() != desc.Width)
|
|
{
|
|
RenderTargetPool::Release(texture);
|
|
sdfData.Texture = nullptr;
|
|
}
|
|
if (!texture)
|
|
{
|
|
texture = RenderTargetPool::Get(desc);
|
|
if (!texture)
|
|
return true;
|
|
RENDER_TARGET_POOL_SET_NAME(texture, "GlobalSDF.Cascade");
|
|
}
|
|
}
|
|
desc.Width = resolutionMip * cascadesCount;
|
|
desc.Height = desc.Depth = resolutionMip;
|
|
{
|
|
GPUTexture*& texture = sdfData.TextureMip;
|
|
if (texture && texture->Width() != desc.Width)
|
|
{
|
|
RenderTargetPool::Release(texture);
|
|
texture = nullptr;
|
|
}
|
|
if (!texture)
|
|
{
|
|
texture = RenderTargetPool::Get(desc);
|
|
if (!texture)
|
|
return true;
|
|
RENDER_TARGET_POOL_SET_NAME(texture, "GlobalSDF.Cascade");
|
|
}
|
|
}
|
|
uint64 memoryUsage = sdfData.Texture->GetMemoryUsage() + sdfData.TextureMip->GetMemoryUsage();
|
|
LOG(Info, "Global SDF memory usage: {0} MB", memoryUsage / (1024 * 1024));
|
|
}
|
|
if (sdfData.Origin != renderContext.View.Origin)
|
|
{
|
|
sdfData.Origin = renderContext.View.Origin;
|
|
reset = true;
|
|
}
|
|
GPUTexture* tmpMip = nullptr;
|
|
if (reset)
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Init");
|
|
for (auto& cascade : sdfData.Cascades)
|
|
{
|
|
cascade.NonEmptyChunks.Clear();
|
|
cascade.StaticChunks.Clear();
|
|
}
|
|
context->ClearUA(sdfData.Texture, Float4::One);
|
|
context->ClearUA(sdfData.TextureMip, Float4::One);
|
|
}
|
|
for (SceneRendering* scene : renderContext.List->Scenes)
|
|
sdfData.ListenSceneRendering(scene);
|
|
|
|
// Ensure that async objects drawing ended
|
|
Current = &sdfData;
|
|
sdfData.StartDrawing(renderContext, false, reset); // (ignored if not started earlier this frame)
|
|
sdfData.WaitForDrawing();
|
|
|
|
// Rasterize world geometry into Global SDF
|
|
bool anyDraw = false;
|
|
GPUTextureView* textureView = sdfData.Texture->ViewVolume();
|
|
GPUTextureView* textureMipView = sdfData.TextureMip->ViewVolume();
|
|
for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
|
|
{
|
|
auto& cascade = sdfData.Cascades[cascadeIndex];
|
|
if (!cascade.Dirty)
|
|
continue;
|
|
|
|
// Process all pending SDF textures tracking
|
|
for (auto& e : cascade.PendingSDFTextures)
|
|
{
|
|
GPUTexture* texture = e.Item;
|
|
if (Current->SDFTextures.Add(texture))
|
|
{
|
|
texture->Deleted.Bind<GlobalSignDistanceFieldCustomBuffer, &GlobalSignDistanceFieldCustomBuffer::OnSDFTextureDeleted>(Current);
|
|
texture->ResidentMipsChanged.Bind<GlobalSignDistanceFieldCustomBuffer, &GlobalSignDistanceFieldCustomBuffer::OnSDFTextureResidentMipsChanged>(Current);
|
|
}
|
|
}
|
|
cascade.PendingSDFTextures.Clear();
|
|
|
|
// Process all pending object types tracking
|
|
for (auto& e : cascade.PendingObjectTypes)
|
|
sdfData.ObjectTypes.Add(e.Item);
|
|
|
|
// Perform batched chunks rasterization
|
|
anyDraw = true;
|
|
context->ResetSR();
|
|
ModelsRasterizeData data;
|
|
data.CascadeCoordToPosMul = (Float3)cascade.Bounds.GetSize() / (float)resolution;
|
|
data.CascadeCoordToPosAdd = (Float3)cascade.Bounds.Minimum + cascade.VoxelSize * 0.5f;
