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C++

#include "../deferred_renderer.h"
#include "../render_scene.h"
#include "../renderer.h"
#include "../scene_textures.h"
namespace engine
{
struct VLPush
{
uint sdsmShadowDepthIndices[kMaxCascadeNum];
uint cascadeCount;
};
class VolumetricLightPass : public PassInterface
{
public:
std::unique_ptr<ComputePipeResources> injectPipe;
std::unique_ptr<ComputePipeResources> accumulatePipe;
std::unique_ptr<ComputePipeResources> compositePipe;
virtual void release() override
{
injectPipe.reset();
accumulatePipe.reset();
compositePipe.reset();
}
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_BUFFER, 5) // imageMultiScatterLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 6) // inMultiScatterLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 7) // imageTransmittanceLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 8) // inTransmittanceLut
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 9) // inTransmittanceLut
.buildNoInfoPush(setLayout);
std::vector<VkDescriptorSetLayout> setLayouts = {
setLayout,
m_context->getSamplerCache().getCommonDescriptorSetLayout(),
getRenderer()->getBlueNoise().spp_1_buffer.setLayouts,
m_context->getBindlessTextureSetLayout()
};
ShaderVariant shaderVariant("shader/volumetric_light.glsl");
shaderVariant.setStage(EShaderStage::eComputeShader);
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"INJECT_LIGHTING_PASS");
injectPipe = std::make_unique<ComputePipeResources>(copyVariant, sizeof(VLPush), setLayouts);
}
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"ACCUMUALTE_PASS");
accumulatePipe = std::make_unique<ComputePipeResources>(copyVariant, sizeof(VLPush), setLayouts);
}
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"COMPOSITE_PASS");
compositePipe = std::make_unique<ComputePipeResources>(copyVariant, sizeof(VLPush), setLayouts);
}
}
};
void DeferredRenderer::renderVolumetricFog(
VkCommandBuffer cmd,
GBufferTextures* inGBuffers,
RenderScene* scene,
BufferParameterHandle perFrameGPU,
AtmosphereTextures& inAtmosphere,
const PerFrameData& perframe,
const SkyLightRenderContext& skyContext,
const SDSMInfos& sunSDSMInfos)
{
if (scene->getSkyComponent() == nullptr)
{
return;
}
auto& sceneDepthZ = inGBuffers->depthTexture->getImage();
auto& sceneColorHdr = inGBuffers->hdrSceneColor->getImage();
auto* pass = getContext()->getPasses().get<VolumetricLightPass>();
auto* rtPool = &getContext()->getRenderTargetPools();
constexpr int kWidth = 160;
constexpr int kHeight = 88;
constexpr int kDepth = 64;
auto froxelScatter = getContext()->getRenderTargetPools().createPoolImage(
"FogFroxelScatter",
kWidth, // Must can divide by 8.
kHeight, // Must can divide by 8.
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
1, // Mipmap count.
kDepth // Depth
);
auto froxelAccumulate = getContext()->getRenderTargetPools().createPoolImage(
"FogFroxelAccumulate",
kWidth, // Must can divide by 8.
kHeight, // Must can divide by 8.
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
1, // Mipmap count.
kDepth // Depth
);
PushSetBuilder setBuilder(cmd);
setBuilder
.addBuffer(perFrameGPU)
.addUAV(froxelScatter, buildBasicImageSubresource(), VK_IMAGE_VIEW_TYPE_3D)
.addSRV(froxelScatter, buildBasicImageSubresource(), VK_IMAGE_VIEW_TYPE_3D)
.addUAV(sceneColorHdr)
.addSRV(sceneDepthZ, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
.addBuffer(sunSDSMInfos.cascadeInfoBuffer)
.addSRV(m_history.cloudShadowDepthHistory != nullptr ? m_history.cloudShadowDepthHistory->getImage() :
getContext()->getBuiltinTextureTranslucent()->getSelfImage())
.addUAV(froxelAccumulate, buildBasicImageSubresource(), VK_IMAGE_VIEW_TYPE_3D)
.addSRV(froxelAccumulate, buildBasicImageSubresource(), VK_IMAGE_VIEW_TYPE_3D)
.addSRV(m_history.volumetricFogScatterIntensity != nullptr ? m_history.volumetricFogScatterIntensity : inAtmosphere.froxelScatter, buildBasicImageSubresource(), VK_IMAGE_VIEW_TYPE_3D)
.push(pass->injectPipe.get());
std::vector<VkDescriptorSet> additionalSets =
{
getContext()->getSamplerCache().getCommonDescriptorSet(),
getRenderer()->getBlueNoise().spp_1_buffer.set,
getContext()->getBindlessTexture().getSet()
};
pass->injectPipe->bindSet(cmd, additionalSets, 1);
VLPush push{};
push.cascadeCount = perframe.sunLightInfo.cascadeConfig.cascadeCount;
for (int i = sunSDSMInfos.shadowDepths.size() - 1; i >= 0; i--)
{
push.sdsmShadowDepthIndices[i] =
sunSDSMInfos.shadowDepths[i]->getImage().getOrCreateView(
RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT)).srvBindless;
}
{
froxelScatter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->injectPipe->bindAndPushConst(cmd, &push);
vkCmdDispatch(cmd, getGroupCount(kWidth, 8), getGroupCount(kHeight, 8), kDepth);
froxelScatter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
{
froxelAccumulate->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->accumulatePipe->bindAndPushConst(cmd, &push);
vkCmdDispatch(cmd, getGroupCount(kWidth, 8), getGroupCount(kHeight, 8), kDepth);
froxelAccumulate->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
{
sceneColorHdr.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->compositePipe->bindAndPushConst(cmd, &push);
vkCmdDispatch(cmd,
getGroupCount(sceneColorHdr.getExtent().width, 8),
getGroupCount(sceneColorHdr.getExtent().height, 8), 1);
sceneColorHdr.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
m_history.volumetricFogScatterIntensity = froxelScatter;
m_gpuTimer.getTimeStamp(cmd, "Volumetric Voxel fog");
}
}