1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #include "BsPostProcessing.h" |
4 | #include "RenderAPI/BsRenderTexture.h" |
5 | #include "Renderer/BsRendererUtility.h" |
6 | #include "Renderer/BsCamera.h" |
7 | #include "Material/BsGpuParamsSet.h" |
8 | #include "Image/BsPixelUtil.h" |
9 | #include "Utility/BsBitwise.h" |
10 | #include "Renderer/BsGpuResourcePool.h" |
11 | #include "BsRendererView.h" |
12 | #include "BsRenderBeast.h" |
13 | |
14 | namespace bs { namespace ct |
15 | { |
16 | void setSamplerState(const SPtr<GpuParams>& params, GpuProgramType gpType, const String& name, |
17 | const String& secondaryName, const SPtr<SamplerState>& samplerState, bool optional = false) |
18 | { |
19 | if (params->hasSamplerState(gpType, name)) |
20 | params->setSamplerState(gpType, name, samplerState); |
21 | else |
22 | { |
23 | if(optional) |
24 | { |
25 | if (params->hasSamplerState(gpType, secondaryName)) |
26 | params->setSamplerState(gpType, secondaryName, samplerState); |
27 | } |
28 | else |
29 | params->setSamplerState(gpType, secondaryName, samplerState); |
30 | } |
31 | } |
32 | |
33 | DownsampleParamDef gDownsampleParamDef; |
34 | |
35 | DownsampleMat::DownsampleMat() |
36 | { |
37 | mParamBuffer = gDownsampleParamDef.createBuffer(); |
38 | |
39 | if(mParams->hasParamBlock(GPT_FRAGMENT_PROGRAM, "Input" )) |
40 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
41 | |
42 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex" , mInputTexture); |
43 | } |
44 | |
45 | void DownsampleMat::execute(const SPtr<Texture>& input, const SPtr<RenderTarget>& output) |
46 | { |
47 | BS_RENMAT_PROFILE_BLOCK |
48 | |
49 | // Set parameters |
50 | mInputTexture.set(input); |
51 | |
52 | const TextureProperties& rtProps = input->getProperties(); |
53 | |
54 | bool MSAA = mVariation.getInt("MSAA" ) > 0; |
55 | if(MSAA) |
56 | { |
57 | gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(-1.0f, -1.0f)); |
58 | gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(1.0f, -1.0f)); |
59 | gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(-1.0f, 1.0f)); |
60 | gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(1.0f, 1.0f)); |
61 | } |
62 | else |
63 | { |
64 | Vector2 invTextureSize(1.0f / rtProps.getWidth(), 1.0f / rtProps.getHeight()); |
65 | |
66 | gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(-1.0f, -1.0f)); |
67 | gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(1.0f, -1.0f)); |
68 | gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(-1.0f, 1.0f)); |
69 | gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(1.0f, 1.0f)); |
70 | } |
71 | |
72 | RenderAPI& rapi = RenderAPI::instance(); |
73 | rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL); |
74 | |
75 | bind(); |
76 | |
77 | if (MSAA) |
78 | gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)rtProps.getWidth(), (float)rtProps.getHeight())); |
79 | else |
80 | gRendererUtility().drawScreenQuad(); |
81 | |
82 | rapi.setRenderTarget(nullptr); |
83 | } |
84 | |
85 | POOLED_RENDER_TEXTURE_DESC DownsampleMat::getOutputDesc(const SPtr<Texture>& target) |
86 | { |
87 | const TextureProperties& rtProps = target->getProperties(); |
88 | |
89 | UINT32 width = std::max(1, Math::ceilToInt(rtProps.getWidth() * 0.5f)); |
90 | UINT32 height = std::max(1, Math::ceilToInt(rtProps.getHeight() * 0.5f)); |
91 | |
92 | return POOLED_RENDER_TEXTURE_DESC::create2D(rtProps.getFormat(), width, height, TU_RENDERTARGET); |
93 | } |
94 | |
95 | DownsampleMat* DownsampleMat::getVariation(UINT32 quality, bool msaa) |
96 | { |
97 | if(quality == 0) |
98 | { |
99 | if (msaa) |
100 | return get(getVariation<0, true>()); |
101 | else |
102 | return get(getVariation<0, false>()); |
103 | } |
104 | else |
105 | { |
106 | if (msaa) |
107 | return get(getVariation<1, true>()); |
108 | else |
109 | return get(getVariation<1, false>()); |
110 | } |
111 | } |
112 | |
113 | EyeAdaptHistogramParamDef gEyeAdaptHistogramParamDef; |
114 | |
115 | EyeAdaptHistogramMat::EyeAdaptHistogramMat() |
116 | { |
117 | mParamBuffer = gEyeAdaptHistogramParamDef.createBuffer(); |
118 | |
119 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
120 | mParams->getTextureParam(GPT_COMPUTE_PROGRAM, "gSceneColorTex" , mSceneColor); |
121 | mParams->getLoadStoreTextureParam(GPT_COMPUTE_PROGRAM, "gOutputTex" , mOutputTex); |
122 | } |
123 | |
124 | void EyeAdaptHistogramMat::_initDefines(ShaderDefines& defines) |
125 | { |
126 | defines.set("THREADGROUP_SIZE_X" , THREAD_GROUP_SIZE_X); |
127 | defines.set("THREADGROUP_SIZE_Y" , THREAD_GROUP_SIZE_Y); |
128 | defines.set("LOOP_COUNT_X" , LOOP_COUNT_X); |
129 | defines.set("LOOP_COUNT_Y" , LOOP_COUNT_Y); |
130 | } |
131 | |
132 | void EyeAdaptHistogramMat::execute(const SPtr<Texture>& input, const SPtr<Texture>& output, |
133 | const AutoExposureSettings& settings) |
134 | { |
135 | BS_RENMAT_PROFILE_BLOCK |
136 | |
137 | // Set parameters |
138 | mSceneColor.set(input); |
139 | |
140 | const TextureProperties& props = input->getProperties(); |
141 | Vector4I offsetAndSize(0, 0, (INT32)props.getWidth(), (INT32)props.getHeight()); |
142 | |
143 | gEyeAdaptHistogramParamDef.gHistogramParams.set(mParamBuffer, getHistogramScaleOffset(settings)); |
144 | gEyeAdaptHistogramParamDef.gPixelOffsetAndSize.set(mParamBuffer, offsetAndSize); |
145 | |
146 | Vector2I threadGroupCount = getThreadGroupCount(input); |
147 | gEyeAdaptHistogramParamDef.gThreadGroupCount.set(mParamBuffer, threadGroupCount); |
148 | |
149 | // Dispatch |
150 | mOutputTex.set(output); |
151 | |
152 | bind(); |
153 | |
154 | RenderAPI& rapi = RenderAPI::instance(); |
155 | rapi.dispatchCompute(threadGroupCount.x, threadGroupCount.y); |
156 | } |
157 | |
158 | POOLED_RENDER_TEXTURE_DESC EyeAdaptHistogramMat::getOutputDesc(const SPtr<Texture>& target) |
159 | { |
160 | Vector2I threadGroupCount = getThreadGroupCount(target); |
161 | UINT32 numHistograms = threadGroupCount.x * threadGroupCount.y; |
162 | |
163 | return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, HISTOGRAM_NUM_TEXELS, numHistograms, |
164 | TU_LOADSTORE); |
165 | } |
166 | |
167 | Vector2I EyeAdaptHistogramMat::getThreadGroupCount(const SPtr<Texture>& target) |
168 | { |
169 | const UINT32 texelsPerThreadGroupX = THREAD_GROUP_SIZE_X * LOOP_COUNT_X; |
170 | const UINT32 texelsPerThreadGroupY = THREAD_GROUP_SIZE_Y * LOOP_COUNT_Y; |
171 | |
172 | const TextureProperties& props = target->getProperties(); |
173 | |
174 | Vector2I threadGroupCount; |
175 | threadGroupCount.x = ((INT32)props.getWidth() + texelsPerThreadGroupX - 1) / texelsPerThreadGroupX; |
176 | threadGroupCount.y = ((INT32)props.getHeight() + texelsPerThreadGroupY - 1) / texelsPerThreadGroupY; |
177 | |
178 | return threadGroupCount; |
179 | } |
180 | |
181 | Vector2 EyeAdaptHistogramMat::getHistogramScaleOffset(const AutoExposureSettings& settings) |
182 | { |
183 | float diff = settings.histogramLog2Max - settings.histogramLog2Min; |
184 | float scale = 1.0f / diff; |
185 | float offset = -settings.histogramLog2Min * scale; |
186 | |
187 | return Vector2(scale, offset); |
188 | } |
189 | |
190 | EyeAdaptHistogramReduceParamDef gEyeAdaptHistogramReduceParamDef; |
191 | |
192 | EyeAdaptHistogramReduceMat::EyeAdaptHistogramReduceMat() |
193 | { |
194 | mParamBuffer = gEyeAdaptHistogramReduceParamDef.createBuffer(); |
195 | |
196 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
197 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHistogramTex" , mHistogramTex); |
198 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gEyeAdaptationTex" , mEyeAdaptationTex); |
199 | } |
200 | |
201 | void EyeAdaptHistogramReduceMat::execute(const SPtr<Texture>& sceneColor, const SPtr<Texture>& histogram, |
202 | const SPtr<Texture>& prevFrame, const SPtr<RenderTarget>& output) |
203 | { |
204 | BS_RENMAT_PROFILE_BLOCK |
205 | |
206 | // Set parameters |
207 | mHistogramTex.set(histogram); |
208 | |
209 | SPtr<Texture> eyeAdaptationTex; |
210 | if (prevFrame == nullptr) // Could be that this is the first run |
211 | eyeAdaptationTex = Texture::WHITE; |
212 | else |
213 | eyeAdaptationTex = prevFrame; |
214 | |
215 | mEyeAdaptationTex.set(eyeAdaptationTex); |
216 | |
217 | Vector2I threadGroupCount = EyeAdaptHistogramMat::getThreadGroupCount(sceneColor); |
218 | UINT32 numHistograms = threadGroupCount.x * threadGroupCount.y; |
219 | |
220 | gEyeAdaptHistogramReduceParamDef.gThreadGroupCount.set(mParamBuffer, numHistograms); |
221 | |
222 | RenderAPI& rapi = RenderAPI::instance(); |
223 | rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL); |
224 | |
225 | bind(); |
226 | |
227 | Rect2 drawUV(0.0f, 0.0f, (float)EyeAdaptHistogramMat::HISTOGRAM_NUM_TEXELS, 2.0f); |
228 | gRendererUtility().drawScreenQuad(drawUV); |
229 | |
230 | rapi.setRenderTarget(nullptr); |
231 | } |
232 | |
233 | POOLED_RENDER_TEXTURE_DESC EyeAdaptHistogramReduceMat::getOutputDesc() |
234 | { |
235 | return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, EyeAdaptHistogramMat::HISTOGRAM_NUM_TEXELS, 2, |
236 | TU_RENDERTARGET); |
237 | } |
238 | |
239 | EyeAdaptationParamDef gEyeAdaptationParamDef; |
240 | |
241 | EyeAdaptationMat::EyeAdaptationMat() |
