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#include "../deferred_renderer.h"
#include "../render_scene.h"
#include "../renderer.h"
#include "../scene_textures.h"
#include "../../scene/component/reflection_probe_component.h"
namespace engine
{
class AtmospherePass : public PassInterface
{
public:
std::unique_ptr<ComputePipeResources> transmittanceLutPipe;
std::unique_ptr<ComputePipeResources> multiScatterLutPipe;
std::unique_ptr<ComputePipeResources> skyViewLutPipe;
std::unique_ptr<ComputePipeResources> froxelLutPipe;
std::unique_ptr<ComputePipeResources> compositionPipe;
std::unique_ptr<ComputePipeResources> capturePipe;
std::unique_ptr<ComputePipeResources> distantPipe;
std::unique_ptr<ComputePipeResources> distantGridPipe;
protected:
virtual void onInit() override
{
VkDescriptorSetLayout setLayout = VK_NULL_HANDLE;
getContext()->descriptorFactoryBegin()
.bindNoInfo(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0) // inFrameData
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1) // imageTransmittanceLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 2) // inTransmittanceLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 3) // imageSkyViewLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 4) // inSkyViewLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 5) // imageMultiScatterLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 6) // inMultiScatterLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 7) // inDepth
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 8) // imageFroxelScatterLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 9) // inFroxelScatterLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 10) // imageHdrSceneColor
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 11) // sceneCapture
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 12) // sceneCapture
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 13) // sceneCapture
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 14) // sceneCapture
.buildNoInfoPush(setLayout);
std::vector<VkDescriptorSetLayout> setLayouts = {
setLayout,
m_context->getSamplerCache().getCommonDescriptorSetLayout()
};
ShaderVariant shaderVariant("shader/sky_render.glsl");
shaderVariant.setStage(EShaderStage::eComputeShader);
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"TRANSMITTANCE_LUT_PASS");
copyVariant.setMacro(L"NO_MULTISCATAPPROX_ENABLED");
transmittanceLutPipe = std::make_unique<ComputePipeResources>(copyVariant, 0, setLayouts);
}
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"MULTI_SCATTER_PASS");
copyVariant.setMacro(L"NO_MULTISCATAPPROX_ENABLED");
multiScatterLutPipe = std::make_unique<ComputePipeResources>(copyVariant, 0, setLayouts);
}
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"SKY_LUT_PASS");
skyViewLutPipe = std::make_unique<ComputePipeResources>(copyVariant, 0, setLayouts);
}
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"AIR_PERSPECTIVE_PASS");
froxelLutPipe = std::make_unique<ComputePipeResources>(copyVariant, 0, setLayouts);
}
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"COMPOSITE_SKY_PASS");
compositionPipe = std::make_unique<ComputePipeResources>(copyVariant, 0, setLayouts);
}
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"SKY_CAPTURE_PASS");
capturePipe = std::make_unique<ComputePipeResources>(copyVariant, 0, setLayouts);
}
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"SKY_DISTANCE_LIT_CLOUD_PASS");
distantPipe = std::make_unique<ComputePipeResources>(copyVariant, 0, setLayouts);
}
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"SKY_DISTANCE_GRID_LIT_PASS");
distantGridPipe = std::make_unique<ComputePipeResources>(copyVariant, 0, setLayouts);
}
}
virtual void release() override
{
transmittanceLutPipe.reset();
multiScatterLutPipe.reset();
froxelLutPipe.reset();
skyViewLutPipe.reset();
compositionPipe.reset();
capturePipe.reset();
distantPipe.reset();
distantGridPipe.reset();
}
};
void engine::renderAtmosphere(
VkCommandBuffer cmd,
GBufferTextures* inGBuffers,
RenderScene* scene,
BufferParameterHandle perFrameGPU,
const PerFrameData& perframe,
AtmosphereTextures& inout,
bool bComposite,
GPUTimestamps* timer)
{
if (!scene->getSkyComponent())
{
return;
}
if (!inout.isValid())
{
inout.transmittance = getContext()->getRenderTargetPools().createPoolImage(
"AtmosphereTransmittance",
256, // Must can divide by 8.
64, // Must can divide by 8.
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT
);
inout.skyView = getContext()->getRenderTargetPools().createPoolImage(
"AtmosphereSkyView",
256,
256,
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT
);
inout.multiScatter = getContext()->getRenderTargetPools().createPoolImage(
"AtmosphereMultiScatter",
32, // Must can divide by 8.
32, // Must can divide by 8.
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT
);
inout.froxelScatter = getContext()->getRenderTargetPools().createPoolImage(
"AtmosphereFroxelScatter",
32, // Must can divide by 8.
32, // Must can divide by 8.
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
1, // Mipmap count.
32 // Depth
);
// Sky capture which is a low frequency texture use 64x64 is enough.
inout.envCapture = getContext()->getRenderTargetPools().createPoolCubeImage(
"AtmosphereEnvCapture",
64, // Must can divide by 8.
64, // Must can divide by 8.
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_IMAGE_USAGE_STORAGE_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT |
VK_IMAGE_USAGE_TRANSFER_DST_BIT
);
inout.distant = getContext()->getRenderTargetPools().createPoolImage(
"AtmosphereDistantSH",
64,
1,
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_IMAGE_USAGE_STORAGE_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT |
VK_IMAGE_USAGE_TRANSFER_DST_BIT
);
// Froxy distant scatter with cloud shadow.
inout.distantGrid = getContext()->getRenderTargetPools().createPoolImage(
"AtmosphereDistantSH-Grid",
32, // Must can divide by 8.
32, // Must can divide by 8.
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
1, // Mipmap count.
