Files
FlaxEngine/Source/Engine/Renderer/GlobalSurfaceAtlasPass.cpp
2022-04-11 10:36:39 +02:00

654 lines
31 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "GlobalSurfaceAtlasPass.h"
#include "GlobalSignDistanceFieldPass.h"
#include "RenderList.h"
#include "Engine/Core/Math/Matrix3x3.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Content/Content.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Level/Actors/StaticModel.h"
#include "Engine/Level/Scene/SceneRendering.h"
#include "Engine/Utilities/RectPack.h"
// This must match HLSL
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE (5 + 6 * 5) // Amount of float4s per-object
#define GLOBAL_SURFACE_ATLAS_TILE_PADDING 1 // 1px padding to prevent color bleeding between tiles
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_TILES_REDRAW 0 // Forces to redraw all object tiles every frame
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations)
#if GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS
#include "Engine/Debug/DebugDraw.h"
#endif
PACK_STRUCT(struct Data0
{
Vector3 ViewWorldPos;
float ViewNearPlane;
Vector3 Padding00;
float ViewFarPlane;
Vector4 ViewFrustumWorldRays[4];
GlobalSignDistanceFieldPass::GlobalSDFData GlobalSDF;
GlobalSurfaceAtlasPass::GlobalSurfaceAtlasData GlobalSurfaceAtlas;
});
PACK_STRUCT(struct AtlasTileVertex
{
Half2 Position;
});
struct GlobalSurfaceAtlasTile : RectPack<GlobalSurfaceAtlasTile, uint16>
{
Vector3 ViewDirection;
Vector3 ViewPosition; // TODO: use from ViewMatrix
Vector3 ViewBoundsSize;
Matrix ViewMatrix;
GlobalSurfaceAtlasTile(uint16 x, uint16 y, uint16 width, uint16 height)
: RectPack<GlobalSurfaceAtlasTile, uint16>(x, y, width, height)
{
}
void OnInsert(class GlobalSurfaceAtlasCustomBuffer* buffer, Actor* actor, int32 tileIndex);
void OnFree()
{
}
};
struct GlobalSurfaceAtlasObject
{
uint64 LastFrameUsed;
uint64 LastFrameDirty;
GlobalSurfaceAtlasTile* Tiles[6];
OrientedBoundingBox Bounds;
GlobalSurfaceAtlasObject()
{
Platform::MemoryClear(this, sizeof(GlobalSurfaceAtlasObject));
}
GlobalSurfaceAtlasObject(const GlobalSurfaceAtlasObject& other)
{
Platform::MemoryCopy(this, &other, sizeof(GlobalSurfaceAtlasObject));
}
GlobalSurfaceAtlasObject(GlobalSurfaceAtlasObject&& other) noexcept
{
Platform::MemoryCopy(this, &other, sizeof(GlobalSurfaceAtlasObject));
}
GlobalSurfaceAtlasObject& operator=(const GlobalSurfaceAtlasObject& other)
{
Platform::MemoryCopy(this, &other, sizeof(GlobalSurfaceAtlasObject));
return *this;
}
GlobalSurfaceAtlasObject& operator=(GlobalSurfaceAtlasObject&& other) noexcept
{
Platform::MemoryCopy(this, &other, sizeof(GlobalSurfaceAtlasObject));
return *this;
}
};
class GlobalSurfaceAtlasCustomBuffer : public RenderBuffers::CustomBuffer
{
public:
int32 Resolution = 0;
GPUTexture* AtlasDepth = nullptr;
GPUTexture* AtlasGBuffer0 = nullptr;
GPUTexture* AtlasGBuffer1 = nullptr;
GPUTexture* AtlasGBuffer2 = nullptr;
GPUTexture* AtlasDirectLight = nullptr;
DynamicTypedBuffer ObjectsBuffer;
GlobalSurfaceAtlasPass::BindingData Result;
GlobalSurfaceAtlasTile* AtlasTiles = nullptr; // TODO: optimize with a single allocation for atlas tiles
Dictionary<Actor*, GlobalSurfaceAtlasObject> Objects;
GlobalSurfaceAtlasCustomBuffer()
: ObjectsBuffer(256 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE, PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"))
{
}
FORCE_INLINE void Clear()
{
RenderTargetPool::Release(AtlasDepth);
RenderTargetPool::Release(AtlasGBuffer0);
RenderTargetPool::Release(AtlasGBuffer1);
RenderTargetPool::Release(AtlasGBuffer2);
RenderTargetPool::Release(AtlasDirectLight);
SAFE_DELETE(AtlasTiles);
ObjectsBuffer.Clear();
Objects.Clear();
}
~GlobalSurfaceAtlasCustomBuffer()
{
Clear();
}
};