242 | { |
243 | mParamBuffer = gEyeAdaptationParamDef.createBuffer(); |
244 | |
245 | mParams->setParamBlockBuffer("EyeAdaptationParams" , mParamBuffer); |
246 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHistogramTex" , mReducedHistogramTex); |
247 | } |
248 | |
249 | void EyeAdaptationMat::_initDefines(ShaderDefines& defines) |
250 | { |
251 | defines.set("THREADGROUP_SIZE_X" , EyeAdaptHistogramMat::THREAD_GROUP_SIZE_X); |
252 | defines.set("THREADGROUP_SIZE_Y" , EyeAdaptHistogramMat::THREAD_GROUP_SIZE_Y); |
253 | } |
254 | |
255 | void EyeAdaptationMat::execute(const SPtr<Texture>& reducedHistogram, const SPtr<RenderTarget>& output, |
256 | float frameDelta, const AutoExposureSettings& settings, float exposureScale) |
257 | { |
258 | BS_RENMAT_PROFILE_BLOCK |
259 | |
260 | // Set parameters |
261 | mReducedHistogramTex.set(reducedHistogram); |
262 | |
263 | populateParams(mParamBuffer, frameDelta, settings, exposureScale); |
264 | |
265 | // Render |
266 | RenderAPI& rapi = RenderAPI::instance(); |
267 | rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL); |
268 | |
269 | bind(); |
270 | gRendererUtility().drawScreenQuad(); |
271 | |
272 | rapi.setRenderTarget(nullptr); |
273 | } |
274 | |
275 | POOLED_RENDER_TEXTURE_DESC EyeAdaptationMat::getOutputDesc() |
276 | { |
277 | return POOLED_RENDER_TEXTURE_DESC::create2D(PF_R32F, 1, 1, TU_RENDERTARGET); |
278 | } |
279 | |
280 | void EyeAdaptationMat::populateParams(const SPtr<GpuParamBlockBuffer>& paramBuffer, float frameDelta, |
281 | const AutoExposureSettings& settings, float exposureScale) |
282 | { |
283 | Vector2 histogramScaleAndOffset = EyeAdaptHistogramMat::getHistogramScaleOffset(settings); |
284 | |
285 | Vector4 eyeAdaptationParams[3]; |
286 | eyeAdaptationParams[0].x = histogramScaleAndOffset.x; |
287 | eyeAdaptationParams[0].y = histogramScaleAndOffset.y; |
288 | |
289 | float histogramPctHigh = Math::clamp01(settings.histogramPctHigh); |
290 | |
291 | eyeAdaptationParams[0].z = std::min(Math::clamp01(settings.histogramPctLow), histogramPctHigh); |
292 | eyeAdaptationParams[0].w = histogramPctHigh; |
293 | |
294 | eyeAdaptationParams[1].x = std::min(settings.minEyeAdaptation, settings.maxEyeAdaptation); |
295 | eyeAdaptationParams[1].y = settings.maxEyeAdaptation; |
296 | |
297 | eyeAdaptationParams[1].z = settings.eyeAdaptationSpeedUp; |
298 | eyeAdaptationParams[1].w = settings.eyeAdaptationSpeedDown; |
299 | |
300 | eyeAdaptationParams[2].x = Math::pow(2.0f, exposureScale); |
301 | eyeAdaptationParams[2].y = frameDelta; |
302 | |
303 | eyeAdaptationParams[2].z = Math::pow(2.0f, settings.histogramLog2Min); |
304 | eyeAdaptationParams[2].w = 0.0f; // Unused |
305 | |
306 | gEyeAdaptationParamDef.gEyeAdaptationParams.set(paramBuffer, eyeAdaptationParams[0], 0); |
307 | gEyeAdaptationParamDef.gEyeAdaptationParams.set(paramBuffer, eyeAdaptationParams[1], 1); |
308 | gEyeAdaptationParamDef.gEyeAdaptationParams.set(paramBuffer, eyeAdaptationParams[2], 2); |
309 | } |
310 | |
311 | EyeAdaptationBasicSetupMat::EyeAdaptationBasicSetupMat() |
312 | { |
313 | mParamBuffer = gEyeAdaptationParamDef.createBuffer(); |
314 | |
315 | mParams->setParamBlockBuffer("EyeAdaptationParams" , mParamBuffer); |
316 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex" , mInputTex); |
317 | |
318 | SAMPLER_STATE_DESC desc; |
319 | desc.minFilter = FO_POINT; |
320 | desc.magFilter = FO_POINT; |
321 | desc.mipFilter = FO_POINT; |
322 | |
323 | SPtr<SamplerState> samplerState = SamplerState::create(desc); |
324 | setSamplerState(mParams, GPT_FRAGMENT_PROGRAM, "gInputSamp" , "gInputTex" , samplerState); |
325 | } |
326 | |
327 | void EyeAdaptationBasicSetupMat::execute(const SPtr<Texture>& input, const SPtr<RenderTarget>& output, |
328 | float frameDelta, const AutoExposureSettings& settings, float exposureScale) |
329 | { |
330 | BS_RENMAT_PROFILE_BLOCK |
331 | |
332 | // Set parameters |
333 | mInputTex.set(input); |
334 | |
335 | EyeAdaptationMat::populateParams(mParamBuffer, frameDelta, settings, exposureScale); |
336 | |
337 | // Render |
338 | RenderAPI& rapi = RenderAPI::instance(); |
339 | rapi.setRenderTarget(output); |
340 | |
341 | bind(); |
342 | gRendererUtility().drawScreenQuad(); |
343 | |
344 | rapi.setRenderTarget(nullptr); |
345 | } |
346 | |
347 | POOLED_RENDER_TEXTURE_DESC EyeAdaptationBasicSetupMat::getOutputDesc(const SPtr<Texture>& input) |
348 | { |
349 | auto& props = input->getProperties(); |
350 | return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, props.getWidth(), props.getHeight(), TU_RENDERTARGET); |
351 | } |
352 | |
353 | EyeAdaptationBasicParamsMatDef gEyeAdaptationBasicParamsMatDef; |
354 | |
355 | EyeAdaptationBasicMat::EyeAdaptationBasicMat() |
356 | { |
357 | mEyeAdaptationParamsBuffer = gEyeAdaptationParamDef.createBuffer(); |
358 | mParamsBuffer = gEyeAdaptationBasicParamsMatDef.createBuffer(); |
359 | |
360 | mParams->setParamBlockBuffer("EyeAdaptationParams" , mEyeAdaptationParamsBuffer); |
361 | mParams->setParamBlockBuffer("Input" , mParamsBuffer); |
362 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gCurFrameTex" , mCurFrameTexParam); |
363 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gPrevFrameTex" , mPrevFrameTexParam); |
364 | } |
365 | |
366 | void EyeAdaptationBasicMat::execute(const SPtr<Texture>& curFrame, const SPtr<Texture>& prevFrame, |
367 | const SPtr<RenderTarget>& output, float frameDelta, const AutoExposureSettings& settings, float exposureScale) |
368 | { |
369 | BS_RENMAT_PROFILE_BLOCK |
370 | |
371 | // Set parameters |
372 | mCurFrameTexParam.set(curFrame); |
373 | |
374 | if (prevFrame == nullptr) // Could be that this is the first run |
375 | mPrevFrameTexParam.set(Texture::WHITE); |
376 | else |
377 | mPrevFrameTexParam.set(prevFrame); |
378 | |
379 | EyeAdaptationMat::populateParams(mEyeAdaptationParamsBuffer, frameDelta, settings, exposureScale); |
380 | |
381 | auto& texProps = curFrame->getProperties(); |
382 | Vector2I texSize = { (INT32)texProps.getWidth(), (INT32)texProps.getHeight() }; |
383 | |
384 | gEyeAdaptationBasicParamsMatDef.gInputTexSize.set(mParamsBuffer, texSize); |
385 | |
386 | // Render |
387 | RenderAPI& rapi = RenderAPI::instance(); |
388 | rapi.setRenderTarget(output); |
389 | |
390 | bind(); |
391 | gRendererUtility().drawScreenQuad(); |
392 | |
393 | rapi.setRenderTarget(nullptr); |
394 | } |
395 | |
396 | POOLED_RENDER_TEXTURE_DESC EyeAdaptationBasicMat::getOutputDesc() |
397 | { |
398 | return POOLED_RENDER_TEXTURE_DESC::create2D(PF_R32F, 1, 1, TU_RENDERTARGET); |
399 | } |
400 | |
401 | CreateTonemapLUTParamDef gCreateTonemapLUTParamDef; |
402 | WhiteBalanceParamDef gWhiteBalanceParamDef; |
403 | |
404 | CreateTonemapLUTMat::CreateTonemapLUTMat() |
405 | { |
406 | mIs3D = mVariation.getBool("VOLUME_LUT" ); |
407 | |
408 | mParamBuffer = gCreateTonemapLUTParamDef.createBuffer(); |
409 | mWhiteBalanceParamBuffer = gWhiteBalanceParamDef.createBuffer(); |
410 | |
411 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
412 | mParams->setParamBlockBuffer("WhiteBalanceInput" , mWhiteBalanceParamBuffer); |
413 | |
414 | if(mIs3D) |
415 | mParams->getLoadStoreTextureParam(GPT_COMPUTE_PROGRAM, "gOutputTex" , mOutputTex); |
416 | } |
417 | |
418 | void CreateTonemapLUTMat::_initDefines(ShaderDefines& defines) |
419 | { |
420 | defines.set("LUT_SIZE" , LUT_SIZE); |
421 | } |
422 | |
423 | void CreateTonemapLUTMat::execute3D(const SPtr<Texture>& output, const RenderSettings& settings) |
424 | { |
425 | assert(mIs3D); |
426 | BS_RENMAT_PROFILE_BLOCK |
427 | |
428 | populateParamBuffers(settings); |
429 | |
430 | // Dispatch |
431 | mOutputTex.set(output); |
432 | |
433 | bind(); |
434 | |
435 | RenderAPI& rapi = RenderAPI::instance(); |
436 | rapi.dispatchCompute(LUT_SIZE / 8, LUT_SIZE / 8, LUT_SIZE); |
437 | } |
438 | |
439 | void CreateTonemapLUTMat::execute2D(const SPtr<RenderTexture>& output, const RenderSettings& settings) |
440 | { |
441 | assert(!mIs3D); |
442 | BS_RENMAT_PROFILE_BLOCK |
443 | |
444 | populateParamBuffers(settings); |
445 | |
446 | // Render |
447 | RenderAPI& rapi = RenderAPI::instance(); |
448 | rapi.setRenderTarget(output); |
449 | |
450 | bind(); |
451 | gRendererUtility().drawScreenQuad(); |
452 | |
453 | rapi.setRenderTarget(nullptr); |
454 | } |
455 | |
456 | void CreateTonemapLUTMat::populateParamBuffers(const RenderSettings& settings) |
457 | { |
458 | // Set parameters |
459 | gCreateTonemapLUTParamDef.gGammaAdjustment.set(mParamBuffer, 2.2f / settings.gamma); |
460 | |
461 | // Note: Assuming sRGB (PC monitor) for now, change to Rec.709 when running on console (value 1), or to raw 2.2 |
462 | // gamma when running on Mac (value 2) |
463 | gCreateTonemapLUTParamDef.gGammaCorrectionType.set(mParamBuffer, 0); |
464 | |
465 | Vector4 tonemapParams[2]; |
466 | tonemapParams[0].x = settings.tonemapping.filmicCurveShoulderStrength; |
467 | tonemapParams[0].y = settings.tonemapping.filmicCurveLinearStrength; |
468 | tonemapParams[0].z = settings.tonemapping.filmicCurveLinearAngle; |
469 | tonemapParams[0].w = settings.tonemapping.filmicCurveToeStrength; |
470 | |
