Files
FlaxEngine/Source/Engine/Renderer/VolumetricFogPass.cpp

763 lines
30 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "VolumetricFogPass.h"
#include "ShadowsPass.h"
#include "GBufferPass.h"
#include "Engine/Graphics/Graphics.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/GPULimits.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Content/Assets/CubeTexture.h"
#include "Engine/Content/Content.h"
#include "Engine/Engine/Engine.h"
// Must match shader source
int32 VolumetricFogGridInjectionGroupSize = 4;
int32 VolumetricFogIntegrationGroupSize = 8;
VolumetricFogPass::VolumetricFogPass()
: _shader(nullptr)
{
}
String VolumetricFogPass::ToString() const
{
return TEXT("VolumetricFogPass");
}
bool VolumetricFogPass::Init()
{
const auto& limits = GPUDevice::Instance->Limits;
_isSupported = limits.HasGeometryShaders && limits.HasVolumeTextureRendering && limits.HasCompute && limits.HasInstancing;
// Create pipeline states
_psInjectLight.CreatePipelineStates();
// Load assets
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/VolumetricFog"));
if (_shader == nullptr)
{
return true;
}
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<VolumetricFogPass, &VolumetricFogPass::OnShaderReloading>(this);
#endif
return false;
}
bool VolumetricFogPass::setupResources()
{
if (!_shader->IsLoaded())
return true;
auto shader = _shader->GetShader();
// Validate shader constant buffers sizes
if (shader->GetCB(0)->GetSize() != sizeof(Data))
{
REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
return true;
}
if (shader->GetCB(1)->GetSize() != sizeof(PerLight))
{
REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 1, PerLight);
return true;
}
// Cache compute shaders
_csInitialize = shader->GetCS("CS_Initialize");
_csLightScattering.Get(shader, "CS_LightScattering");
_csFinalIntegration = shader->GetCS("CS_FinalIntegration");
// Create pipeline stages
GPUPipelineState::Description psDesc;
if (!_psInjectLight.IsValid())
{
psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
psDesc.BlendMode = BlendingMode::Add;
psDesc.VS = shader->GetVS("VS_WriteToSlice");
psDesc.GS = shader->GetGS("GS_WriteToSlice");
if (_psInjectLight.Create(psDesc, shader, "PS_InjectLight"))
return true;
}
return false;
}
void VolumetricFogPass::Dispose()
{
// Base
RendererPass::Dispose();
// Cleanup
_psInjectLight.Delete();
_csInitialize = nullptr;
_csLightScattering.Clear();
_csFinalIntegration = nullptr;
SAFE_DELETE_GPU_RESOURCE(_vbCircleRasterize);
SAFE_DELETE_GPU_RESOURCE(_ibCircleRasterize);
_shader = nullptr;
}
float ComputeZSliceFromDepth(float sceneDepth, const VolumetricFogOptions& options, int32 gridSizeZ)
{
return sceneDepth / options.Distance * (float)gridSizeZ;
}
bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context, VolumetricFogOptions& options)
{
auto& view = renderContext.View;
const auto fog = renderContext.List->Fog;
// Check if already prepared for this frame
if (renderContext.Buffers->LastFrameVolumetricFog == Engine::FrameCount)
{
if (fog)
fog->GetVolumetricFogOptions(options);
return false;
}
// Check if skip rendering
if (fog == nullptr || (view.Flags & ViewFlags::Fog) == 0 || !_isSupported || checkIfSkipPass())
{
RenderTargetPool::Release(renderContext.Buffers->VolumetricFog);
renderContext.Buffers->VolumetricFog = nullptr;
renderContext.Buffers->LastFrameVolumetricFog = 0;
return true;
