Rendering volumetric at quarter res
This commit is contained in:
@@ -99,6 +99,10 @@ struct VolumetricConstant
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int CamViewID;
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int LightCount;
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float Ambient;
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float Time;
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float NoiseSpeed;
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float NoiseScale;
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float NoiseStrength;
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};
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[[vk::push_constant]]
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@@ -135,6 +139,81 @@ float3 WorldPosFromDepth(float depth, float2 uv, float4x4 invProj, float4x4 invV
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return worldSpacePosition.xyz;
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}
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// Simplex 3D Noise
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float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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float4 permute(float4 x) { return mod289(((x*34.0)+1.0)*x); }
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float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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float snoise(float3 v)
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{
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const float2 C = float2(1.0/6.0, 1.0/3.0) ;
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const float4 D = float4(0.0, 0.5, 1.0, 2.0);
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// First corner
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float3 i = floor(v + dot(v, C.yyy));
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float3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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float3 g = step(x0.yzx, x0.xyz);
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float3 l = 1.0 - g;
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float3 i1 = min(g.xyz, l.zxy);
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float3 i2 = max(g.xyz, l.zxy);
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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float3 x1 = x0 - i1 + C.xxx;
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float3 x2 = x0 - i2 + C.yyy;
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float3 x3 = x0 - 1.0 + 3.0 * C.xxx;
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// Permutations
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i = mod289(i);
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float4 p = permute(permute(permute(
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i.z + float4(0.0, i1.z, i2.z, 1.0))
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+ i.y + float4(0.0, i1.y, i2.y, 1.0))
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+ i.x + float4(0.0, i1.x, i2.x, 1.0));
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// Gradients: 7x7 points over a cube, mapped onto a unit sphere
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float4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // mod(p,7*7)
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float4 x_ = floor(j * (1.0 / 7.0));
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float4 y_ = floor(j - 7.0 * x_); // mod(j,7)
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float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
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float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
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float4 h = 1.0 - abs(x) - abs(y);
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float4 b0 = float4(x.xy, y.xy);
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float4 b1 = float4(x.zw, y.zw);
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float4 s0 = floor(b0) * 2.0 + 1.0;
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float4 s1 = floor(b1) * 2.0 + 1.0;
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float4 sh = -step(h, 0.0);
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float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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float3 g0 = float3(a0.xy, h.x);
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float3 g1 = float3(a0.zw, h.y);
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float3 g2 = float3(a1.xy, h.z);
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float3 g3 = float3(a1.zw, h.w);
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// Normalize gradients
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float4 norm = taylorInvSqrt(float4(dot(g0,g0), dot(g1,g1), dot(g2,g2), dot(g3,g3)));
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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// Mix final noise value
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float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot(m*m, float4(dot(g0,x0), dot(g1,x1), dot(g2,x2), dot(g3,x3)));
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}
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PSOutput main(PSInput input)
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{
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CameraView camView = cameras[pushConstants.CamViewID];
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@@ -180,17 +259,19 @@ PSOutput main(PSInput input)
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float currentDepth = projCoords.z;
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float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler, projCoords.xy).r;
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float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
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float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
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if(closestDepth < currentDepth)
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{
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accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Exponant;
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accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
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}
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else
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{
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accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient;
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accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
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}
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}
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currentPosition += step;
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currentPosition += step ;
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}
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@@ -89,6 +89,10 @@ struct VolumetricConstant
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int CamViewID;
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int LightCount;
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float Ambient;
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float Time;
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float NoiseSpeed;
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float NoiseScale;
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float NoiseStrength;
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};