471 | tonemapParams[1].x = settings.tonemapping.filmicCurveToeNumerator; |
472 | tonemapParams[1].y = settings.tonemapping.filmicCurveToeDenominator; |
473 | tonemapParams[1].z = settings.tonemapping.filmicCurveLinearWhitePoint; |
474 | tonemapParams[1].w = 0.0f; // Unused |
475 | |
476 | gCreateTonemapLUTParamDef.gTonemapParams.set(mParamBuffer, tonemapParams[0], 0); |
477 | gCreateTonemapLUTParamDef.gTonemapParams.set(mParamBuffer, tonemapParams[1], 1); |
478 | |
479 | // Set color grading params |
480 | gCreateTonemapLUTParamDef.gSaturation.set(mParamBuffer, settings.colorGrading.saturation); |
481 | gCreateTonemapLUTParamDef.gContrast.set(mParamBuffer, settings.colorGrading.contrast); |
482 | gCreateTonemapLUTParamDef.gGain.set(mParamBuffer, settings.colorGrading.gain); |
483 | gCreateTonemapLUTParamDef.gOffset.set(mParamBuffer, settings.colorGrading.offset); |
484 | |
485 | // Set white balance params |
486 | gWhiteBalanceParamDef.gWhiteTemp.set(mWhiteBalanceParamBuffer, settings.whiteBalance.temperature); |
487 | gWhiteBalanceParamDef.gWhiteOffset.set(mWhiteBalanceParamBuffer, settings.whiteBalance.tint); |
488 | } |
489 | |
490 | POOLED_RENDER_TEXTURE_DESC CreateTonemapLUTMat::getOutputDesc() const |
491 | { |
492 | if(mIs3D) |
493 | return POOLED_RENDER_TEXTURE_DESC::create3D(PF_RGBA8, LUT_SIZE, LUT_SIZE, LUT_SIZE, TU_LOADSTORE); |
494 | |
495 | return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA8, LUT_SIZE * LUT_SIZE, LUT_SIZE, TU_RENDERTARGET); |
496 | } |
497 | |
498 | CreateTonemapLUTMat* CreateTonemapLUTMat::getVariation(bool is3D) |
499 | { |
500 | if(is3D) |
501 | return get(getVariation<true>()); |
502 | |
503 | return get(getVariation<false>()); |
504 | } |
505 | |
506 | TonemappingParamDef gTonemappingParamDef; |
507 | |
508 | TonemappingMat::TonemappingMat() |
509 | { |
510 | mParamBuffer = gTonemappingParamDef.createBuffer(); |
511 | |
512 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
513 | mParams->getTextureParam(GPT_VERTEX_PROGRAM, "gEyeAdaptationTex" , mEyeAdaptationTex); |
514 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex" , mInputTex); |
515 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gBloomTex" , mBloomTex); |
516 | |
517 | if(!mVariation.getBool("GAMMA_ONLY" )) |
518 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gColorLUT" , mColorLUT); |
519 | } |
520 | |
521 | void TonemappingMat::_initDefines(ShaderDefines& defines) |
522 | { |
523 | defines.set("LUT_SIZE" , CreateTonemapLUTMat::LUT_SIZE); |
524 | } |
525 | |
526 | void TonemappingMat::execute(const SPtr<Texture>& sceneColor, const SPtr<Texture>& eyeAdaptation, |
527 | const SPtr<Texture>& bloom, const SPtr<Texture>& colorLUT, const SPtr<RenderTarget>& output, |
528 | const RenderSettings& settings) |
529 | { |
530 | BS_RENMAT_PROFILE_BLOCK |
531 | |
532 | const TextureProperties& texProps = sceneColor->getProperties(); |
533 | |
534 | gTonemappingParamDef.gRawGamma.set(mParamBuffer, 1.0f / settings.gamma); |
535 | gTonemappingParamDef.gManualExposureScale.set(mParamBuffer, Math::pow(2.0f, settings.exposureScale)); |
536 | gTonemappingParamDef.gTexSize.set(mParamBuffer, Vector2((float)texProps.getWidth(), (float)texProps.getHeight())); |
537 | gTonemappingParamDef.gBloomTint.set(mParamBuffer, settings.bloom.tint); |
538 | gTonemappingParamDef.gNumSamples.set(mParamBuffer, texProps.getNumSamples()); |
539 | |
540 | // Set parameters |
541 | mInputTex.set(sceneColor); |
542 | mColorLUT.set(colorLUT); |
543 | mEyeAdaptationTex.set(eyeAdaptation); |
544 | mBloomTex.set(bloom != nullptr ? bloom : Texture::BLACK); |
545 | |
546 | // Render |
547 | RenderAPI& rapi = RenderAPI::instance(); |
548 | rapi.setRenderTarget(output); |
549 | |
550 | bind(); |
551 | gRendererUtility().drawScreenQuad(); |
552 | } |
553 | |
554 | TonemappingMat* TonemappingMat::getVariation(bool volumeLUT, bool gammaOnly, bool autoExposure, bool MSAA) |
555 | { |
556 | if(volumeLUT) |
557 | { |
558 | if (gammaOnly) |
559 | { |
560 | if (autoExposure) |
561 | { |
562 | if (MSAA) |
563 | return get(getVariation<true, true, true, true>()); |
564 | else |
565 | return get(getVariation<true, true, true, false>()); |
566 | } |
567 | else |
568 | { |
569 | if (MSAA) |
570 | return get(getVariation<true, true, false, true>()); |
571 | else |
572 | return get(getVariation<true, true, false, false>()); |
573 | } |
574 | } |
575 | else |
576 | { |
577 | if (autoExposure) |
578 | { |
579 | if (MSAA) |
580 | return get(getVariation<true, false, true, true>()); |
581 | else |
582 | return get(getVariation<true, false, true, false>()); |
583 | } |
584 | else |
585 | { |
586 | if (MSAA) |
587 | return get(getVariation<true, false, false, true>()); |
588 | else |
589 | return get(getVariation<true, false, false, false>()); |
590 | } |
591 | } |
592 | } |
593 | else |
594 | { |
595 | if (gammaOnly) |
596 | { |
597 | if (autoExposure) |
598 | { |
599 | if (MSAA) |
600 | return get(getVariation<false, true, true, true>()); |
601 | else |
602 | return get(getVariation<false, true, true, false>()); |
603 | } |
604 | else |
605 | { |
606 | if (MSAA) |
607 | return get(getVariation<false, true, false, true>()); |
608 | else |
609 | return get(getVariation<false, true, false, false>()); |
610 | } |
611 | } |
612 | else |
613 | { |
614 | if (autoExposure) |
615 | { |
616 | if (MSAA) |
617 | return get(getVariation<false, false, true, true>()); |
618 | else |
619 | return get(getVariation<false, false, true, false>()); |
620 | } |
621 | else |
622 | { |
623 | if (MSAA) |
624 | return get(getVariation<false, false, false, true>()); |
625 | else |
626 | return get(getVariation<false, false, false, false>()); |
627 | } |
628 | } |
629 | } |
630 | } |
631 | |
632 | BloomClipParamDef gBloomClipParamDef; |
633 | |
634 | BloomClipMat::BloomClipMat() |
635 | { |
636 | mParamBuffer = gBloomClipParamDef.createBuffer(); |
637 | |
638 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
639 | mParams->getTextureParam(GPT_VERTEX_PROGRAM, "gEyeAdaptationTex" , mEyeAdaptationTex); |
640 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex" , mInputTex); |
641 | } |
642 | |
643 | void BloomClipMat::execute(const SPtr<Texture>& input, float threshold, const SPtr<Texture>& eyeAdaptation, |
644 | const RenderSettings& settings, const SPtr<RenderTarget>& output) |
645 | { |
646 | BS_RENMAT_PROFILE_BLOCK |
647 | |
648 | gBloomClipParamDef.gThreshold.set(mParamBuffer, threshold); |
649 | gBloomClipParamDef.gManualExposureScale.set(mParamBuffer, Math::pow(2.0f, settings.exposureScale)); |
650 | |
651 | // Set parameters |
652 | mInputTex.set(input); |
653 | mEyeAdaptationTex.set(eyeAdaptation); |
654 | |
655 | // Render |
656 | RenderAPI& rapi = RenderAPI::instance(); |
657 | |
658 | rapi.setRenderTarget(output); |
659 | |
660 | bind(); |
661 | gRendererUtility().drawScreenQuad(); |
662 | } |
663 | |
664 | BloomClipMat* BloomClipMat::getVariation(bool autoExposure) |
665 | { |
666 | if (autoExposure) |
667 | return get(getVariation<true>()); |
668 | |
669 | return get(getVariation<false>()); |
670 | } |
671 | |
672 | GaussianBlurParamDef gGaussianBlurParamDef; |
673 | |
674 | GaussianBlurMat::GaussianBlurMat() |
675 | { |
676 | mParamBuffer = gGaussianBlurParamDef.createBuffer(); |
677 | mIsAdditive = mVariation.getBool("ADDITIVE" ); |
678 | |
679 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
680 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex" , mInputTexture); |
681 | |
682 | if(mIsAdditive) |
683 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gAdditiveTex" , mAdditiveTexture); |
684 | } |
685 | |
686 | void GaussianBlurMat::_initDefines(ShaderDefines& defines) |
687 | { |
688 | defines.set("MAX_NUM_SAMPLES" , MAX_BLUR_SAMPLES); |
689 | } |
690 | |
691 | void GaussianBlurMat::execute(const SPtr<Texture>& source, float filterSize, const SPtr<RenderTexture>& destination, |
692 | const Color& tint, const SPtr<Texture>& additive) |
693 | { |
694 | BS_RENMAT_PROFILE_BLOCK |
695 | |
696 | const TextureProperties& srcProps = source->getProperties(); |
697 | const RenderTextureProperties& dstProps = destination->getProperties(); |
698 | |
699 | Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight()); |
700 | |
701 | std::array<float, MAX_BLUR_SAMPLES> sampleOffsets; |
702 | std::array<float, MAX_BLUR_SAMPLES> sampleWeights; |
703 | |
704 | POOLED_RENDER_TEXTURE_DESC tempTextureDesc = POOLED_RENDER_TEXTURE_DESC::create2D(srcProps.getFormat(), |
705 | dstProps.width, dstProps.height, TU_RENDERTARGET); |
706 | SPtr<PooledRenderTexture> tempTexture = GpuResourcePool::instance().get(tempTextureDesc); |
707 | |
708 | const auto updateParamBuffer = |
709 | [&source, &filterSize, &sampleWeights, &sampleOffsets, &invTexSize, ¶mBuffer = mParamBuffer] |
710 | (Direction direction, const Color& tint) |
711 | { |
712 | const float kernelRadius = calcKernelRadius(source, filterSize, direction); |
713 | const UINT32 numSamples = calcStdDistribution(kernelRadius, sampleWeights, sampleOffsets); |
714 | |
715 | for(UINT32 i = 0; i < numSamples; ++i) |
716 | { |
717 | Vector4 weight(tint.r, tint.g, tint.b, tint.a); |
718 | weight *= sampleWeights[i]; |
719 | |