}
fog->GetVolumetricFogOptions(options);
if (!options.UseVolumetricFog())
{
RenderTargetPool::Release(renderContext.Buffers->VolumetricFog);
renderContext.Buffers->VolumetricFog = nullptr;
renderContext.Buffers->LastFrameVolumetricFog = 0;
return true;
}
// Setup configuration
_cache.HistoryWeight = 0.9f;
_cache.InverseSquaredLightDistanceBiasScale = 1.0f;
const auto quality = Graphics::VolumetricFogQuality;
switch (quality)
{
case Quality::Low:
{
_cache.GridPixelSize = 16;
_cache.GridSizeZ = 64;
_cache.FogJitter = false;
_cache.MissedHistorySamplesCount = 1;
break;
}
case Quality::Medium:
{
_cache.GridPixelSize = 16;
_cache.GridSizeZ = 64;
_cache.FogJitter = true;
_cache.MissedHistorySamplesCount = 4;
break;
}
case Quality::High:
{
_cache.GridPixelSize = 16;
_cache.GridSizeZ = 128;
_cache.FogJitter = true;
_cache.MissedHistorySamplesCount = 4;
break;
}
case Quality::Ultra:
{
_cache.GridPixelSize = 8;
_cache.GridSizeZ = 256;
_cache.FogJitter = true;
_cache.MissedHistorySamplesCount = 8;
break;
}
}
// Prepare
const int32 width = renderContext.Buffers->GetWidth();
const int32 height = renderContext.Buffers->GetHeight();
_cache.GridSize = Float3(
(float)Math::DivideAndRoundUp(width, _cache.GridPixelSize),
(float)Math::DivideAndRoundUp(height, _cache.GridPixelSize),
(float)_cache.GridSizeZ);
auto& fogData = renderContext.Buffers->VolumetricFogData;
fogData.MaxDistance = options.Distance;
// Init data (partial, without directional light or sky light data);
GBufferPass::SetInputs(renderContext.View, _cache.Data.GBuffer);
_cache.Data.GlobalAlbedo = options.Albedo.ToFloat3() * options.Albedo.A;
_cache.Data.GlobalExtinctionScale = options.ExtinctionScale;
_cache.Data.GlobalEmissive = options.Emissive.ToFloat3() * options.Emissive.A;
_cache.Data.GridSize = _cache.GridSize;
_cache.Data.GridSizeIntX = (uint32)_cache.GridSize.X;
_cache.Data.GridSizeIntY = (uint32)_cache.GridSize.Y;
_cache.Data.GridSizeIntZ = (uint32)_cache.GridSize.Z;
_cache.Data.HistoryWeight = _cache.HistoryWeight;
_cache.Data.FogParameters = options.FogParameters;
_cache.Data.InverseSquaredLightDistanceBiasScale = _cache.InverseSquaredLightDistanceBiasScale;
_cache.Data.PhaseG = options.ScatteringDistribution;
_cache.Data.VolumetricFogMaxDistance = options.Distance;
_cache.Data.MissedHistorySamplesCount = Math::Clamp(_cache.MissedHistorySamplesCount, 1, (int32)ARRAY_COUNT(_cache.Data.FrameJitterOffsets));
Matrix::Transpose(view.PrevViewProjection, _cache.Data.PrevWorldToClip);
_cache.Data.DirectionalLightShadow.NumCascades = 0;
_cache.Data.SkyLight.VolumetricScatteringIntensity = 0;
// Fill frame jitter history
const Float4 defaultOffset(0.5f, 0.5f, 0.5f, 0.0f);
for (int32 i = 0; i < ARRAY_COUNT(_cache.Data.FrameJitterOffsets); i++)
{
_cache.Data.FrameJitterOffsets[i] = defaultOffset;
}
if (_cache.FogJitter)
{
for (int32 i = 0; i < _cache.MissedHistorySamplesCount; i++)
{
const uint64 frameNumber = renderContext.Task->LastUsedFrame - i;
_cache.Data.FrameJitterOffsets[i] = Float4(
RendererUtils::TemporalHalton(frameNumber & 1023, 2),
RendererUtils::TemporalHalton(frameNumber & 1023, 3),
RendererUtils::TemporalHalton(frameNumber & 1023, 5),
0);
}
}
// Set constant buffer data
auto cb0 = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb0, &_cache.Data);
// Clear local lights scattering table if was used and will be probably reused later
