7 Commits

Author SHA1 Message Date
antopilo
30b5ccc339 Volumetric upscaling + support for other types of lights + CSM 2025-04-24 23:18:14 -04:00
antopilo
4f24372a2f Rendering volumetric at quarter res 2025-04-24 19:56:11 -04:00
antopilo
08be51fc2d Merge branch 'vulkan-dev' of https://github.com/antopilo/Nuake into vulkan-dev
# Conflicts:
#	Nuake/Source/Nuake/Modules/QuakeModule/Module.lua
2025-04-24 18:14:27 -04:00
antopilo
eac8c7aab0 Fixed quake module typo 2025-04-24 18:14:10 -04:00
Antoine Pilote
a82e3dec04 Fixed compilation warning 2025-04-24 12:25:45 -04:00
Antoine Pilote
e8c4af6e5c Merge branch 'vulkan-dev' of https://github.com/antopilo/nuake into vulkan-dev
# Conflicts:
#	Nuake/Source/Nuake/Rendering/Vulkan/VulkanRenderer.cpp
2025-04-24 12:16:14 -04:00
Antoine Pilote
b73caaf8b7 GPU validation 2025-04-24 12:13:05 -04:00
22 changed files with 614 additions and 44 deletions

View File

@@ -0,0 +1,160 @@
// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct PSInput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct DepthAwareBlurConstant
{
int DepthTextureID;
int VolumetricTextureID;
};
[[vk::push_constant]]
DepthAwareBlurConstant pushConstants;
float2 GetTextureSize(Texture2D tex)
{
uint width, height;
tex.GetDimensions(width, height);
return float2(width, height);
}
float PixelToUV(float2 uv, Texture2D tex)
{
float2 texSize = GetTextureSize(tex);
return uv / texSize;
}
PSOutput main(PSInput input)
{
int depthTexture = pushConstants.DepthTextureID;
float upSampledDepth = textures[depthTexture].Sample(mySampler, input.UV).r;
float3 upSampledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler, input.UV).rgb;
float3 color = 0.0f.xxx;
float totalWeight = 0.0f;
int2 screenCoordinates = int2(input.Position.xy);
int xOffset = (screenCoordinates.x % 2 == 0) ? -1 : 1;
int yOffset = (screenCoordinates.y % 2 == 0) ? -1 : 1;
int2 offsets[] = {int2(0, 0),
int2(0, yOffset),
int2(xOffset, 0),
int2(xOffset, yOffset)};
for (int i = 0; i < 4; i ++)
{
float2 uvOffset = float2(offsets[i].x * 4.0, offsets[i].y * 4.0) ;
uvOffset = PixelToUV(uvOffset, textures[pushConstants.DepthTextureID]);
float3 downscaledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler, input.UV + uvOffset).rgb;
float downscaledDepth = textures[pushConstants.DepthTextureID].Sample(mySampler, input.UV + uvOffset).r;
float currentWeight = 1.0f;
if(abs(upSampledDepth - downscaledDepth) > 0.0001)
{
//color = float3(1, 0, 0);
currentWeight *= 0.0f;
}
//currentWeight *= max(0.0f, 1.0f - abs(upSampledDepth - downscaledDepth));
color += downscaledColor * currentWeight;
totalWeight += currentWeight;
}
float3 volumetricLight;
const float epsilon = 0.0001f;
volumetricLight.xyz = color / (totalWeight + epsilon);
PSOutput output;
output.oColor0 = float4(volumetricLight.x, volumetricLight.y, volumetricLight.z, 1.0f);
//output.oColor0 = float4(upSampledColor.x, upSampledColor.y, upSampledColor.z, 1.0f);
return output;
}

View File

@@ -0,0 +1,109 @@
// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct DepthAwareBlurConstant
{
int DepthTextureID;
int VolumetricTextureID;
};
[[vk::push_constant]]
DepthAwareBlurConstant pushConstants;
// Outputs
struct VSOutput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
// Main vertex shader
VSOutput main(uint vertexIndex : SV_VertexID)
{
VSOutput output;
Vertex v = vertexBuffer[vertexIndex];
output.UV = float2(v.uv_x, v.uv_y);
output.Position = float4(v.position, 1.0f);
return output;
}