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[[vk::push_constant]]
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@@ -2956,7 +2956,6 @@ namespace Nuake {
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void EditorInterface::Update(float ts)
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{
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Logger::Log("Opacity: " + std::to_string(ts), "UPDATE");
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if (!Engine::GetCurrentScene() || Engine::IsPlayMode())
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{
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return;
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@@ -946,6 +946,54 @@ void SelectionPropertyWidget::DrawFile(Ref<Nuake::File> file)
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{
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// Title
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ImGui::Text("Noise Strength");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##Noise Strength", &env->mVolumetric->mNoiseStrength, .001f, 0.f, 1.0f);
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ImGui::TableNextColumn();
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// Reset button
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetBloomThreshold = ICON_FA_UNDO + std::string("##resetBase");
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if (ImGui::Button(resetBloomThreshold.c_str())) env->mVolumetric->mNoiseStrength = 1.0f;
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{
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// Title
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ImGui::Text("Noise Scale");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##Noise Scale", &env->mVolumetric->mNoiseScale, .001f, 0.f, 10.0f);
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ImGui::TableNextColumn();
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// Reset button
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetBloomThreshold = ICON_FA_UNDO + std::string("##resetBase");
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if (ImGui::Button(resetBloomThreshold.c_str())) env->mVolumetric->mNoiseScale = 1.0f;
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{
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// Title
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ImGui::Text("Noise Speed");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##Noise Speed", &env->mVolumetric->mNoiseSpeed, .001f, 0.f, 10.0f);
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ImGui::TableNextColumn();
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// Reset button
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetBloomThreshold = ICON_FA_UNDO + std::string("##resetBase");
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if (ImGui::Button(resetBloomThreshold.c_str())) env->mVolumetric->mNoiseSpeed = 0.1f;
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ImGui::PopStyleColor();
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}
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ImGui::EndTable();
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}
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END_COLLAPSE_HEADER()
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@@ -81,7 +81,6 @@ void ViewportWidget::Draw()
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{
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ImGui::PushStyleVar(ImGuiStyleVar_Alpha, overlayOpacity.Value);
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Logger::Log("Opacity: " + std::to_string(overlayOpacity.Value), "Animated");
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DrawOverlay();
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ImGui::PopStyleVar();
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}
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@@ -17,10 +17,15 @@ namespace Nuake {
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Texture* mDepth;
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float mBaseAmbient = 0.1f;
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Scope<FrameBuffer> mVolumetricFramebuffer;
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Scope<FrameBuffer> mFinalFramebuffer;
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public:
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float mNoiseScale = 1.0f;
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float mNoiseStrength = 1.0f;
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float mNoiseSpeed = 0.1f;
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Volumetric();
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void SetDepth(Texture* depth);
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@@ -144,7 +144,12 @@ void RenderPass::Render(PassRenderContext& ctx, PassAttachments& inputs)
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}
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}
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VkRenderingInfo renderInfo = VulkanInit::RenderingInfo(ctx.resolution, renderAttachmentInfos, !hasDepthAttachment ? nullptr : &depthAttachmentInfo);
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Vector2 resolution = ctx.resolution * RenderScale;
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resolution.x = static_cast<float>(static_cast<int>(resolution.x));
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resolution.y = static_cast<float>(static_cast<int>(resolution.y));
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resolution = glm::clamp(resolution, Vector2(1, 1), ctx.resolution);
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VkRenderingInfo renderInfo = VulkanInit::RenderingInfo(resolution, renderAttachmentInfos, !hasDepthAttachment ? nullptr : &depthAttachmentInfo);
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renderInfo.colorAttachmentCount = std::size(renderAttachmentInfos);
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renderInfo.pColorAttachments = renderAttachmentInfos.data();
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@@ -152,8 +157,8 @@ void RenderPass::Render(PassRenderContext& ctx, PassAttachments& inputs)
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cmd.BeginRendering(renderInfo);
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{
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cmd.BindPipeline(Pipeline);
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cmd.SetViewport(ctx.resolution);
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cmd.SetScissor(ctx.resolution);
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cmd.SetViewport(resolution);
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cmd.SetScissor(resolution);
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if (RenderCb)
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{
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@@ -70,7 +70,7 @@ namespace Nuake
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bool HasDepthTest = false;
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Ref<VulkanShader> VertShader;
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Ref<VulkanShader> FragShader;
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float RenderScale = 1.0f;
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std::vector<TextureAttachment> Attachments;
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TextureAttachment DepthAttachment;
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std::vector<std::string> InputNames;
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@@ -112,6 +112,7 @@ namespace Nuake
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TextureAttachment& AddAttachment(const std::string& name, ImageFormat format, ImageUsage usage = ImageUsage::Default, bool clearOnLoad = true);