if (renderContext.Buffers->LocalShadowedLightScattering)
{
if (Float3::NearEqual(renderContext.Buffers->LocalShadowedLightScattering->Size3(), _cache.GridSize))
{
context->Clear(renderContext.Buffers->LocalShadowedLightScattering->ViewVolume(), Color::Transparent);
}
else
{
RenderTargetPool::Release(renderContext.Buffers->LocalShadowedLightScattering);
renderContext.Buffers->LocalShadowedLightScattering = nullptr;
}
}
// Render fog this frame
renderContext.Buffers->LastFrameVolumetricFog = Engine::FrameCount;
return false;
}
GPUTextureView* VolumetricFogPass::GetLocalShadowedLightScattering(RenderContext& renderContext, GPUContext* context, VolumetricFogOptions& options) const
{
if (renderContext.Buffers->LocalShadowedLightScattering == nullptr)
{
ASSERT(renderContext.Buffers->LastFrameVolumetricFog == Engine::FrameCount);
const GPUTextureDescription volumeDescRGB = GPUTextureDescription::New3D(_cache.GridSize, PixelFormat::R11G11B10_Float, GPUTextureFlags::RenderTarget | GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess);
const auto texture = RenderTargetPool::Get(volumeDescRGB);
renderContext.Buffers->LocalShadowedLightScattering = texture;
context->Clear(texture->ViewVolume(), Color::Transparent);
}
return renderContext.Buffers->LocalShadowedLightScattering->ViewVolume();
}
template<typename T>
void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUContext* context, T& light, LightShadowData& shadow)
{
// Prepare
VolumetricFogOptions options;
if (Init(renderContext, context, options))
return;
auto& view = renderContext.View;
// Calculate light volume bounds in camera frustum depth range (min and max)
const Float3 center = light.Position;
const float radius = light.Radius;
Float3 viewSpaceLightBoundsOrigin = Float3::Transform(center, view.View);
float furthestSliceIndexUnclamped = ComputeZSliceFromDepth(viewSpaceLightBoundsOrigin.Z + radius, options, _cache.GridSizeZ);
float closestSliceIndexUnclamped = ComputeZSliceFromDepth(viewSpaceLightBoundsOrigin.Z - radius, options, _cache.GridSizeZ);
int32 volumeZBoundsMin = (int32)Math::Clamp(closestSliceIndexUnclamped, 0.0f, _cache.GridSize.Z - 1.0f);
int32 volumeZBoundsMax = (int32)Math::Clamp(furthestSliceIndexUnclamped, 0.0f, _cache.GridSize.Z - 1.0f);
// Cull light
if ((view.Position - center).LengthSquared() >= (options.Distance + radius) * (options.Distance + radius) || volumeZBoundsMin >= volumeZBoundsMax)
return;
PROFILE_GPU_CPU("Volumetric Fog Light");
// Allocate temporary buffer for light scattering injection
auto localShadowedLightScattering = GetLocalShadowedLightScattering(renderContext, context, options);
// Prepare
PerLight perLight;
auto cb0 = _shader->GetShader()->GetCB(0);
auto cb1 = _shader->GetShader()->GetCB(1);
// Bind the output
context->SetRenderTarget(localShadowedLightScattering);
context->SetViewportAndScissors(_cache.Data.GridSize.X, _cache.Data.GridSize.Y);
// Setup data
perLight.SliceToDepth.X = _cache.Data.GridSize.Z;
perLight.SliceToDepth.Y = _cache.Data.VolumetricFogMaxDistance;
perLight.MinZ = volumeZBoundsMin;
perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity;
perLight.ViewSpaceBoundingSphere = Float4(viewSpaceLightBoundsOrigin, radius);
Matrix::Transpose(view.Projection, perLight.ViewToVolumeClip);
light.SetupLightData(&perLight.LocalLight, true);
perLight.LocalLightShadow = shadow;
// Upload data
