1541 lines
69 KiB
C++
1541 lines
69 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
|
|
|
#include "GlobalSurfaceAtlasPass.h"
|
|
#include "DynamicDiffuseGlobalIllumination.h"
|
|
#include "../GlobalSignDistanceFieldPass.h"
|
|
#include "../GBufferPass.h"
|
|
#include "../RenderList.h"
|
|
#include "../ShadowsPass.h"
|
|
#include "Engine/Core/Math/Matrix3x3.h"
|
|
#include "Engine/Core/Math/OrientedBoundingBox.h"
|
|
#include "Engine/Core/Config/GraphicsSettings.h"
|
|
#include "Engine/Engine/Engine.h"
|
|
#include "Engine/Engine/Units.h"
|
|
#include "Engine/Content/Content.h"
|
|
#include "Engine/Graphics/GPUContext.h"
|
|
#include "Engine/Graphics/GPUDevice.h"
|
|
#include "Engine/Graphics/RenderTask.h"
|
|
#include "Engine/Graphics/RenderBuffers.h"
|
|
#include "Engine/Graphics/RenderTargetPool.h"
|
|
#include "Engine/Graphics/Async/GPUSyncPoint.h"
|
|
#include "Engine/Graphics/Shaders/GPUShader.h"
|
|
#include "Engine/Level/Actors/StaticModel.h"
|
|
#include "Engine/Level/Scene/SceneRendering.h"
|
|
#include "Engine/Renderer/ColorGradingPass.h"
|
|
#include "Engine/Renderer/EyeAdaptationPass.h"
|
|
#include "Engine/Renderer/PostProcessingPass.h"
|
|
#include "Engine/Threading/JobSystem.h"
|
|
#include "Engine/Utilities/RectPack.h"
|
|
|
|
// This must match HLSL
|
|
#define GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION 40 // Amount of chunks (in each direction) to split atlas draw distance for objects culling
|
|
#define GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE 4
|
|
#define GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE 6 // Amount of float4s per-object
|
|
#define GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE 5 // Amount of float4s per-tile
|
|
#define GLOBAL_SURFACE_ATLAS_TILE_PADDING 1 // 1px padding to prevent color bleeding between tiles
|
|
#define GLOBAL_SURFACE_ATLAS_TILE_SIZE_MIN 8 // The minimum size of the tile
|
|
#define GLOBAL_SURFACE_ATLAS_TILE_SIZE_MAX 192 // The maximum size of the tile
|
|
#define GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET 0.1f // Small offset to prevent clipping with the closest triangles (shifts near and far planes)
|
|
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES 0 // Forces to redraw all object tiles every frame
|
|
#define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations)
|
|
#define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS 0 // Debug draws culled chunks bounds (non-empty)
|
|
#define GLOBAL_SURFACE_ATLAS_MAX_NEW_OBJECTS_PER_FRAME 500 // Limits the amount of newly added objects to atlas per-frame to reduce hitches on 1st frame or camera-cut
|
|
#define GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(flags) (EnumHasAnyFlags(flags, StaticFlags::Lightmap) ? 200 : 10) // Amount of frames after which update object (less frequent updates for static scenes)
|
|
|
|
#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS || GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS
|
|
#include "Engine/Debug/DebugDraw.h"
|
|
#endif
|
|
|
|
GPU_CB_STRUCT(Data0 {
|
|
Float3 ViewWorldPos;
|
|
float ViewNearPlane;
|
|
float SkyboxIntensity;
|
|
uint32 CulledObjectsCapacity;
|
|
float LightShadowsStrength;
|
|
float ViewFarPlane;
|
|
Float4 ViewFrustumWorldRays[4];
|
|
GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
|
|
GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
|
|
DynamicDiffuseGlobalIlluminationPass::ConstantsData DDGI;
|
|
ShaderLightData Light;
|
|
});
|
|
|
|
PACK_STRUCT(struct AtlasTileVertex
|
|
{
|
|
Half2 Position;
|
|
Half2 TileUV;
|
|
uint32 TileAddress;
|
|
});
|
|
|
|
struct GlobalSurfaceAtlasNewObject
|
|
{
|
|
void* ActorObject;
|
|
Actor* Actor;
|
|
OrientedBoundingBox Bounds;
|
|
BoundingSphere ActorObjectBounds;
|
|
bool UseVisibility;
|
|
};
|
|
|
|
struct GlobalSurfaceAtlasNewTile
|
|
{
|
|
void* ActorObject;
|
|
uint16 TileIndex;
|
|
uint16 TileResolution;
|
|
};
|
|
|
|
struct GlobalSurfaceAtlasTile : RectPackNode<uint16>
|
|
{
|
|
Float3 ViewDirection;
|
|
Float3 ViewPosition;
|
|
Float3 ViewBoundsSize;
|
|
Matrix ViewMatrix;
|
|
uint32 Address;
|
|
uint32 ObjectAddressOffset;
|
|
|
|
GlobalSurfaceAtlasTile(Size x, Size y, Size width, Size height)
|
|
: RectPackNode(x, y, width, height)
|
|
{
|
|
}
|
|
|
|
void OnInsert(class GlobalSurfaceAtlasCustomBuffer* buffer, void* actorObject, int32 tileIndex);
|
|
void OnFree(GlobalSurfaceAtlasCustomBuffer* buffer);
|
|
};
|
|
|
|
struct GlobalSurfaceAtlasObject
|
|
{
|
|
uint64 LastFrameUsed;
|
|
uint64 LastFrameUpdated;
|
|
uint64 LightingUpdateFrame; // Index of the frame to update lighting for this object (calculated when object gets dirty or overriden by dynamic lights)
|
|
Actor* Actor;
|
|
GlobalSurfaceAtlasTile* Tiles[6];
|
|
Float3 Position;
|
|
float Radius;
|
|
mutable bool Dirty;
|
|
bool UseVisibility; // TODO: merge into bit flags
|
|
OrientedBoundingBox Bounds;
|
|
|
|
GlobalSurfaceAtlasObject()
|
|
{
|
|
Platform::MemoryClear(this, sizeof(GlobalSurfaceAtlasObject));
|
|
}
|
|
|
|
POD_COPYABLE(GlobalSurfaceAtlasObject);
|
|
};
|
|
|
|
struct GlobalSurfaceAtlasLight
|
|
{
|
|
uint64 LastFrameUsed = 0;
|
|
uint64 LastFrameUpdated = 0;
|
|
};
|
|
|
|
class GlobalSurfaceAtlasCustomBuffer : public RenderBuffers::CustomBuffer, public ISceneRenderingListener
|
|
{
|
|
public:
|
|
int32 Resolution = 0;
|
|
float ResolutionInv;
|
|
int32 AtlasPixelsTotal = 0;
|
|
int32 AtlasPixelsUsed = 0;
|
|
uint64 LastFrameAtlasInsertFail = 0;
|
|
uint64 LastFrameAtlasDefragmentation = 0;
|
|
GPUTexture* AtlasDepth = nullptr;
|
|
GPUTexture* AtlasEmissive = nullptr;
|
|
GPUTexture* AtlasGBuffer0 = nullptr;
|
|
GPUTexture* AtlasGBuffer1 = nullptr;
|
|
GPUTexture* AtlasGBuffer2 = nullptr;
|
|
GPUTexture* AtlasLighting = nullptr;
|
|
GPUBuffer* ChunksBuffer = nullptr;
|
|
GPUBuffer* CulledObjectsBuffer = nullptr;
|
|
DynamicTypedBuffer ObjectsBuffer;
|
|
int32 CulledObjectsCounterIndex = -1;
|
|
GlobalSurfaceAtlasPass::BindingData Result;
|
|
RectPackAtlas<GlobalSurfaceAtlasTile> Atlas;
|
|
Dictionary<void*, GlobalSurfaceAtlasObject> Objects;
|
|
Dictionary<Guid, GlobalSurfaceAtlasLight> Lights;
|
|
SamplesBuffer<uint32, 30> CulledObjectsUsageHistory;
|
|
|
|
// Cached data to be reused during RasterizeActor
|
|
Array<void*> DirtyObjectsBuffer;
|
|
Vector4 CullingPosDistance;
|
|
uint64 CurrentFrame;
|
|
Float3 ViewPosition;
|
|
float TileTexelsPerWorldUnit;
|
|
float DistanceScalingStart;
|
|
float DistanceScalingEnd;
|
|
float DistanceScaling;
|
|
float MinObjectRadius;
|
|
|
|
// Async objects drawing cache
|
|
Array<int64, FixedAllocation<3>> AsyncDrawWaitLabels;
|
|
RenderListBuffer<GlobalSurfaceAtlasTile*> AsyncFreeTiles;
|
|
RenderListBuffer<GlobalSurfaceAtlasNewObject> AsyncNewObjects;
|
|
RenderListBuffer<GlobalSurfaceAtlasNewTile> AsyncNewTiles;
|
|
Array<int64> AsyncScenesDrawCounters[2];
|
|
RenderContext AsyncRenderContext;
|
|
|
|
GlobalSurfaceAtlasCustomBuffer()
|
|
: ObjectsBuffer(256 * (GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE + GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE * 3 / 4), PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"))
|
|
{
|
|
}
|
|
|
|
void ClearObjects()
|
|
{
|
|
WaitForDrawing();
|
|
CulledObjectsCounterIndex = -1;
|
|
CulledObjectsUsageHistory.Clear();
|
|
LastFrameAtlasDefragmentation = Engine::FrameCount;
|
|
AtlasPixelsUsed = 0;
|
|
Atlas.Clear();
|
|
Objects.Clear();
|
|
Lights.Clear();
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
