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Volumetric upscaling + support for other types of lights + CSM
This commit is contained in:
160
Data/Shaders/Vulkan/depth_aware_blur.frag
Normal file
160
Data/Shaders/Vulkan/depth_aware_blur.frag
Normal file
@@ -0,0 +1,160 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct DepthAwareBlurConstant
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{
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int DepthTextureID;
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int VolumetricTextureID;
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};
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[[vk::push_constant]]
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DepthAwareBlurConstant pushConstants;
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float2 GetTextureSize(Texture2D tex)
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{
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uint width, height;
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tex.GetDimensions(width, height);
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return float2(width, height);
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}
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float PixelToUV(float2 uv, Texture2D tex)
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{
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float2 texSize = GetTextureSize(tex);
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return uv / texSize;
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}
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PSOutput main(PSInput input)
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{
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int depthTexture = pushConstants.DepthTextureID;
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float upSampledDepth = textures[depthTexture].Sample(mySampler, input.UV).r;
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float3 upSampledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler, input.UV).rgb;
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float3 color = 0.0f.xxx;
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float totalWeight = 0.0f;
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int2 screenCoordinates = int2(input.Position.xy);
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int xOffset = (screenCoordinates.x % 2 == 0) ? -1 : 1;
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int yOffset = (screenCoordinates.y % 2 == 0) ? -1 : 1;
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int2 offsets[] = {int2(0, 0),
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int2(0, yOffset),
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int2(xOffset, 0),
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int2(xOffset, yOffset)};
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for (int i = 0; i < 4; i ++)
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{
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float2 uvOffset = float2(offsets[i].x * 4.0, offsets[i].y * 4.0) ;
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uvOffset = PixelToUV(uvOffset, textures[pushConstants.DepthTextureID]);
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float3 downscaledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler, input.UV + uvOffset).rgb;
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float downscaledDepth = textures[pushConstants.DepthTextureID].Sample(mySampler, input.UV + uvOffset).r;
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float currentWeight = 1.0f;
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if(abs(upSampledDepth - downscaledDepth) > 0.0001)
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{
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//color = float3(1, 0, 0);
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currentWeight *= 0.0f;
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}
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//currentWeight *= max(0.0f, 1.0f - abs(upSampledDepth - downscaledDepth));
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color += downscaledColor * currentWeight;
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totalWeight += currentWeight;
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}
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float3 volumetricLight;
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const float epsilon = 0.0001f;
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volumetricLight.xyz = color / (totalWeight + epsilon);
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PSOutput output;
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output.oColor0 = float4(volumetricLight.x, volumetricLight.y, volumetricLight.z, 1.0f);
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//output.oColor0 = float4(upSampledColor.x, upSampledColor.y, upSampledColor.z, 1.0f);
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return output;
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}
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109
Data/Shaders/Vulkan/depth_aware_blur.vert
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109
Data/Shaders/Vulkan/depth_aware_blur.vert
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@@ -0,0 +1,109 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct DepthAwareBlurConstant
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{
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int DepthTextureID;