|
|
data.MaxDistance = cascade.MaxDistanceTex;
|
|
data.CascadeResolution = resolution;
|
|
data.CascadeMipResolution = resolutionMip;
|
|
data.CascadeIndex = cascadeIndex;
|
|
data.CascadeMipFactor = GLOBAL_SDF_RASTERIZE_MIP_FACTOR;
|
|
data.CascadeVoxelSize = cascade.VoxelSize;
|
|
context->BindUA(0, textureView);
|
|
context->BindCB(1, _cb1);
|
|
constexpr int32 chunkDispatchGroups = GLOBAL_SDF_RASTERIZE_CHUNK_SIZE / GLOBAL_SDF_RASTERIZE_GROUP_SIZE;
|
|
int32 chunkDispatches = 0;
|
|
if (!reset)
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Clear Chunks");
|
|
for (auto it = cascade.NonEmptyChunks.Begin(); it.IsNotEnd(); ++it)
|
|
{
|
|
auto& key = it->Item;
|
|
if (cascade.Chunks.ContainsKey(key) || cascade.StaticChunks.Contains(key))
|
|
continue;
|
|
|
|
// Clear empty chunk
|
|
cascade.NonEmptyChunks.Remove(it);
|
|
data.ChunkCoord = key.Coord * GLOBAL_SDF_RASTERIZE_CHUNK_SIZE;
|
|
context->UpdateCB(_cb1, &data);
|
|
context->Dispatch(_csClearChunk, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
|
|
chunkDispatches++;
|
|
// TODO: don't stall with UAV barrier on D3D12/Vulkan if UAVs don't change between dispatches
|
|
}
|
|
ZoneValue(chunkDispatches);
|
|
}
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Rasterize Chunks");
|
|
|
|
// Send models data to the GPU
|
|
const auto& objectIndexToDataIndex = cascade.ObjectIndexToDataIndex;
|
|
GPUTextureView** objectsTextures = cascade.ObjectsTextures.Get();
|
|
if (cascade.Chunks.Count() != 0)
|
|
{
|
|
// Flush buffer but don't allocate any CPU memory by swapping Data pointer with the cascade ObjectsData
|
|
PROFILE_CPU_NAMED("Update Objects");
|
|
_objectsBuffer->Data.Swap(cascade.ObjectsData);
|
|
_objectsBuffer->Flush(context);
|
|
_objectsBuffer->Data.Swap(cascade.ObjectsData);
|
|
}
|
|
context->BindSR(0, _objectsBuffer->GetBuffer() ? _objectsBuffer->GetBuffer()->View() : nullptr);
|
|
|
|
// Rasterize non-empty chunks (first layer so can override existing chunk data)
|
|
for (const auto& e : cascade.Chunks)
|
|
{
|
|
if (e.Key.Layer != 0)
|
|
continue;
|
|
auto& chunk = e.Value;
|
|
cascade.NonEmptyChunks.Add(e.Key);
|
|
|
|
for (int32 i = 0; i < chunk.ModelsCount; i++)
|
|
{
|
|
auto objectIndex = objectIndexToDataIndex.At(chunk.Models[i]);
|
|
data.Objects[i] = objectIndex;
|
|
context->BindSR(i + 1, objectsTextures[objectIndex]);
|
|
}
|
|
for (int32 i = chunk.ModelsCount; i < GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT; i++)
|
|
context->UnBindSR(i + 1);
|
|
data.ChunkCoord = e.Key.Coord * GLOBAL_SDF_RASTERIZE_CHUNK_SIZE;
|
|
data.ObjectsCount = chunk.ModelsCount;
|
|
context->UpdateCB(_cb1, &data);
|
|
auto cs = data.ObjectsCount != 0 ? _csRasterizeModel0 : _csClearChunk; // Terrain-only chunk can be quickly cleared
|
|
context->Dispatch(cs, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
|
|
chunkDispatches++;
|
|
// TODO: don't stall with UAV barrier on D3D12/Vulkan if UAVs don't change between dispatches (maybe cache per-shader write/read flags for all UAVs?)