context->UpdateCB(cb1, &perLight);
context->BindCB(0, cb0);
context->BindCB(1, cb1);
// Ensure to have valid buffers created
if (_vbCircleRasterize == nullptr || _ibCircleRasterize == nullptr)
InitCircleBuffer();
// Call rendering to the volume
const int32 psIndex = 1;
context->SetState(_psInjectLight.Get(psIndex));
const int32 instanceCount = volumeZBoundsMax - volumeZBoundsMin;
const int32 indexCount = _ibCircleRasterize->GetElementsCount();
ASSERT(instanceCount > 0);
context->BindVB(ToSpan(&_vbCircleRasterize, 1));
context->BindIB(_ibCircleRasterize);
context->DrawIndexedInstanced(indexCount, instanceCount, 0);
// Cleanup
context->UnBindCB(0);
context->UnBindCB(1);
auto viewport = renderContext.Task->GetViewport();
context->SetViewportAndScissors(viewport);
context->ResetRenderTarget();
context->FlushState();
// Mark as rendered
light.RenderedVolumetricFog = 1;
}
template<typename T>
void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUContext* context, RenderView& view, VolumetricFogOptions& options, T& light, PerLight& perLight, GPUConstantBuffer* cb1)
{
const Float3 center = light.Position;
const float radius = light.Radius;
ASSERT(!center.IsNanOrInfinity() && !isnan(radius) && !isinf(radius));
auto& cache = _cache;
// Calculate light volume bounds in camera frustum depth range (min and max)
const Float3 viewSpaceLightBoundsOrigin = Float3::Transform(center, view.View);
const float furthestSliceIndexUnclamped = ComputeZSliceFromDepth(viewSpaceLightBoundsOrigin.Z + radius, options, cache.GridSizeZ);
const float closestSliceIndexUnclamped = ComputeZSliceFromDepth(viewSpaceLightBoundsOrigin.Z - radius, options, cache.GridSizeZ);
const int32 volumeZBoundsMin = (int32)Math::Clamp(closestSliceIndexUnclamped, 0.0f, cache.GridSize.Z - 1.0f);
const int32 volumeZBoundsMax = (int32)Math::Clamp(furthestSliceIndexUnclamped, 0.0f, cache.GridSize.Z - 1.0f);
if (volumeZBoundsMin < volumeZBoundsMax)
{
// TODO: use full scene shadows atlas and render point/spot lights with shadow into a fog volume
bool withShadow = false;
// Setup data
perLight.SliceToDepth.X = cache.Data.GridSize.Z;
perLight.SliceToDepth.Y = cache.Data.VolumetricFogMaxDistance;
perLight.MinZ = volumeZBoundsMin;
perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity;
perLight.ViewSpaceBoundingSphere = Float4(viewSpaceLightBoundsOrigin, radius);
Matrix::Transpose(renderContext.View.Projection, perLight.ViewToVolumeClip);
light.SetupLightData(&perLight.LocalLight, withShadow);
// Upload data
context->UpdateCB(cb1, &perLight);
context->BindCB(1, cb1);
// Ensure to have valid buffers created
if (_vbCircleRasterize == nullptr || _ibCircleRasterize == nullptr)
InitCircleBuffer();
// Call rendering to the volume
const int32 psIndex = withShadow ? 1 : 0;
context->SetState(_psInjectLight.Get(psIndex));
const int32 instanceCount = volumeZBoundsMax - volumeZBoundsMin;
const int32 indexCount = _ibCircleRasterize->GetElementsCount();
context->BindVB(ToSpan(&_vbCircleRasterize, 1));
context->BindIB(_ibCircleRasterize);
context->DrawIndexedInstanced(indexCount, instanceCount, 0);
}
}
void VolumetricFogPass::RenderLight(RenderContext& renderContext, GPUContext* context, RendererPointLightData& light, GPUTextureView* shadowMap, LightShadowData& shadow)
{
// Skip lights with no volumetric light influence or not casting volumetric shadow