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int VolumetricTextureID;
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};
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[[vk::push_constant]]
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DepthAwareBlurConstant pushConstants;
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// Outputs
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struct VSOutput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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// Main vertex shader
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VSOutput main(uint vertexIndex : SV_VertexID)
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{
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VSOutput output;
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Vertex v = vertexBuffer[vertexIndex];
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output.UV = float2(v.uv_x, v.uv_y);
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output.Position = float4(v.position, 1.0f);
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return output;
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}
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@@ -103,6 +103,7 @@ struct VolumetricConstant
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float NoiseSpeed;
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float NoiseScale;
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float NoiseStrength;
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float CSMSplits[4];
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};
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[[vk::push_constant]]
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@@ -214,8 +215,28 @@ float snoise(float3 v)
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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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int GetCSMSplit(float depth)
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{
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for(int i = 0; i < 4; i++)
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{
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float csmSplitDepth = pushConstants.CSMSplits[i];
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if(depth < csmSplitDepth + 0.000001)
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{
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return i;
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}
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}
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return 0;
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}
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PSOutput main(PSInput input)
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{
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float ditherPattern[4][4] = { { 0.0f, 0.5f, 0.125f, 0.625f},
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{ 0.75f, 0.22f, 0.875f, 0.375f},
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{ 0.1875f, 0.6875f, 0.0625f, 0.5625},
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{ 0.9375f, 0.4375f, 0.8125f, 0.3125} };
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CameraView camView = cameras[pushConstants.CamViewID];
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float3 startPosition = camView.Position;
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@@ -246,31 +267,66 @@ PSOutput main(PSInput input)
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for(int l = 0; l < pushConstants.LightCount; l++)
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{
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Light light = lights[l];
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if(light.type != 0)
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if(light.type == 0)
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{
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continue;
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float lightDepth = length(worldPos - camView.Position);
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int splitIndex = GetCSMSplit(lightDepth);
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CameraView lightView = cameras[light.transformId[splitIndex]];
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float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
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float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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projCoords.xy = projCoords.xy * 0.5 + 0.5;
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float currentDepth = projCoords.z;
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float closestDepth = textures[light.shadowMapTextureId[splitIndex]].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.xyz) * 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.xyz) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
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}
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}
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CameraView lightView = cameras[light.transformId[0]];
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float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
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float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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projCoords.xy = projCoords.xy * 0.5 + 0.5;