720 | gGaussianBlurParamDef.gSampleWeights.set(paramBuffer, weight, i); |
721 | } |
722 | |
723 | UINT32 axis0 = direction == DirHorizontal ? 0 : 1; |
724 | UINT32 axis1 = (axis0 + 1) % 2; |
725 | |
726 | for(UINT32 i = 0; i < (numSamples + 1) / 2; ++i) |
727 | { |
728 | UINT32 remainder = std::min(2U, numSamples - i * 2); |
729 | |
730 | Vector4 offset; |
731 | offset[axis0] = sampleOffsets[i * 2 + 0] * invTexSize[axis0]; |
732 | offset[axis1] = 0.0f; |
733 | |
734 | if(remainder == 2) |
735 | { |
736 | offset[axis0 + 2] = sampleOffsets[i * 2 + 1] * invTexSize[axis0]; |
737 | offset[axis1 + 2] = 0.0f; |
738 | } |
739 | else |
740 | { |
741 | offset[axis0 + 2] = 0.0f; |
742 | offset[axis1 + 2] = 0.0f; |
743 | } |
744 | |
745 | gGaussianBlurParamDef.gSampleOffsets.set(paramBuffer, offset, i); |
746 | } |
747 | |
748 | gGaussianBlurParamDef.gNumSamples.set(paramBuffer, numSamples); |
749 | }; |
750 | |
751 | // Horizontal pass |
752 | { |
753 | updateParamBuffer(DirHorizontal, Color::White); |
754 | mInputTexture.set(source); |
755 | |
756 | if(mIsAdditive) |
757 | mAdditiveTexture.set(Texture::BLACK); |
758 | |
759 | RenderAPI& rapi = RenderAPI::instance(); |
760 | rapi.setRenderTarget(tempTexture->renderTexture); |
761 | |
762 | bind(); |
763 | gRendererUtility().drawScreenQuad(); |
764 | } |
765 | |
766 | // Vertical pass |
767 | { |
768 | updateParamBuffer(DirVertical, tint); |
769 | mInputTexture.set(tempTexture->texture); |
770 | |
771 | if(mIsAdditive) |
772 | { |
773 | if(additive) |
774 | mAdditiveTexture.set(additive); |
775 | else |
776 | mAdditiveTexture.set(Texture::BLACK); |
777 | } |
778 | |
779 | RenderAPI& rapi = RenderAPI::instance(); |
780 | rapi.setRenderTarget(destination); |
781 | |
782 | bind(); |
783 | gRendererUtility().drawScreenQuad(); |
784 | } |
785 | |
786 | GpuResourcePool::instance().release(tempTexture); |
787 | } |
788 | |
789 | UINT32 GaussianBlurMat::calcStdDistribution(float filterRadius, std::array<float, MAX_BLUR_SAMPLES>& weights, |
790 | std::array<float, MAX_BLUR_SAMPLES>& offsets) |
791 | { |
792 | filterRadius = Math::clamp(filterRadius, 0.00001f, (float)(MAX_BLUR_SAMPLES - 1)); |
793 | INT32 intFilterRadius = std::min(Math::ceilToInt(filterRadius), MAX_BLUR_SAMPLES - 1); |
794 | |
795 | // Note: Does not include the scaling factor since we normalize later anyway |
796 | auto normalDistribution = [](int i, float scale) |
797 | { |
798 | // Higher value gives more weight to samples near the center |
799 | constexpr float CENTER_BIAS = 30; |
800 | |
801 | // Mathematica visualization: Manipulate[Plot[E^(-0.5*centerBias*(Abs[x]*(1/radius))^2), {x, -radius, radius}], |
802 | // {centerBias, 1, 30}, {radius, 1, 72}] |
803 | float samplePos = fabs((float)i) * scale; |
804 | return exp(-0.5f * CENTER_BIAS * samplePos * samplePos); |
805 | }; |
806 | |
807 | // We make use of the hardware linear filtering, and therefore only generate half the number of samples. |
808 | // The weights and the sampling location needs to be adjusted in order to get the same results as if we |
809 | // perform two samples separately: |
810 | // |
811 | // Original formula is: t1*w1 + t2*w2 |
812 | // With hardware filtering it's: (t1 + (t2 - t1) * o) * w3 |
813 | // Or expanded: t1*w3 - t1*o*w3 + t2*o*w3 = t1 * (w3 - o*w3) + t2 * (o*w3) |
814 | // |
815 | // These two need to equal, which means this follows: |
816 | // w1 = w3 - o*w3 |
817 | // w2 = o*w3 |
818 | // |
819 | // From the second equation get the offset o: |
820 | // o = w2/w3 |
821 | // |
822 | // From the first equation and o, get w3: |
823 | // w1 = w3 - w2 |
824 | // w3 = w1 + w2 |
825 | |
826 | float scale = 1.0f / filterRadius; |
827 | UINT32 numSamples = 0; |
828 | float totalWeight = 0.0f; |
829 | for(int i = -intFilterRadius; i < intFilterRadius; i += 2) |
830 | { |
831 | float w1 = normalDistribution(i, scale); |
832 | float w2 = normalDistribution(i + 1, scale); |
833 | |
834 | float w3 = w1 + w2; |
835 | float o = (float)i + w2/w3; // Relative to first sample |
836 | |
837 | weights[numSamples] = w3; |
838 | offsets[numSamples] = o; |
839 | |
840 | numSamples++; |
841 | totalWeight += w3; |
842 | } |
843 | |
844 | // Special case for last weight, as it doesn't have a matching pair |
845 | float w = normalDistribution(intFilterRadius, scale); |
846 | weights[numSamples] = w; |
847 | offsets[numSamples] = (float)(intFilterRadius - 1); |
848 | |
849 | numSamples++; |
850 | totalWeight += w; |
851 | |
852 | // Normalize weights |
853 | float invTotalWeight = 1.0f / totalWeight; |
854 | for(UINT32 i = 0; i < numSamples; i++) |
855 | weights[i] *= invTotalWeight; |
856 | |
857 | return numSamples; |
858 | } |
859 | |
860 | float GaussianBlurMat::calcKernelRadius(const SPtr<Texture>& source, float scale, Direction filterDir) |
861 | { |
862 | scale = Math::clamp01(scale); |
863 | |
864 | UINT32 length; |
865 | if (filterDir == DirHorizontal) |
866 | length = source->getProperties().getWidth(); |
867 | else |
868 | length = source->getProperties().getHeight(); |
869 | |
870 | // Divide by two because we need the radius |
871 | return std::min(length * scale / 2, (float)MAX_BLUR_SAMPLES - 1); |
872 | } |
873 | |
874 | GaussianBlurMat* GaussianBlurMat::getVariation(bool additive) |
875 | { |
876 | if(additive) |
877 | return get(getVariation<true>()); |
878 | |
879 | return get(getVariation<false>()); |
880 | } |
881 | |
882 | GaussianDOFParamDef gGaussianDOFParamDef; |
883 | |
884 | GaussianDOFSeparateMat::GaussianDOFSeparateMat() |
885 | { |
886 | mParamBuffer = gGaussianDOFParamDef.createBuffer(); |
887 | |
888 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
889 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gColorTex" , mColorTexture); |
890 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex" , mDepthTexture); |
891 | |
892 | SAMPLER_STATE_DESC desc; |
893 | desc.minFilter = FO_POINT; |
894 | desc.magFilter = FO_POINT; |
895 | desc.mipFilter = FO_POINT; |
896 | desc.addressMode.u = TAM_CLAMP; |
897 | desc.addressMode.v = TAM_CLAMP; |
898 | desc.addressMode.w = TAM_CLAMP; |
899 | |
900 | SPtr<SamplerState> samplerState = SamplerState::create(desc); |
901 | setSamplerState(mParams, GPT_FRAGMENT_PROGRAM, "gColorSamp" , "gColorTex" , samplerState); |
902 | } |
903 | |
904 | void GaussianDOFSeparateMat::execute(const SPtr<Texture>& color, const SPtr<Texture>& depth, |
905 | const RendererView& view, const DepthOfFieldSettings& settings) |
906 | { |
907 | BS_RENMAT_PROFILE_BLOCK |
908 | |
909 | const TextureProperties& srcProps = color->getProperties(); |
910 | |
911 | UINT32 outputWidth = std::max(1U, srcProps.getWidth() / 2); |
912 | UINT32 outputHeight = std::max(1U, srcProps.getHeight() / 2); |
913 | |
914 | POOLED_RENDER_TEXTURE_DESC outputTexDesc = POOLED_RENDER_TEXTURE_DESC::create2D(srcProps.getFormat(), |
915 | outputWidth, outputHeight, TU_RENDERTARGET); |
916 | mOutput0 = GpuResourcePool::instance().get(outputTexDesc); |
917 | |
918 | bool near = mVariation.getBool("NEAR" ); |
919 | bool far = mVariation.getBool("FAR" ); |
920 | |
921 | SPtr<RenderTexture> rt; |
922 | if (near && far) |
923 | { |
924 | mOutput1 = GpuResourcePool::instance().get(outputTexDesc); |
925 | |
926 | RENDER_TEXTURE_DESC rtDesc; |
927 | rtDesc.colorSurfaces[0].texture = mOutput0->texture; |
928 | rtDesc.colorSurfaces[1].texture = mOutput1->texture; |
929 | |
930 | rt = RenderTexture::create(rtDesc); |
931 | } |
932 | else |
933 | rt = mOutput0->renderTexture; |
934 | |
935 | Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight()); |
936 | |
937 | gGaussianDOFParamDef.gHalfPixelOffset.set(mParamBuffer, invTexSize * 0.5f); |
938 | gGaussianDOFParamDef.gNearBlurPlane.set(mParamBuffer, settings.focalDistance - settings.focalRange * 0.5f); |
939 | gGaussianDOFParamDef.gFarBlurPlane.set(mParamBuffer, settings.focalDistance + settings.focalRange * 0.5f); |
940 | gGaussianDOFParamDef.gInvNearBlurRange.set(mParamBuffer, 1.0f / settings.nearTransitionRange); |
941 | gGaussianDOFParamDef.gInvFarBlurRange.set(mParamBuffer, 1.0f / settings.farTransitionRange); |
942 | |
943 | mColorTexture.set(color); |
944 | mDepthTexture.set(depth); |
945 | |
946 | SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer(); |
947 | mParams->setParamBlockBuffer("PerCamera" , perView); |
948 | |
949 | RenderAPI& rapi = RenderAPI::instance(); |
950 | rapi.setRenderTarget(rt); |
951 | |
952 | bind(); |
953 | gRendererUtility().drawScreenQuad(); |
954 | } |
955 | |
956 | SPtr<PooledRenderTexture> GaussianDOFSeparateMat::getOutput(UINT32 idx) |
957 | { |
958 | if (idx == 0) |
959 | return mOutput0; |
960 | else if (idx == 1) |
961 | return mOutput1; |
962 | |
963 | return nullptr; |
964 | } |
965 | |
966 | void GaussianDOFSeparateMat::release() |
967 | { |
968 | if (mOutput0 != nullptr) |
969 | GpuResourcePool::instance().release(mOutput0); |
970 | |
971 | if (mOutput1 != nullptr) |
972 | GpuResourcePool::instance().release(mOutput1); |
973 | } |
974 | |
975 | GaussianDOFSeparateMat* GaussianDOFSeparateMat::getVariation(bool near, bool far) |
976 | { |
977 | if (near) |
978 | { |
979 | if (far) |
980 | return get(getVariation<true, true>()); |
981 | else |