32 // Depth
);
}
auto& tansmittanceLut = inout.transmittance->getImage();
auto& skyViewLut = inout.skyView->getImage();
auto& multiScatterLut = inout.multiScatter->getImage();
auto& froxelScatterLut = inout.froxelScatter->getImage();
auto& sceneDepthZ = inGBuffers->depthTexture->getImage();
auto& sceneColorHdr = inGBuffers->hdrSceneColor->getImage();
auto& idTexture = inGBuffers->gbufferId->getImage();
auto& envCapture = inout.envCapture->getImage();
auto& distantImage = inout.distant->getImage();
auto& distantGridImage = inout.distantGrid->getImage();
auto captureViewRange = VkImageSubresourceRange
{
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 6,
};
auto* pass = getContext()->getPasses().get<AtmospherePass>();
PushSetBuilder setBuilder(cmd);
setBuilder
.addBuffer(perFrameGPU)
.addUAV(tansmittanceLut)
.addSRV(tansmittanceLut)
.addUAV(skyViewLut)
.addSRV(skyViewLut)
.addUAV(multiScatterLut)
.addSRV(multiScatterLut)
.addSRV(sceneDepthZ, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
.addUAV(froxelScatterLut, buildBasicImageSubresource(), VK_IMAGE_VIEW_TYPE_3D)
.addSRV(froxelScatterLut, buildBasicImageSubresource(), VK_IMAGE_VIEW_TYPE_3D)
.addUAV(sceneColorHdr)
.addUAV(envCapture, captureViewRange, VK_IMAGE_VIEW_TYPE_CUBE)
.addUAV(idTexture)
.addUAV(distantImage)
.addUAV(distantGridImage, buildBasicImageSubresource(), VK_IMAGE_VIEW_TYPE_3D);
std::vector<VkDescriptorSet> additionalSets =
{
getContext()->getSamplerCache().getCommonDescriptorSet(),
};
if (bComposite)
{
ScopePerframeMarker marker(cmd, "Atmosphere Composition", { 1.0f, 1.0f, 0.0f, 1.0f }, timer);
// Pass #5. composite.
{
idTexture.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
sceneColorHdr.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
sceneDepthZ.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT));
pass->compositionPipe->bind(cmd);
setBuilder.push(pass->compositionPipe.get());
pass->compositionPipe->bindSet(cmd, additionalSets, 1);
vkCmdDispatch(cmd, getGroupCount(sceneColorHdr.getExtent().width, 8), getGroupCount(sceneColorHdr.getExtent().height, 8), 1);
sceneColorHdr.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
idTexture.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
}
else
{
ScopePerframeMarker marker(cmd, "Atmosphere Luts", { 1.0f, 1.0f, 0.0f, 1.0f }, timer);
// Pass #0. tansmittance lut.
{
tansmittanceLut.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
sceneDepthZ.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT));
pass->transmittanceLutPipe->bind(cmd);
setBuilder.push(pass->transmittanceLutPipe.get());
pass->transmittanceLutPipe->bindSet(cmd, additionalSets, 1);
vkCmdDispatch(cmd, getGroupCount(tansmittanceLut.getExtent().width, 8), getGroupCount(tansmittanceLut.getExtent().height, 8), 1);
tansmittanceLut.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
// Pass #1. multi scatter lut.
{
multiScatterLut.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->multiScatterLutPipe->bind(cmd);
setBuilder.push(pass->multiScatterLutPipe.get());
pass->multiScatterLutPipe->bindSet(cmd, additionalSets, 1);
vkCmdDispatch(cmd, multiScatterLut.getExtent().width, multiScatterLut.getExtent().height, 1);
multiScatterLut.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
// Pass #2. sky view lut.
{
skyViewLut.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->skyViewLutPipe->bind(cmd);
setBuilder.push(pass->skyViewLutPipe.get());
pass->skyViewLutPipe->bindSet(cmd, additionalSets, 1);
vkCmdDispatch(cmd, getGroupCount(skyViewLut.getExtent().width, 8), getGroupCount(skyViewLut.getExtent().height, 8), 1);
skyViewLut.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
// Pass #3. froxel lut.
{
froxelScatterLut.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->froxelLutPipe->bind(cmd);
setBuilder.push(pass->froxelLutPipe.get());
pass->froxelLutPipe->bindSet(cmd, additionalSets, 1);
vkCmdDispatch(cmd,
getGroupCount(froxelScatterLut.getExtent().width, 8),
getGroupCount(froxelScatterLut.getExtent().height, 8),
froxelScatterLut.getExtent().depth);
froxelScatterLut.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
// Pass #4 Capture pass.
{
envCapture.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, captureViewRange);
pass->capturePipe->bind(cmd);
setBuilder.push(pass->capturePipe.get());
pass->capturePipe->bindSet(cmd, additionalSets, 1);
vkCmdDispatch(cmd,
getGroupCount(envCapture.getExtent().width, 8),
getGroupCount(envCapture.getExtent().height, 8), 6);
}
{
distantImage.transitionGeneral(cmd);
pass->distantPipe->bind(cmd);
setBuilder.push(pass->distantPipe.get());
pass->distantPipe->bindSet(cmd, additionalSets, 1);
vkCmdDispatch(cmd, 1, 1, inout.distant->getImage().getExtent().width);
}
{
distantGridImage.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->distantGridPipe->bind(cmd);
setBuilder.push(pass->distantGridPipe.get());
pass->distantGridPipe->bindSet(cmd, additionalSets, 1);
vkCmdDispatch(cmd,
distantGridImage.getExtent().width,
distantGridImage.getExtent().height,
distantGridImage.getExtent().depth);
distantGridImage.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
envCapture.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, captureViewRange);
}
}
}