RenderTargetPool::Release(AtlasDepth);
|
|
RenderTargetPool::Release(AtlasEmissive);
|
|
RenderTargetPool::Release(AtlasGBuffer0);
|
|
RenderTargetPool::Release(AtlasGBuffer1);
|
|
RenderTargetPool::Release(AtlasGBuffer2);
|
|
RenderTargetPool::Release(AtlasLighting);
|
|
ClearObjects();
|
|
}
|
|
|
|
~GlobalSurfaceAtlasCustomBuffer()
|
|
{
|
|
SAFE_DELETE_GPU_RESOURCE(ChunksBuffer);
|
|
SAFE_DELETE_GPU_RESOURCE(CulledObjectsBuffer);
|
|
Reset();
|
|
}
|
|
|
|
void GetOptions(const RenderContext& renderContext, int32& resolution, float& distance)
|
|
{
|
|
auto* graphicsSettings = GraphicsSettings::Get();
|
|
resolution = Math::Clamp(graphicsSettings->GlobalSurfaceAtlasResolution, 256, GPU_MAX_TEXTURE_SIZE);
|
|
auto& giSettings = renderContext.List->Settings.GlobalIllumination;
|
|
distance = giSettings.Distance;
|
|
}
|
|
|
|
void DrawActorsJobSync(int32)
|
|
{
|
|
DrawActorsJob(-1);
|
|
}
|
|
|
|
void DrawActorsJob(int32 index)
|
|
{
|
|
PROFILE_CPU();
|
|
|
|
// Cache local data for the worker
|
|
auto drawCategory = index >= 0 ? SceneRendering::SceneDrawAsync : SceneRendering::SceneDraw;
|
|
const Vector3 cullingPos(CullingPosDistance);
|
|
const Real cullingDistance = CullingPosDistance.W;
|
|
const uint32 viewMask = AsyncRenderContext.View.RenderLayersMask;
|
|
const float minObjectRadius = MinObjectRadius;
|
|
auto& scenes = AsyncRenderContext.List->Scenes;
|
|
auto& drawCounters = AsyncScenesDrawCounters[index >= 0 ? 1 : 0];
|
|
|
|
// Draw all scenes and all actors (cooperative with other jobs)
|
|
for (int32 sceneIndex = 0; sceneIndex < drawCounters.Count(); sceneIndex++)
|
|
{
|
|
volatile int64* drawCounter = &drawCounters[sceneIndex];
|
|
auto& list = scenes[sceneIndex]->Actors[drawCategory];
|
|
int64 drawIndex;
|
|
while ((drawIndex = Platform::InterlockedIncrement(drawCounter)) < list.Count())
|
|
{
|
|
auto& e = list.Get()[drawIndex];
|
|
if (e.Bounds.Radius >= minObjectRadius && viewMask & e.LayerMask && Vector3::Distance(e.Bounds.Center, cullingPos) - e.Bounds.Radius < cullingDistance)
|
|
{
|
|
//PROFILE_CPU_ACTOR(e.Actor);
|
|
e.Actor->Draw(AsyncRenderContext);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void StartDrawing(const RenderContext& renderContext, bool enableAsync = false)
|
|
{
|
|
if (AsyncDrawWaitLabels.HasItems())
|
|
return; // Already started earlier this frame
|
|
int32 resolution;
|
|
float distance;
|
|
GetOptions(renderContext, resolution, distance);
|
|
if (Resolution != resolution)
|
|
return; // Not yet initialized
|
|
PROFILE_CPU();
|
|
const auto currentFrame = Engine::FrameCount;
|
|
{
|
|
// Perform atlas defragmentation if needed
|
|
constexpr float maxUsageToDefrag = 0.8f;
|
|
if (currentFrame - LastFrameAtlasInsertFail < 10 &&
|
|
currentFrame - LastFrameAtlasDefragmentation > 60 &&
|
|
(float)AtlasPixelsUsed / AtlasPixelsTotal < maxUsageToDefrag)
|
|
{
|
|
PROFILE_CPU_NAMED("Defragment Atlas");
|
|
LastFrameAtlasDefragmentation = Engine::FrameCount;
|
|
for (auto& e : Objects)
|
|
{
|
|
auto& object = e.Value;
|
|
Platform::MemoryClear(object.Tiles, sizeof(object.Tiles));
|
|
}
|
|
Atlas.Clear();
|
|
AtlasPixelsUsed = 0;
|
|
}
|
|
}
|
|
|
|
// Setup data for rendering
|
|
CurrentFrame = currentFrame;
|
|
ViewPosition = renderContext.View.Position;
|
|
TileTexelsPerWorldUnit = 1.0f / METERS_TO_UNITS(0.1f); // Scales the tiles resolution
|
|
DistanceScalingStart = METERS_TO_UNITS(20.0f); // Distance from camera at which the tiles resolution starts to be scaled down
|
|
DistanceScalingEnd = METERS_TO_UNITS(50.0f); // Distance from camera at which the tiles resolution end to be scaled down
|
|
DistanceScaling = 0.2f; // The scale for tiles at distanceScalingEnd and further away
|
|
// TODO: add DetailsScale param to adjust quality of scene details in Global Surface Atlas
|
|
MinObjectRadius = 20.0f; // Skip too small objects
|
|
CullingPosDistance = Vector4(renderContext.View.Position, distance);
|
|
AsyncRenderContext = renderContext;
|
|
AsyncRenderContext.View.Pass = DrawPass::GlobalSurfaceAtlas;
|
|
|
|
// Each scene uses own atomic counter to draw all actors
|
|
AsyncScenesDrawCounters[0].Resize(renderContext.List->Scenes.Count());
|
|
AsyncScenesDrawCounters[1].Resize(renderContext.List->Scenes.Count());
|
|
AsyncScenesDrawCounters[0].SetAll(-1);
|
|
AsyncScenesDrawCounters[1].SetAll(-1);
|
|
|
|
if (enableAsync)
|
|
{
|
|
// Run sync actors drawing now or force in async (different drawing path doesn't interfere with normal scene drawing)
|
|
Function<void(int32)> func;
|
|
func.Bind<GlobalSurfaceAtlasCustomBuffer, &GlobalSurfaceAtlasCustomBuffer::DrawActorsJobSync>(this);
|
|
const int32 jobCount = Math::Max(JobSystem::GetThreadsCount() - 1, 1); // Leave 1 thread unused to not block the main-thread (jobs will overlap with rendering)
|
|
AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, jobCount));
|
|
|
|
// Run in async via Job System
|
|
func.Bind<GlobalSurfaceAtlasCustomBuffer, &GlobalSurfaceAtlasCustomBuffer::DrawActorsJob>(this);
|
|
AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, jobCount));
|
|
|
|
// Run dependant job that will process objects data in async
|
|
func.Bind<GlobalSurfaceAtlasCustomBuffer, &GlobalSurfaceAtlasCustomBuffer::SetupJob>(this);
|
|
AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, ToSpan(AsyncDrawWaitLabels)));
|
|
}
|
|
else
|
|
{
|
|
DrawActorsJob(-1);
|
|
DrawActorsJob(0);
|
|
SetupJob(0);
|
|
}
|
|
}
|
|
|
|
void WaitForDrawing()
|
|
{
|
|
for (int64 label : AsyncDrawWaitLabels)
|
|
JobSystem::Wait(label);
|
|
AsyncDrawWaitLabels.Clear();
|
|
}
|
|
|
|
void FlushNewObjects()
|
|
{
|
|
PROFILE_CPU_NAMED("Flush Atlas");
|
|
|
|
for (auto* tile : AsyncFreeTiles)
|
|
Atlas.Free(tile, this);
|
|
AsyncFreeTiles.Clear();
|
|
|
|
for (auto& newObject : AsyncNewObjects)
|
|
{
|
|
auto& object = Objects[newObject.ActorObject];
|
|
object.Actor = newObject.Actor;
|
|
object.LastFrameUsed = CurrentFrame;
|
|
object.Position = (Float3)newObject.ActorObjectBounds.Center;
|
|
object.Radius = (float)newObject.ActorObjectBounds.Radius;
|
|
object.Dirty = true;
|
|
object.UseVisibility = newObject.UseVisibility;
|
|
object.Bounds = newObject.Bounds;
|
|
}
|
|
AsyncNewObjects.Clear();
|
|
|
|
for (auto& newTile : AsyncNewTiles)
|
|
{
|
|
auto& object = Objects[newTile.ActorObject];
|
|
int32 tilePixels = newTile.TileResolution * newTile.TileResolution;
|
|
GlobalSurfaceAtlasTile* tile = nullptr;
|
|
if (tilePixels <= AtlasPixelsTotal - AtlasPixelsUsed)
|
|
tile = Atlas.Insert(newTile.TileResolution, newTile.TileResolution, this, newTile.ActorObject, newTile.TileIndex);
|
|
if (tile)
|
|
{
|
|
object.Tiles[newTile.TileIndex] = tile;
|
|
object.Dirty = true;
|
|
}
|
|
else
|
|
{
|
|
LastFrameAtlasInsertFail = CurrentFrame;
|
|
}
|
|
}
|
|
AsyncNewTiles.Clear();
|
|
}
|
|
|
|
void CompactObjects()
|
|
{
|
|
PROFILE_CPU_NAMED("Compact Objects");
|
|
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
|
|
{
|
|
if (it->Value.LastFrameUsed != CurrentFrame)
|
|
{
|
|
for (auto& tile : it->Value.Tiles)
|
|
{
|
|
if (tile)
|
|
Atlas.Free(tile, this);
|
|
}
|
|
Objects.Remove(it);
|
|
}
|
|
}
|
|
}
|
|
|
|
void WriteObjects()
|
|
{
|
|
PROFILE_CPU_NAMED("Write Objects");
|
|
DirtyObjectsBuffer.Clear();
|
|
ObjectsBuffer.Clear();
|
|
for (auto& e : Objects)
|
|
{
|
|
auto& object = e.Value;
|
|
if (object.Dirty)
|
|
{
|
|
// Collect dirty objects
|
|
object.LastFrameUpdated = CurrentFrame;
|
|
object.LightingUpdateFrame = CurrentFrame;
|
|