if (light.VolumetricScatteringIntensity <= ZeroTolerance || !light.CastVolumetricShadow)
return;
ASSERT(shadowMap);
context->BindSR(5, shadowMap);
RenderRadialLight(renderContext, context, light, shadow);
context->UnBindSR(5);
}
void VolumetricFogPass::RenderLight(RenderContext& renderContext, GPUContext* context, RendererSpotLightData& light, GPUTextureView* shadowMap, LightShadowData& shadow)
{
// Skip lights with no volumetric light influence or not casting volumetric shadow
if (light.VolumetricScatteringIntensity <= ZeroTolerance || !light.CastVolumetricShadow)
return;
ASSERT(shadowMap);
context->BindSR(6, shadowMap);
RenderRadialLight(renderContext, context, light, shadow);
context->UnBindSR(6);
}
void VolumetricFogPass::Render(RenderContext& renderContext)
{
// Prepare
VolumetricFogOptions options;
auto context = GPUDevice::Instance->GetMainContext();
if (Init(renderContext, context, options))
return;
auto& view = renderContext.View;
auto& cache = _cache;
PROFILE_GPU_CPU("Volumetric Fog");
// TODO: test exponential depth distribution (should give better quality near the camera)
// TODO: use tiled light culling and render unshadowed lights in single pass
// Init directional light data
GPUTextureView* dirLightShadowMap = nullptr;
if (renderContext.List->DirectionalLights.HasItems())
{
const int32 dirLightIndex = (int32)renderContext.List->DirectionalLights.Count() - 1;
const auto& dirLight = renderContext.List->DirectionalLights[dirLightIndex];
const float brightness = dirLight.VolumetricScatteringIntensity;
if (brightness > ZeroTolerance)
{
const auto shadowPass = ShadowsPass::Instance();
const bool useShadow = dirLight.CastVolumetricShadow && shadowPass->LastDirLightIndex == dirLightIndex;
dirLight.SetupLightData(&_cache.Data.DirectionalLight, useShadow);
_cache.Data.DirectionalLight.Color *= brightness;
if (useShadow)
{
_cache.Data.DirectionalLightShadow = shadowPass->LastDirLight;
dirLightShadowMap = shadowPass->LastDirLightShadowMap;
}
else
{
_cache.Data.DirectionalLightShadow.NumCascades = 0;
}
}
}
// Init GI data
bool useDDGI = false;
DynamicDiffuseGlobalIlluminationPass::BindingData bindingDataDDGI;
if (renderContext.View.Flags & ViewFlags::GI)
{
switch (renderContext.List->Settings.GlobalIllumination.Mode)
{
case GlobalIlluminationMode::DDGI:
if (!DynamicDiffuseGlobalIlluminationPass::Instance()->Get(renderContext.Buffers, bindingDataDDGI))
{
_cache.Data.DDGI = bindingDataDDGI.Constants;
useDDGI = true;
}
break;
}
}
// Init sky light data
GPUTexture* skyLightImage = nullptr;
if (renderContext.List->SkyLights.HasItems() && !useDDGI)
{
const auto& skyLight = renderContext.List->SkyLights.Last();
if (skyLight.VolumetricScatteringIntensity > ZeroTolerance)
{
_cache.Data.SkyLight.MultiplyColor = skyLight.Color;
_cache.Data.SkyLight.AdditiveColor = skyLight.AdditiveColor;
_cache.Data.SkyLight.VolumetricScatteringIntensity = skyLight.VolumetricScatteringIntensity;
const auto source = skyLight.Image;
skyLightImage = source ? source->GetTexture() : nullptr;
}
}
// Set constant buffer data
auto cb0 = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb0, &_cache.Data);
context->BindCB(0, cb0);
// Allocate buffers
const GPUTextureDescription volumeDesc = GPUTextureDescription::New3D(cache.GridSize, PixelFormat::R16G16B16A16_Float, GPUTextureFlags::RenderTarget | GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess);