|
|
|
|
if (chunk.HeightfieldsCount != 0)
|
|
{
|
|
// Inject heightfield (additive)
|
|
for (int32 i = 0; i < chunk.HeightfieldsCount; i++)
|
|
{
|
|
auto objectIndex = objectIndexToDataIndex.At(chunk.Heightfields[i]);
|
|
data.Objects[i] = objectIndex;
|
|
context->BindSR(i + 1, objectsTextures[objectIndex]);
|
|
}
|
|
for (int32 i = chunk.HeightfieldsCount; i < GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT; i++)
|
|
context->UnBindSR(i + 1);
|
|
data.ObjectsCount = chunk.HeightfieldsCount;
|
|
context->UpdateCB(_cb1, &data);
|
|
context->Dispatch(_csRasterizeHeightfield, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
|
|
chunkDispatches++;
|
|
}
|
|
|
|
#if GLOBAL_SDF_DEBUG_CHUNKS
|
|
// Debug draw chunk bounds in world space with number of models in it
|
|
if (cascadeIndex + 1 == GLOBAL_SDF_DEBUG_CHUNKS)
|
|
{
|
|
int32 count = chunk.ModelsCount + chunk.HeightfieldsCount;
|
|
RasterizeChunkKey tmp = e.Key;
|
|
tmp.NextLayer();
|
|
while (cascade.Chunks.ContainsKey(tmp))
|
|
{
|
|
count += cascade.Chunks[tmp].ModelsCount + cascade.Chunks[tmp].HeightfieldsCount;
|
|
tmp.NextLayer();
|
|
}
|
|
Float3 chunkMin = cascade.Bounds.Minimum + Float3(e.Key.Coord) * cascade.ChunkSize;
|
|
BoundingBox chunkBounds(chunkMin, chunkMin + cascade.ChunkSize);
|
|
DebugDraw::DrawWireBox(chunkBounds, Color::Red, 0, false);
|
|
DebugDraw::DrawText(StringUtils::ToString(count), chunkBounds.GetCenter(), Color::Red);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Rasterize non-empty chunks (additive layers so need combine with existing chunk data)
|
|
for (const auto& e : cascade.Chunks)
|
|
{
|
|
if (e.Key.Layer == 0)
|
|
continue;
|
|
auto& chunk = e.Value;
|
|
data.ChunkCoord = e.Key.Coord * GLOBAL_SDF_RASTERIZE_CHUNK_SIZE;
|
|
|
|
if (chunk.ModelsCount != 0)
|
|
{
|
|
// Inject models (additive)
|
|
for (int32 i = 0; i < chunk.ModelsCount; i++)
|
|
{
|
|
auto objectIndex = objectIndexToDataIndex.At(chunk.Models[i]);
|
|
data.Objects[i] = objectIndex;
|
|
context->BindSR(i + 1, objectsTextures[objectIndex]);
|
|
}
|
|
for (int32 i = chunk.ModelsCount; i < GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT; i++)
|
|
context->UnBindSR(i + 1);
|
|
data.ObjectsCount = chunk.ModelsCount;
|
|
context->UpdateCB(_cb1, &data);
|
|
context->Dispatch(_csRasterizeModel1, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
|
|
chunkDispatches++;
|
|
}
|
|
|
|
if (chunk.HeightfieldsCount != 0)
|
|
{
|
|
// Inject heightfields (additive)
|
|
for (int32 i = 0; i < chunk.HeightfieldsCount; i++)
|
|
{
|
|
auto objectIndex = objectIndexToDataIndex.At(chunk.Heightfields[i]);
|
|
data.Objects[i] = objectIndex;
|
|
context->BindSR(i + 1, objectsTextures[objectIndex]);
|
|
}
|
|
for (int32 i = chunk.HeightfieldsCount; i < GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT; i++)
|
|
context->UnBindSR(i + 1);
|
|
data.ObjectsCount = chunk.HeightfieldsCount;
|
|
context->UpdateCB(_cb1, &data);
|
|
context->Dispatch(_csRasterizeHeightfield, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
|
|
chunkDispatches++;
|
|
}
|
|
}
|
|
|
|
ZoneValue(chunkDispatches);
|
|
}
|
|
|
|
// Generate mip out of cascade (empty chunks have distance value 1 which is incorrect so mip will be used as a fallback - lower res)
|
|
if (reset || chunkDispatches != 0)
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Generate Mip");
|
|
context->ResetUA();
|
|
const int32 mipDispatchGroups = Math::DivideAndRoundUp(resolutionMip, GLOBAL_SDF_MIP_GROUP_SIZE);