982 | return get(getVariation<true, false>()); |
983 | } |
984 | else |
985 | return get(getVariation<false, true>()); |
986 | } |
987 | |
988 | GaussianDOFCombineMat::GaussianDOFCombineMat() |
989 | { |
990 | mParamBuffer = gGaussianDOFParamDef.createBuffer(); |
991 | |
992 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
993 | |
994 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gFocusedTex" , mFocusedTexture); |
995 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex" , mDepthTexture); |
996 | |
997 | if(mParams->hasTexture(GPT_FRAGMENT_PROGRAM, "gNearTex" )) |
998 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNearTex" , mNearTexture); |
999 | |
1000 | if(mParams->hasTexture(GPT_FRAGMENT_PROGRAM, "gFarTex" )) |
1001 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gFarTex" , mFarTexture); |
1002 | } |
1003 | |
1004 | void GaussianDOFCombineMat::execute(const SPtr<Texture>& focused, const SPtr<Texture>& near, |
1005 | const SPtr<Texture>& far, const SPtr<Texture>& depth, const SPtr<RenderTarget>& output, |
1006 | const RendererView& view, const DepthOfFieldSettings& settings) |
1007 | { |
1008 | BS_RENMAT_PROFILE_BLOCK |
1009 | |
1010 | const TextureProperties& srcProps = focused->getProperties(); |
1011 | |
1012 | Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight()); |
1013 | |
1014 | gGaussianDOFParamDef.gHalfPixelOffset.set(mParamBuffer, invTexSize * 0.5f); |
1015 | gGaussianDOFParamDef.gNearBlurPlane.set(mParamBuffer, settings.focalDistance - settings.focalRange * 0.5f); |
1016 | gGaussianDOFParamDef.gFarBlurPlane.set(mParamBuffer, settings.focalDistance + settings.focalRange * 0.5f); |
1017 | gGaussianDOFParamDef.gInvNearBlurRange.set(mParamBuffer, 1.0f / settings.nearTransitionRange); |
1018 | gGaussianDOFParamDef.gInvFarBlurRange.set(mParamBuffer, 1.0f / settings.farTransitionRange); |
1019 | |
1020 | mFocusedTexture.set(focused); |
1021 | mNearTexture.set(near); |
1022 | mFarTexture.set(far); |
1023 | mDepthTexture.set(depth); |
1024 | |
1025 | SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer(); |
1026 | mParams->setParamBlockBuffer("PerCamera" , perView); |
1027 | |
1028 | RenderAPI& rapi = RenderAPI::instance(); |
1029 | rapi.setRenderTarget(output); |
1030 | |
1031 | bind(); |
1032 | gRendererUtility().drawScreenQuad(); |
1033 | } |
1034 | |
1035 | GaussianDOFCombineMat* GaussianDOFCombineMat::getVariation(bool near, bool far) |
1036 | { |
1037 | if (near) |
1038 | { |
1039 | if (far) |
1040 | return get(getVariation<true, true>()); |
1041 | else |
1042 | return get(getVariation<true, false>()); |
1043 | } |
1044 | else |
1045 | return get(getVariation<false, true>()); |
1046 | } |
1047 | |
1048 | BuildHiZFParamDef gBuildHiZParamDef; |
1049 | |
1050 | BuildHiZMat::BuildHiZMat() |
1051 | { |
1052 | mNoTextureViews = mVariation.getBool("NO_TEXTURE_VIEWS" ); |
1053 | |
1054 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex" , mInputTexture); |
1055 | |
1056 | // If no texture view support, we must manually pick a valid mip level in the shader |
1057 | if(mNoTextureViews) |
1058 | { |
1059 | mParamBuffer = gBuildHiZParamDef.createBuffer(); |
1060 | mParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "Input" , mParamBuffer); |
1061 | |
1062 | SAMPLER_STATE_DESC inputSampDesc; |
1063 | inputSampDesc.minFilter = FO_POINT; |
1064 | inputSampDesc.magFilter = FO_POINT; |
1065 | inputSampDesc.mipFilter = FO_POINT; |
1066 | |
1067 | SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc); |
1068 | setSamplerState(mParams, GPT_FRAGMENT_PROGRAM, "gDepthSamp" , "gDepthTex" , inputSampState); |
1069 | } |
1070 | } |
1071 | |
1072 | void BuildHiZMat::execute(const SPtr<Texture>& source, UINT32 srcMip, const Rect2& srcRect, const Rect2& dstRect, |
1073 | const SPtr<RenderTexture>& output) |
1074 | { |
1075 | BS_RENMAT_PROFILE_BLOCK |
1076 | |
1077 | RenderAPI& rapi = RenderAPI::instance(); |
1078 | |
1079 | // If no texture view support, we must manually pick a valid mip level in the shader |
1080 | if(mNoTextureViews) |
1081 | { |
1082 | mInputTexture.set(source); |
1083 | |
1084 | auto& props = source->getProperties(); |
1085 | float pixelWidth = (float)props.getWidth(); |
1086 | float pixelHeight = (float)props.getHeight(); |
1087 | |
1088 | Vector2 halfPixelOffset(0.5f / pixelWidth, 0.5f / pixelHeight); |
1089 | |
1090 | gBuildHiZParamDef.gHalfPixelOffset.set(mParamBuffer, halfPixelOffset); |
1091 | gBuildHiZParamDef.gMipLevel.set(mParamBuffer, srcMip); |
1092 | } |
1093 | else |
1094 | mInputTexture.set(source, TextureSurface(srcMip)); |
1095 | |
1096 | rapi.setRenderTarget(output); |
1097 | rapi.setViewport(dstRect); |
1098 | |
1099 | bind(); |
1100 | gRendererUtility().drawScreenQuad(srcRect); |
1101 | |
1102 | rapi.setViewport(Rect2(0, 0, 1, 1)); |
1103 | } |
1104 | |
1105 | BuildHiZMat* BuildHiZMat::getVariation(bool noTextureViews) |
1106 | { |
1107 | if (noTextureViews) |
1108 | return get(getVariation<true>()); |
1109 | |
1110 | return get(getVariation<false>()); |
1111 | } |
1112 | |
1113 | FXAAParamDef gFXAAParamDef; |
1114 | |
1115 | FXAAMat::FXAAMat() |
1116 | { |
1117 | mParamBuffer = gFXAAParamDef.createBuffer(); |
1118 | |
1119 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
1120 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex" , mInputTexture); |
1121 | } |
1122 | |
1123 | void FXAAMat::execute(const SPtr<Texture>& source, const SPtr<RenderTarget>& destination) |
1124 | { |
1125 | BS_RENMAT_PROFILE_BLOCK |
1126 | |
1127 | const TextureProperties& srcProps = source->getProperties(); |
1128 | |
1129 | Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight()); |
1130 | gFXAAParamDef.gInvTexSize.set(mParamBuffer, invTexSize); |
1131 | |
1132 | mInputTexture.set(source); |
1133 | |
1134 | RenderAPI& rapi = RenderAPI::instance(); |
1135 | rapi.setRenderTarget(destination); |
1136 | |
1137 | bind(); |
1138 | gRendererUtility().drawScreenQuad(); |
1139 | } |
1140 | |
1141 | SSAOParamDef gSSAOParamDef; |
1142 | |
1143 | SSAOMat::SSAOMat() |
1144 | { |
1145 | bool isFinal = mVariation.getBool("FINAL_AO" ); |
1146 | bool mixWithUpsampled = mVariation.getBool("MIX_WITH_UPSAMPLED" ); |
1147 | |
1148 | mParamBuffer = gSSAOParamDef.createBuffer(); |
1149 | |
1150 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
1151 | |
1152 | if (isFinal) |
1153 | { |
1154 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex" , mDepthTexture); |
1155 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNormalsTex" , mNormalsTexture); |
1156 | } |
1157 | |
1158 | if(!isFinal || mixWithUpsampled) |
1159 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSetupAO" , mSetupAOTexture); |
1160 | |
1161 | if(mixWithUpsampled) |
1162 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDownsampledAO" , mDownsampledAOTexture); |
1163 | |
1164 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gRandomTex" , mRandomTexture); |
1165 | |
1166 | SAMPLER_STATE_DESC inputSampDesc; |
1167 | inputSampDesc.minFilter = FO_POINT; |
1168 | inputSampDesc.magFilter = FO_POINT; |
1169 | inputSampDesc.mipFilter = FO_POINT; |
1170 | inputSampDesc.addressMode.u = TAM_CLAMP; |
1171 | inputSampDesc.addressMode.v = TAM_CLAMP; |
1172 | inputSampDesc.addressMode.w = TAM_CLAMP; |
1173 | |
1174 | SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc); |
1175 | if(mParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp" )) |
1176 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp" , inputSampState); |
1177 | else |
1178 | { |
1179 | if (isFinal) |
1180 | { |
1181 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthTex" , inputSampState); |
1182 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gNormalsTex" , inputSampState); |
1183 | } |
1184 | |
1185 | if(!isFinal || mixWithUpsampled) |
1186 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gSetupAO" , inputSampState); |
1187 | |
1188 | if(mixWithUpsampled) |
1189 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDownsampledAO" , inputSampState); |
1190 | } |
1191 | |
1192 | SAMPLER_STATE_DESC randomSampDesc; |
1193 | randomSampDesc.minFilter = FO_POINT; |
1194 | randomSampDesc.magFilter = FO_POINT; |
1195 | randomSampDesc.mipFilter = FO_POINT; |
1196 | randomSampDesc.addressMode.u = TAM_WRAP; |
1197 | randomSampDesc.addressMode.v = TAM_WRAP; |
1198 | randomSampDesc.addressMode.w = TAM_WRAP; |
1199 | |
1200 | SPtr<SamplerState> randomSampState = SamplerState::create(randomSampDesc); |
1201 | setSamplerState(mParams, GPT_FRAGMENT_PROGRAM, "gRandomSamp" , "gRandomTex" , randomSampState); |
1202 | } |
1203 | |
1204 | void SSAOMat::execute(const RendererView& view, const SSAOTextureInputs& textures, |
1205 | const SPtr<RenderTexture>& destination, const AmbientOcclusionSettings& settings) |
1206 | { |
1207 | BS_RENMAT_PROFILE_BLOCK |
1208 | |
1209 | // Scale that can be used to adjust how quickly does AO radius increase with downsampled AO. This yields a very |
1210 | // small AO radius at highest level, and very large radius at lowest level |
1211 | static const float DOWNSAMPLE_SCALE = 4.0f; |
1212 | |
1213 | const RendererViewProperties& viewProps = view.getProperties(); |