void GlobalSurfaceAtlasTile::OnInsert(GlobalSurfaceAtlasCustomBuffer* buffer, Actor* actor, int32 tileIndex)
{
buffer->Objects[actor].Tiles[tileIndex] = this;
}
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/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;
// 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;
}
if (!_psClear)
{
_psClear = device->CreatePipelineState();
psDesc.DepthTestEnable = true;
psDesc.DepthWriteEnable = true;
psDesc.DepthFunc = ComparisonFunc::Always;
psDesc.VS = shader->GetVS("VS_Clear");
psDesc.PS = shader->GetPS("PS_Clear");
if (_psClear->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(_psDebug);
invalidateResources();
}
#endif
void GlobalSurfaceAtlasPass::Dispose()
{
RendererPass::Dispose();
// Cleanup
SAFE_DELETE(_vertexBuffer);
SAFE_DELETE_GPU_RESOURCE(_psClear);
SAFE_DELETE_GPU_RESOURCE(_psDebug);
_cb0 = nullptr;
_shader = nullptr;
}
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"));
// 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("Global Surface Atlas");
// TODO: configurable via graphics settings
const int32 resolution = 2048;
const float resolutionInv = 1.0f / resolution;
// TODO: configurable via postFx settings (maybe use Global SDF distance?)
const float distance = 20000;
// Initialize buffers
bool noCache = surfaceAtlasData.Resolution != resolution;
if (noCache)
{
surfaceAtlasData.Clear();
surfaceAtlasData.AtlasTiles = New<GlobalSurfaceAtlasTile>(0, 0, 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()
INIT_ATLAS_TEXTURE(AtlasGBuffer0, GBUFFER0_FORMAT);
INIT_ATLAS_TEXTURE(AtlasGBuffer1, GBUFFER1_FORMAT);
INIT_ATLAS_TEXTURE(AtlasGBuffer2, GBUFFER2_FORMAT);
INIT_ATLAS_TEXTURE(AtlasDirectLight, LIGHT_BUFFER_FORMAT);
desc.Flags = GPUTextureFlags::DepthStencil | GPUTextureFlags::ShaderResource;
INIT_ATLAS_TEXTURE(AtlasDepth, PixelFormat::D16_UNorm);
#undef INIT_ATLAS_TEXTURE
surfaceAtlasData.Resolution = resolution;
LOG(Info, "Global Surface Atlas resolution: {0}, memory usage: {1} MB", resolution, memUsage / 1024 / 1024);
}
if (!_vertexBuffer)
_vertexBuffer = New<DynamicVertexBuffer>(0u, (uint32)sizeof(AtlasTileVertex), TEXT("GlobalSurfaceAtlas.VertexBuffer"));
// Add objects into the atlas
surfaceAtlasData.ObjectsBuffer.Clear();
_dirtyObjectsBuffer.Clear();
{
PROFILE_CPU_NAMED("Draw");
const uint32 viewMask = renderContext.View.RenderLayersMask;
const Vector3 viewPosition = renderContext.View.Position;
const uint16 minTileResolution = 8; // Minimum size (in texels) of the tile in atlas
const uint16 maxTileResolution = 128; // Maximum size (in texels) of the tile in atlas
const uint16 tileResolutionAlignment = 8; // Alignment to snap (down) tiles resolution which allows to reuse atlas slots once object gets resizes/replaced by other object
const float minObjectRadius = 20.0f; // Skip too small objects
const float tileTexelsPerWorldUnit = 1.0f / 10.0f; // Scales the tiles resolution
const float distanceScalingStart = 2000.0f; // Distance from camera at which the tiles resolution starts to be scaled down
const float distanceScalingEnd = 5000.0f; // Distance from camera at which the tiles resolution end to be scaled down
const float distanceScaling = 0.1f; // The scale for tiles at distanceScalingEnd and further away
static_assert(GLOBAL_SURFACE_ATLAS_TILE_PADDING < minTileResolution, "Invalid tile size configuration.");
for (auto* scene : renderContext.List->Scenes)
{
// TODO: optimize for static objects (SceneRendering could have separate and optimized caching for static actors)
for (auto& e : scene->Actors)
{
if (viewMask & e.LayerMask && e.Bounds.Radius >= minObjectRadius && CollisionsHelper::DistanceSpherePoint(e.Bounds, viewPosition) < distance)
{
