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Copy pathLightProbeRenderer.cpp
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430 lines (399 loc) · 15 KB
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#include "LightProbeRenderer.h"
#include "Engine.h"
using namespace VectorMath;
namespace GameEngine
{
using namespace CoreLib;
class Renderer;
LightProbeRenderer::LightProbeRenderer(Renderer * prenderer, RendererService * prenderService, IRenderProcedure * pRenderProc, ViewResource * pViewRes)
{
renderer = prenderer;
renderService = prenderService;
renderProc = pRenderProc;
viewRes = pViewRes;
tempEnv = prenderer->GetHardwareRenderer()->CreateTextureCube(TextureUsage::SampledColorAttachment, EnvMapSize, Math::Log2Floor(EnvMapSize) + 1, StorageFormat::RGBA_F16);
}
const char * spirePipeline = R"(
pipeline EnginePipeline
{
[Pinned]
input world rootVert;
world vs;
world fs;
require @vs vec4 projCoord;
[VertexInput]
extern @vs rootVert vertAttribIn;
import(rootVert->vs) vertexImport()
{
return project(vertAttribIn);
}
extern @fs vs vsIn;
import(vs->fs) standardImport()
{
return project(vsIn);
}
stage vs : VertexShader
{
World: vs;
Position: projCoord;
}
stage fs : FragmentShader
{
World: fs;
}
}
)";
const char * copyPixelShader = R"(
module CopyParams
{
public param Texture2D srcTex;
public param SamplerState nearestSampler;
}
shader CopyPixelShader
{
[Binding: "0"]
public using CopyParams;
@rootVert vec2 vert_pos;
@rootVert vec2 vert_uv;
vec4 projCoord = vec4(vert_pos, 0.0, 1.0);
public out @fs vec4 color
{
vec4 result = srcTex.Sample(nearestSampler, vert_uv);
return result;
}
}
)";
const char * prefilterShader = R"(
module PrefilterParams
{
public param vec4 origin;
public param vec4 s;
public param vec4 t;
public param vec4 r;
public param float roughness;
public param TextureCube envMap;
public param SamplerState nearestSampler;
}
float radicalInverse_VdC(uint bits)
{
bits = (bits << 16) | (bits >> 16);
bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
vec2 hammersley(uint i, uint N)
{
return vec2(float(i)/float(N), radicalInverse_VdC(i));
}
vec3 importanceSampleGGX(vec2 xi, float roughness, vec3 N)
{
float a = roughness * roughness;
float phi = 2 * 3.1415926f * xi.x;
float cosTheta = sqrt( (1-xi.y)/(1+(a*a-1)*xi.y));
float sinTheta = sqrt(1-cosTheta*cosTheta);
vec3 H = vec3(sinTheta * cos(phi), sinTheta*sin(phi), cosTheta);
vec3 upVector = abs(N.z) < 0.9 ? vec3(0,0,1) : vec3(1, 0 , 0);
vec3 tangentX = normalize(cross(upVector, N));
vec3 tangentY = cross(N, tangentX);
return tangentX * H.x + tangentY * H.y + N * H.z;
}
shader Prefilter
{
[Binding: "0"]
public using PrefilterParams;
@rootVert vec2 vert_pos;
@rootVert vec2 vert_uv;
public vec4 projCoord = vec4(vert_pos, 0.0, 1.0);
public out @fs vec3 color
{
vec3 coord = origin.xyz + s.xyz * vert_uv.x * 2.0 + t.xyz * vert_uv.y * 2.0;
vec3 N = coord;
vec3 V = coord;
vec3 prefilteredColor = vec3(0.0);
int numSamples = 1024;
float totalWeight = 0.001;
for (int i = 0; i < numSamples; i++)
{
vec2 xi = hammersley(uint(i), uint(numSamples));
vec3 h = importanceSampleGGX(xi, roughness, N);
vec3 L = h * (2.0*dot(V, h)) - V;
float NoL = clamp(dot(N,L), 0.0f, 1.0f);
if (NoL > 0)
{
prefilteredColor += envMap.Sample(nearestSampler, L).xyz * NoL;
totalWeight += NoL;
}
}
return prefilteredColor / totalWeight;
}
}
)";
class ShaderSet
{
public:
RefPtr<Shader> vertexShader, fragmentShader;
};
