Rendering volumetric at quarter res

This commit is contained in:
antopilo
2025-04-24 19:56:11 -04:00
parent 08be51fc2d
commit 4f24372a2f
12 changed files with 178 additions and 14 deletions

View File

@@ -99,6 +99,10 @@ struct VolumetricConstant
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
};
[[vk::push_constant]]
@@ -135,6 +139,81 @@ float3 WorldPosFromDepth(float depth, float2 uv, float4x4 invProj, float4x4 invV
return worldSpacePosition.xyz;
}
// Simplex 3D Noise
float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float4 permute(float4 x) { return mod289(((x*34.0)+1.0)*x); }
float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(float3 v)
{
const float2 C = float2(1.0/6.0, 1.0/3.0) ;
const float4 D = float4(0.0, 0.5, 1.0, 2.0);
// First corner
float3 i = floor(v + dot(v, C.yyy));
float3 x0 = v - i + dot(i, C.xxx);
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0 - g;
float3 i1 = min(g.xyz, l.zxy);
float3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0.0 + 0.0 * C.xxx;
float3 x1 = x0 - i1 + C.xxx;
float3 x2 = x0 - i2 + C.yyy;
float3 x3 = x0 - 1.0 + 3.0 * C.xxx;
// Permutations
i = mod289(i);
float4 p = permute(permute(permute(
i.z + float4(0.0, i1.z, i2.z, 1.0))
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a cube, mapped onto a unit sphere
float4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // mod(p,7*7)
float4 x_ = floor(j * (1.0 / 7.0));
float4 y_ = floor(j - 7.0 * x_); // mod(j,7)
float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4(x.xy, y.xy);
float4 b1 = float4(x.zw, y.zw);
float4 s0 = floor(b0) * 2.0 + 1.0;
float4 s1 = floor(b1) * 2.0 + 1.0;
float4 sh = -step(h, 0.0);
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
float3 g0 = float3(a0.xy, h.x);
float3 g1 = float3(a0.zw, h.y);
float3 g2 = float3(a1.xy, h.z);
float3 g3 = float3(a1.zw, h.w);
// Normalize gradients
float4 norm = taylorInvSqrt(float4(dot(g0,g0), dot(g1,g1), dot(g2,g2), dot(g3,g3)));
g0 *= norm.x;
g1 *= norm.y;
g2 *= norm.z;
g3 *= norm.w;
// Mix final noise value
float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, float4(dot(g0,x0), dot(g1,x1), dot(g2,x2), dot(g3,x3)));
}
PSOutput main(PSInput input)
{
CameraView camView = cameras[pushConstants.CamViewID];
@@ -180,17 +259,19 @@ PSOutput main(PSInput input)
float currentDepth = projCoords.z;
float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler, projCoords.xy).r;
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
if(closestDepth < currentDepth)
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Exponant;
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
else
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient;
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
}
currentPosition += step;
currentPosition += step ;
}

View File

@@ -89,6 +89,10 @@ struct VolumetricConstant
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
};
[[vk::push_constant]]

View File

@@ -2956,7 +2956,6 @@ namespace Nuake {
void EditorInterface::Update(float ts)
{
Logger::Log("Opacity: " + std::to_string(ts), "UPDATE");
if (!Engine::GetCurrentScene() || Engine::IsPlayMode())
{
return;