// TODO: move into actor-specific Draw() impl (eg. via GlobalSurfaceAtlas pass)
auto* staticModel = ScriptingObject::Cast<StaticModel>(e.Actor);
if (staticModel && staticModel->Model && staticModel->Model->IsLoaded() && staticModel->Model->CanBeRendered())
{
Matrix localToWorld;
staticModel->GetWorld(&localToWorld);
bool anyTile = false, dirty = false;
GlobalSurfaceAtlasObject* object = surfaceAtlasData.Objects.TryGet(e.Actor);
auto& lod = staticModel->Model->LODs.Last();
BoundingBox localBounds = lod.GetBox();
Vector3 boundsSize = localBounds.GetSize() * staticModel->GetScale();
const float distanceScale = Math::Lerp(1.0f, distanceScaling, Math::InverseLerp(distanceScalingStart, distanceScalingEnd, CollisionsHelper::DistanceSpherePoint(e.Bounds, viewPosition)));
const float tilesScale = tileTexelsPerWorldUnit * distanceScale;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
// Calculate optimal tile resolution for the object side
Vector3 boundsSizeTile = boundsSize;
boundsSizeTile.Raw[tileIndex / 2] = MAX_float; // Ignore depth size
boundsSizeTile.Absolute();
uint16 tileResolution = (uint16)(boundsSizeTile.MinValue() * tilesScale);
if (tileResolution < 4)
{
// Skip too small surfaces
if (object && object->Tiles[tileIndex])
{
object->Tiles[tileIndex]->Free();
object->Tiles[tileIndex] = nullptr;
}
continue;
}
// Clamp and snap to reduce atlas fragmentation
tileResolution = Math::Clamp(tileResolution, minTileResolution, maxTileResolution);
tileResolution = Math::AlignDown(tileResolution, tileResolutionAlignment);
// 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;
}
object->Tiles[tileIndex]->Free();
}
// Insert tile into atlas
auto* tile = surfaceAtlasData.AtlasTiles->Insert(tileResolution, tileResolution, 0, &surfaceAtlasData, e.Actor, tileIndex);
// TODO: try to perform atlas defragmentation if it's full (eg. max once per ~10s)
if (tile)
{
if (!object)
object = &surfaceAtlasData.Objects[e.Actor];
object->Tiles[tileIndex] = tile;
anyTile = true;
dirty = true;
}
else if (object)
{
object->Tiles[tileIndex] = nullptr;
}
}
if (anyTile)
{
// Redraw objects from time-to-time (dynamic objects can be animated, static objects can have textures streamed)
uint32 redrawFramesCount = staticModel->HasStaticFlag(StaticFlags::Lightmap) ? 120 : 4;
if (currentFrame - object->LastFrameDirty >= (redrawFramesCount + (e.Actor->GetID().D & redrawFramesCount)))
dirty = true;
// Mark object as used
object->LastFrameUsed = currentFrame;
object->Bounds = OrientedBoundingBox(localBounds);
object->Bounds.Transform(localToWorld);
if (dirty || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_TILES_REDRAW)
{
object->LastFrameDirty = currentFrame;
_dirtyObjectsBuffer.Add(e.Actor);
}
// Write to objects buffer (this must match unpacking logic in HLSL)
Matrix worldToLocalBounds;
Matrix::Invert(object->Bounds.Transformation, worldToLocalBounds);
// TODO: cache data for static objects to optimize CPU perf (move ObjectsBuffer into surfaceAtlasData)
auto* objectData = surfaceAtlasData.ObjectsBuffer.WriteReserve<Vector4>(GLOBAL_SURFACE_ATLAS_OBJECT_SIZE);
objectData[0] = *(Vector4*)&e.Bounds;
objectData[1] = Vector4(worldToLocalBounds.M11, worldToLocalBounds.M12, worldToLocalBounds.M13, worldToLocalBounds.M41);
objectData[2] = Vector4(worldToLocalBounds.M21, worldToLocalBounds.M22, worldToLocalBounds.M23, worldToLocalBounds.M42);
objectData[3] = Vector4(worldToLocalBounds.M31, worldToLocalBounds.M32, worldToLocalBounds.M33, worldToLocalBounds.M43);
objectData[4] = Vector4(object->Bounds.Extents, 0.0f);
// TODO: try to optimize memory footprint (eg. merge scale into extents and use rotation+offset but reconstruct rotation from two axes with sign)