ShaderSet CompileShader(PipelineBuilder * pb, HardwareRenderer * hw, const char * src)
{
SpireCompilationContext * ctx = spCreateCompilationContext("");
spSetCodeGenTarget(ctx, hw->GetSpireTarget());
auto rs = spCompileShaderFromSource(ctx, (String(spirePipeline) + src).Buffer(), "", nullptr);
int vsLen, fsLen;
auto vs = spGetShaderStageSource(rs, nullptr, "vs", &vsLen);
auto fs = spGetShaderStageSource(rs, nullptr, "fs", &fsLen);
ShaderSet set;
set.vertexShader = hw->CreateShader(ShaderType::VertexShader, vs, vsLen);
set.fragmentShader = hw->CreateShader(ShaderType::FragmentShader, fs, fsLen);
pb->SetShaders(MakeArray(set.vertexShader.Ptr(), set.fragmentShader.Ptr()).GetArrayView());
spDestroyCompilationResult(rs);
spDestroyCompilationContext(ctx);
return set;
}
struct PrefilterUniform
{
Vec4 origin;
Vec4 s, t, r;
float roughness;
};
void LightProbeRenderer::RenderLightProbe(TextureCubeArray* dest, int id, Level * level, VectorMath::Vec3 position)
{
HardwareRenderer * hw = renderer->GetHardwareRenderer();
int resolution = EnvMapSize;
int numLevels = Math::Log2Floor(resolution) + 1;
task.NewFrame();
RenderStat stat;
task.AddImageTransferTask(MakeArrayView(dynamic_cast<Texture*>(tempEnv.Ptr())), ArrayView<Texture*>());
task.AddImageTransferTask(MakeArrayView(dynamic_cast<Texture*>(dest)), ArrayView<Texture*>());
for (auto & subTask : task.GetTasks())
subTask->Execute(hw, stat);
task.Clear();
viewRes->Resize(resolution, resolution);
RenderProcedureParameters params;
params.level = level;
params.renderer = renderer;
params.rendererService = renderService;
params.renderStats = &stat;
params.view.FOV = 90.0f;
params.view.ZFar = 40000.0f;
params.view.ZNear = 20.0f;
params.view.Position = position;
params.isEditorMode = Engine::Instance()->GetEngineMode() == EngineMode::Editor;
auto sharedRes = renderer->GetSharedResource();
RefPtr<PipelineBuilder> pb = hw->CreatePipelineBuilder();
VertexFormat quadVert;
pb->FixedFunctionStates.PrimitiveTopology = PrimitiveType::TriangleFans;
quadVert.Attributes.Add(VertexAttributeDesc(DataType::Float2, 0, 0, 0));
quadVert.Attributes.Add(VertexAttributeDesc(DataType::Float2, 0, 8, 1));
pb->SetVertexLayout(quadVert);
RefPtr<DescriptorSetLayout> copyPassLayout = hw->CreateDescriptorSetLayout(MakeArray(
DescriptorLayout(StageFlags::sfGraphics, 0, BindingType::Texture, 0),
DescriptorLayout(StageFlags::sfGraphics, 1, BindingType::Sampler, renderer->GetHardwareRenderer()->GetSpireTarget()==SPIRE_GLSL?0:1)).GetArrayView());
pb->SetBindingLayout(copyPassLayout.Ptr());
auto copyShaderSet = CompileShader(pb.Ptr(), hw, copyPixelShader);
RefPtr<RenderTargetLayout> copyRTLayout = hw->CreateRenderTargetLayout(MakeArrayView(AttachmentLayout(TextureUsage::ColorAttachment, StorageFormat::RGBA_F16)));
RefPtr<Pipeline> copyPipeline = pb->ToPipeline(copyRTLayout.Ptr());
RefPtr<DescriptorSet> copyDescSet = hw->CreateDescriptorSet(copyPassLayout.Ptr());
List<RefPtr<CommandBuffer>> commandBuffers;
List<RefPtr<FrameBuffer>> frameBuffers;
for (int f = 0; f < 6; f++)
{
Matrix4 viewMatrix;
Matrix4::CreateIdentityMatrix(viewMatrix);
Matrix4 mm1, mm2;
switch (f)
{
case 0:
{
viewMatrix = Matrix4(0.0f, 0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
break;
}
case 1:
{
viewMatrix = Matrix4(0.0f, 0.0f, 1.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
break;
}
case 2:
{
viewMatrix = Matrix4(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
break;
}
case 3:
{
viewMatrix = Matrix4(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
break;
}
case 4:
{
viewMatrix = Matrix4(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, -1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
break;
}
case 5:
{
viewMatrix = Matrix4(-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
break;
}
}
viewMatrix.values[12] = -(viewMatrix.values[0] * position.x + viewMatrix.values[4] * position.y + viewMatrix.values[8] * position.z);
viewMatrix.values[13] = -(viewMatrix.values[1] * position.x + viewMatrix.values[5] * position.y + viewMatrix.values[9] * position.z);
viewMatrix.values[14] = -(viewMatrix.values[2] * position.x + viewMatrix.values[6] * position.y + viewMatrix.values[10] * position.z);
params.view.Transform = viewMatrix;
task.Clear();
renderProc->Run(task, params);
copyDescSet->BeginUpdate();
copyDescSet->Update(0, renderProc->GetOutput()->Texture.Ptr(), TextureAspect::Color);
copyDescSet->Update(1, sharedRes->nearestSampler.Ptr());
copyDescSet->EndUpdate();
hw->TransferBarrier(DynamicBufferLengthMultiplier);
for (auto & pass : task.GetTasks())
pass->Execute(hw, sharedRes->renderStats);
RefPtr<FrameBuffer> fb0, fb1;
// copy to level 0 of tempEnv
{
RenderAttachments attachments;
attachments.SetAttachment(0, tempEnv.Ptr(), (TextureCubeFace)f, 0);
fb0 = copyRTLayout->CreateFrameBuffer(attachments);
frameBuffers.Add(fb0);
auto cmdBuffer = hw->CreateCommandBuffer();
cmdBuffer->BeginRecording(fb0.Ptr());
cmdBuffer->SetViewport(0, 0, resolution, resolution);
cmdBuffer->BindPipeline(copyPipeline.Ptr());
cmdBuffer->BindDescriptorSet(0, copyDescSet.Ptr());
cmdBuffer->BindVertexBuffer(sharedRes->fullScreenQuadVertBuffer.Ptr(), 0);
cmdBuffer->Draw(0, 4);
cmdBuffer->EndRecording();
commandBuffers.Add(cmdBuffer);
hw->ExecuteRenderPass(fb0.Ptr(), MakeArrayView(cmdBuffer), nullptr);
}
// copy to level 0 of result
{
RenderAttachments attachments;
attachments.SetAttachment(0, dest, id, (TextureCubeFace)f, 0);
fb1 = copyRTLayout->CreateFrameBuffer(attachments);
frameBuffers.Add(fb1);
auto cmdBuffer = hw->CreateCommandBuffer();
cmdBuffer->BeginRecording(fb1.Ptr());
cmdBuffer->SetViewport(0, 0, resolution, resolution);
cmdBuffer->BindPipeline(copyPipeline.Ptr());
cmdBuffer->BindDescriptorSet(0, copyDescSet.Ptr());
cmdBuffer->BindVertexBuffer(sharedRes->fullScreenQuadVertBuffer.Ptr(), 0);
cmdBuffer->Draw(0, 4);
cmdBuffer->EndRecording();
commandBuffers.Add(cmdBuffer);
hw->ExecuteRenderPass(fb1.Ptr(), MakeArrayView(cmdBuffer), nullptr);
}
hw->Wait();
}
task.Clear();
task.AddImageTransferTask(ArrayView<Texture*>(), MakeArrayView(dynamic_cast<Texture*>(tempEnv.Ptr())));
for (auto & subTask : task.GetTasks())
subTask->Execute(hw, stat);
// prefilter
RefPtr<PipelineBuilder> pb2 = hw->CreatePipelineBuilder();
pb2->FixedFunctionStates.PrimitiveTopology = PrimitiveType::TriangleFans;
pb2->SetVertexLayout(quadVert);
RefPtr<DescriptorSetLayout> prefilterPassLayout = hw->CreateDescriptorSetLayout(MakeArray(
DescriptorLayout(StageFlags::sfGraphics, 0, BindingType::UniformBuffer, 0),
DescriptorLayout(StageFlags::sfGraphics, 1, BindingType::Texture, renderer->GetHardwareRenderer()->GetSpireTarget() == SPIRE_GLSL ? 0 : 1),
DescriptorLayout(StageFlags::sfGraphics, 2, BindingType::Sampler, renderer->GetHardwareRenderer()->GetSpireTarget() == SPIRE_GLSL ? 0 : 2)).GetArrayView());
RefPtr<Buffer> uniformBuffer = hw->CreateMappedBuffer(BufferUsage::UniformBuffer, sizeof(PrefilterUniform));