View File

@@ -946,6 +946,54 @@ void SelectionPropertyWidget::DrawFile(Ref<Nuake::File> file)
ImGui::PopStyleColor();
}
ImGui::TableNextColumn();
{
// Title
ImGui::Text("Noise Strength");
ImGui::TableNextColumn();
ImGui::DragFloat("##Noise Strength", &env->mVolumetric->mNoiseStrength, .001f, 0.f, 1.0f);
ImGui::TableNextColumn();
// Reset button
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
std::string resetBloomThreshold = ICON_FA_UNDO + std::string("##resetBase");
if (ImGui::Button(resetBloomThreshold.c_str())) env->mVolumetric->mNoiseStrength = 1.0f;
ImGui::PopStyleColor();
}
ImGui::TableNextColumn();
{
// Title
ImGui::Text("Noise Scale");
ImGui::TableNextColumn();
ImGui::DragFloat("##Noise Scale", &env->mVolumetric->mNoiseScale, .001f, 0.f, 10.0f);
ImGui::TableNextColumn();
// Reset button
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
std::string resetBloomThreshold = ICON_FA_UNDO + std::string("##resetBase");
if (ImGui::Button(resetBloomThreshold.c_str())) env->mVolumetric->mNoiseScale = 1.0f;
ImGui::PopStyleColor();
}
ImGui::TableNextColumn();
{
// Title
ImGui::Text("Noise Speed");
ImGui::TableNextColumn();
ImGui::DragFloat("##Noise Speed", &env->mVolumetric->mNoiseSpeed, .001f, 0.f, 10.0f);
ImGui::TableNextColumn();
// Reset button
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
std::string resetBloomThreshold = ICON_FA_UNDO + std::string("##resetBase");
if (ImGui::Button(resetBloomThreshold.c_str())) env->mVolumetric->mNoiseSpeed = 0.1f;
ImGui::PopStyleColor();
}
ImGui::EndTable();
}
END_COLLAPSE_HEADER()

View File

@@ -81,7 +81,6 @@ void ViewportWidget::Draw()
{
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, overlayOpacity.Value);
Logger::Log("Opacity: " + std::to_string(overlayOpacity.Value), "Animated");
DrawOverlay();
ImGui::PopStyleVar();
}

View File

@@ -17,10 +17,15 @@ namespace Nuake {
Texture* mDepth;
float mBaseAmbient = 0.1f;
Scope<FrameBuffer> mVolumetricFramebuffer;
Scope<FrameBuffer> mFinalFramebuffer;
public:
float mNoiseScale = 1.0f;
float mNoiseStrength = 1.0f;
float mNoiseSpeed = 0.1f;
Volumetric();
void SetDepth(Texture* depth);

View File

@@ -144,7 +144,12 @@ void RenderPass::Render(PassRenderContext& ctx, PassAttachments& inputs)
}
}
VkRenderingInfo renderInfo = VulkanInit::RenderingInfo(ctx.resolution, renderAttachmentInfos, !hasDepthAttachment ? nullptr : &depthAttachmentInfo);
Vector2 resolution = ctx.resolution * RenderScale;
resolution.x = static_cast<float>(static_cast<int>(resolution.x));
resolution.y = static_cast<float>(static_cast<int>(resolution.y));
resolution = glm::clamp(resolution, Vector2(1, 1), ctx.resolution);
VkRenderingInfo renderInfo = VulkanInit::RenderingInfo(resolution, renderAttachmentInfos, !hasDepthAttachment ? nullptr : &depthAttachmentInfo);
renderInfo.colorAttachmentCount = std::size(renderAttachmentInfos);
renderInfo.pColorAttachments = renderAttachmentInfos.data();
@@ -152,8 +157,8 @@ void RenderPass::Render(PassRenderContext& ctx, PassAttachments& inputs)
cmd.BeginRendering(renderInfo);
{
cmd.BindPipeline(Pipeline);
cmd.SetViewport(ctx.resolution);
cmd.SetScissor(ctx.resolution);
cmd.SetViewport(resolution);
cmd.SetScissor(resolution);
if (RenderCb)
{

View File

@@ -70,7 +70,7 @@ namespace Nuake
bool HasDepthTest = false;
Ref<VulkanShader> VertShader;
Ref<VulkanShader> FragShader;
float RenderScale = 1.0f;
std::vector<TextureAttachment> Attachments;
TextureAttachment DepthAttachment;
std::vector<std::string> InputNames;
@@ -112,6 +112,7 @@ namespace Nuake
TextureAttachment& AddAttachment(const std::string& name, ImageFormat format, ImageUsage usage = ImageUsage::Default, bool clearOnLoad = true);
TextureAttachment& GetAttachment(const std::string& name);
std::vector<TextureAttachment> GetAttachments();
void SetRenderScale(float scale) { RenderScale = scale; }
void AddInput(const std::string& name);
std::vector<std::string> GetInputs();