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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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else if(light.type == 1)
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{
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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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float3 lightToFrag = currentPosition - light.position;
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float distance = length(lightToFrag);
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float3 lightDir = normalize(-lightToFrag);
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float attenuation = 1.0 / (distance * distance);
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attenuation = 1.0 - smoothstep(0.0, 3.0f, distance);
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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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float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
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float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
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|
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accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation;
|
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}
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else
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else if(light.type == 2)
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{
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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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float3 lightToFrag = currentPosition - light.position;
|
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float distance = length(lightToFrag);
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float3 lightDir = normalize(-lightToFrag);
|
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float attenuation = 1.0 / (distance * distance);
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attenuation = 1.0 - smoothstep(0.0, 6.0f, distance);
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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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float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.innerConeAngle - light.outerConeAngle;
|
||||
float intensity = clamp((theta - light.outerConeAngle) / epsilon, 0.0, 1.0);
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float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
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accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation * intensity;
|
||||
}
|
||||
}
|
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|
||||
|
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|
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currentPosition += step ;
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|
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}
|
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|
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@@ -93,6 +93,7 @@ struct VolumetricConstant
|
||||
float NoiseSpeed;
|
||||
float NoiseScale;
|
||||
float NoiseStrength;
|
||||
float CSMSplits[4];
|
||||
};
|
||||
|
||||
[[vk::push_constant]]
|
||||
|
||||
@@ -226,6 +226,7 @@ SceneRenderPipeline::SceneRenderPipeline()
|
||||
BloomThreshold = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
|
||||
|
||||
VolumetricOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
|
||||
VolumetricBlurOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
|
||||
VolumetricCombineOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
|
||||
|
||||
RecreatePipeline();
|
||||
@@ -251,6 +252,7 @@ SceneRenderPipeline::~SceneRenderPipeline()
|
||||
res.RemoveTexture(BloomThreshold);
|
||||
res.RemoveTexture(VolumetricOutput);
|
||||
res.RemoveTexture(VolumetricCombineOutput);
|
||||
res.RemoveTexture(VolumetricBlurOutput);
|
||||
}
|
||||
|
||||
void SceneRenderPipeline::SetCamera(UUID camera)
|
||||
@@ -281,8 +283,8 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
|
||||
|
||||
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));
|
||||
VolumetricBlurOutput = ResizeImage(ctx, VolumetricBlurOutput, ctx.resolution);
|
||||
VolumetricCombineOutput = ResizeImage(ctx, VolumetricCombineOutput, ctx.resolution);
|
||||
|
||||
OutlineOutput = ResizeImage(ctx, OutlineOutput, ctx.resolution);
|
||||
|
||||
Color clearColor = ctx.scene->GetEnvironment()->AmbientColor;
|
||||
@@ -296,6 +298,7 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
|
||||
{ ShadingOutput }, // Shading
|
||||
{ TonemappedOutput }, // Tonemap
|
||||
{ VolumetricOutput },
|
||||
{ VolumetricBlurOutput },
|
||||
{ VolumetricCombineOutput },
|
||||
{ GizmoOutput, GBufferEntityID, GBufferDepth }, // Reusing depth from gBuffer
|
||||
{ GizmoCombineOutput },
|
||||
@@ -640,6 +643,11 @@ void SceneRenderPipeline::RecreatePipeline()
|
||||
volumetricConstant.StepCount = env->mVolumetric->GetStepCount();
|
||||
volumetricConstant.Exponant = env->mVolumetric->GetFogExponant();
|
||||
volumetricConstant.Ambient = env->mVolumetric->GetBaseAmbient();
|
||||
for (int i = 0; i < CSM_AMOUNT; i++)
|
||||
{
|
||||
volumetricConstant.CSMSplits[i] = LightComponent::mCascadeSplitDepth[i];
|
||||
}
|
||||
|
||||
auto& res = GPUResources::Get();
|
||||