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object->Tiles[tileIndex];
const int32 tileStart = 5 + tileIndex * 5;
if (!tile)
{
// Disable tile
objectData[tileStart + 4] = Vector4::Zero;
continue;
}
// Setup view to render object from the side
Vector3 xAxis, yAxis, zAxis = Vector3::Zero;
zAxis.Raw[tileIndex / 2] = tileIndex & 1 ? 1.0f : -1.0f;
yAxis = tileIndex == 2 || tileIndex == 3 ? Vector3::Right : Vector3::Up;
Vector3::Cross(yAxis, zAxis, xAxis);
Vector3 localSpaceOffset = -zAxis * object->Bounds.Extents;
Vector3::TransformNormal(xAxis, object->Bounds.Transformation, xAxis);
Vector3::TransformNormal(yAxis, object->Bounds.Transformation, yAxis);
Vector3::TransformNormal(zAxis, object->Bounds.Transformation, zAxis);
xAxis.NormalizeFast();
yAxis.NormalizeFast();
zAxis.NormalizeFast();
Vector3::Transform(localSpaceOffset, object->Bounds.Transformation, tile->ViewPosition);
tile->ViewDirection = zAxis;
// Create view matrix
tile->ViewMatrix.SetColumn1(Vector4(xAxis, -Vector3::Dot(xAxis, tile->ViewPosition)));
tile->ViewMatrix.SetColumn2(Vector4(yAxis, -Vector3::Dot(yAxis, tile->ViewPosition)));
tile->ViewMatrix.SetColumn3(Vector4(zAxis, -Vector3::Dot(zAxis, tile->ViewPosition)));
tile->ViewMatrix.SetColumn4(Vector4(0, 0, 0, 1));
// Calculate object bounds size in the view
OrientedBoundingBox viewBounds(object->Bounds);
viewBounds.Transform(tile->ViewMatrix);
Vector3 viewExtent;
Vector3::TransformNormal(viewBounds.Extents, viewBounds.Transformation, viewExtent);
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;
objectData[tileStart + 0] = Vector4(tile->X, tile->Y, tileWidth, tileHeight) * resolutionInv;
objectData[tileStart + 1] = Vector4(tile->ViewMatrix.M11, tile->ViewMatrix.M12, tile->ViewMatrix.M13, tile->ViewMatrix.M41);
objectData[tileStart + 2] = Vector4(tile->ViewMatrix.M21, tile->ViewMatrix.M22, tile->ViewMatrix.M23, tile->ViewMatrix.M42);
objectData[tileStart + 3] = Vector4(tile->ViewMatrix.M31, tile->ViewMatrix.M32, tile->ViewMatrix.M33, tile->ViewMatrix.M43);
objectData[tileStart + 4] = Vector4(tile->ViewBoundsSize, 1.0f);
}
}
}
}
}
}
}
// Remove unused objects
for (auto it = surfaceAtlasData.Objects.Begin(); it.IsNotEnd(); ++it)
{
if (it->Value.LastFrameUsed != currentFrame)
{
for (auto& tile : it->Value.Tiles)
{
if (tile)
tile->Free();
}
surfaceAtlasData.Objects.Remove(it);
}
}
// TODO: perform atlas defragmentation after certain amount of tiles removal
// Send objects data to the GPU
{
PROFILE_GPU_CPU("Update Objects");
surfaceAtlasData.ObjectsBuffer.Flush(context);
}
// Rasterize world geometry material properties into Global Surface Atlas
if (_dirtyObjectsBuffer.Count() != 0)
{
PROFILE_GPU_CPU("Rasterize Tiles");
RenderContext renderContextTiles = renderContext;
renderContextTiles.List = RenderList::GetFromPool();
renderContextTiles.View.Pass = DrawPass::GBuffer;
renderContextTiles.View.Mode = ViewMode::Default;
renderContextTiles.View.ModelLODBias += 100000;
renderContextTiles.View.ShadowModelLODBias += 100000;
renderContextTiles.View.IsSingleFrame = true;
renderContextTiles.View.Near = 0.0f;
renderContextTiles.View.Prepare(renderContextTiles);
GPUTextureView* depthBuffer = surfaceAtlasData.AtlasDepth->View();
GPUTextureView* targetBuffers[4] =
{
surfaceAtlasData.AtlasDirectLight->View(),
surfaceAtlasData.AtlasGBuffer0->View(),
surfaceAtlasData.AtlasGBuffer1->View(),
surfaceAtlasData.AtlasGBuffer2->View(),
};
context->SetRenderTarget(depthBuffer, ToSpan(targetBuffers, ARRAY_COUNT(targetBuffers)));
{
PROFILE_GPU_CPU("Clear");
if (noCache || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_TILES_REDRAW)
{
// 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(_dirtyObjectsBuffer.Count() * 6 * sizeof(AtlasTileVertex));