const GPUTextureDescription volumeDescRGB = GPUTextureDescription::New3D(cache.GridSize, PixelFormat::R11G11B10_Float, GPUTextureFlags::RenderTarget | GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess);
auto vBufferA = RenderTargetPool::Get(volumeDesc);
auto vBufferB = RenderTargetPool::Get(volumeDescRGB);
const auto lightScattering = RenderTargetPool::Get(volumeDesc);
int32 groupCountX = Math::DivideAndRoundUp((int32)cache.GridSize.X, VolumetricFogGridInjectionGroupSize);
int32 groupCountY = Math::DivideAndRoundUp((int32)cache.GridSize.Y, VolumetricFogGridInjectionGroupSize);
int32 groupCountZ = Math::DivideAndRoundUp((int32)cache.GridSize.Z, VolumetricFogGridInjectionGroupSize);
// Initialize fog volume properties
{
PROFILE_GPU("Initialize");
context->ResetRenderTarget();
context->BindUA(0, vBufferA->ViewVolume());
context->BindUA(1, vBufferB->ViewVolume());
context->Dispatch(_csInitialize, groupCountX, groupCountY, groupCountZ);
context->ResetUA();
}
// Render local fog particles
if (renderContext.List->VolumetricFogParticles.HasItems())
{
PROFILE_GPU_CPU_NAMED("Local Fog");
// Bind the output
GPUTextureView* rt[] = { vBufferA->ViewVolume(), vBufferB->ViewVolume() };
context->SetRenderTarget(nullptr, Span<GPUTextureView*>(rt, 2));
context->SetViewportAndScissors((float)volumeDesc.Width, (float)volumeDesc.Height);
// Ensure to have valid buffers created
if (_vbCircleRasterize == nullptr || _ibCircleRasterize == nullptr)
InitCircleBuffer();
MaterialBase::BindParameters bindParams(context, renderContext);
bindParams.DrawCallsCount = 1;
CustomData customData;
customData.Shader = _shader->GetShader();
customData.GridSize = cache.GridSize;
customData.VolumetricFogMaxDistance = cache.Data.VolumetricFogMaxDistance;
bindParams.CustomData = &customData;
for (auto& drawCall : renderContext.List->VolumetricFogParticles)
{
const Float3 center = drawCall.Particle.VolumetricFog.Position;
const float radius = drawCall.Particle.VolumetricFog.Radius;
ASSERT(!center.IsNanOrInfinity() && !isnan(radius) && !isinf(radius));
// Calculate light volume bounds in camera frustum depth range (min and max)
const Float3 viewSpaceLightBoundsOrigin = Float3::Transform(center, view.View);
const float furthestSliceIndexUnclamped = ComputeZSliceFromDepth(viewSpaceLightBoundsOrigin.Z + radius, options, cache.GridSizeZ);
const float closestSliceIndexUnclamped = ComputeZSliceFromDepth(viewSpaceLightBoundsOrigin.Z - radius, options, cache.GridSizeZ);
const int32 volumeZBoundsMin = (int32)Math::Clamp(closestSliceIndexUnclamped, 0.0f, cache.GridSize.Z - 1.0f);
const int32 volumeZBoundsMax = (int32)Math::Clamp(furthestSliceIndexUnclamped, 0.0f, cache.GridSize.Z - 1.0f);
// Culling
if ((view.Position - center).LengthSquared() >= (options.Distance + radius) * (options.Distance + radius) || volumeZBoundsMin >= volumeZBoundsMax)
continue;
// Setup material shader data
customData.ParticleIndex = drawCall.Particle.VolumetricFog.ParticleIndex;
bindParams.FirstDrawCall = &drawCall;
drawCall.Material->Bind(bindParams);
// Setup volumetric shader data
PerLight perLight;
auto cb1 = _shader->GetShader()->GetCB(1);
perLight.SliceToDepth.X = cache.Data.GridSize.Z;
perLight.SliceToDepth.Y = cache.Data.VolumetricFogMaxDistance;
perLight.MinZ = volumeZBoundsMin;
perLight.ViewSpaceBoundingSphere = Float4(viewSpaceLightBoundsOrigin, radius);