DirtyObjectsBuffer.Add(e.Key);
|
|
}
|
|
|
|
Matrix3x3 worldToLocalRotation;
|
|
Matrix3x3::RotationQuaternion(object.Bounds.Transformation.Orientation.Conjugated(), worldToLocalRotation);
|
|
Float3 worldPosition = object.Bounds.Transformation.Translation;
|
|
Float3 worldExtents = object.Bounds.Extents * object.Bounds.Transformation.Scale;
|
|
|
|
// Write to objects buffer (this must match unpacking logic in HLSL)
|
|
uint32 objectAddress = ObjectsBuffer.Data.Count() / sizeof(Float4);
|
|
auto* objectData = ObjectsBuffer.WriteReserve<Float4>(GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE);
|
|
objectData[0] = Float4(object.Position, object.Radius);
|
|
objectData[1] = Float4::Zero;
|
|
objectData[2] = Float4(worldToLocalRotation.M11, worldToLocalRotation.M12, worldToLocalRotation.M13, worldPosition.X);
|
|
objectData[3] = Float4(worldToLocalRotation.M21, worldToLocalRotation.M22, worldToLocalRotation.M23, worldPosition.Y);
|
|
objectData[4] = Float4(worldToLocalRotation.M31, worldToLocalRotation.M32, worldToLocalRotation.M33, worldPosition.Z);
|
|
objectData[5] = Float4(worldExtents, object.UseVisibility ? 1.0f : 0.0f);
|
|
auto tileOffsets = reinterpret_cast<uint16*>(&objectData[1]); // xyz used for tile offsets packed into uint16
|
|
auto objectDataSize = reinterpret_cast<uint32*>(&objectData[1].W); // w used for object size (count of Float4s for object+tiles)
|
|
*objectDataSize = GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE;
|
|
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
|
|
{
|
|
auto* tile = object.Tiles[tileIndex];
|
|
if (!tile)
|
|
continue;
|
|
tile->ObjectAddressOffset = *objectDataSize;
|
|
tile->Address = objectAddress + tile->ObjectAddressOffset;
|
|
tileOffsets[tileIndex] = tile->ObjectAddressOffset;
|
|
*objectDataSize += GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE;
|
|
|
|
// Setup view to render object from the side
|
|
Float3 xAxis, yAxis, zAxis = Float3::Zero;
|
|
zAxis.Raw[tileIndex / 2] = tileIndex & 1 ? 1.0f : -1.0f;
|
|
yAxis = tileIndex == 2 || tileIndex == 3 ? Float3::Right : Float3::Up;
|
|
Float3::Cross(yAxis, zAxis, xAxis);
|
|
Float3 localSpaceOffset = -zAxis * object.Bounds.Extents;
|
|
xAxis = object.Bounds.Transformation.LocalToWorldVector(xAxis);
|
|
yAxis = object.Bounds.Transformation.LocalToWorldVector(yAxis);
|
|
zAxis = object.Bounds.Transformation.LocalToWorldVector(zAxis);
|
|
xAxis.NormalizeFast();
|
|
yAxis.NormalizeFast();
|
|
zAxis.NormalizeFast();
|
|
tile->ViewPosition = object.Bounds.Transformation.LocalToWorld(localSpaceOffset);
|
|
tile->ViewDirection = zAxis;
|
|
|
|
// Create view matrix
|
|
tile->ViewMatrix.SetColumn1(Float4(xAxis, -Float3::Dot(xAxis, tile->ViewPosition)));
|
|
tile->ViewMatrix.SetColumn2(Float4(yAxis, -Float3::Dot(yAxis, tile->ViewPosition)));
|
|
tile->ViewMatrix.SetColumn3(Float4(zAxis, -Float3::Dot(zAxis, tile->ViewPosition)));
|
|
tile->ViewMatrix.SetColumn4(Float4(0, 0, 0, 1));
|
|
|
|
// Calculate object bounds size in the view
|
|
OrientedBoundingBox viewBounds(object.Bounds);
|
|
viewBounds.Transform(tile->ViewMatrix);
|
|
Float3 viewExtent = viewBounds.Transformation.LocalToWorldVector(viewBounds.Extents);
|
|
tile->ViewBoundsSize = viewExtent.GetAbsolute() * 2.0f;
|
|
|
|
// Per-tile data
|
|
const float tileWidth = (float)tile->Width - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
|
|
const float tileHeight = (float)tile->Height - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
|
|
auto* tileData = ObjectsBuffer.WriteReserve<Float4>(GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE);
|
|
tileData[0] = Float4(tile->X, tile->Y, tileWidth, tileHeight) * ResolutionInv;
|
|
tileData[1] = Float4(tile->ViewMatrix.M11, tile->ViewMatrix.M12, tile->ViewMatrix.M13, tile->ViewMatrix.M41);
|
|
tileData[2] = Float4(tile->ViewMatrix.M21, tile->ViewMatrix.M22, tile->ViewMatrix.M23, tile->ViewMatrix.M42);
|
|
tileData[3] = Float4(tile->ViewMatrix.M31, tile->ViewMatrix.M32, tile->ViewMatrix.M33, tile->ViewMatrix.M43);
|
|
tileData[4] = Float4(tile->ViewBoundsSize, 0.0f); // w unused
|
|
}
|
|
}
|
|
}
|
|
|
|
void SetupJob(int32)
|
|
{
|
|
PROFILE_CPU();
|
|
FlushNewObjects();
|
|
CompactObjects();
|
|
WriteObjects();
|
|
}
|
|
|
|
// [ISceneRenderingListener]
|
|
void OnSceneRenderingAddActor(Actor* a) override
|
|
{
|
|
}
|
|
|
|
void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds) override
|
|
{
|
|
// Dirty static objects to redraw when changed (eg. material modification)
|
|
if (a->HasStaticFlag(StaticFlags::Lightmap))
|
|
{
|
|
GlobalSurfaceAtlasObject* object = Objects.TryGet(a);
|
|
if (object)
|
|
{
|
|
// Dirty object to redraw
|
|
object->LastFrameUpdated = 0;
|
|
}
|
|
GlobalSurfaceAtlasLight* light = Lights.TryGet(a->GetID());
|
|
if (light)
|
|
{
|
|
// Dirty light to redraw
|
|
light->LastFrameUpdated = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void OnSceneRenderingRemoveActor(Actor* a) override
|
|
{
|
|
}
|
|
|
|
void OnSceneRenderingClear(SceneRendering* scene) override
|
|
{
|
|
}
|
|
};
|
|
|
|
void GlobalSurfaceAtlasTile::OnInsert(GlobalSurfaceAtlasCustomBuffer* buffer, void* actorObject, int32 tileIndex)
|
|
{
|
|
buffer->Objects[actorObject].Tiles[tileIndex] = this;
|
|
buffer->AtlasPixelsUsed += (int32)Width * (int32)Height;
|
|
}
|
|
|
|
void GlobalSurfaceAtlasTile::OnFree(GlobalSurfaceAtlasCustomBuffer* buffer)
|
|
{
|
|
buffer->AtlasPixelsUsed -= (int32)Width * (int32)Height;
|
|
}
|
|
|
|
String GlobalSurfaceAtlasPass::ToString() const
|
|
{
|
|
return TEXT("GlobalSurfaceAtlasPass");
|
|
}
|
|
|
|
bool GlobalSurfaceAtlasPass::Init()
|
|
{
|
|
// Check platform support
|
|
const auto device = GPUDevice::Instance;
|
|
_supported = device->GetFeatureLevel() >= FeatureLevel::SM5 && device->Limits.HasCompute && device->Limits.HasTypedUAVLoad;
|
|
return false;
|
|
}
|
|
|
|
bool GlobalSurfaceAtlasPass::setupResources()
|
|
{
|
|
if (!_supported)
|
|
return true;
|
|
|
|
// Load shader
|
|
if (!_shader)
|
|
{
|
|
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
|
|
if (_shader == nullptr)
|
|
return true;
|
|
#if COMPILE_WITH_DEV_ENV
|
|
_shader.Get()->OnReloading.Bind<GlobalSurfaceAtlasPass, &GlobalSurfaceAtlasPass::OnShaderReloading>(this);
|
|
#endif
|
|
}
|
|
if (!_shader->IsLoaded())
|
|
return true;
|
|
|
|
const auto device = GPUDevice::Instance;
|
|
const auto shader = _shader->GetShader();
|
|
_cb0 = shader->GetCB(0);
|
|
if (!_cb0)
|
|
return true;
|
|
_csCullObjects = shader->GetCS("CS_CullObjects");
|
|
|
|
// Create pipeline state
|
|
GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
|
|
if (!_psDebug0)
|
|
{
|
|
_psDebug0 = device->CreatePipelineState();
|
|
_psDebug1 = device->CreatePipelineState();
|
|
psDesc.PS = shader->GetPS("PS_Debug", 0);
|
|
if (_psDebug0->Init(psDesc))
|
|
return true;
|
|
psDesc.PS = shader->GetPS("PS_Debug", 1);
|
|
if (_psDebug1->Init(psDesc))
|
|
return true;
|
|
}
|
|
if (!_psClear)
|
|
{
|
|
_psClear = device->CreatePipelineState();
|
|
psDesc.DepthEnable = true;
|
|
psDesc.DepthWriteEnable = true;
|
|
psDesc.DepthFunc = ComparisonFunc::Always;
|
|
psDesc.VS = shader->GetVS("VS_Atlas");
|
|
psDesc.PS = shader->GetPS("PS_Clear");
|
|
if (_psClear->Init(psDesc))
|
|
return true;
|
|
}
|
|
psDesc.DepthEnable = false;
|
|
psDesc.DepthWriteEnable = false;
|
|
psDesc.DepthFunc = ComparisonFunc::Never;
|
|
if (!_psClearLighting)
|
|
{
|
|
_psClearLighting = device->CreatePipelineState();
|
|
psDesc.VS = shader->GetVS("VS_Atlas");