View File

@@ -99,6 +99,11 @@ struct VolumetricConstant
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
float CSMSplits[4];
};
[[vk::push_constant]]
@@ -135,8 +140,103 @@ 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)));
}
int GetCSMSplit(float depth)
{
for(int i = 0; i < 4; i++)
{
float csmSplitDepth = pushConstants.CSMSplits[i];
if(depth < csmSplitDepth + 0.000001)
{
return i;
}
}
return 0;
}
PSOutput main(PSInput input)
{
float ditherPattern[4][4] = { { 0.0f, 0.5f, 0.125f, 0.625f},
{ 0.75f, 0.22f, 0.875f, 0.375f},
{ 0.1875f, 0.6875f, 0.0625f, 0.5625},
{ 0.9375f, 0.4375f, 0.8125f, 0.3125} };
CameraView camView = cameras[pushConstants.CamViewID];
float3 startPosition = camView.Position;
@@ -167,30 +267,67 @@ PSOutput main(PSInput input)
for(int l = 0; l < pushConstants.LightCount; l++)
{
Light light = lights[l];
if(light.type != 0)
if(light.type == 0)
{
continue;
float lightDepth = length(worldPos - camView.Position);
int splitIndex = GetCSMSplit(lightDepth);
CameraView lightView = cameras[light.transformId[splitIndex]];
float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords.xy = projCoords.xy * 0.5 + 0.5;
float currentDepth = projCoords.z;
float closestDepth = textures[light.shadowMapTextureId[splitIndex]].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.xyz) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
else
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
}
CameraView lightView = cameras[light.transformId[0]];
float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords.xy = projCoords.xy * 0.5 + 0.5;
float currentDepth = projCoords.z;
float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler, projCoords.xy).r;
if(closestDepth < currentDepth)
else if(light.type == 1)
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Exponant;
float3 lightToFrag = currentPosition - light.position;
float distance = length(lightToFrag);
float3 lightDir = normalize(-lightToFrag);
float attenuation = 1.0 / (distance * distance);
attenuation = 1.0 - smoothstep(0.0, 3.0f, distance);
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation;
}
else
else if(light.type == 2)
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient;
float3 lightToFrag = currentPosition - light.position;
float distance = length(lightToFrag);
float3 lightDir = normalize(-lightToFrag);
float attenuation = 1.0 / (distance * distance);
attenuation = 1.0 - smoothstep(0.0, 6.0f, distance);
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
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);
float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation * intensity;
}
}
currentPosition += step;
currentPosition += step ;
}

View File

@@ -89,6 +89,11 @@ struct VolumetricConstant
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
float CSMSplits[4];
};
[[vk::push_constant]]

View File

@@ -65,7 +65,7 @@
#include "../Events/EditorRequests.h"
#include "../../../../Nuake/Thirdparty/glfw/include/GLFW/glfw3.h"
#include "../../../AnimatedValue.h"
#include "../misc/AnimatedValue.h"
namespace Nuake {
@@ -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

@@ -6,7 +6,7 @@
#include "IEditorWidget.h"
#include "../../../../../AnimatedValue.h"
#include "../../../misc/AnimatedValue.h"
namespace Nuake
{

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

@@ -2,7 +2,7 @@
#include "IEditorWidget.h"
#include "../../EditorSelectionPanel.h"
#include "../../../../../AnimatedValue.h"
#include "../../../misc/AnimatedValue.h"
class EditorContext;

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

@@ -3,7 +3,7 @@
#include "IEditorWidget.h"
#include <imgui/ImGuizmo.h>
#include "../../../../../AnimatedValue.h"
#include "../../../misc/AnimatedValue.h"
class EditorContext;

View File

@@ -5,7 +5,7 @@ return {
-- Place all your sources here
sources = {
"QuakeModule.cpp",
"QuakBaker.h",
"QuakBaker.cpp",
"QuakeBaker.h",
"QuakeBaker.cpp",
}
}