1214 | const RenderTargetProperties& rtProps = destination->getProperties(); |
1215 | |
1216 | Vector2 tanHalfFOV; |
1217 | tanHalfFOV.x = 1.0f / viewProps.projTransform[0][0]; |
1218 | tanHalfFOV.y = 1.0f / viewProps.projTransform[1][1]; |
1219 | |
1220 | float cotHalfFOV = viewProps.projTransform[0][0]; |
1221 | |
1222 | // Downsampled AO uses a larger AO radius (in higher resolutions this would cause too much cache trashing). This |
1223 | // means if only full res AO is used, then only AO from nearby geometry will be calculated. |
1224 | float viewScale = viewProps.target.viewRect.width / (float)rtProps.width; |
1225 | |
1226 | // Ramp up the radius exponentially. c^log2(x) function chosen arbitrarily, as it ramps up the radius in a nice way |
1227 | float scale = pow(DOWNSAMPLE_SCALE, Math::log2(viewScale)); |
1228 | |
1229 | // Determine maximum radius scale (division by 4 because we don't downsample more than quarter-size) |
1230 | float maxScale = pow(DOWNSAMPLE_SCALE, Math::log2(4.0f)); |
1231 | |
1232 | // Normalize the scale in [0, 1] range |
1233 | scale /= maxScale; |
1234 | |
1235 | float radius = settings.radius * scale; |
1236 | |
1237 | // Factors used for scaling the AO contribution with range |
1238 | Vector2 fadeMultiplyAdd; |
1239 | fadeMultiplyAdd.x = 1.0f / settings.fadeRange; |
1240 | fadeMultiplyAdd.y = -settings.fadeDistance / settings.fadeRange; |
1241 | |
1242 | gSSAOParamDef.gSampleRadius.set(mParamBuffer, radius); |
1243 | gSSAOParamDef.gCotHalfFOV.set(mParamBuffer, cotHalfFOV); |
1244 | gSSAOParamDef.gTanHalfFOV.set(mParamBuffer, tanHalfFOV); |
1245 | gSSAOParamDef.gWorldSpaceRadiusMask.set(mParamBuffer, 1.0f); |
1246 | gSSAOParamDef.gBias.set(mParamBuffer, (settings.bias * viewScale) / 1000.0f); |
1247 | gSSAOParamDef.gFadeMultiplyAdd.set(mParamBuffer, fadeMultiplyAdd); |
1248 | gSSAOParamDef.gPower.set(mParamBuffer, settings.power); |
1249 | gSSAOParamDef.gIntensity.set(mParamBuffer, settings.intensity); |
1250 | |
1251 | bool upsample = mVariation.getBool("MIX_WITH_UPSAMPLED" ); |
1252 | if(upsample) |
1253 | { |
1254 | const TextureProperties& props = textures.aoDownsampled->getProperties(); |
1255 | |
1256 | Vector2 downsampledPixelSize; |
1257 | downsampledPixelSize.x = 1.0f / props.getWidth(); |
1258 | downsampledPixelSize.y = 1.0f / props.getHeight(); |
1259 | |
1260 | gSSAOParamDef.gDownsampledPixelSize.set(mParamBuffer, downsampledPixelSize); |
1261 | } |
1262 | |
1263 | // Generate a scale which we need to use in order to achieve tiling |
1264 | const TextureProperties& rndProps = textures.randomRotations->getProperties(); |
1265 | UINT32 rndWidth = rndProps.getWidth(); |
1266 | UINT32 rndHeight = rndProps.getHeight(); |
1267 | |
1268 | //// Multiple of random texture size, rounded up |
1269 | UINT32 scaleWidth = (rtProps.width + rndWidth - 1) / rndWidth; |
1270 | UINT32 scaleHeight = (rtProps.height + rndHeight - 1) / rndHeight; |
1271 | |
1272 | Vector2 randomTileScale((float)scaleWidth, (float)scaleHeight); |
1273 | gSSAOParamDef.gRandomTileScale.set(mParamBuffer, randomTileScale); |
1274 | |
1275 | mSetupAOTexture.set(textures.aoSetup); |
1276 | |
1277 | bool finalPass = mVariation.getBool("FINAL_AO" ); |
1278 | if (finalPass) |
1279 | { |
1280 | mDepthTexture.set(textures.sceneDepth); |
1281 | mNormalsTexture.set(textures.sceneNormals); |
1282 | } |
1283 | |
1284 | if (upsample) |
1285 | mDownsampledAOTexture.set(textures.aoDownsampled); |
1286 | |
1287 | mRandomTexture.set(textures.randomRotations); |
1288 | |
1289 | SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer(); |
1290 | mParams->setParamBlockBuffer("PerCamera" , perView); |
1291 | |
1292 | RenderAPI& rapi = RenderAPI::instance(); |
1293 | rapi.setRenderTarget(destination); |
1294 | |
1295 | bind(); |
1296 | gRendererUtility().drawScreenQuad(); |
1297 | } |
1298 | |
1299 | SSAOMat* SSAOMat::getVariation(bool upsample, bool finalPass, int quality) |
1300 | { |
1301 | #define PICK_MATERIAL(QUALITY) \ |
1302 | if(upsample) \ |
1303 | if(finalPass) \ |
1304 | return get(getVariation<true, true, QUALITY>()); \ |
1305 | else \ |
1306 | return get(getVariation<true, false, QUALITY>()); \ |
1307 | else \ |
1308 | if(finalPass) \ |
1309 | return get(getVariation<false, true, QUALITY>()); \ |
1310 | else \ |
1311 | return get(getVariation<false, false, QUALITY>()); \ |
1312 | |
1313 | switch(quality) |
1314 | { |
1315 | case 0: |
1316 | PICK_MATERIAL(0) |
1317 | case 1: |
1318 | PICK_MATERIAL(1) |
1319 | case 2: |
1320 | PICK_MATERIAL(2) |
1321 | case 3: |
1322 | PICK_MATERIAL(3) |
1323 | default: |
1324 | case 4: |
1325 | PICK_MATERIAL(4) |
1326 | } |
1327 | |
1328 | #undef PICK_MATERIAL |
1329 | } |
1330 | |
1331 | SSAODownsampleParamDef gSSAODownsampleParamDef; |
1332 | |
1333 | SSAODownsampleMat::SSAODownsampleMat() |
1334 | { |
1335 | mParamBuffer = gSSAODownsampleParamDef.createBuffer(); |
1336 | |
1337 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
1338 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex" , mDepthTexture); |
1339 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNormalsTex" , mNormalsTexture); |
1340 | |
1341 | SAMPLER_STATE_DESC inputSampDesc; |
1342 | inputSampDesc.minFilter = FO_LINEAR; |
1343 | inputSampDesc.magFilter = FO_LINEAR; |
1344 | inputSampDesc.mipFilter = FO_LINEAR; |
1345 | inputSampDesc.addressMode.u = TAM_CLAMP; |
1346 | inputSampDesc.addressMode.v = TAM_CLAMP; |
1347 | inputSampDesc.addressMode.w = TAM_CLAMP; |
1348 | |
1349 | SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc); |
1350 | |
1351 | if(mParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp" )) |
1352 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp" , inputSampState); |
1353 | else |
1354 | { |
1355 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthTex" , inputSampState); |
1356 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gNormalsTex" , inputSampState); |
1357 | } |
1358 | } |
1359 | |
1360 | void SSAODownsampleMat::execute(const RendererView& view, const SPtr<Texture>& depth, const SPtr<Texture>& normals, |
1361 | const SPtr<RenderTexture>& destination, float depthRange) |
1362 | { |
1363 | BS_RENMAT_PROFILE_BLOCK |
1364 | |
1365 | const RendererViewProperties& viewProps = view.getProperties(); |
1366 | const RenderTargetProperties& rtProps = destination->getProperties(); |
1367 | |
1368 | Vector2 pixelSize; |
1369 | pixelSize.x = 1.0f / rtProps.width; |
1370 | pixelSize.y = 1.0f / rtProps.height; |
1371 | |
1372 | float scale = viewProps.target.viewRect.width / (float)rtProps.width; |
1373 | |
1374 | gSSAODownsampleParamDef.gPixelSize.set(mParamBuffer, pixelSize); |
1375 | gSSAODownsampleParamDef.gInvDepthThreshold.set(mParamBuffer, (1.0f / depthRange) / scale); |
1376 | |
1377 | mDepthTexture.set(depth); |
1378 | mNormalsTexture.set(normals); |
1379 | |
1380 | SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer(); |
1381 | mParams->setParamBlockBuffer("PerCamera" , perView); |
1382 | |
1383 | RenderAPI& rapi = RenderAPI::instance(); |
1384 | rapi.setRenderTarget(destination); |
1385 | |
1386 | bind(); |
1387 | gRendererUtility().drawScreenQuad(); |
1388 | } |
1389 | |
1390 | SSAOBlurParamDef gSSAOBlurParamDef; |
1391 | |
1392 | SSAOBlurMat::SSAOBlurMat() |
1393 | { |
1394 | mParamBuffer = gSSAOBlurParamDef.createBuffer(); |
1395 | |
1396 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
1397 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex" , mAOTexture); |
1398 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex" , mDepthTexture); |
1399 | |
1400 | SAMPLER_STATE_DESC inputSampDesc; |
1401 | inputSampDesc.minFilter = FO_POINT; |
1402 | inputSampDesc.magFilter = FO_POINT; |
1403 | inputSampDesc.mipFilter = FO_POINT; |
1404 | inputSampDesc.addressMode.u = TAM_CLAMP; |
1405 | inputSampDesc.addressMode.v = TAM_CLAMP; |
1406 | inputSampDesc.addressMode.w = TAM_CLAMP; |
1407 | |
1408 | SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc); |
1409 | if(mParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp" )) |
1410 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp" , inputSampState); |
1411 | else |
1412 | { |
1413 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputTex" , inputSampState); |
1414 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gDepthTex" , inputSampState); |
1415 | } |
1416 | } |
1417 | |
1418 | void SSAOBlurMat::execute(const RendererView& view, const SPtr<Texture>& ao, const SPtr<Texture>& depth, |
1419 | const SPtr<RenderTexture>& destination, float depthRange) |
1420 | { |
1421 | BS_RENMAT_PROFILE_BLOCK |
1422 | |
1423 | const RendererViewProperties& viewProps = view.getProperties(); |
1424 | const TextureProperties& texProps = ao->getProperties(); |
1425 | |
1426 | Vector2 pixelSize; |
1427 | pixelSize.x = 1.0f / texProps.getWidth(); |
1428 | pixelSize.y = 1.0f / texProps.getHeight(); |
1429 | |
1430 | Vector2 pixelOffset(BsZero); |
1431 | if (mVariation.getBool("DIR_HORZ" )) |
1432 | pixelOffset.x = pixelSize.x; |
1433 | else |
1434 | pixelOffset.y = pixelSize.y; |
1435 | |
1436 | float scale = viewProps.target.viewRect.width / (float)texProps.getWidth(); |
1437 | |