pb2->SetBindingLayout(prefilterPassLayout.Ptr());
auto prefilterShaderSet = CompileShader(pb2.Ptr(), hw, prefilterShader);
RefPtr<RenderTargetLayout> prefilterRTLayout = hw->CreateRenderTargetLayout(MakeArrayView(AttachmentLayout(TextureUsage::ColorAttachment, StorageFormat::RGBA_F16)));
RefPtr<Pipeline> prefilterPipeline = pb2->ToPipeline(prefilterRTLayout.Ptr());
RefPtr<DescriptorSet> prefilterDescSet = hw->CreateDescriptorSet(prefilterPassLayout.Ptr());
prefilterDescSet->BeginUpdate();
prefilterDescSet->Update(0, uniformBuffer.Ptr());
prefilterDescSet->Update(1, tempEnv.Ptr(), TextureAspect::Color);
prefilterDescSet->Update(2, sharedRes->nearestSampler.Ptr());
prefilterDescSet->EndUpdate();
for (int f = 0; f < 6; f++)
{
PrefilterUniform prefilterParams;
switch (f)
{
case 0:
prefilterParams.origin = Vec4::Create(1.0f, 1.0f, 1.0f, 0.0f);
prefilterParams.r = Vec4::Create(1.0f, 0.0f, 0.0f, 0.0f);
prefilterParams.s = Vec4::Create(0.0f, 0.0f, -1.0f, 0.0f);
prefilterParams.t = Vec4::Create(0.0f, -1.0f, 0.0f, 0.0f);
break;
case 1:
prefilterParams.origin = Vec4::Create(-1.0f, 1.0f, -1.0f, 0.0f);
prefilterParams.r = Vec4::Create(1.0f, 0.0f, 0.0f, 0.0f);
prefilterParams.s = Vec4::Create(0.0f, 0.0f, 1.0f, 0.0f);
prefilterParams.t = Vec4::Create(0.0f, -1.0f, 0.0f, 0.0f);
break;
case 2:
prefilterParams.origin = Vec4::Create(-1.0f, 1.0f, -1.0f, 0.0f);
prefilterParams.r = Vec4::Create(0.0f, 1.0f, 0.0f, 0.0f);
prefilterParams.s = Vec4::Create(1.0f, 0.0f, 0.0f, 0.0f);
prefilterParams.t = Vec4::Create(0.0f, 0.0f, 1.0f, 0.0f);
break;
case 3:
prefilterParams.origin = Vec4::Create(-1.0f, -1.0f, 1.0f, 0.0f);
prefilterParams.r = Vec4::Create(0.0f, -1.0f, 0.0f, 0.0f);
prefilterParams.s = Vec4::Create(1.0f, 0.0f, 0.0f, 0.0f);
prefilterParams.t = Vec4::Create(0.0f, 0.0f, -1.0f, 0.0f);
break;
case 4:
prefilterParams.origin = Vec4::Create(-1.0f, 1.0f, 1.0f, 0.0f);
prefilterParams.r = Vec4::Create(0.0f, 0.0f, 1.0f, 0.0f);
prefilterParams.s = Vec4::Create(1.0f, 0.0f, 0.0f, 0.0f);
prefilterParams.t = Vec4::Create(0.0f, -1.0f, 0.0f, 0.0f);
break;
case 5:
prefilterParams.origin = Vec4::Create(1.0f, 1.0f, -1.0f, 0.0f);
prefilterParams.r = Vec4::Create(0.0f, 0.0f, -1.0f, 0.0f);
prefilterParams.s = Vec4::Create(-1.0f, 0.0f, 0.0f, 0.0f);
prefilterParams.t = Vec4::Create(0.0f, -1.0f, 0.0f, 0.0f);
break;
}
for (int l = 1; l < numLevels; l++)
{
prefilterParams.roughness = (l / (float)(numLevels - 1));
uniformBuffer->SetData(&prefilterParams, sizeof(prefilterParams));
hw->TransferBarrier(DynamicBufferLengthMultiplier);
RenderAttachments attachments;
attachments.SetAttachment(0, dest, id, (TextureCubeFace)f, l);
RefPtr<FrameBuffer> fb = prefilterRTLayout->CreateFrameBuffer(attachments);
frameBuffers.Add(fb);
auto cmdBuffer = hw->CreateCommandBuffer();
cmdBuffer->BeginRecording(fb.Ptr());
cmdBuffer->SetViewport(0, 0, resolution >> l, resolution >> l);
cmdBuffer->BindPipeline(prefilterPipeline.Ptr());
cmdBuffer->BindDescriptorSet(0, prefilterDescSet.Ptr());
cmdBuffer->BindVertexBuffer(sharedRes->fullScreenQuadVertBuffer.Ptr(), 0);
cmdBuffer->Draw(0, 4);
cmdBuffer->EndRecording();
commandBuffers.Add(cmdBuffer);
hw->ExecuteRenderPass(fb.Ptr(), cmdBuffer, nullptr);
hw->Wait();
}
}
task.Clear();
task.AddImageTransferTask(ArrayView<Texture*>(), MakeArrayView(dynamic_cast<Texture*>(dest)));
for (auto & subTask : task.GetTasks())
subTask->Execute(hw, stat);
hw->Wait();
}
}