|
|
static_assert((GLOBAL_SDF_MIP_FLOODS % 2) == 1, "Invalid Global SDF mip flood iterations count.");
|
|
int32 floodFillIterations = cascade.Chunks.Count() == 0 ? 1 : GLOBAL_SDF_MIP_FLOODS;
|
|
if (!tmpMip)
|
|
{
|
|
// Use temporary texture to flood fill mip
|
|
auto desc = GPUTextureDescription::New3D(resolutionMip, resolutionMip, resolutionMip, GLOBAL_SDF_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, 1);
|
|
tmpMip = RenderTargetPool::Get(desc);
|
|
if (!tmpMip)
|
|
return true;
|
|
RENDER_TARGET_POOL_SET_NAME(tmpMip, "GlobalSDF.Mip");
|
|
}
|
|
GPUTextureView* tmpMipView = tmpMip->ViewVolume();
|
|
|
|
// Tex -> Mip
|
|
data.MipMaxDistanceLoad = cascade.MaxDistanceTex; // Decode tex distance within chunk (more precision, for detailed tracing nearby geometry)
|
|
data.MipMaxDistanceStore = cascade.MaxDistanceMip; // Encode mip distance within whole volume (less precision, for fast jumps over empty spaces)
|
|
data.MipTexResolution = data.CascadeResolution;
|
|
data.MipCoordScale = data.CascadeMipFactor;
|
|
data.MipTexOffsetX = data.CascadeIndex * data.CascadeResolution;
|
|
data.MipMipOffsetX = data.CascadeIndex * data.CascadeMipResolution;
|
|
context->UpdateCB(_cb1, &data);
|
|
context->BindSR(0, textureView);
|
|
context->BindUA(0, textureMipView);
|
|
context->Dispatch(_csGenerateMip, mipDispatchGroups, mipDispatchGroups, mipDispatchGroups);
|
|
|
|
data.MipTexResolution = data.CascadeMipResolution;
|
|
data.MipCoordScale = 1;
|
|
data.MipMaxDistanceLoad = data.MipMaxDistanceStore;
|
|
for (int32 i = 1; i < floodFillIterations; i++)
|
|
{
|
|
context->ResetUA();
|
|
if ((i & 1) == 1)
|
|
{
|
|
// Mip -> Tmp
|
|
context->BindSR(0, textureMipView);
|
|
context->BindUA(0, tmpMipView);
|
|
data.MipTexOffsetX = data.CascadeIndex * data.CascadeMipResolution;
|
|
data.MipMipOffsetX = 0;
|
|
}
|
|
else
|
|
{
|
|
// Tmp -> Mip
|
|
context->BindSR(0, tmpMipView);
|
|
context->BindUA(0, textureMipView);
|
|
data.MipTexOffsetX = 0;
|
|
data.MipMipOffsetX = data.CascadeIndex * data.CascadeMipResolution;
|
|
}
|
|
context->UpdateCB(_cb1, &data);
|
|
context->Dispatch(_csGenerateMip, mipDispatchGroups, mipDispatchGroups, mipDispatchGroups);
|
|
}
|
|
}
|
|
}
|
|
|
|
RenderTargetPool::Release(tmpMip);
|
|
if (anyDraw)
|
|
{
|
|
context->UnBindCB(1);
|
|
context->ResetUA();
|
|
context->FlushState();
|
|
context->ResetSR();
|
|
context->FlushState();
|
|
}
|
|
|
|
// Copy results
|
|
result.Texture = sdfData.Texture;
|
|
result.TextureMip = sdfData.TextureMip;
|
|
for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
|
|
{
|
|
auto& cascade = sdfData.Cascades[cascadeIndex];
|
|
const float cascadeExtent = distanceExtent * sdfData.CascadesDistanceScales[cascadeIndex];
|
|
result.Constants.CascadePosDistance[cascadeIndex] = Vector4(cascade.Position, cascadeExtent);
|
|
result.Constants.CascadeVoxelSize.Raw[cascadeIndex] = cascade.VoxelSize;
|
|
result.Constants.CascadeMaxDistance.Raw[cascadeIndex] = cascade.MaxDistanceTex;
|
|
result.Constants.CascadeMaxDistanceMip.Raw[cascadeIndex] = cascade.MaxDistanceMip;
|
|
}
|
|
for (int32 cascadeIndex = cascadesCount; cascadeIndex < 4; cascadeIndex++)
|
|
{
|
|
result.Constants.CascadePosDistance[cascadeIndex] = result.Constants.CascadePosDistance[cascadesCount - 1];
|
|
result.Constants.CascadeVoxelSize.Raw[cascadeIndex] = result.Constants.CascadeVoxelSize.Raw[cascadesCount - 1];
|
|