|
|
psDesc.PS = shader->GetPS("PS_ClearLighting");
|
|
if (_psClearLighting->Init(psDesc))
|
|
return true;
|
|
}
|
|
if (!_psDirectLighting0)
|
|
{
|
|
_psDirectLighting0 = device->CreatePipelineState();
|
|
psDesc.BlendMode = BlendingMode::Add;
|
|
psDesc.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
|
|
psDesc.PS = shader->GetPS("PS_Lighting", 0);
|
|
if (_psDirectLighting0->Init(psDesc))
|
|
return true;
|
|
_psDirectLighting1 = device->CreatePipelineState();
|
|
psDesc.PS = shader->GetPS("PS_Lighting", 1);
|
|
if (_psDirectLighting1->Init(psDesc))
|
|
return true;
|
|
_psIndirectLighting = device->CreatePipelineState();
|
|
psDesc.PS = shader->GetPS("PS_Lighting", 2);
|
|
if (_psIndirectLighting->Init(psDesc))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#if COMPILE_WITH_DEV_ENV
|
|
|
|
void GlobalSurfaceAtlasPass::OnShaderReloading(Asset* obj)
|
|
{
|
|
SAFE_DELETE_GPU_RESOURCE(_psClear);
|
|
SAFE_DELETE_GPU_RESOURCE(_psClearLighting);
|
|
SAFE_DELETE_GPU_RESOURCE(_psDirectLighting0);
|
|
SAFE_DELETE_GPU_RESOURCE(_psDirectLighting1);
|
|
SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting);
|
|
SAFE_DELETE_GPU_RESOURCE(_psDebug0);
|
|
SAFE_DELETE_GPU_RESOURCE(_psDebug1);
|
|
invalidateResources();
|
|
}
|
|
|
|
#endif
|
|
|
|
void GlobalSurfaceAtlasPass::Dispose()
|
|
{
|
|
RendererPass::Dispose();
|
|
|
|
// Cleanup
|
|
SAFE_DELETE(_vertexBuffer);
|
|
SAFE_DELETE_GPU_RESOURCE(_culledObjectsSizeBuffer);
|
|
SAFE_DELETE_GPU_RESOURCE(_psClear);
|
|
SAFE_DELETE_GPU_RESOURCE(_psClearLighting);
|
|
SAFE_DELETE_GPU_RESOURCE(_psDirectLighting0);
|
|
SAFE_DELETE_GPU_RESOURCE(_psDirectLighting1);
|
|
SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting);
|
|
SAFE_DELETE_GPU_RESOURCE(_psDebug0);
|
|
SAFE_DELETE_GPU_RESOURCE(_psDebug1);
|
|
_cb0 = nullptr;
|
|
_shader = nullptr;
|
|
}
|
|
|
|
void GlobalSurfaceAtlasPass::OnCollectDrawCalls(RenderContextBatch& renderContextBatch)
|
|
{
|
|
// Check if Global Surface Atlas will be used this frame
|
|
PROFILE_CPU_NAMED("Global Surface Atlas");
|
|
if (checkIfSkipPass())
|
|
return;
|
|
RenderContext& renderContext = renderContextBatch.GetMainContext();
|
|
if (renderContext.List->Scenes.Count() == 0)
|
|
return;
|
|
if (GBufferPass::IsDebugView(renderContext.View.Mode) ||
|
|
renderContext.View.Mode == ViewMode::GlobalSDF ||
|
|
renderContext.View.Mode == ViewMode::QuadOverdraw ||
|
|
renderContext.View.Mode == ViewMode::MaterialComplexity)
|
|
return;
|
|
auto& surfaceAtlasData = *renderContext.Buffers->GetCustomBuffer<GlobalSurfaceAtlasCustomBuffer>(TEXT("GlobalSurfaceAtlas"));
|
|
_surfaceAtlasData = &surfaceAtlasData;
|
|
surfaceAtlasData.StartDrawing(renderContext, renderContextBatch.EnableAsync);
|
|
}
|
|
|
|
bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* context, BindingData& result)
|
|
{
|
|
// Skip if not supported
|
|
if (checkIfSkipPass())
|
|
return true;
|
|
if (renderContext.List->Scenes.Count() == 0)
|
|
return true;
|
|
auto& surfaceAtlasData = *renderContext.Buffers->GetCustomBuffer<GlobalSurfaceAtlasCustomBuffer>(TEXT("GlobalSurfaceAtlas"));
|
|
|
|
// Render Global SDF (used for direct shadowing)
|
|
GlobalSignDistanceFieldPass::BindingData bindingDataSDF;
|
|
if (GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingDataSDF))
|
|
return true;
|
|
|
|
// Skip if already done in the current frame
|
|
const auto currentFrame = Engine::FrameCount;
|
|
if (surfaceAtlasData.LastFrameUsed == currentFrame)
|
|
{
|
|
result = surfaceAtlasData.Result;
|
|
return false;
|
|
}
|
|
surfaceAtlasData.LastFrameUsed = currentFrame;
|
|
PROFILE_GPU_CPU_NAMED("Global Surface Atlas");
|
|
|
|
// Setup options
|
|
int32 resolution;
|
|
float distance;
|
|
surfaceAtlasData.GetOptions(renderContext, resolution, distance);
|
|
const float resolutionInv = 1.0f / (float)resolution;
|
|
|
|
// Initialize buffers
|
|
bool noCache = surfaceAtlasData.Resolution != resolution;
|
|
if (noCache)
|
|
{
|
|
surfaceAtlasData.Reset();
|
|
surfaceAtlasData.Atlas.Init(resolution, resolution);
|
|
|
|
auto desc = GPUTextureDescription::New2D(resolution, resolution, PixelFormat::Unknown);
|
|
uint64 memUsage = 0;
|
|
// TODO: try using BC4/BC5/BC7 block compression for Surface Atlas (eg. for Tiles material properties)
|
|
#define INIT_ATLAS_TEXTURE(texture, format) desc.Format = format; surfaceAtlasData.texture = RenderTargetPool::Get(desc); if (!surfaceAtlasData.texture) return true; memUsage += surfaceAtlasData.texture->GetMemoryUsage(); RENDER_TARGET_POOL_SET_NAME(surfaceAtlasData.texture, "GlobalSurfaceAtlas." #texture);
|
|
INIT_ATLAS_TEXTURE(AtlasEmissive, PixelFormat::R11G11B10_Float);
|
|
INIT_ATLAS_TEXTURE(AtlasGBuffer0, GBUFFER0_FORMAT);
|
|
INIT_ATLAS_TEXTURE(AtlasGBuffer1, GBUFFER1_FORMAT);
|
|
INIT_ATLAS_TEXTURE(AtlasGBuffer2, GBUFFER2_FORMAT);
|
|
INIT_ATLAS_TEXTURE(AtlasLighting, PixelFormat::R11G11B10_Float);
|
|
desc.Flags = GPUTextureFlags::DepthStencil | GPUTextureFlags::ShaderResource;
|
|
INIT_ATLAS_TEXTURE(AtlasDepth, PixelFormat::D16_UNorm);
|
|
#undef INIT_ATLAS_TEXTURE
|
|
surfaceAtlasData.Resolution = resolution;
|
|
surfaceAtlasData.ResolutionInv = resolutionInv;
|
|
surfaceAtlasData.AtlasPixelsTotal = resolution * resolution;
|
|
if (!surfaceAtlasData.ChunksBuffer)
|
|
{
|
|
surfaceAtlasData.ChunksBuffer = GPUDevice::Instance->CreateBuffer(TEXT("GlobalSurfaceAtlas.ChunksBuffer"));
|
|
if (surfaceAtlasData.ChunksBuffer->Init(GPUBufferDescription::Raw(sizeof(uint32) * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION, GPUBufferFlags::ShaderResource | GPUBufferFlags::UnorderedAccess)))
|
|
return true;
|
|
memUsage += surfaceAtlasData.ChunksBuffer->GetMemoryUsage();
|
|
}
|
|
LOG(Info, "Global Surface Atlas resolution: {0}, memory usage: {1} MB", resolution, memUsage / 1024 / 1024);
|
|
}
|
|
for (SceneRendering* scene : renderContext.List->Scenes)
|
|
surfaceAtlasData.ListenSceneRendering(scene);
|
|
if (!_vertexBuffer)
|
|
_vertexBuffer = New<DynamicVertexBuffer>(0u, (uint32)sizeof(AtlasTileVertex), TEXT("GlobalSurfaceAtlas.VertexBuffer"));
|
|
|
|
// Ensure that async objects drawing ended
|
|
_surfaceAtlasData = &surfaceAtlasData;
|
|
surfaceAtlasData.StartDrawing(renderContext); // (ignored if not started earlier this frame)
|
|
surfaceAtlasData.WaitForDrawing();
|
|
|
|
// Utility for writing into tiles vertex buffer
|
|
const Float2 posToClipMul(2.0f * resolutionInv, -2.0f * resolutionInv);
|
|
const Float2 posToClipAdd(-1.0f, 1.0f);
|
|
#define VB_WRITE_TILE_POS_ONLY(tile) \
|
|
Float2 minPos((float)tile->X, (float)tile->Y), maxPos((float)(tile->X + tile->Width), (float)(tile->Y + tile->Height)); \
|
|
Half2 min(minPos * posToClipMul + posToClipAdd), max(maxPos * posToClipMul + posToClipAdd); \
|
|
auto* quad = _vertexBuffer->WriteReserve<AtlasTileVertex>(6); \
|
|
quad[0].Position = max; \
|
|
quad[1].Position = { min.X, max.Y }; \
|
|
quad[2].Position = min; \
|
|
quad[3].Position = quad[2].Position; \
|
|
quad[4].Position = { max.X, min.Y }; \
|
|
quad[5].Position = quad[0].Position
|
|
#define VB_WRITE_TILE(tile) \
|
|
Float2 minPos((float)tile->X, (float)tile->Y), maxPos((float)(tile->X + tile->Width), (float)(tile->Y + tile->Height)); \
|
|
Half2 min(minPos * posToClipMul + posToClipAdd), max(maxPos * posToClipMul + posToClipAdd); \
|
|
Float2 minUV(0, 0), maxUV(1, 1); \
|
|
auto* quad = _vertexBuffer->WriteReserve<AtlasTileVertex>(6); \
|
|
quad[0] = { { max }, { maxUV }, tile->Address }; \
|
|
