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160
Data/Shaders/Vulkan/depth_aware_blur.frag
Normal file
160
Data/Shaders/Vulkan/depth_aware_blur.frag
Normal file
@@ -0,0 +1,160 @@
|
||||
// Transforms
|
||||
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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|
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
|
||||
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)};
|
||||
|
||||
for (int i = 0; i < 4; i ++)
|
||||
{
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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)
|
||||
{
|
||||
//color = float3(1, 0, 0);
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||||
currentWeight *= 0.0f;
|
||||
}
|
||||
//currentWeight *= max(0.0f, 1.0f - abs(upSampledDepth - downscaledDepth));
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||||
|
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color += downscaledColor * currentWeight;
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totalWeight += currentWeight;
|
||||
}
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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;
|
||||
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;
|
||||
}
|
||||
109
Data/Shaders/Vulkan/depth_aware_blur.vert
Normal file
109
Data/Shaders/Vulkan/depth_aware_blur.vert
Normal 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];
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||||
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;
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||||
|
||||
// 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;
|
||||
}
|
||||
@@ -99,6 +99,11 @@ struct VolumetricConstant
|
||||
int CamViewID;
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||||
int LightCount;
|
||||
float Ambient;
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||||
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 ;
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -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]]
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
#include "IEditorWidget.h"
|
||||
|
||||
#include "../../../../../AnimatedValue.h"
|
||||
#include "../../../misc/AnimatedValue.h"
|
||||
|
||||
namespace Nuake
|
||||
{
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
#include "IEditorWidget.h"
|
||||
#include "../../EditorSelectionPanel.h"
|
||||
|
||||
#include "../../../../../AnimatedValue.h"
|
||||
#include "../../../misc/AnimatedValue.h"
|
||||
|
||||
class EditorContext;
|
||||
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
#include "IEditorWidget.h"
|
||||
|
||||
#include <imgui/ImGuizmo.h>
|
||||
#include "../../../../../AnimatedValue.h"
|
||||
#include "../../../misc/AnimatedValue.h"
|
||||
|
||||
class EditorContext;
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ return {
|
||||
-- Place all your sources here
|
||||
sources = {
|
||||
"QuakeModule.cpp",
|
||||
"QuakBaker.h",
|
||||
"QuakBaker.cpp",
|
||||
"QuakeBaker.h",
|
||||
"QuakeBaker.cpp",
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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), ©Constant);
|
||||
@@ -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);
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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>
|
||||
|
||||
#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;
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user