result.Constants.CascadeMaxDistance.Raw[cascadeIndex] = result.Constants.CascadeMaxDistance.Raw[cascadesCount - 1];
|
|
}
|
|
result.Constants.Resolution = (float)resolution;
|
|
result.Constants.CascadesCount = cascadesCount;
|
|
result.Constants.Padding = Float2::Zero;
|
|
sdfData.Result = result;
|
|
return false;
|
|
}
|
|
|
|
void GlobalSignDistanceFieldPass::RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output)
|
|
{
|
|
BindingData bindingData;
|
|
if (Render(renderContext, context, bindingData))
|
|
{
|
|
context->Draw(output, renderContext.Buffers->GBuffer0);
|
|
return;
|
|
}
|
|
|
|
PROFILE_GPU_CPU("Global SDF Debug");
|
|
const Float2 outputSize(output->Size());
|
|
{
|
|
Data 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] = Float4(renderContext.List->FrustumCornersWs[i + 4], 0);
|
|
data.GlobalSDF = bindingData.Constants;
|
|
context->UpdateCB(_cb0, &data);
|
|
context->BindCB(0, _cb0);
|
|
}
|
|
context->BindSR(0, bindingData.Texture ? bindingData.Texture->ViewVolume() : nullptr);
|
|
context->BindSR(1, bindingData.TextureMip ? bindingData.TextureMip->ViewVolume() : nullptr);
|
|
context->SetState(_psDebug);
|
|
context->SetRenderTarget(output->View());
|
|
context->SetViewportAndScissors(outputSize.X, outputSize.Y);
|
|
context->DrawFullscreenTriangle();
|
|
}
|
|
|
|
void GlobalSignDistanceFieldPass::GetCullingData(BoundingBox& bounds) const
|
|
{
|
|
auto& cascade = *CurrentCascade.Get();
|
|
bounds = cascade.CullingBounds;
|
|
}
|
|
|
|
void GlobalSignDistanceFieldPass::RasterizeModelSDF(Actor* actor, const ModelBase::SDFData& sdf, const Transform& localToWorld, const BoundingBox& objectBounds)
|
|
{
|
|
if (!sdf.Texture)
|
|
return;
|
|
auto& cascade = *CurrentCascade.Get();
|
|
const bool dynamic = !GLOBAL_SDF_ACTOR_IS_STATIC(actor);
|
|
const int32 residentMipLevels = sdf.Texture->ResidentMipLevels();
|
|
if (residentMipLevels != 0)
|
|
{
|
|
// Setup object data
|
|
BoundingBox objectBoundsCascade;
|
|
Vector3::Clamp(objectBounds.Minimum + cascade.OriginMin, cascade.RasterizeBounds.Minimum, cascade.RasterizeBounds.Maximum, objectBoundsCascade.Minimum);
|
|
Vector3::Subtract(objectBoundsCascade.Minimum, cascade.RasterizeBounds.Minimum, objectBoundsCascade.Minimum);
|
|
Vector3::Clamp(objectBounds.Maximum + cascade.OriginMax, cascade.RasterizeBounds.Minimum, cascade.RasterizeBounds.Maximum, objectBoundsCascade.Maximum);
|
|
Vector3::Subtract(objectBoundsCascade.Maximum, cascade.RasterizeBounds.Minimum, objectBoundsCascade.Maximum);
|
|
const Int3 objectChunkMin(objectBoundsCascade.Minimum / cascade.ChunkSize);
|
|
const Int3 objectChunkMax(objectBoundsCascade.Maximum / cascade.ChunkSize);
|
|
|
|
// Add object data
|
|
const uint16 dataIndex = cascade.RasterizeObjects.Count();
|
|
auto& data = cascade.RasterizeObjects.AddOne();
|
|
data.Actor = actor;
|
|
data.SDF = &sdf;
|
|
data.LocalToWorld = localToWorld;
|
|
data.ObjectBounds = objectBounds;
|
|
|
|
// Inject object into the intersecting cascade chunks
|
|
RasterizeChunkKey key;
|
|
auto& chunks = cascade.Chunks;
|
|
for (key.Coord.Z = objectChunkMin.Z; key.Coord.Z <= objectChunkMax.Z; key.Coord.Z++)
|
|
{
|
|
for (key.Coord.Y = objectChunkMin.Y; key.Coord.Y <= objectChunkMax.Y; key.Coord.Y++)
|
|
{
|
|
for (key.Coord.X = objectChunkMin.X; key.Coord.X <= objectChunkMax.X; key.Coord.X++)
|
|
{
|
|
key.Layer = 0;
|
|
key.Hash = key.Coord.Z * (RasterizeChunkKeyHashResolution * RasterizeChunkKeyHashResolution) + key.Coord.Y * RasterizeChunkKeyHashResolution + key.Coord.X;