quad[1] = { { min.X, max.Y }, { minUV.X, maxUV.Y }, tile->Address }; \
|
|
quad[2] = { { min }, { minUV }, tile->Address }; \
|
|
quad[3] = quad[2]; \
|
|
quad[4] = { { max.X, min.Y }, { maxUV.X, minUV.Y }, tile->Address }; \
|
|
quad[5] = quad[0]
|
|
#define VB_DRAW() \
|
|
_vertexBuffer->Flush(context); \
|
|
auto vb = _vertexBuffer->GetBuffer(); \
|
|
context->BindVB(ToSpan(&vb, 1)); \
|
|
context->DrawInstanced(_vertexBuffer->Data.Count() / sizeof(AtlasTileVertex), 1);
|
|
|
|
// Rasterize world geometry material properties into Global Surface Atlas
|
|
if (surfaceAtlasData.DirtyObjectsBuffer.Count() != 0)
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Rasterize Tiles");
|
|
|
|
RenderContext renderContextTiles = renderContext;
|
|
renderContextTiles.List = RenderList::GetFromPool();
|
|
renderContextTiles.View.Pass = DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas;
|
|
renderContextTiles.View.Mode = ViewMode::Default;
|
|
renderContextTiles.View.ModelLODBias += 100000;
|
|
renderContextTiles.View.IsSingleFrame = true;
|
|
renderContextTiles.View.IsCullingDisabled = true;
|
|
renderContextTiles.View.Near = 0.0f;
|
|
renderContextTiles.View.Prepare(renderContextTiles);
|
|
|
|
GPUTextureView* depthBuffer = surfaceAtlasData.AtlasDepth->View();
|
|
GPUTextureView* targetBuffers[4] =
|
|
{
|
|
surfaceAtlasData.AtlasEmissive->View(),
|
|
surfaceAtlasData.AtlasGBuffer0->View(),
|
|
surfaceAtlasData.AtlasGBuffer1->View(),
|
|
surfaceAtlasData.AtlasGBuffer2->View(),
|
|
};
|
|
context->SetRenderTarget(depthBuffer, ToSpan(targetBuffers, ARRAY_COUNT(targetBuffers)));
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Clear");
|
|
if (noCache || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES)
|
|
{
|
|
// Full-atlas hardware clear
|
|
context->ClearDepth(depthBuffer);
|
|
context->Clear(targetBuffers[0], Color::Transparent);
|
|
context->Clear(targetBuffers[1], Color::Transparent);
|
|
context->Clear(targetBuffers[2], Color::Transparent);
|
|
context->Clear(targetBuffers[3], Color(1, 0, 0, 0));
|
|
}
|
|
else
|
|
{
|
|
// Per-tile clear (with a single draw call)
|
|
_vertexBuffer->Clear();
|
|
_vertexBuffer->Data.EnsureCapacity(surfaceAtlasData.DirtyObjectsBuffer.Count() * 6 * sizeof(AtlasTileVertex));
|
|
for (void* actorObject : surfaceAtlasData.DirtyObjectsBuffer)
|
|
{
|
|
const GlobalSurfaceAtlasObject* objectPtr = surfaceAtlasData.Objects.TryGet(actorObject);
|
|
if (!objectPtr)
|
|
continue;
|
|
const GlobalSurfaceAtlasObject& object = *objectPtr;
|
|
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
|
|
{
|
|
auto* tile = object.Tiles[tileIndex];
|
|
if (!tile)
|
|
continue;
|
|
VB_WRITE_TILE_POS_ONLY(tile);
|
|
}
|
|
}
|
|
context->SetState(_psClear);
|
|
context->SetViewportAndScissors(Viewport(0, 0, (float)resolution, (float)resolution));
|
|
VB_DRAW();
|
|
}
|
|
}
|
|
// TODO: limit dirty objects count on a first frame (eg. collect overflown objects to be redirty next frame)
|
|
auto& drawCallsListGBuffer = renderContextTiles.List->DrawCallsLists[(int32)DrawCallsListType::GBuffer];
|
|
auto& drawCallsListGBufferNoDecals = renderContextTiles.List->DrawCallsLists[(int32)DrawCallsListType::GBufferNoDecals];
|
|
drawCallsListGBuffer.CanUseInstancing = false;
|
|
drawCallsListGBufferNoDecals.CanUseInstancing = false;
|
|
int32 tilesDrawn = 0;
|
|
for (void* actorObject : surfaceAtlasData.DirtyObjectsBuffer)
|
|
{
|
|
const GlobalSurfaceAtlasObject* objectPtr = surfaceAtlasData.Objects.TryGet(actorObject);
|
|
if (!objectPtr)
|
|
continue;
|
|
const GlobalSurfaceAtlasObject& object = *objectPtr;
|
|
object.Dirty = false;
|
|
|
|
// Clear draw calls list
|
|
renderContextTiles.List->DrawCalls.Clear();
|
|
renderContextTiles.List->BatchedDrawCalls.Clear();
|
|
drawCallsListGBuffer.Indices.Clear();
|
|
drawCallsListGBuffer.PreBatchedDrawCalls.Clear();
|
|
drawCallsListGBufferNoDecals.Indices.Clear();
|
|
drawCallsListGBufferNoDecals.PreBatchedDrawCalls.Clear();
|
|
|
|
// Fake projection matrix to disable Screen Size culling based on RenderTools::ComputeBoundsScreenRadiusSquared
|
|
renderContextTiles.View.Projection.Values[0][0] = 10000.0f;
|
|
|
|
// Collect draw calls for the object
|
|
_currentActorObject = actorObject;
|
|
object.Actor->Draw(renderContextTiles);
|
|
|
|
// Render all tiles into the atlas
|
|
#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS
|
|
DebugDraw::DrawBox(object.Bounds, Color::Red.AlphaMultiplied(0.4f));
|
|
#endif
|
|
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
|
|
{
|
|
auto* tile = object.Tiles[tileIndex];
|
|
if (!tile)
|
|
continue;
|
|
const float tileWidth = (float)tile->Width - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
|
|
const float tileHeight = (float)tile->Height - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
|
|
|
|
// Setup projection to capture object from the side
|
|
renderContextTiles.View.Position = tile->ViewPosition;
|
|
renderContextTiles.View.Direction = tile->ViewDirection;
|
|
renderContextTiles.View.Near = -GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET;
|
|
renderContextTiles.View.Far = tile->ViewBoundsSize.Z + 2 * GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET;
|
|
Matrix projectionMatrix;
|
|
Matrix::Ortho(tile->ViewBoundsSize.X, tile->ViewBoundsSize.Y, renderContextTiles.View.Near, renderContextTiles.View.Far, projectionMatrix);
|
|
renderContextTiles.View.SetUp(tile->ViewMatrix, projectionMatrix);
|
|
#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS
|
|
DebugDraw::DrawLine(renderContextTiles.View.Position, renderContextTiles.View.Position + renderContextTiles.View.Direction * 20.0f, Color::Orange);
|
|
DebugDraw::DrawWireSphere(BoundingSphere(renderContextTiles.View.Position, 10.0f), Color::Green);
|
|
#endif
|
|
|
|
// Draw
|
|
context->SetViewportAndScissors(Viewport(tile->X, tile->Y, tileWidth, tileHeight));
|
|
renderContextTiles.List->ExecuteDrawCalls(renderContextTiles, drawCallsListGBuffer);
|
|
renderContextTiles.List->ExecuteDrawCalls(renderContextTiles, drawCallsListGBufferNoDecals);
|
|
tilesDrawn++;
|
|
}
|
|
}
|
|
ZoneValue(tilesDrawn);
|
|
context->ResetRenderTarget();
|
|
RenderList::ReturnToPool(renderContextTiles.List);
|
|
}
|
|
|
|
// Send objects data to the GPU
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Update Objects");
|
|
surfaceAtlasData.ObjectsBuffer.Flush(context);
|
|
}
|
|
|
|
// Init constants
|
|
result.Constants.ViewPos = renderContext.View.Position;
|
|
result.Constants.Resolution = (float)resolution;
|
|
result.Constants.ChunkSize = distance / (float)GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION;
|
|
result.Constants.ObjectsCount = surfaceAtlasData.Objects.Count();
|
|
|
|
// If we don't know the culled objects buffer capacity then we shouldn't use atlas results as many objects are still missing (see CulledObjectsCounterIndex usage)
|
|
bool notReady = false;
|
|
|
|
// Cull objects into chunks (for faster Atlas sampling)
|
|
if (surfaceAtlasData.Objects.Count() != 0)
|
|
{
|
|
// Each chunk (ChunksBuffer) contains uint with address of the culled objects data start in CulledObjectsBuffer.
|
|
// If chunk has address=0 then it's unused/empty.
|
|
// Chunk [0,0,0] is unused and it's address=0 is used for atomic counter for writing into CulledObjectsBuffer.
|
|
// Each chunk data contains objects count + all objects addresses.
|
|
// This allows to quickly convert world-space position into chunk, then read chunk data start and loop over culled objects.