View File

@@ -178,7 +178,7 @@ SceneRenderPipeline::SceneRenderPipeline()
}
// Initialize render targets
const Vector2 defaultSize = { 1, 1 };
const Vector2 defaultSize = { 4, 4 };
GBufferAlbedo = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
GBufferAlbedo->SetDebugName("GBufferAlbedo");
@@ -279,7 +279,8 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
SSAOOutput = ResizeImage(ctx, SSAOOutput, ctx.resolution);
SSAOBlurOutput = ResizeImage(ctx, SSAOBlurOutput, ctx.resolution);
VolumetricOutput = ResizeImage(ctx, VolumetricOutput, ctx.resolution);
Vector2 resolution = { static_cast<int>(ctx.resolution.x * 0.25f), static_cast<int>(ctx.resolution.y * 0.25f) };
VolumetricOutput = ResizeImage(ctx, VolumetricOutput, glm::clamp(resolution, {1, 1}, ctx.resolution));
VolumetricCombineOutput = ResizeImage(ctx, VolumetricCombineOutput, ctx.resolution);
OutlineOutput = ResizeImage(ctx, OutlineOutput, ctx.resolution);
@@ -613,6 +614,7 @@ void SceneRenderPipeline::RecreatePipeline()
volumetricPass.SetShaders(shaderMgr.GetShader("volumetric_vert"), shaderMgr.GetShader("volumetric_frag"));
volumetricPass.SetPushConstant(volumetricConstant);
volumetricPass.AddInput("Depth");
volumetricPass.SetRenderScale(0.25f);
volumetricPass.AddAttachment("VolumetricOutput", VolumetricOutput->GetFormat());
volumetricPass.SetDepthTest(false);
volumetricPass.SetPreRender([&](PassRenderContext& ctx)
@@ -642,6 +644,10 @@ void SceneRenderPipeline::RecreatePipeline()
volumetricConstant.DepthTextureID = res.GetBindlessTextureID(GBufferDepth->GetID());
volumetricConstant.CamViewID = ctx.cameraID;
volumetricConstant.LightCount = res.LightCount;
volumetricConstant.NoiseScale = env->mVolumetric->mNoiseScale;
volumetricConstant.NoiseSpeed = env->mVolumetric->mNoiseSpeed;
volumetricConstant.NoiseStrength = env->mVolumetric->mNoiseStrength;
volumetricConstant.Time = Engine::GetTime();
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(VolumetricConstant), &volumetricConstant);
@@ -870,7 +876,16 @@ Ref<VulkanImage> SceneRenderPipeline::ResizeImage(PassRenderContext& ctx, Ref<Vu
// Register to resource manager
GPUResources& gpuResources = GPUResources::Get();
gpuResources.AddTexture(newAttachment);
gpuResources.RemoveTexture(image);
using CleanUpFunc = std::function<void()>;
using CleanUpStack = std::stack<CleanUpFunc>;
CleanUpStack stack;
stack.push([image]() {
GPUResources& gpuResources = GPUResources::Get();
//gpuResources.RemoveTexture(image);
});
//gpuResources.QueueDeletion(std::move(stack));
// We might need to do this?
ctx.commandBuffer.TransitionImageLayout(newAttachment, VK_IMAGE_LAYOUT_GENERAL);

View File

@@ -98,6 +98,10 @@ namespace Nuake
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
};
struct CopyConstant

View File

@@ -37,7 +37,7 @@
#include <mutex>
#include <algorithm>
bool NKUseValidationLayer = false;
bool NKUseValidationLayer = true;
using namespace Nuake;

View File

@@ -673,7 +673,10 @@ void VkSceneRenderer::DrawSceneView(RenderContext inContext)
passCtx.commandBuffer = inContext.CommandBuffer;
passCtx.scene = inContext.CurrentScene;
passCtx.selectedEntity = static_cast<float>(inContext.SelectedEntityID);
sceneRenderPipeline->Render(passCtx);
if (passCtx.resolution != Vector2{ 1, 1 })
{
sceneRenderPipeline->Render(passCtx);
}
// in case we just resized
inContext.CommandBuffer.TransitionImageLayout(inContext.ViewportImage, VK_IMAGE_LAYOUT_GENERAL);