|
|
RasterizeChunk* chunk = &chunks[key];
|
|
chunk->Dynamic |= dynamic;
|
|
|
|
// Move to the next layer if chunk has overflown
|
|
while (chunk->ModelsCount == GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT)
|
|
{
|
|
key.NextLayer();
|
|
chunk = &chunks[key];
|
|
}
|
|
|
|
chunk->Models[chunk->ModelsCount++] = dataIndex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Track streaming for textures used in static chunks to invalidate cache
|
|
if (!dynamic && residentMipLevels != sdf.Texture->MipLevels() && !Current->SDFTextures.Contains(sdf.Texture))
|
|
{
|
|
cascade.PendingSDFTextures.Add(sdf.Texture);
|
|
}
|
|
}
|
|
|
|
void GlobalSignDistanceFieldPass::RasterizeHeightfield(Actor* actor, GPUTexture* heightfield, const Transform& localToWorld, const BoundingBox& objectBounds, const Float4& localToUV)
|
|
{
|
|
if (!heightfield)
|
|
return;
|
|
auto& cascade = *CurrentCascade.Get();
|
|
const bool dynamic = !GLOBAL_SDF_ACTOR_IS_STATIC(actor);
|
|
const int32 residentMipLevels = heightfield->ResidentMipLevels();
|
|
if (residentMipLevels != 0)
|
|
{
|
|
// Setup object data
|
|
BoundingBox objectBoundsCascade;
|
|
Vector3::Clamp(objectBounds.Minimum + cascade.OriginMin, cascade.RasterizeBounds.Minimum, cascade.RasterizeBounds.Maximum, objectBoundsCascade.Minimum);
|
|
Vector3::Subtract(objectBoundsCascade.Minimum, cascade.RasterizeBounds.Minimum, objectBoundsCascade.Minimum);
|
|
Vector3::Clamp(objectBounds.Maximum + cascade.OriginMax, cascade.RasterizeBounds.Minimum, cascade.RasterizeBounds.Maximum, objectBoundsCascade.Maximum);
|
|
Vector3::Subtract(objectBoundsCascade.Maximum, cascade.RasterizeBounds.Minimum, objectBoundsCascade.Maximum);
|
|
const Int3 objectChunkMin(objectBoundsCascade.Minimum / cascade.ChunkSize);
|
|
const Int3 objectChunkMax(objectBoundsCascade.Maximum / cascade.ChunkSize);
|
|
|
|
// Add object data
|
|
const uint16 dataIndex = cascade.RasterizeObjects.Count();
|
|
auto& data = cascade.RasterizeObjects.AddOne();
|
|
data.Actor = actor;
|
|
data.Heightfield = heightfield;
|
|
data.LocalToWorld = localToWorld;
|
|
data.ObjectBounds = objectBounds;
|
|
data.LocalToUV = localToUV;
|
|
|
|
// Inject object into the intersecting cascade chunks
|
|
RasterizeChunkKey key;
|
|
auto& chunks = cascade.Chunks;
|
|
for (key.Coord.Z = objectChunkMin.Z; key.Coord.Z <= objectChunkMax.Z; key.Coord.Z++)
|
|
{
|
|
for (key.Coord.Y = objectChunkMin.Y; key.Coord.Y <= objectChunkMax.Y; key.Coord.Y++)
|
|
{
|
|
for (key.Coord.X = objectChunkMin.X; key.Coord.X <= objectChunkMax.X; key.Coord.X++)
|
|
{
|
|
key.Layer = 0;
|
|
key.Hash = key.Coord.Z * (RasterizeChunkKeyHashResolution * RasterizeChunkKeyHashResolution) + key.Coord.Y * RasterizeChunkKeyHashResolution + key.Coord.X;
|
|
RasterizeChunk* chunk = &chunks[key];
|
|
chunk->Dynamic |= dynamic;
|
|
|
|
// Move to the next layer if chunk has overflown
|
|
while (chunk->HeightfieldsCount == GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT)
|
|
{
|
|
key.NextLayer();
|
|
chunk = &chunks[key];
|
|
}
|
|
|
|
chunk->Heightfields[chunk->HeightfieldsCount++] = dataIndex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Track streaming for textures used in static chunks to invalidate cache
|
|
if (!dynamic && residentMipLevels != heightfield->MipLevels() && !Current->SDFTextures.Contains(heightfield))
|
|
{
|
|
cascade.PendingSDFTextures.Add(heightfield);
|
|
}
|
|
}
|