|
|
PROFILE_GPU_CPU_NAMED("Cull Objects");
|
|
uint32 objectsBufferCapacity = (uint32)((float)surfaceAtlasData.Objects.Count() * 1.3f);
|
|
|
|
// Copy counter from ChunksBuffer into staging buffer to access current chunks memory usage to adapt dynamically to the scene complexity
|
|
if (surfaceAtlasData.ChunksBuffer)
|
|
{
|
|
if (!_culledObjectsSizeBuffer)
|
|
{
|
|
Platform::MemoryClear(_culledObjectsSizeFrames, sizeof(_culledObjectsSizeFrames));
|
|
_culledObjectsSizeBuffer = GPUDevice::Instance->CreateBuffer(TEXT("GlobalSurfaceAtlas.CulledObjectsSizeBuffer"));
|
|
const GPUBufferDescription desc = GPUBufferDescription::Buffer(ARRAY_COUNT(_culledObjectsSizeFrames) * sizeof(uint32), GPUBufferFlags::None, PixelFormat::R32_UInt, _culledObjectsSizeFrames, sizeof(uint32), GPUResourceUsage::StagingReadback);
|
|
if (_culledObjectsSizeBuffer->Init(desc))
|
|
return true;
|
|
}
|
|
if (surfaceAtlasData.CulledObjectsCounterIndex != -1)
|
|
{
|
|
// Get the last counter value (accept staging readback delay or not available data yet)
|
|
notReady = true;
|
|
auto data = (uint32*)_culledObjectsSizeBuffer->Map(GPUResourceMapMode::Read);
|
|
if (data)
|
|
{
|
|
uint32 counter = data[surfaceAtlasData.CulledObjectsCounterIndex];
|
|
if (counter > 0)
|
|
{
|
|
objectsBufferCapacity = counter;
|
|
notReady = false;
|
|
}
|
|
_culledObjectsSizeBuffer->Unmap();
|
|
}
|
|
|
|
// Allow to be ready if the buffer was already used
|
|
if (notReady && surfaceAtlasData.CulledObjectsBuffer && surfaceAtlasData.CulledObjectsBuffer->IsAllocated())
|
|
notReady = false;
|
|
}
|
|
if (surfaceAtlasData.CulledObjectsCounterIndex == -1)
|
|
{
|
|
// Find a free timer slot
|
|
notReady = true;
|
|
for (int32 i = 0; i < ARRAY_COUNT(_culledObjectsSizeFrames); i++)
|
|
{
|
|
if (currentFrame - _culledObjectsSizeFrames[i] > GPU_ASYNC_LATENCY)
|
|
{
|
|
surfaceAtlasData.CulledObjectsCounterIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (surfaceAtlasData.CulledObjectsCounterIndex != -1 && surfaceAtlasData.CulledObjectsBuffer)
|
|
{
|
|
// Copy current counter value
|
|
_culledObjectsSizeFrames[surfaceAtlasData.CulledObjectsCounterIndex] = currentFrame;
|
|
context->CopyBuffer(_culledObjectsSizeBuffer, surfaceAtlasData.CulledObjectsBuffer, sizeof(uint32), surfaceAtlasData.CulledObjectsCounterIndex * sizeof(uint32), 0);
|
|
}
|
|
}
|
|
|
|
// Calculate optimal capacity for the objects buffer
|
|
objectsBufferCapacity *= sizeof(uint32) * 2; // Convert to bytes and add safe margin
|
|
objectsBufferCapacity = Math::Clamp(Math::AlignUp<uint32>(objectsBufferCapacity, 4096u), 32u * 1024u, 16 * 1024u * 1024u); // Align up to 4kB, clamp 32kB - 16MB
|
|
surfaceAtlasData.CulledObjectsUsageHistory.Add(objectsBufferCapacity); // Record history
|
|
objectsBufferCapacity = surfaceAtlasData.CulledObjectsUsageHistory.Maximum(); // Use biggest value from history
|
|
if (surfaceAtlasData.CulledObjectsUsageHistory.Count() == surfaceAtlasData.CulledObjectsUsageHistory.Capacity())
|
|
notReady = false; // Always ready when rendering for some time
|
|
else if (currentFrame != 0 && surfaceAtlasData.LastFrameAtlasDefragmentation == currentFrame)
|
|
notReady = false; // Always ready when did atlas defragmentation during this frame (prevent 1 black frame)
|
|
|
|
// Allocate buffer for culled objects (estimated size)
|
|
if (!surfaceAtlasData.CulledObjectsBuffer)
|
|
surfaceAtlasData.CulledObjectsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("GlobalSurfaceAtlas.CulledObjectsBuffer"));
|
|
if (surfaceAtlasData.CulledObjectsBuffer->GetSize() < objectsBufferCapacity)
|
|
{
|
|
const auto desc = GPUBufferDescription::Raw(objectsBufferCapacity, GPUBufferFlags::UnorderedAccess | GPUBufferFlags::ShaderResource);
|
|
if (surfaceAtlasData.CulledObjectsBuffer->Init(desc))
|
|
return true;
|
|
}
|
|
objectsBufferCapacity = surfaceAtlasData.CulledObjectsBuffer->GetSize();
|
|
ZoneValue(objectsBufferCapacity / 1024); // CulledObjectsBuffer size in kB
|
|
|
|
// Clear chunks counter (uint at 0 is used for a counter)
|
|
uint32 counter = 1; // Move write location for culled objects after counter
|
|
context->UpdateBuffer(surfaceAtlasData.CulledObjectsBuffer, &counter, sizeof(counter), 0);
|
|
|
|
// Cull objects into chunks (1 thread per chunk)
|
|
Data0 data;
|
|
data.ViewWorldPos = renderContext.View.Position;
|
|
data.ViewNearPlane = renderContext.View.Near;
|
|
data.ViewFarPlane = renderContext.View.Far;
|
|
data.CulledObjectsCapacity = objectsBufferCapacity / sizeof(uint32); // Capacity in items, not bytes
|
|
data.GlobalSurfaceAtlas = result.Constants;
|
|
context->UpdateCB(_cb0, &data);
|
|
context->BindCB(0, _cb0);
|
|
static_assert(GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION % GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE == 0, "Invalid chunks resolution/groups setting.");
|
|
const int32 chunkDispatchGroups = GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION / GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE;
|
|
context->BindSR(0, surfaceAtlasData.ObjectsBuffer.GetBuffer()->View());
|
|
context->BindUA(0, surfaceAtlasData.ChunksBuffer->View());
|
|
context->BindUA(1, surfaceAtlasData.CulledObjectsBuffer->View());
|
|
context->Dispatch(_csCullObjects, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
|
|
context->ResetUA();
|
|
|
|
#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS
|
|
// Debug draw tiles that have any objects inside
|
|
for (int32 z = 0; z < GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION; z++)
|
|
{
|
|
for (int32 y = 0; y < GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION; y++)
|
|
{
|
|
for (int32 x = 0; x < GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION; x++)
|
|
{
|
|
Float3 chunkCoord((float)x, (float)y, (float)z);
|
|
Float3 chunkMin = result.Constants.ViewPos + (chunkCoord - (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * 0.5f)) * result.Constants.ChunkSize;
|
|
Float3 chunkMax = chunkMin + result.Constants.ChunkSize;
|
|
BoundingBox chunkBounds(chunkMin, chunkMax);
|
|
if (Float3::Distance(chunkBounds.GetCenter(), result.Constants.ViewPos) >= 2000.0f)
|
|
continue;
|
|
|
|
int32 count = 0;
|
|
for (auto& e : surfaceAtlasData.Objects)
|
|
{
|
|
BoundingSphere objectBounds(e.Value.Bounds.GetCenter(), e.Value.Radius);
|
|
if (chunkBounds.Intersects(objectBounds))
|
|
count++;
|
|
}
|
|
if (count != 0)
|
|
{
|
|
DebugDraw::DrawText(String::Format(TEXT("{} Objects"), count), chunkBounds.GetCenter(), Color::Green);
|
|
DebugDraw::DrawWireBox(chunkBounds, Color::Green);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Copy results
|
|
result.Atlas[0] = surfaceAtlasData.AtlasDepth;
|
|
result.Atlas[1] = surfaceAtlasData.AtlasGBuffer0;
|
|
result.Atlas[2] = surfaceAtlasData.AtlasGBuffer1;
|
|
result.Atlas[3] = surfaceAtlasData.AtlasGBuffer2;
|
|
result.Atlas[4] = surfaceAtlasData.AtlasLighting;
|
|
result.Chunks = surfaceAtlasData.ChunksBuffer;
|
|
result.CulledObjects = surfaceAtlasData.CulledObjectsBuffer;
|
|
result.Objects = surfaceAtlasData.ObjectsBuffer.GetBuffer();
|
|
surfaceAtlasData.Result = result;
|
|
|
|
// Render direct lighting into atlas
|
|
if (surfaceAtlasData.Objects.Count() != 0)
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Direct Lighting");
|
|
context->SetViewportAndScissors(Viewport(0, 0, (float)resolution, (float)resolution));
|
|
context->SetRenderTarget(surfaceAtlasData.AtlasLighting->View());
|
|
context->BindSR(0, surfaceAtlasData.AtlasGBuffer0->View());
|
|
context->BindSR(1, surfaceAtlasData.AtlasGBuffer1->View());
|
|
context->BindSR(2, surfaceAtlasData.AtlasGBuffer2->View());
|
|
context->BindSR(3, surfaceAtlasData.AtlasDepth->View());
|
|
context->BindSR(4, surfaceAtlasData.ObjectsBuffer.GetBuffer()->View());
|
|
context->BindSR(5, bindingDataSDF.Texture ? bindingDataSDF.Texture->ViewVolume() : nullptr);
|
|
context->BindSR(6, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
|
|
context->BindCB(0, _cb0);
|
|
Data0 data;
|
|
data.ViewWorldPos = renderContext.View.Position;
|
|
data.GlobalSDF = bindingDataSDF.Constants;
|
|
data.GlobalSurfaceAtlas = result.Constants;
|
|
|
|
// Collect objects to update lighting this frame (dirty objects and dirty lights)
|
|
bool allLightingDirty = false;
|
|
for (auto& light : renderContext.List->DirectionalLights)
|
|
{
|
|
GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID];
|
|
lightData.LastFrameUsed = currentFrame;
|
|
uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(light.StaticFlags);
|
|
if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount)))
|
|
continue;
|
|
lightData.LastFrameUpdated = currentFrame;
|
|
|
|
// Mark all objects to shade