const Vector2 posToClipMul(2.0f * resolutionInv, -2.0f * resolutionInv);
const Vector2 posToClipAdd(-1.0f, 1.0f);
for (Actor* actor : _dirtyObjectsBuffer)
{
const auto& object = ((const Dictionary<Actor*, GlobalSurfaceAtlasObject>&)surfaceAtlasData.Objects)[actor];
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile)
continue;
Vector2 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] = { { max } };
quad[1] = { { min.X, max.Y } };
quad[2] = { { min } };
quad[3] = quad[2];
quad[4] = { { max.X, min.Y } };
quad[5] = quad[0];
}
}
_vertexBuffer->Flush(context);
auto vb = _vertexBuffer->GetBuffer();
context->SetState(_psClear);
context->SetViewportAndScissors(Viewport(0, 0, resolution, resolution));
context->BindVB(ToSpan(&vb, 1));
context->DrawInstanced(_vertexBuffer->Data.Count() / sizeof(AtlasTileVertex), 1);
}
}
// 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;
for (Actor* actor : _dirtyObjectsBuffer)
{
// 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
actor->Draw(renderContextTiles);
// Render all tiles into the atlas
const auto& object = ((const Dictionary<Actor*, GlobalSurfaceAtlasObject>&)surfaceAtlasData.Objects)[actor];
#if GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_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 = -0.1f; // Small offset to prevent clipping with the closest triangles
renderContextTiles.View.Far = tile->ViewBoundsSize.Z + 0.2f;
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_FORCE_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);
}
}
context->ResetRenderTarget();
RenderList::ReturnToPool(renderContextTiles.List);
}
// TODO: update direct lighting atlas (for modified tiles and lights)
// TODO: update static lights only for dirty tiles (dynamic lights every X frames)
// TODO: use custom dynamic vertex buffer to decide which atlas tiles to shade with a light
// TODO: indirect lighting apply to get infinite bounces for GI
// 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.AtlasDirectLight;
result.Objects = surfaceAtlasData.ObjectsBuffer.GetBuffer();
result.GlobalSurfaceAtlas.Resolution = (float)resolution;
result.GlobalSurfaceAtlas.ObjectsCount = surfaceAtlasData.Objects.Count();
surfaceAtlasData.Result = result;
return false;
}
void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output)
{
GlobalSignDistanceFieldPass::BindingData bindingDataSDF;
BindingData bindingData;
if (GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingDataSDF) || Render(renderContext, context, bindingData))
{
context->Draw(output, renderContext.Buffers->GBuffer0);
return;
}
PROFILE_GPU_CPU("Global Surface Atlas Debug");
const Vector2 outputSize(output->Size());
if (_cb0)
{
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] = Vector4(renderContext.List->FrustumCornersWs[i + 4], 0);
data.GlobalSDF = bindingDataSDF.GlobalSDF;
data.GlobalSurfaceAtlas = bindingData.GlobalSurfaceAtlas;
context->UpdateCB(_cb0, &data);
context->BindCB(0, _cb0);
}
for (int32 i = 0; i < 4; i++)
{
context->BindSR(i, bindingDataSDF.Cascades[i]->ViewVolume());
context->BindSR(i + 4, bindingDataSDF.CascadeMips[i]->ViewVolume());
}
context->BindSR(8, bindingData.Objects ? bindingData.Objects->View() : nullptr);
context->BindSR(9, bindingData.Atlas[0]->View());
{
GPUTexture* tex = bindingData.Atlas[1]; // Preview diffuse
//GPUTexture* tex = bindingData.Atlas[2]; // Preview normals
//GPUTexture* tex = bindingData.Atlas[3]; // Preview roughness/metalness/ao
//GPUTexture* tex = bindingData.Atlas[4]; // Preview direct light
context->BindSR(10, tex->View());
}
context->SetState(_psDebug);
context->SetRenderTarget(output->View());
context->SetViewportAndScissors(outputSize.X, outputSize.Y);
context->DrawFullscreenTriangle();
}