1438 | gSSAOBlurParamDef.gPixelSize.set(mParamBuffer, pixelSize); |
1439 | gSSAOBlurParamDef.gPixelOffset.set(mParamBuffer, pixelOffset); |
1440 | gSSAOBlurParamDef.gInvDepthThreshold.set(mParamBuffer, (1.0f / depthRange) / scale); |
1441 | |
1442 | mAOTexture.set(ao); |
1443 | mDepthTexture.set(depth); |
1444 | |
1445 | SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer(); |
1446 | mParams->setParamBlockBuffer("PerCamera" , perView); |
1447 | |
1448 | RenderAPI& rapi = RenderAPI::instance(); |
1449 | rapi.setRenderTarget(destination); |
1450 | |
1451 | bind(); |
1452 | gRendererUtility().drawScreenQuad(); |
1453 | } |
1454 | |
1455 | SSAOBlurMat* SSAOBlurMat::getVariation(bool horizontal) |
1456 | { |
1457 | if (horizontal) |
1458 | return get(getVariation<true>()); |
1459 | |
1460 | return get(getVariation<false>()); |
1461 | } |
1462 | |
1463 | SSRStencilParamDef gSSRStencilParamDef; |
1464 | |
1465 | SSRStencilMat::SSRStencilMat() |
1466 | :mGBufferParams(GPT_FRAGMENT_PROGRAM, mParams) |
1467 | { |
1468 | mParamBuffer = gSSRStencilParamDef.createBuffer(); |
1469 | mParams->setParamBlockBuffer("Input" , mParamBuffer); |
1470 | } |
1471 | |
1472 | void SSRStencilMat::execute(const RendererView& view, GBufferTextures gbuffer, |
1473 | const ScreenSpaceReflectionsSettings& settings) |
1474 | { |
1475 | BS_RENMAT_PROFILE_BLOCK |
1476 | |
1477 | mGBufferParams.bind(gbuffer); |
1478 | |
1479 | Vector2 roughnessScaleBias = SSRTraceMat::calcRoughnessFadeScaleBias(settings.maxRoughness); |
1480 | gSSRStencilParamDef.gRoughnessScaleBias.set(mParamBuffer, roughnessScaleBias); |
1481 | |
1482 | SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer(); |
1483 | mParams->setParamBlockBuffer("PerCamera" , perView); |
1484 | |
1485 | const RendererViewProperties& viewProps = view.getProperties(); |
1486 | const Rect2I& viewRect = viewProps.target.viewRect; |
1487 | bind(); |
1488 | |
1489 | if(viewProps.target.numSamples > 1) |
1490 | gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)viewRect.width, (float)viewRect.height)); |
1491 | else |
1492 | gRendererUtility().drawScreenQuad(); |
1493 | } |
1494 | |
1495 | SSRStencilMat* SSRStencilMat::getVariation(bool msaa, bool singleSampleMSAA) |
1496 | { |
1497 | if (msaa) |
1498 | { |
1499 | if (singleSampleMSAA) |
1500 | return get(getVariation<true, true>()); |
1501 | |
1502 | return get(getVariation<true, false>()); |
1503 | } |
1504 | else |
1505 | return get(getVariation<false, false>()); |
1506 | } |
1507 | |
1508 | SSRTraceParamDef gSSRTraceParamDef; |
1509 | |
1510 | SSRTraceMat::SSRTraceMat() |
1511 | :mGBufferParams(GPT_FRAGMENT_PROGRAM, mParams) |
1512 | { |
1513 | mParamBuffer = gSSRTraceParamDef.createBuffer(); |
1514 | |
1515 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneColor" , mSceneColorTexture); |
1516 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHiZ" , mHiZTexture); |
1517 | |
1518 | if(mParams->hasParamBlock(GPT_FRAGMENT_PROGRAM, "Input" )) |
1519 | mParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "Input" , mParamBuffer); |
1520 | |
1521 | SAMPLER_STATE_DESC desc; |
1522 | desc.minFilter = FO_POINT; |
1523 | desc.magFilter = FO_POINT; |
1524 | desc.mipFilter = FO_POINT; |
1525 | desc.addressMode.u = TAM_CLAMP; |
1526 | desc.addressMode.v = TAM_CLAMP; |
1527 | desc.addressMode.w = TAM_CLAMP; |
1528 | |
1529 | SPtr<SamplerState> hiZSamplerState = SamplerState::create(desc); |
1530 | if (mParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZSamp" )) |
1531 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZSamp" , hiZSamplerState); |
1532 | else if(mParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZ" )) |
1533 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZ" , hiZSamplerState); |
1534 | } |
1535 | |
1536 | void SSRTraceMat::execute(const RendererView& view, GBufferTextures gbuffer, const SPtr<Texture>& sceneColor, |
1537 | const SPtr<Texture>& hiZ, const ScreenSpaceReflectionsSettings& settings, |
1538 | const SPtr<RenderTarget>& destination) |
1539 | { |
1540 | BS_RENMAT_PROFILE_BLOCK |
1541 | |
1542 | const RendererViewProperties& viewProps = view.getProperties(); |
1543 | |
1544 | const TextureProperties& hiZProps = hiZ->getProperties(); |
1545 | |
1546 | mGBufferParams.bind(gbuffer); |
1547 | mSceneColorTexture.set(sceneColor); |
1548 | mHiZTexture.set(hiZ); |
1549 | |
1550 | Rect2I viewRect = viewProps.target.viewRect; |
1551 | |
1552 | // Maps from NDC to UV [0, 1] |
1553 | Vector4 ndcToHiZUV; |
1554 | ndcToHiZUV.x = 0.5f; |
1555 | ndcToHiZUV.y = -0.5f; |
1556 | ndcToHiZUV.z = 0.5f; |
1557 | ndcToHiZUV.w = 0.5f; |
1558 | |
1559 | // Either of these flips the Y axis, but if they're both true they cancel out |
1560 | const Conventions& rapiConventions = gCaps().conventions; |
1561 | |
1562 | if ((rapiConventions.uvYAxis == Conventions::Axis::Up) ^ (rapiConventions.ndcYAxis == Conventions::Axis::Down)) |
1563 | ndcToHiZUV.y = -ndcToHiZUV.y; |
1564 | |
1565 | // Maps from [0, 1] to area of HiZ where depth is stored in |
1566 | ndcToHiZUV.x *= (float)viewRect.width / hiZProps.getWidth(); |
1567 | ndcToHiZUV.y *= (float)viewRect.height / hiZProps.getHeight(); |
1568 | ndcToHiZUV.z *= (float)viewRect.width / hiZProps.getWidth(); |
1569 | ndcToHiZUV.w *= (float)viewRect.height / hiZProps.getHeight(); |
1570 | |
1571 | // Maps from HiZ UV to [0, 1] UV |
1572 | Vector2 HiZUVToScreenUV; |
1573 | HiZUVToScreenUV.x = hiZProps.getWidth() / (float)viewRect.width; |
1574 | HiZUVToScreenUV.y = hiZProps.getHeight() / (float)viewRect.height; |
1575 | |
1576 | // Used for roughness fading |
1577 | Vector2 roughnessScaleBias = calcRoughnessFadeScaleBias(settings.maxRoughness); |
1578 | |
1579 | UINT32 temporalJitter = (viewProps.frameIdx % 8) * 1503; |
1580 | |
1581 | Vector2I bufferSize(viewRect.width, viewRect.height); |
1582 | gSSRTraceParamDef.gHiZSize.set(mParamBuffer, bufferSize); |
1583 | gSSRTraceParamDef.gHiZNumMips.set(mParamBuffer, hiZProps.getNumMipmaps()); |
1584 | gSSRTraceParamDef.gNDCToHiZUV.set(mParamBuffer, ndcToHiZUV); |
1585 | gSSRTraceParamDef.gHiZUVToScreenUV.set(mParamBuffer, HiZUVToScreenUV); |
1586 | gSSRTraceParamDef.gIntensity.set(mParamBuffer, settings.intensity); |
1587 | gSSRTraceParamDef.gRoughnessScaleBias.set(mParamBuffer, roughnessScaleBias); |
1588 | gSSRTraceParamDef.gTemporalJitter.set(mParamBuffer, temporalJitter); |
1589 | |
1590 | SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer(); |
1591 | mParams->setParamBlockBuffer("PerCamera" , perView); |
1592 | |
1593 | RenderAPI& rapi = RenderAPI::instance(); |
1594 | rapi.setRenderTarget(destination, FBT_DEPTH | FBT_STENCIL, RT_DEPTH_STENCIL); |
1595 | |
1596 | bind(); |
1597 | |
1598 | if(viewProps.target.numSamples > 1) |
1599 | gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)viewRect.width, (float)viewRect.height)); |
1600 | else |
1601 | gRendererUtility().drawScreenQuad(); |
1602 | } |
1603 | |
1604 | Vector2 SSRTraceMat::calcRoughnessFadeScaleBias(float maxRoughness) |
1605 | { |
1606 | const static float RANGE_SCALE = 2.0f; |
1607 | |
1608 | Vector2 scaleBias; |
1609 | scaleBias.x = -RANGE_SCALE / (-1.0f + maxRoughness); |
1610 | scaleBias.y = (RANGE_SCALE * maxRoughness) / (-1.0f + maxRoughness); |
1611 | |
1612 | return scaleBias; |
1613 | } |
1614 | |
1615 | SSRTraceMat* SSRTraceMat::getVariation(UINT32 quality, bool msaa, bool singleSampleMSAA) |
1616 | { |
1617 | #define PICK_MATERIAL(QUALITY) \ |
1618 | if(msaa) \ |
1619 | if(singleSampleMSAA) \ |
1620 | return get(getVariation<QUALITY, true, true>()); \ |
1621 | else \ |
1622 | return get(getVariation<QUALITY, true, false>()); \ |
1623 | else \ |
1624 | return get(getVariation<QUALITY, false, false>()); \ |
1625 | |
1626 | switch(quality) |
1627 | { |
1628 | case 0: |
1629 | PICK_MATERIAL(0) |
1630 | case 1: |
1631 | PICK_MATERIAL(1) |
1632 | case 2: |
1633 | PICK_MATERIAL(2) |
1634 | case 3: |
1635 | PICK_MATERIAL(3) |
1636 | default: |
1637 | case 4: |
1638 | PICK_MATERIAL(4) |
1639 | } |
1640 | |
1641 | #undef PICK_MATERIAL |
1642 | } |
1643 | |
1644 | TemporalResolveParamDef gTemporalResolveParamDef; |
1645 | SSRResolveParamDef gSSRResolveParamDef; |
1646 | |
1647 | SSRResolveMat::SSRResolveMat() |
1648 | { |
1649 | mSSRParamBuffer = gSSRResolveParamDef.createBuffer(); |
1650 | mTemporalParamBuffer = gTemporalResolveParamDef.createBuffer(); |
1651 | |
1652 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneDepth" , mSceneDepthTexture); |
1653 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneColor" , mSceneColorTexture); |
1654 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gPrevColor" , mPrevColorTexture); |
1655 | |
1656 | mParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "Input" , mSSRParamBuffer); |
1657 | mParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "TemporalInput" , mTemporalParamBuffer); |
1658 | |
1659 | SAMPLER_STATE_DESC pointSampDesc; |
1660 | pointSampDesc.minFilter = FO_POINT; |
1661 | pointSampDesc.magFilter = FO_POINT; |
1662 | pointSampDesc.mipFilter = FO_POINT; |
1663 | pointSampDesc.addressMode.u = TAM_CLAMP; |
1664 | pointSampDesc.addressMode.v = TAM_CLAMP; |
1665 | pointSampDesc.addressMode.w = TAM_CLAMP; |