|
|
allLightingDirty = true;
|
|
}
|
|
if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::GI) && (renderContext.List->DirectionalLights.Count() != 1 || EnumHasAnyFlags(renderContext.List->DirectionalLights[0].StaticFlags, StaticFlags::Lightmap)))
|
|
{
|
|
switch (renderContext.List->Settings.GlobalIllumination.Mode)
|
|
{
|
|
case GlobalIlluminationMode::DDGI:
|
|
{
|
|
DynamicDiffuseGlobalIlluminationPass::BindingData bindingDataDDGI;
|
|
if (!DynamicDiffuseGlobalIlluminationPass::Instance()->Get(renderContext.Buffers, bindingDataDDGI))
|
|
{
|
|
GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[Guid(0, 0, 0, 1)];
|
|
lightData.LastFrameUsed = currentFrame;
|
|
uint32 redrawFramesCount = 4; // GI Bounce redraw minimum frequency
|
|
if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < redrawFramesCount)
|
|
break;
|
|
lightData.LastFrameUpdated = currentFrame;
|
|
|
|
// Mark all objects to shade
|
|
allLightingDirty = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
for (auto& light : renderContext.List->PointLights)
|
|
{
|
|
GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID];
|
|
lightData.LastFrameUsed = currentFrame;
|
|
uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(light.StaticFlags);
|
|
if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount)))
|
|
continue;
|
|
lightData.LastFrameUpdated = currentFrame;
|
|
|
|
if (!allLightingDirty)
|
|
{
|
|
// Mark objects to shade
|
|
for (auto& e : surfaceAtlasData.Objects)
|
|
{
|
|
auto& object = e.Value;
|
|
Float3 lightToObject = object.Bounds.GetCenter() - light.Position;
|
|
if (lightToObject.LengthSquared() >= Math::Square(object.Radius + light.Radius))
|
|
continue;
|
|
object.LightingUpdateFrame = currentFrame;
|
|
}
|
|
}
|
|
}
|
|
for (auto& light : renderContext.List->SpotLights)
|
|
{
|
|
GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID];
|
|
lightData.LastFrameUsed = currentFrame;
|
|
uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(light.StaticFlags);
|
|
if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount)))
|
|
continue;
|
|
lightData.LastFrameUpdated = currentFrame;
|
|
|
|
if (!allLightingDirty)
|
|
{
|
|
// Mark objects to shade
|
|
for (auto& e : surfaceAtlasData.Objects)
|
|
{
|
|
auto& object = e.Value;
|
|
Float3 lightToObject = object.Bounds.GetCenter() - light.Position;
|
|
if (lightToObject.LengthSquared() >= Math::Square(object.Radius + light.Radius))
|
|
continue;
|
|
object.LightingUpdateFrame = currentFrame;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Copy emissive light into the final direct lighting atlas
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Copy Emissive");
|
|
_vertexBuffer->Clear();
|
|
for (const auto& e : surfaceAtlasData.Objects)
|
|
{
|
|
const auto& object = e.Value;
|
|
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
|
|
continue;
|
|
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
|
|
{
|
|
auto* tile = object.Tiles[tileIndex];
|
|
if (!tile)
|
|
continue;
|
|
VB_WRITE_TILE(tile);
|
|
}
|
|
}
|
|
if (_vertexBuffer->Data.Count() != 0)
|
|
{
|
|
context->BindSR(7, surfaceAtlasData.AtlasEmissive);
|
|
context->SetState(_psClearLighting);
|
|
VB_DRAW();
|
|
}
|
|
}
|
|
|
|
// Shade object tiles influenced by lights to calculate direct lighting
|
|
for (auto& light : renderContext.List->DirectionalLights)
|
|
{
|
|
// Collect tiles to shade
|
|
_vertexBuffer->Clear();
|
|
for (const auto& e : surfaceAtlasData.Objects)
|
|
{
|
|
const auto& object = e.Value;
|
|
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
|
|
continue;
|
|
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
|
|
{
|
|
auto* tile = object.Tiles[tileIndex];
|
|
if (!tile || Float3::Dot(tile->ViewDirection, light.Direction) < ZeroTolerance)
|
|
continue;
|
|
VB_WRITE_TILE(tile);
|
|
}
|
|
}
|
|
if (_vertexBuffer->Data.Count() == 0)
|
|
continue;
|
|
|
|
// Draw light
|
|
PROFILE_GPU_CPU_NAMED("Directional Light");
|
|
const bool useShadow = light.CanRenderShadow(renderContext.View);
|
|
light.SetShaderData(data.Light, useShadow);
|
|
data.Light.ShadowsBufferAddress = useShadow; // Use this to indicate if trace shadow (SDF trace)
|
|
data.Light.Color *= light.IndirectLightingIntensity;
|
|
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
|
|
context->UpdateCB(_cb0, &data);
|
|
context->SetState(_psDirectLighting0);
|
|
VB_DRAW();
|
|
}
|
|
for (auto& light : renderContext.List->PointLights)
|
|
{
|
|
// Collect tiles to shade
|
|
_vertexBuffer->Clear();
|
|
for (const auto& e : surfaceAtlasData.Objects)
|
|
{
|
|
const auto& object = e.Value;
|
|
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
|
|
continue;
|
|
Float3 lightToObject = object.Bounds.GetCenter() - light.Position;
|
|
if (lightToObject.LengthSquared() >= Math::Square(object.Radius + light.Radius))
|
|
continue;
|
|
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
|
|
{
|
|
auto* tile = object.Tiles[tileIndex];
|
|
if (!tile)
|
|
continue;
|
|
VB_WRITE_TILE(tile);
|
|
}
|
|
}
|
|
if (_vertexBuffer->Data.Count() == 0)
|
|
continue;
|
|
|
|
// Draw light
|
|
PROFILE_GPU_CPU_NAMED("Point Light");
|
|
const bool useShadow = light.CanRenderShadow(renderContext.View);
|
|
light.SetShaderData(data.Light, useShadow);
|
|
data.Light.ShadowsBufferAddress = useShadow; // Use this to indicate if trace shadow (SDF trace)
|
|
data.Light.Color *= light.IndirectLightingIntensity;
|
|
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
|
|
context->UpdateCB(_cb0, &data);
|
|
context->SetState(_psDirectLighting1);
|
|
VB_DRAW();
|
|
}
|
|
for (auto& light : renderContext.List->SpotLights)
|
|
{
|
|
// Collect tiles to shade
|
|
_vertexBuffer->Clear();
|
|
for (const auto& e : surfaceAtlasData.Objects)
|
|
{
|
|
const auto& object = e.Value;
|
|
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
|
|
continue;
|
|
Float3 lightToObject = object.Bounds.GetCenter() - light.Position;
|
|
if (lightToObject.LengthSquared() >= Math::Square(object.Radius + light.Radius))
|
|
continue;
|
|
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
|
|
{
|
|
auto* tile = object.Tiles[tileIndex];
|
|
if (!tile || Float3::Dot(tile->ViewDirection, light.Direction) < ZeroTolerance)
|
|
continue;
|
|
VB_WRITE_TILE(tile);
|
|
}
|
|
}
|
|
if (_vertexBuffer->Data.Count() == 0)
|
|
continue;
|
|
|
|
// Draw light
|
|
PROFILE_GPU_CPU_NAMED("Spot Light");
|
|
const bool useShadow = light.CanRenderShadow(renderContext.View);
|
|
light.SetShaderData(data.Light, useShadow);
|
|
data.Light.ShadowsBufferAddress = useShadow; // Use this to indicate if trace shadow (SDF trace)
|
|
data.Light.Color *= light.IndirectLightingIntensity;
|
|
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
|
|
context->UpdateCB(_cb0, &data);
|
|
context->SetState(_psDirectLighting1);
|
|
VB_DRAW();
|
|
}
|
|
|
|
// Remove unused lights
|
|
for (auto it = surfaceAtlasData.Lights.Begin(); it.IsNotEnd(); ++it)
|
|
{
|
|
if (it->Value.LastFrameUsed != currentFrame)
|
|
surfaceAtlasData.Lights.Remove(it);
|
|
}
|
|
|
|
// Draw indirect light from Global Illumination
|
|
if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::GI))
|
|
{
|
|
auto& giSettings = renderContext.List->Settings.GlobalIllumination;
|
|
switch (giSettings.Mode)
|
|
{
|
|
case GlobalIlluminationMode::DDGI:
|
|
{
|
|
DynamicDiffuseGlobalIlluminationPass::BindingData bindingDataDDGI;
|
|
if (giSettings.BounceIntensity > ZeroTolerance && !DynamicDiffuseGlobalIlluminationPass::Instance()->Get(renderContext.Buffers, bindingDataDDGI))
|
|
{
|
|
_vertexBuffer->Clear();
|
|
for (const auto& e : surfaceAtlasData.Objects)
|
|
{
|
|
const auto& object = e.Value;
|
|
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
|
|
continue;
|
|
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
|
|
{
|
|
auto* tile = object.Tiles[tileIndex];
|
|
if (!tile)
|
|
continue;
|
|
VB_WRITE_TILE(tile);
|
|
}
|
|
}
|
|
if (_vertexBuffer->Data.Count() == 0)
|
|
break;
|
|
PROFILE_GPU_CPU_NAMED("DDGI");
|
|
data.DDGI = bindingDataDDGI.Constants;
|
|
data.Light.Radius = giSettings.BounceIntensity / bindingDataDDGI.Constants.IndirectLightingIntensity; // Reuse for smaller CB
|
|
context->BindSR(5, bindingDataDDGI.ProbesData);
|
|
context->BindSR(6, bindingDataDDGI.ProbesDistance);
|
|
context->BindSR(7, bindingDataDDGI.ProbesIrradiance);
|
|
context->UpdateCB(_cb0, &data);
|
|
context->SetState(_psIndirectLighting);
|
|
VB_DRAW();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef WRITE_TILE
|
|
context->ResetSR();
|
|
context->ResetRenderTarget();
|
|
context->SetViewportAndScissors(renderContext.View.ScreenSize.X, renderContext.View.ScreenSize.Y);
|
|
return notReady;