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TextureAttachment& GetAttachment(const std::string& name);
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std::vector<TextureAttachment> GetAttachments();
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void SetRenderScale(float scale) { RenderScale = scale; }
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void AddInput(const std::string& name);
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std::vector<std::string> GetInputs();
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@@ -178,7 +178,7 @@ SceneRenderPipeline::SceneRenderPipeline()
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}
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// Initialize render targets
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const Vector2 defaultSize = { 1, 1 };
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const Vector2 defaultSize = { 4, 4 };
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GBufferAlbedo = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
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GBufferAlbedo->SetDebugName("GBufferAlbedo");
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@@ -279,7 +279,8 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
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SSAOOutput = ResizeImage(ctx, SSAOOutput, ctx.resolution);
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SSAOBlurOutput = ResizeImage(ctx, SSAOBlurOutput, ctx.resolution);
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VolumetricOutput = ResizeImage(ctx, VolumetricOutput, ctx.resolution);
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Vector2 resolution = { static_cast<int>(ctx.resolution.x * 0.25f), static_cast<int>(ctx.resolution.y * 0.25f) };
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VolumetricOutput = ResizeImage(ctx, VolumetricOutput, glm::clamp(resolution, {1, 1}, ctx.resolution));
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VolumetricCombineOutput = ResizeImage(ctx, VolumetricCombineOutput, ctx.resolution);
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OutlineOutput = ResizeImage(ctx, OutlineOutput, ctx.resolution);
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@@ -613,6 +614,7 @@ void SceneRenderPipeline::RecreatePipeline()
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volumetricPass.SetShaders(shaderMgr.GetShader("volumetric_vert"), shaderMgr.GetShader("volumetric_frag"));
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volumetricPass.SetPushConstant(volumetricConstant);
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volumetricPass.AddInput("Depth");
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volumetricPass.SetRenderScale(0.25f);
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volumetricPass.AddAttachment("VolumetricOutput", VolumetricOutput->GetFormat());
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volumetricPass.SetDepthTest(false);
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volumetricPass.SetPreRender([&](PassRenderContext& ctx)
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@@ -642,6 +644,10 @@ void SceneRenderPipeline::RecreatePipeline()
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volumetricConstant.DepthTextureID = res.GetBindlessTextureID(GBufferDepth->GetID());
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volumetricConstant.CamViewID = ctx.cameraID;
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volumetricConstant.LightCount = res.LightCount;
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volumetricConstant.NoiseScale = env->mVolumetric->mNoiseScale;
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volumetricConstant.NoiseSpeed = env->mVolumetric->mNoiseSpeed;
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volumetricConstant.NoiseStrength = env->mVolumetric->mNoiseStrength;
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volumetricConstant.Time = Engine::GetTime();
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(VolumetricConstant), &volumetricConstant);
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@@ -870,7 +876,16 @@ Ref<VulkanImage> SceneRenderPipeline::ResizeImage(PassRenderContext& ctx, Ref<Vu
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// Register to resource manager
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GPUResources& gpuResources = GPUResources::Get();
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gpuResources.AddTexture(newAttachment);
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gpuResources.RemoveTexture(image);
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using CleanUpFunc = std::function<void()>;
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using CleanUpStack = std::stack<CleanUpFunc>;
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CleanUpStack stack;
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stack.push([image]() {
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GPUResources& gpuResources = GPUResources::Get();
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//gpuResources.RemoveTexture(image);
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});
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//gpuResources.QueueDeletion(std::move(stack));
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// We might need to do this?
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ctx.commandBuffer.TransitionImageLayout(newAttachment, VK_IMAGE_LAYOUT_GENERAL);
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@@ -98,6 +98,10 @@ namespace Nuake
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int CamViewID;
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int LightCount;
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float Ambient;
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float Time;
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float NoiseSpeed;
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float NoiseScale;
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float NoiseStrength;
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};
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struct CopyConstant
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@@ -37,7 +37,7 @@
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#include <mutex>
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#include <algorithm>
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bool NKUseValidationLayer = false;
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bool NKUseValidationLayer = true;
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using namespace Nuake;
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@@ -673,7 +673,10 @@ void VkSceneRenderer::DrawSceneView(RenderContext inContext)
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passCtx.commandBuffer = inContext.CommandBuffer;
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passCtx.scene = inContext.CurrentScene;
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passCtx.selectedEntity = static_cast<float>(inContext.SelectedEntityID);
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sceneRenderPipeline->Render(passCtx);
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if (passCtx.resolution != Vector2{ 1, 1 })
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{
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sceneRenderPipeline->Render(passCtx);
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}
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// in case we just resized
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inContext.CommandBuffer.TransitionImageLayout(inContext.ViewportImage, VK_IMAGE_LAYOUT_GENERAL);
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