Matrix::Transpose(renderContext.View.Projection, perLight.ViewToVolumeClip);
// Upload data
context->UpdateCB(cb1, &perLight);
context->BindCB(1, cb1);
// Call rendering to the volume
const int32 instanceCount = volumeZBoundsMax - volumeZBoundsMin;
const int32 indexCount = _ibCircleRasterize->GetElementsCount();
context->BindVB(ToSpan(&_vbCircleRasterize, 1));
context->BindIB(_ibCircleRasterize);
context->DrawIndexedInstanced(indexCount, instanceCount, 0);
}
context->ResetRenderTarget();
context->BindCB(0, cb0);
}
// Render Lights
GPUTextureView* localShadowedLightScattering = nullptr;
{
// Get lights to render
Array<const RendererPointLightData*, InlinedAllocation<64, RendererAllocation>> pointLights;
Array<const RendererSpotLightData*, InlinedAllocation<64, RendererAllocation>> spotLights;
for (int32 i = 0; i < renderContext.List->PointLights.Count(); i++)
{
const auto& light = renderContext.List->PointLights[i];
if (light.VolumetricScatteringIntensity > ZeroTolerance && !light.RenderedVolumetricFog)
{
if ((view.Position - light.Position).LengthSquared() < (options.Distance + light.Radius) * (options.Distance + light.Radius))
{
pointLights.Add(&light);
}
}
}
for (int32 i = 0; i < renderContext.List->SpotLights.Count(); i++)
{
const auto& light = renderContext.List->SpotLights[i];
if (light.VolumetricScatteringIntensity > ZeroTolerance && !light.RenderedVolumetricFog)
{
if ((view.Position - light.Position).LengthSquared() < (options.Distance + light.Radius) * (options.Distance + light.Radius))
{
spotLights.Add(&light);
}
}
}
// Skip if no lights to render
if (pointLights.Count() + spotLights.Count())
{
PROFILE_GPU_CPU_NAMED("Lights Injection");
// Allocate temporary buffer for light scattering injection
localShadowedLightScattering = GetLocalShadowedLightScattering(renderContext, context, options);
// Prepare
PerLight perLight;
perLight.SliceToDepth.X = cache.Data.GridSize.Z;
perLight.SliceToDepth.Y = cache.Data.VolumetricFogMaxDistance;
auto cb1 = _shader->GetShader()->GetCB(1);
// Bind the output
context->SetRenderTarget(localShadowedLightScattering);
context->SetViewportAndScissors((float)volumeDesc.Width, (float)volumeDesc.Height);
// Render them to the volume
for (int32 i = 0; i < pointLights.Count(); i++)
RenderRadialLight(renderContext, context, view, options, *pointLights[i], perLight, cb1);
for (int32 i = 0; i < spotLights.Count(); i++)
RenderRadialLight(renderContext, context, view, options, *spotLights[i], perLight, cb1);
// Cleanup
context->UnBindCB(1);
context->ResetRenderTarget();
context->FlushState();
}
else if (renderContext.Buffers->LocalShadowedLightScattering)
{
localShadowedLightScattering = renderContext.Buffers->LocalShadowedLightScattering->ViewVolume();
}
}
// Light Scattering
{
PROFILE_GPU("Light Scattering");
const bool temporalHistoryIsValid = renderContext.Buffers->VolumetricFogHistory && !renderContext.Task->IsCameraCut && Float3::NearEqual(renderContext.Buffers->VolumetricFogHistory->Size3(), cache.GridSize);
const auto lightScatteringHistory = temporalHistoryIsValid ? renderContext.Buffers->VolumetricFogHistory : nullptr;
context->BindUA(0, lightScattering->ViewVolume());
context->BindSR(0, vBufferA->ViewVolume());
context->BindSR(1, vBufferB->ViewVolume());
context->BindSR(2, lightScatteringHistory ? lightScatteringHistory->ViewVolume() : nullptr);