volumetricConstant.DepthTextureID = res.GetBindlessTextureID(GBufferDepth->GetID());
|
||||
volumetricConstant.CamViewID = ctx.cameraID;
|
||||
@@ -657,6 +665,47 @@ void SceneRenderPipeline::RecreatePipeline()
|
||||
cmd.DrawIndexed(6);
|
||||
});
|
||||
|
||||
|
||||
struct BlurConstant
|
||||
{
|
||||
int depthId;
|
||||
int volumetricId;
|
||||
};
|
||||
|
||||
BlurConstant blurConstantData;
|
||||
auto& volumetricBlurPass = GBufferPipeline.AddPass("VolumetricBlur");
|
||||
volumetricBlurPass.SetPushConstant(blurConstant);
|
||||
volumetricBlurPass.SetShaders(shaderMgr.GetShader("depth_aware_blur_vert"), shaderMgr.GetShader("depth_aware_blur_frag"));
|
||||
volumetricBlurPass.AddAttachment("VolumetricBlurOutput", VolumetricBlurOutput->GetFormat());
|
||||
volumetricBlurPass.SetDepthTest(false);
|
||||
volumetricBlurPass.SetPreRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
Cmd& cmd = ctx.commandBuffer;
|
||||
auto& layout = ctx.renderPass->PipelineLayout;
|
||||
auto& res = GPUResources::Get();
|
||||
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
volumetricBlurPass.SetRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
|
||||
BlurConstant blurConstant;
|
||||
blurConstant.depthId = GPUResources::Get().GetBindlessTextureID(GBufferDepth->GetID());
|
||||
blurConstant.volumetricId = GPUResources::Get().GetBindlessTextureID(VolumetricOutput->GetID());
|
||||
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(blurConstant), &blurConstant);
|
||||
|
||||
auto& quadMesh = VkSceneRenderer::QuadMesh;
|
||||
cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
|
||||
cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
|
||||
cmd.DrawIndexed(6);
|
||||
});
|
||||
|
||||
auto& volumetricCombinePass = GBufferPipeline.AddPass("VolumetricCombine");
|
||||
volumetricCombinePass.SetPushConstant(copyConstant);
|
||||
volumetricCombinePass.SetShaders(shaderMgr.GetShader("copy_vert"), shaderMgr.GetShader("copy_frag"));
|
||||
@@ -679,7 +728,7 @@ void SceneRenderPipeline::RecreatePipeline()
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
|
||||
copyConstant.Source2TextureID = GPUResources::Get().GetBindlessTextureID(VolumetricOutput->GetID());
|
||||
copyConstant.Source2TextureID = GPUResources::Get().GetBindlessTextureID(VolumetricBlurOutput->GetID());
|
||||
copyConstant.SourceTextureID = GPUResources::Get().GetBindlessTextureID(TonemappedOutput->GetID());
|
||||
copyConstant.Mode = 1;
|
||||
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(copyConstant), ©Constant);
|
||||
@@ -690,6 +739,8 @@ void SceneRenderPipeline::RecreatePipeline()
|
||||
cmd.DrawIndexed(6);
|
||||
});
|
||||
|
||||
|
||||
|
||||
auto& gizmoPass = GBufferPipeline.AddPass("Gizmo");
|
||||
gizmoPass.SetShaders(shaderMgr.GetShader("gizmo_vert"), shaderMgr.GetShader("gizmo_frag"));
|
||||
gizmoPass.SetPushConstant<DebugConstant>(debugConstant);
|
||||
|
||||
@@ -102,6 +102,7 @@ namespace Nuake
|
||||
float NoiseSpeed;
|
||||
float NoiseScale;
|
||||
float NoiseStrength;
|
||||
float CSMSplits[4];
|
||||
};
|
||||
|
||||
struct CopyConstant
|
||||
@@ -175,6 +176,7 @@ namespace Nuake
|
||||
|
||||
Ref<VulkanImage> TonemappedOutput;
|
||||
Ref<VulkanImage> VolumetricOutput;
|
||||
Ref<VulkanImage> VolumetricBlurOutput;
|
||||
Ref<VulkanImage> VolumetricCombineOutput;
|
||||
|
||||
Ref<VulkanImage> OutlineOutput;
|
||||
@@ -203,6 +205,7 @@ namespace Nuake
|
||||
BloomConstant bloomConstant;
|
||||
VolumetricConstant volumetricConstant;
|
||||
|
||||
|
||||
RenderPipeline GBufferPipeline;
|
||||
|
||||
// Delegates
|
||||
|
||||
@@ -127,7 +127,7 @@ Ref<VulkanShader> ShaderCompiler::CompileShader(const std::string& path)
|
||||
|
||||
Logger::Log("Shader compilation failed: " + errorMsgStr, "DXC", CRITICAL);
|
||||
|
||||
throw std::runtime_error("Shader compilation failed: " + errorMsgStr);
|
||||
throw std::runtime_error("Shader compilation failed: " + errorMsgStr);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -37,8 +37,11 @@
|
||||
#include <mutex>
|
||||
#include <algorithm>
|
||||
|
||||
bool NKUseValidationLayer = true;
|
||||
|
||||
#ifdef NK_DEBUG
|
||||
bool NKUseValidationLayer = true;
|
||||
#else
|
||||
bool NKUseValidationLayer = false;
|
||||
#endif
|
||||
using namespace Nuake;
|
||||
|
||||
VkRenderer::~VkRenderer()
|
||||
|
||||
@@ -295,7 +295,7 @@ void GPUResources::CreateBindlessLayout()
|
||||
vkCreateSampler(device, &sampler, nullptr, &SamplerLinear);
|
||||
|
||||
VkDescriptorImageInfo textureInfo = {};
|
||||
textureInfo.sampler = SamplerNearest; // Your VkSampler object
|
||||
textureInfo.sampler = SamplerLinear; // Your VkSampler object
|
||||
textureInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
|
||||
VkWriteDescriptorSet samplerWrite = {};
|
||||
|
||||
@@ -417,6 +417,8 @@ void VkSceneRenderer::LoadShaders()
|
||||
shaderMgr.AddShader("blur_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/blur.vert"));
|
||||
shaderMgr.AddShader("volumetric_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/volumetric.frag"));
|
||||
shaderMgr.AddShader("volumetric_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/volumetric.vert"));
|
||||
shaderMgr.AddShader("depth_aware_blur_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/depth_aware_blur.vert"));
|
||||
shaderMgr.AddShader("depth_aware_blur_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/depth_aware_blur.frag"));
|
||||
}
|
||||
|
||||
void VkSceneRenderer::PrepareScenes(const std::vector<Ref<Scene>>& scenes, RenderContext inContext)
|
||||
|
||||
Reference in New Issue
Block a user