1666 | |
1667 | SPtr<SamplerState> pointSampState = SamplerState::create(pointSampDesc); |
1668 | |
1669 | if(mParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gPointSampler" )) |
1670 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gPointSampler" , pointSampState); |
1671 | else |
1672 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gSceneDepth" , pointSampState); |
1673 | |
1674 | SAMPLER_STATE_DESC linearSampDesc; |
1675 | linearSampDesc.minFilter = FO_POINT; |
1676 | linearSampDesc.magFilter = FO_POINT; |
1677 | linearSampDesc.mipFilter = FO_POINT; |
1678 | linearSampDesc.addressMode.u = TAM_CLAMP; |
1679 | linearSampDesc.addressMode.v = TAM_CLAMP; |
1680 | linearSampDesc.addressMode.w = TAM_CLAMP; |
1681 | |
1682 | SPtr<SamplerState> linearSampState = SamplerState::create(linearSampDesc); |
1683 | if(mParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gLinearSampler" )) |
1684 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gLinearSampler" , linearSampState); |
1685 | else |
1686 | { |
1687 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gSceneColor" , linearSampState); |
1688 | mParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gPrevColor" , linearSampState); |
1689 | } |
1690 | } |
1691 | |
1692 | void SSRResolveMat::execute(const RendererView& view, const SPtr<Texture>& prevFrame, |
1693 | const SPtr<Texture>& curFrame, const SPtr<Texture>& sceneDepth, const SPtr<RenderTarget>& destination) |
1694 | { |
1695 | BS_RENMAT_PROFILE_BLOCK |
1696 | |
1697 | // Note: This shader should not be called when temporal AA is turned on |
1698 | // Note: This shader doesn't have velocity texture enabled and will only account for camera movement (can be easily |
1699 | // enabled when velocity texture is added) |
1700 | // - WHen added, velocity should use a 16-bit SNORM format |
1701 | |
1702 | mPrevColorTexture.set(prevFrame); |
1703 | mSceneColorTexture.set(curFrame); |
1704 | mSceneDepthTexture.set(sceneDepth); |
1705 | |
1706 | auto& colorProps = curFrame->getProperties(); // Assuming prev and current frame are the same size |
1707 | auto& depthProps = sceneDepth->getProperties(); |
1708 | |
1709 | Vector2 colorPixelSize(1.0f / colorProps.getWidth(), 1.0f / colorProps.getHeight()); |
1710 | Vector2 depthPixelSize(1.0f / depthProps.getWidth(), 1.0f / depthProps.getHeight()); |
1711 | |
1712 | gSSRResolveParamDef.gSceneColorTexelSize.set(mSSRParamBuffer, colorPixelSize); |
1713 | gSSRResolveParamDef.gSceneDepthTexelSize.set(mSSRParamBuffer, depthPixelSize); |
1714 | gSSRResolveParamDef.gManualExposure.set(mSSRParamBuffer, 1.0f); |
1715 | |
1716 | // Generate samples |
1717 | // Note: Move this code to a more general spot where it can be used by other temporal shaders. |
1718 | |
1719 | float sampleWeights[9]; |
1720 | float sampleWeightsLowPass[9]; |
1721 | |
1722 | float totalWeights = 0.0f; |
1723 | float totalWeightsLowPass = 0.0f; |
1724 | |
1725 | Vector2 jitter(BsZero); // Only relevant for general case, not using this type of jitter for SSR |
1726 | |
1727 | // Weights are generated using an exponential fit to Blackman-Harris 3.3 |
1728 | bool useYCoCg = false; // Only relevant for general case, not using it for SSR |
1729 | float sharpness = 1.0f; // Make this a customizable parameter eventually |
1730 | if(useYCoCg) |
1731 | { |
1732 | static const Vector2 sampleOffsets[] = |
1733 | { |
1734 | { 0.0f, -1.0f }, |
1735 | { -1.0f, 0.0f }, |
1736 | { 0.0f, 0.0f }, |
1737 | { 1.0f, 0.0f }, |
1738 | { 0.0f, 1.0f }, |
1739 | }; |
1740 | |
1741 | for (UINT32 i = 0; i < 5; ++i) |
1742 | { |
1743 | // Get rid of jitter introduced by the projection matrix |
1744 | Vector2 offset = sampleOffsets[i] - jitter; |
1745 | |
1746 | offset *= 1.0f + sharpness * 0.5f; |
1747 | sampleWeights[i] = exp(-2.29f * offset.dot(offset)); |
1748 | totalWeights += sampleWeights[i]; |
1749 | } |
1750 | |
1751 | for (UINT32 i = 5; i < 9; ++i) |
1752 | sampleWeights[i] = 0.0f; |
1753 | |
1754 | memset(sampleWeightsLowPass, 0, sizeof(sampleWeightsLowPass)); |
1755 | totalWeightsLowPass = 1.0f; |
1756 | } |
1757 | else |
1758 | { |
1759 | static const Vector2 sampleOffsets[] = |
1760 | { |
1761 | { -1.0f, -1.0f }, |
1762 | { 0.0f, -1.0f }, |
1763 | { 1.0f, -1.0f }, |
1764 | { -1.0f, 0.0f }, |
1765 | { 0.0f, 0.0f }, |
1766 | { 1.0f, 0.0f }, |
1767 | { -1.0f, 1.0f }, |
1768 | { 0.0f, 1.0f }, |
1769 | { 1.0f, 1.0f }, |
1770 | }; |
1771 | |
1772 | for (UINT32 i = 0; i < 9; ++i) |
1773 | { |
1774 | // Get rid of jitter introduced by the projection matrix |
1775 | Vector2 offset = sampleOffsets[i] - jitter; |
1776 | |
1777 | offset *= 1.0f + sharpness * 0.5f; |
1778 | sampleWeights[i] = exp(-2.29f * offset.dot(offset)); |
1779 | totalWeights += sampleWeights[i]; |
1780 | |
1781 | // Low pass |
1782 | offset *= 0.25f; |
1783 | sampleWeightsLowPass[i] = exp(-2.29f * offset.dot(offset)); |
1784 | totalWeightsLowPass += sampleWeightsLowPass[i]; |
1785 | } |
1786 | } |
1787 | |
1788 | for (UINT32 i = 0; i < 9; ++i) |
1789 | { |
1790 | gTemporalResolveParamDef.gSampleWeights.set(mTemporalParamBuffer, sampleWeights[i] / totalWeights, i); |
1791 | gTemporalResolveParamDef.gSampleWeightsLowpass.set(mTemporalParamBuffer, sampleWeightsLowPass[i] / totalWeightsLowPass, i); |
1792 | } |
1793 | |
1794 | SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer(); |
1795 | mParams->setParamBlockBuffer("PerCamera" , perView); |
1796 | |
1797 | RenderAPI& rapi = RenderAPI::instance(); |
1798 | rapi.setRenderTarget(destination); |
1799 | |
1800 | const RendererViewProperties& viewProps = view.getProperties(); |
1801 | const Rect2I& viewRect = viewProps.target.viewRect; |
1802 | |
1803 | bind(); |
1804 | |
1805 | if(viewProps.target.numSamples > 1) |
1806 | gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)viewRect.width, (float)viewRect.height)); |
1807 | else |
1808 | gRendererUtility().drawScreenQuad(); |
1809 | } |
1810 | |
1811 | SSRResolveMat* SSRResolveMat::getVariation(bool msaa) |
1812 | { |
1813 | if (msaa) |
1814 | return get(getVariation<true>()); |
1815 | else |
1816 | return get(getVariation<false>()); |
1817 | } |
1818 | |
1819 | EncodeDepthParamDef gEncodeDepthParamDef; |
1820 | |
1821 | EncodeDepthMat::EncodeDepthMat() |
1822 | { |
1823 | mParamBuffer = gEncodeDepthParamDef.createBuffer(); |
1824 | |
1825 | mParams->setParamBlockBuffer("Params" , mParamBuffer); |
1826 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex" , mInputTexture); |
1827 | |
1828 | SAMPLER_STATE_DESC sampDesc; |
1829 | sampDesc.minFilter = FO_POINT; |
1830 | sampDesc.magFilter = FO_POINT; |
1831 | sampDesc.mipFilter = FO_POINT; |
1832 | sampDesc.addressMode.u = TAM_CLAMP; |
1833 | sampDesc.addressMode.v = TAM_CLAMP; |
1834 | sampDesc.addressMode.w = TAM_CLAMP; |
1835 | |
1836 | SPtr<SamplerState> samplerState = SamplerState::create(sampDesc); |
1837 | setSamplerState(mParams, GPT_FRAGMENT_PROGRAM, "gInputSamp" , "gInputTex" , samplerState); |
1838 | } |
1839 | |
1840 | void EncodeDepthMat::execute(const SPtr<Texture>& depth, float near, float far, const SPtr<RenderTarget>& output) |
1841 | { |
1842 | BS_RENMAT_PROFILE_BLOCK |
1843 | |
1844 | mInputTexture.set(depth); |
1845 | |
1846 | gEncodeDepthParamDef.gNear.set(mParamBuffer, near); |
1847 | gEncodeDepthParamDef.gFar.set(mParamBuffer, far); |
1848 | |
1849 | RenderAPI& rapi = RenderAPI::instance(); |
1850 | rapi.setRenderTarget(output, 0, RT_COLOR0); |
1851 | |
1852 | bind(); |
1853 | gRendererUtility().drawScreenQuad(); |
1854 | } |
1855 | |
1856 | MSAACoverageMat::MSAACoverageMat() |
1857 | :mGBufferParams(GPT_FRAGMENT_PROGRAM, mParams) |
1858 | { } |
1859 | |
1860 | void MSAACoverageMat::execute(const RendererView& view, GBufferTextures gbuffer) |
1861 | { |
1862 | BS_RENMAT_PROFILE_BLOCK |
1863 | |
1864 | mGBufferParams.bind(gbuffer); |
1865 | |
1866 | const Rect2I& viewRect = view.getProperties().target.viewRect; |
1867 | SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer(); |
1868 | mParams->setParamBlockBuffer("PerCamera" , perView); |
1869 | |
1870 | bind(); |
1871 | gRendererUtility().drawScreenQuad(Rect2(0, 0, (float)viewRect.width, (float)viewRect.height)); |
1872 | } |
1873 | |
1874 | MSAACoverageMat* MSAACoverageMat::getVariation(UINT32 msaaCount) |
1875 | { |
1876 | switch(msaaCount) |
1877 | { |
1878 | case 2: |
1879 | return get(getVariation<2>()); |
1880 | case 4: |
1881 | return get(getVariation<4>()); |
1882 | case 8: |
1883 | default: |
1884 | return get(getVariation<8>()); |
1885 | } |
1886 | } |
1887 | |
1888 | MSAACoverageStencilMat::MSAACoverageStencilMat() |
1889 | { |
1890 | mParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMSAACoverage" , mCoverageTexParam); |
1891 | } |
1892 | |
1893 | void MSAACoverageStencilMat::execute(const RendererView& view, const SPtr<Texture>& coverage) |
1894 | { |
1895 | BS_RENMAT_PROFILE_BLOCK |
1896 | |
1897 | const Rect2I& viewRect = view.getProperties().target.viewRect; |
1898 | mCoverageTexParam.set(coverage); |
1899 | |
1900 | bind(); |
1901 | gRendererUtility().drawScreenQuad(Rect2(0, 0, (float)viewRect.width, (float)viewRect.height)); |
1902 | } |
1903 | }} |
1904 | |