context->BindSR(3, localShadowedLightScattering);
context->BindSR(4, dirLightShadowMap);
int32 csIndex;
if (useDDGI)
{
context->BindSR(5, bindingDataDDGI.ProbesState);
context->BindSR(6, bindingDataDDGI.ProbesDistance);
context->BindSR(7, bindingDataDDGI.ProbesIrradiance);
csIndex = 1;
}
else
{
context->BindSR(5, skyLightImage);
csIndex = 0;
}
context->Dispatch(_csLightScattering.Get(csIndex), groupCountX, groupCountY, groupCountZ);
context->ResetSR();
context->ResetUA();
}
// Release resources
RenderTargetPool::Release(vBufferA);
RenderTargetPool::Release(vBufferB);
// Update the temporal history buffer
if (renderContext.Buffers->VolumetricFogHistory)
{
RenderTargetPool::Release(renderContext.Buffers->VolumetricFogHistory);
}
renderContext.Buffers->VolumetricFogHistory = lightScattering;
// Get buffer for the integrated light scattering (try to reuse the previous frame if it's valid)
GPUTexture* integratedLightScattering = renderContext.Buffers->VolumetricFog;
if (integratedLightScattering == nullptr || !Float3::NearEqual(integratedLightScattering->Size3(), cache.GridSize))
{
if (integratedLightScattering)
{
RenderTargetPool::Release(integratedLightScattering);
}
integratedLightScattering = RenderTargetPool::Get(volumeDesc);
renderContext.Buffers->VolumetricFog = integratedLightScattering;
}
renderContext.Buffers->LastFrameVolumetricFog = Engine::FrameCount;
groupCountX = Math::DivideAndRoundUp((int32)cache.GridSize.X, VolumetricFogIntegrationGroupSize);
groupCountY = Math::DivideAndRoundUp((int32)cache.GridSize.Y, VolumetricFogIntegrationGroupSize);
// Final Integration
{
PROFILE_GPU("Final Integration");
context->BindUA(0, integratedLightScattering->ViewVolume());
context->BindSR(0, lightScattering->ViewVolume());
context->Dispatch(_csFinalIntegration, groupCountX, groupCountY, 1);
}
// Cleanup
context->ResetUA();
context->ResetSR();
context->ResetRenderTarget();
auto viewport = renderContext.Task->GetViewport();
context->SetViewportAndScissors(viewport);
}
void VolumetricFogPass::InitCircleBuffer()
{
const int32 vertices = 8;
const int32 triangles = vertices - 2;
const int32 rings = vertices;
const float radiansPerRingSegment = PI / (float)rings;
Float2 vbData[vertices];
uint16 ibData[triangles * 3];
const float radiusScale = 1.0f / Math::Cos(radiansPerRingSegment);
for (int32 vertexIndex = 0; vertexIndex < vertices; vertexIndex++)
{
const float angle = vertexIndex / static_cast<float>(vertices - 1) * 2 * PI;
vbData[vertexIndex] = Float2(radiusScale * Math::Cos(angle) * 0.5f + 0.5f, radiusScale * Math::Sin(angle) * 0.5f + 0.5f);
}
int32 ibIndex = 0;
for (int32 triangleIndex = 0; triangleIndex < triangles; triangleIndex++)
{
const int32 firstVertexIndex = triangleIndex + 2;
ibData[ibIndex++] = 0;
ibData[ibIndex++] = firstVertexIndex - 1;
ibData[ibIndex++] = firstVertexIndex;
}
// Create buffers
ASSERT(_vbCircleRasterize == nullptr && _ibCircleRasterize == nullptr);
_vbCircleRasterize = GPUDevice::Instance->CreateBuffer(TEXT("VolumetricFog.CircleRasterize.VB"));
_ibCircleRasterize = GPUDevice::Instance->CreateBuffer(TEXT("VolumetricFog.CircleRasterize.IB"));
if (_vbCircleRasterize->Init(GPUBufferDescription::Vertex(sizeof(Float2), vertices, vbData))
|| _ibCircleRasterize->Init(GPUBufferDescription::Index(sizeof(uint16), triangles * 3, ibData)))
{
LOG(Fatal, "Failed to setup volumetric fog buffers.");
}
}