|
|
}
|
|
|
|
void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output)
|
|
{
|
|
// Render all dependant effects before
|
|
if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::GI))
|
|
{
|
|
switch (renderContext.List->Settings.GlobalIllumination.Mode)
|
|
{
|
|
case GlobalIlluminationMode::DDGI:
|
|
DynamicDiffuseGlobalIlluminationPass::Instance()->Render(renderContext, context, nullptr);
|
|
break;
|
|
}
|
|
}
|
|
GlobalSignDistanceFieldPass::BindingData bindingDataSDF;
|
|
BindingData bindingData;
|
|
if (GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingDataSDF) || Render(renderContext, context, bindingData))
|
|
{
|
|
context->Draw(output, renderContext.Buffers->GBuffer0);
|
|
return;
|
|
}
|
|
GPUTextureView* skybox = GBufferPass::Instance()->RenderSkybox(renderContext, context);
|
|
|
|
PROFILE_GPU_CPU("Global Surface Atlas Debug");
|
|
const Float2 outputSize(output->Size());
|
|
Data0 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 = bindingDataSDF.Constants;
|
|
data.GlobalSurfaceAtlas = bindingData.Constants;
|
|
data.SkyboxIntensity = 1.0f;
|
|
context->UpdateCB(_cb0, &data);
|
|
context->BindCB(0, _cb0);
|
|
}
|
|
context->BindSR(0, bindingDataSDF.Texture ? bindingDataSDF.Texture->ViewVolume() : nullptr);
|
|
context->BindSR(1, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
|
|
context->BindSR(2, bindingData.Chunks ? bindingData.Chunks->View() : nullptr);
|
|
context->BindSR(3, bindingData.CulledObjects ? bindingData.CulledObjects->View() : nullptr);
|
|
context->BindSR(4, bindingData.Objects ? bindingData.Objects->View() : nullptr);
|
|
context->BindSR(6, bindingData.AtlasDepth->View());
|
|
context->BindSR(7, skybox);
|
|
context->SetState(_psDebug0);
|
|
{
|
|
Float2 outputSizeThird = outputSize * 0.333f;
|
|
Float2 outputSizeTwoThird = outputSize * 0.666f;
|
|
|
|
auto tempBuffer = RenderTargetPool::Get(output->GetDescription());
|
|
RENDER_TARGET_POOL_SET_NAME(tempBuffer, "GlobalSurfaceAtlas.TempBuffer");
|
|
context->Clear(tempBuffer->View(), Color::Black);
|
|
context->SetRenderTarget(tempBuffer->View());
|
|
|
|
// Full screen - direct light
|
|
context->BindSR(5, bindingData.AtlasLighting->View());
|
|
context->SetViewport(outputSize.X, outputSize.Y);
|
|
context->SetScissor(Rectangle(0, 0, outputSizeTwoThird.X, outputSize.Y));
|
|
context->DrawFullscreenTriangle();
|
|
|
|
// Color Grading and Post-Processing to improve readability in bright/dark scenes
|
|
context->ResetRenderTarget();
|
|
auto colorGradingLUT = ColorGradingPass::Instance()->RenderLUT(renderContext);
|
|
EyeAdaptationPass::Instance()->Render(renderContext, tempBuffer);
|
|
PostProcessingPass::Instance()->Render(renderContext, tempBuffer, output, colorGradingLUT);
|
|
RenderTargetPool::Release(colorGradingLUT);
|
|
RenderTargetPool::Release(tempBuffer);
|
|
context->ResetRenderTarget();
|
|
|
|
// Rebind resources
|
|
context->BindSR(0, bindingDataSDF.Texture ? bindingDataSDF.Texture->ViewVolume() : nullptr);
|
|
context->BindSR(1, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
|
|
context->BindSR(2, bindingData.Chunks ? bindingData.Chunks->View() : nullptr);
|
|
context->BindSR(3, bindingData.CulledObjects ? bindingData.CulledObjects->View() : nullptr);
|
|
context->BindSR(4, bindingData.Objects ? bindingData.Objects->View() : nullptr);
|
|
context->BindSR(6, bindingData.AtlasDepth->View());
|
|
context->BindSR(7, skybox);
|
|
context->BindCB(0, _cb0);
|
|
context->SetRenderTarget(output->View());
|
|
|
|
// Disable skybox
|
|
data.SkyboxIntensity = 0.0f;
|
|
context->UpdateCB(_cb0, &data);
|
|
|
|
// Bottom left - diffuse (with missing surface coverage debug)
|
|
context->SetState(_psDebug1);
|
|
context->BindSR(5, bindingData.AtlasGBuffer0->View());
|
|
context->SetViewportAndScissors(Viewport(outputSizeTwoThird.X, 0, outputSizeThird.X, outputSizeThird.Y));
|
|
context->DrawFullscreenTriangle();
|
|
|
|
// Bottom middle - normals
|
|
context->SetState(_psDebug0);
|
|
context->BindSR(5, bindingData.AtlasGBuffer1->View());
|
|
context->SetViewportAndScissors(Viewport(outputSizeTwoThird.X, outputSizeThird.Y, outputSizeThird.X, outputSizeThird.Y));
|
|
context->DrawFullscreenTriangle();
|
|
|
|
// Bottom right - roughness/metalness/ao
|
|
context->BindSR(5, bindingData.AtlasGBuffer2->View());
|
|
context->SetViewportAndScissors(Viewport(outputSizeTwoThird.X, outputSizeTwoThird.Y, outputSizeThird.X, outputSizeThird.Y));
|
|
context->DrawFullscreenTriangle();
|
|
}
|
|
}
|
|
|
|
void GlobalSurfaceAtlasPass::GetCullingData(Vector4& cullingPosDistance) const
|
|
{
|
|
cullingPosDistance = _surfaceAtlasData->CullingPosDistance;
|
|
}
|
|
|
|
void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, const BoundingSphere& actorObjectBounds, const Transform& localToWorld, const BoundingBox& localBounds, uint32 tilesMask, bool useVisibility, float qualityScale)
|
|
{
|
|
GlobalSurfaceAtlasCustomBuffer& surfaceAtlasData = *_surfaceAtlasData;
|
|
Float3 boundsSize = localBounds.GetSize() * actor->GetScale();
|
|
const float distanceScale = Math::Lerp(1.0f, surfaceAtlasData.DistanceScaling, Math::InverseLerp(surfaceAtlasData.DistanceScalingStart, surfaceAtlasData.DistanceScalingEnd, (float)CollisionsHelper::DistanceSpherePoint(actorObjectBounds, surfaceAtlasData.ViewPosition)));
|
|
const float tilesScale = surfaceAtlasData.TileTexelsPerWorldUnit * distanceScale * qualityScale;
|
|
GlobalSurfaceAtlasObject* object = surfaceAtlasData.Objects.TryGet(actorObject);
|
|
if (!object && surfaceAtlasData.AsyncNewObjects.Count() >= GLOBAL_SURFACE_ATLAS_MAX_NEW_OBJECTS_PER_FRAME)
|
|
return; // Reduce load on 1st frame and add more objects during next frames to balance performance
|
|
bool anyTile = false, dirty = GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES;
|
|
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
|
|
{
|
|
if (((1 << tileIndex) & tilesMask) == 0)
|
|
continue;
|
|
|
|
// Calculate optimal tile resolution for the object side
|
|
Float3 boundsSizeTile = boundsSize;
|
|
boundsSizeTile.Raw[tileIndex / 2] = MAX_float; // Ignore depth size
|
|
uint16 tileResolution = (uint16)(boundsSizeTile.GetAbsolute().MinValue() * tilesScale);
|
|
if (tileResolution < 4)
|
|
{
|
|
// Skip too small surfaces
|
|
if (object && object->Tiles[tileIndex])
|
|
{
|
|
surfaceAtlasData.AsyncFreeTiles.Add(object->Tiles[tileIndex]);
|
|
object->Tiles[tileIndex] = nullptr;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// Clamp tile resolution (in pixels)
|
|
static_assert(GLOBAL_SURFACE_ATLAS_TILE_PADDING < GLOBAL_SURFACE_ATLAS_TILE_SIZE_MIN, "Invalid tile size configuration. Minimum tile size must be larger than padding.");
|
|
tileResolution = Math::Clamp<uint16>(tileResolution, GLOBAL_SURFACE_ATLAS_TILE_SIZE_MIN, GLOBAL_SURFACE_ATLAS_TILE_SIZE_MAX);
|
|
|
|
// Snap tiles resolution (down) which allows to reuse atlas slots once object gets resizes/replaced by other object
|
|
tileResolution = Math::AlignDown<uint16>(tileResolution, 8);
|
|
|
|
// Reuse current tile (refit only on a significant resolution change)
|
|
if (object && object->Tiles[tileIndex])
|
|
{
|
|
const uint16 tileRefitResolutionStep = 32;
|
|
const uint16 currentSize = object->Tiles[tileIndex]->Width;
|
|
if (Math::Abs(tileResolution - currentSize) < tileRefitResolutionStep)
|
|
{
|
|
anyTile = true;
|
|
continue;
|
|
}
|
|
surfaceAtlasData.AsyncFreeTiles.Add(object->Tiles[tileIndex]);
|
|
object->Tiles[tileIndex] = nullptr;
|
|
}
|
|
|
|
// Insert tile into atlas
|
|
surfaceAtlasData.AsyncNewTiles.Add({ actorObject, (uint16)tileIndex, tileResolution });
|
|
anyTile = true;
|
|
}
|
|
if (!anyTile)
|
|
return;
|
|
|
|
// Calculate world-space bounds
|
|
OrientedBoundingBox bounds(localBounds);
|
|
bounds.Transform(localToWorld);
|
|
|
|
if (object)
|
|
{
|
|
// Redraw objects from time-to-time (dynamic objects can be animated, static objects can have textures streamed)
|
|
uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(actor->GetStaticFlags());
|
|
if (surfaceAtlasData.CurrentFrame - object->LastFrameUpdated >= (redrawFramesCount + (actor->GetID().D & redrawFramesCount)))
|
|
dirty = true;
|
|
|
|
// Mark object as used
|
|
object->Actor = actor;
|
|
object->LastFrameUsed = surfaceAtlasData.CurrentFrame;
|
|
object->Bounds = bounds;
|
|
object->Position = (Float3)actorObjectBounds.Center; // TODO: large worlds
|
|
object->Radius = (float)actorObjectBounds.Radius;
|
|
object->Dirty |= dirty;
|
|
object->UseVisibility = useVisibility;
|
|
}
|
|
else
|
|
{
|
|
// Add new object
|
|
surfaceAtlasData.AsyncNewObjects.Add({ actorObject, actor, bounds, actorObjectBounds, useVisibility });
|
|
}
|
|
}
|