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");
@@ -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)
@@ -279,9 +281,10 @@ 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));
VolumetricBlurOutput = ResizeImage(ctx, VolumetricBlurOutput, ctx.resolution);
VolumetricCombineOutput = ResizeImage(ctx, VolumetricCombineOutput, ctx.resolution);
OutlineOutput = ResizeImage(ctx, OutlineOutput, ctx.resolution);
Color clearColor = ctx.scene->GetEnvironment()->AmbientColor;
@@ -295,6 +298,7 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
{ ShadingOutput }, // Shading
{ TonemappedOutput }, // Tonemap
{ VolumetricOutput },
{ VolumetricBlurOutput },
{ VolumetricCombineOutput },
{ GizmoOutput, GBufferEntityID, GBufferDepth }, // Reusing depth from gBuffer
{ GizmoCombineOutput },
@@ -613,6 +617,7 @@ 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)
@@ -638,10 +643,19 @@ 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;
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);
@@ -651,6 +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"));
@@ -673,7 +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), &copyConstant);
@@ -684,6 +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);
@@ -870,7 +927,16 @@ 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 +98,11 @@ namespace Nuake
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
float CSMSplits[4];
};
struct CopyConstant
@@ -171,6 +176,7 @@ namespace Nuake
Ref<VulkanImage> TonemappedOutput;
Ref<VulkanImage> VolumetricOutput;
Ref<VulkanImage> VolumetricBlurOutput;
Ref<VulkanImage> VolumetricCombineOutput;
Ref<VulkanImage> OutlineOutput;
@@ -199,6 +205,7 @@ namespace Nuake
BloomConstant bloomConstant;
VolumetricConstant volumetricConstant;
RenderPipeline GBufferPipeline;
// Delegates

View File

@@ -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
{

View File

@@ -37,8 +37,11 @@
#include <mutex>
#include <algorithm>
#ifdef NK_DEBUG
bool NKUseValidationLayer = true;
#else
bool NKUseValidationLayer = false;
#endif
using namespace Nuake;
VkRenderer::~VkRenderer()
@@ -174,13 +177,19 @@ void VkRenderer::GetInstance()
vkb::InstanceBuilder builder;
//make the vulkan instance, with basic debug features
auto inst_ret = builder.set_app_name("Nuake Engine")
auto instRet = builder.set_app_name("Nuake Engine")
.request_validation_layers(NKUseValidationLayer)
.use_default_debug_messenger()
.require_api_version(1, 3, 0)
.build();
VkbInstance = inst_ret.value();
if (!instRet)
{
std::string errMsg = "Failed to create Vulkan instance. Error: " + instRet.error().message();
OS::ShowMessageBox("Vulkan Error", errMsg);
}
VkbInstance = instRet.value();
Instance = VkbInstance.instance;
VkDebugMessenger = VkbInstance.debug_messenger;
}
@@ -218,7 +227,7 @@ void VkRenderer::SelectGPU()
}
vkb::PhysicalDeviceSelector selector{ VkbInstance };
vkb::PhysicalDevice physicalDevice = selector
auto physRet = selector
.set_minimum_version(1, 3)
.set_required_features_13(features)
.set_required_features_12(features12)
@@ -228,8 +237,15 @@ void VkRenderer::SelectGPU()
})
.set_surface(Surface)
.add_required_extensions(requiredExtensions)
.select()
.value();
.select();
if (!physRet)
{
auto message = physRet.error().message();
OS::ShowMessageBox("Vulkan Error", "No Physical Device supported found. \n" + message);
}
vkb::PhysicalDevice physicalDevice = physRet.value();
vkb::DeviceBuilder deviceBuilder{ physicalDevice };
@@ -258,10 +274,18 @@ void VkRenderer::SelectGPU()
// Chain pNext for Extended Dynamic State 3
VkbDevice = deviceBuilder
auto devRet = deviceBuilder
.add_pNext(&line_raster_features)
.add_pNext(&extendedDynamicState3Features)
.build().value();
.build();
if (!devRet)
{
auto message = devRet.error().message();
OS::ShowMessageBox("Vulkan Error", "No Device supported found.\n" + message);
}
VkbDevice = devRet.value();
Device = VkbDevice.device;
GPU = physicalDevice.physical_device;
}

View File

@@ -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 = {};

View File

@@ -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)
@@ -673,7 +675,10 @@ 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);