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Copy pathAtmospherePostRenderPass.cpp
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141 lines (131 loc) · 5.49 KB
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#include "PostRenderPass.h"
#include "Mesh.h"
#include "Engine.h"
#include "CoreLib/LibIO.h"
#include "Atmosphere.h"
#include "CoreLib/Graphics/TextureFile.h"
#include <assert.h>
using namespace CoreLib;
using namespace CoreLib::IO;
namespace GameEngine
{
using namespace VectorMath;
class AtmospherePostRenderPass : public PostRenderPass
{
protected:
RefPtr<RenderTarget> colorBuffer, depthBuffer, colorOutBuffer;
RefPtr<Buffer> parameterBuffer;
RefPtr<Texture2D> transmittanceTex, irradianceTex;
RefPtr<Texture3D> inscatterTex;
RefPtr<DescriptorSet> atmosphereDesc;
bool isValid = true;
public:
virtual void Create(Renderer * renderer) override
{
PostRenderPass::Create(renderer);
parameterBuffer = hwRenderer->CreateBuffer(BufferUsage::UniformBuffer, sizeof(AtmosphereParameters));
String irradianceDataFile = Engine::Instance()->FindFile("Atmosphere/irradiance.raw", ResourceType::Material);
String inscatterDataFile = Engine::Instance()->FindFile("Atmosphere/inscatter.raw", ResourceType::Material);
String transmittanceDataFile = Engine::Instance()->FindFile("Atmosphere/transmittance.raw", ResourceType::Material);
if (irradianceDataFile.Length() == 0 || inscatterDataFile.Length() == 0 || transmittanceDataFile.Length() == 0)
{
Print("missing atmosphere precompute data.\n");
isValid = false;
return;
}
else
{
// load precomputed textures
{
BinaryReader reader(new FileStream(irradianceDataFile));
List<float> irradianceData;
irradianceData.SetSize(16 * 64 * 3);
reader.Read(irradianceData.Buffer(), irradianceData.Count());
irradianceTex = hwRenderer->CreateTexture2D(TextureUsage::Sampled, 64, 16, 1, StorageFormat::RGBA_F16);
List<char> irradianceData4 = Graphics::TranslateThreeChannelTextureFormat((char*)irradianceData.Buffer(), 16 * 64, sizeof(float));
irradianceTex->SetData(64, 16, 1, DataType::Float4, irradianceData4.Buffer());
}
{
BinaryReader reader(new FileStream(inscatterDataFile));
List<float> inscatterData;
const int res = 64;
const int nr = res / 2;
const int nv = res * 2;
const int nb = res / 2;
const int na = 8;
inscatterData.SetSize(nr * nv * nb * na * 4);
reader.Read(inscatterData.Buffer(), inscatterData.Count());
inscatterTex = hwRenderer->CreateTexture3D(TextureUsage::Sampled, na*nb, nv, nr, 1, StorageFormat::RGBA_F16);
inscatterTex->SetData(0, 0, 0, 0, na*nb, nv, nr, DataType::Float4, inscatterData.Buffer());
}
{
BinaryReader reader(new FileStream(transmittanceDataFile));
List<float> transmittanceData;
transmittanceData.SetSize(256 * 64 * 3);
reader.Read(transmittanceData.Buffer(), transmittanceData.Count());
transmittanceTex = hwRenderer->CreateTexture2D(TextureUsage::Sampled, 256, 64, 1, StorageFormat::RGBA_F16);
List<char> irradianceData4 = Graphics::TranslateThreeChannelTextureFormat((char*)transmittanceData.Buffer(), 256 * 64, sizeof(float));
transmittanceTex->SetData(0, 256, 64, 1, DataType::Float4, irradianceData4.Buffer());
}
}
// initialize parameter buffer with default params
AtmosphereParameters defaultParams;
defaultParams.SunDir = Vec3::Create(1.0f, 1.0f, 0.5f).Normalize();
parameterBuffer->SetData(&defaultParams, sizeof(defaultParams));
}
virtual void AcquireRenderTargets() override
{
colorBuffer = viewRes->LoadSharedRenderTarget(sources[0].Name, sources[0].Format);
depthBuffer = viewRes->LoadSharedRenderTarget(sources[1].Name, sources[1].Format);
colorOutBuffer = viewRes->LoadSharedRenderTarget(sources[2].Name, sources[2].Format);
}
virtual void SetupPipelineBindingLayout(PipelineBuilder * pipelineBuilder, List<AttachmentLayout> & renderTargets) override
{
renderTargets.Add(AttachmentLayout(TextureUsage::ColorAttachment, StorageFormat::RGBA_F16));
pipelineBuilder->SetDebugName("atmosphere");
atmosphereDesc = hwRenderer->CreateDescriptorSet(descLayouts[0].Ptr());
}
virtual void UpdateDescriptorSetBinding(SharedModuleInstances sharedModules, DescriptorSetBindings & binding) override
{
binding.Bind(0, atmosphereDesc.Ptr());
binding.Bind(1, sharedModules.View->GetCurrentDescriptorSet());
}
virtual void UpdateRenderAttachments(RenderAttachments & attachments) override
{
if (!colorBuffer->Texture)
return;
atmosphereDesc->BeginUpdate();
atmosphereDesc->Update(0, parameterBuffer.Ptr());
atmosphereDesc->Update(1, colorBuffer->Texture.Ptr(), TextureAspect::Color);
atmosphereDesc->Update(2, depthBuffer->Texture.Ptr(), TextureAspect::Depth);
atmosphereDesc->Update(3, transmittanceTex.Ptr(), TextureAspect::Color);
atmosphereDesc->Update(4, irradianceTex.Ptr(), TextureAspect::Color);
atmosphereDesc->Update(5, inscatterTex.Ptr(), TextureAspect::Color);
atmosphereDesc->Update(6, sharedRes->linearSampler.Ptr());
atmosphereDesc->Update(7, sharedRes->nearestSampler.Ptr());
atmosphereDesc->EndUpdate();
attachments.SetAttachment(0, colorOutBuffer->Texture.Ptr());
}
virtual String GetShaderFileName() override
{
return "Atmosphere.shader";
}
virtual char * GetName() override
{
return "Atmosphere";
}
virtual void SetParameters(void * data, int count) override
{
assert(count == sizeof(AtmosphereParameters));
parameterBuffer->SetData(data, count);
}
public:
AtmospherePostRenderPass(ViewResource * viewRes)
: PostRenderPass(viewRes)
{}
};
PostRenderPass * CreateAtmospherePostRenderPass(ViewResource * viewRes)
{
return new AtmospherePostRenderPass(viewRes);
}
}