Files
WickedEngine/WickedEngine/wiRenderer.cpp
T
2019-12-17 22:34:04 +00:00

9535 lines
314 KiB
C++

#include "wiRenderer.h"
#include "wiHairParticle.h"
#include "wiEmittedParticle.h"
#include "wiResourceManager.h"
#include "wiSprite.h"
#include "wiScene.h"
#include "wiIntersect.h"
#include "wiHelper.h"
#include "wiMath.h"
#include "wiTextureHelper.h"
#include "wiEnums.h"
#include "wiRandom.h"
#include "wiFont.h"
#include "wiRectPacker.h"
#include "wiBackLog.h"
#include "wiProfiler.h"
#include "wiOcean.h"
#include "ShaderInterop_Renderer.h"
#include "ShaderInterop_Postprocess.h"
#include "ShaderInterop_Skinning.h"
#include "ShaderInterop_Raytracing.h"
#include "ShaderInterop_BVH.h"
#include "ShaderInterop_Utility.h"
#include "wiWidget.h"
#include "wiGPUSortLib.h"
#include "wiAllocators.h"
#include "wiGPUBVH.h"
#include "wiJobSystem.h"
#include "wiSpinLock.h"
#include <algorithm>
#include <unordered_set>
#include <deque>
#include <array>
using namespace std;
using namespace wiGraphics;
using namespace wiScene;
using namespace wiECS;
using namespace wiAllocators;
namespace wiRenderer
{
std::shared_ptr<GraphicsDevice> graphicsDevice;
VertexShader vertexShaders[VSTYPE_COUNT];
PixelShader pixelShaders[PSTYPE_COUNT];
GeometryShader geometryShaders[GSTYPE_COUNT];
HullShader hullShaders[HSTYPE_COUNT];
DomainShader domainShaders[DSTYPE_COUNT];
ComputeShader computeShaders[CSTYPE_COUNT];
Texture textures[TEXTYPE_COUNT];
VertexLayout vertexLayouts[VLTYPE_COUNT];
RasterizerState rasterizers[RSTYPE_COUNT];
DepthStencilState depthStencils[DSSTYPE_COUNT];
BlendState blendStates[BSTYPE_COUNT];
GPUBuffer constantBuffers[CBTYPE_COUNT];
GPUBuffer resourceBuffers[RBTYPE_COUNT];
Sampler samplers[SSLOT_COUNT];
string SHADERPATH = "../WickedEngine/shaders/";
LinearAllocator updateFrameAllocator; // can be used by an update thread
LinearAllocator renderFrameAllocators[COMMANDLIST_COUNT]; // can be used by graphics threads
inline LinearAllocator& GetUpdateFrameAllocator()
{
if (updateFrameAllocator.get_capacity() == 0)
{
updateFrameAllocator.reserve(4 * 1024 * 1024);
}
return updateFrameAllocator;
}
inline LinearAllocator& GetRenderFrameAllocator(CommandList cmd)
{
if (renderFrameAllocators[cmd].get_capacity() == 0)
{
renderFrameAllocators[cmd].reserve(4 * 1024 * 1024);
}
return renderFrameAllocators[cmd];
}
float GAMMA = 2.2f;
uint32_t SHADOWRES_2D = 1024;
uint32_t SHADOWRES_CUBE = 256;
uint32_t SHADOWCOUNT_2D = 5 + 3 + 3;
uint32_t SHADOWCOUNT_CUBE = 5;
uint32_t SOFTSHADOWQUALITY_2D = 2;
bool TRANSPARENTSHADOWSENABLED = false;
bool ALPHACOMPOSITIONENABLED = false;
bool wireRender = false;
bool debugBoneLines = false;
bool debugPartitionTree = false;
bool debugEmitters = false;
bool freezeCullingCamera = false;
bool debugEnvProbes = false;
bool debugForceFields = false;
bool debugCameras = false;
bool gridHelper = false;
bool voxelHelper = false;
bool requestReflectionRendering = false;
bool advancedLightCulling = true;
bool advancedRefractions = false;
bool ldsSkinningEnabled = true;
bool scene_bvh_invalid = true;
float SPECULARAA = 0.0f;
float renderTime = 0;
float renderTime_Prev = 0;
float deltaTime = 0;
XMFLOAT2 temporalAAJitter = XMFLOAT2(0, 0);
XMFLOAT2 temporalAAJitterPrev = XMFLOAT2(0, 0);
float RESOLUTIONSCALE = 1.0f;
GPUQueryRing<2> occlusionQueries[256];
uint32_t entityArrayOffset_Lights = 0;
uint32_t entityArrayCount_Lights = 0;
uint32_t entityArrayOffset_Decals = 0;
uint32_t entityArrayCount_Decals = 0;
uint32_t entityArrayOffset_ForceFields = 0;
uint32_t entityArrayCount_ForceFields = 0;
uint32_t entityArrayOffset_EnvProbes = 0;
uint32_t entityArrayCount_EnvProbes = 0;
float GameSpeed = 1;
bool debugLightCulling = false;
bool occlusionCulling = false;
bool temporalAA = false;
bool temporalAADEBUG = false;
uint32_t raytraceBounceCount = 2;
bool raytraceDebugVisualizer = false;
Entity cameraTransform = INVALID_ENTITY;
struct VoxelizedSceneData
{
bool enabled = false;
uint32_t res = 128;
float voxelsize = 1;
XMFLOAT3 center = XMFLOAT3(0, 0, 0);
XMFLOAT3 extents = XMFLOAT3(0, 0, 0);
uint32_t numCones = 8;
float rayStepSize = 0.5f;
bool secondaryBounceEnabled = true;
bool reflectionsEnabled = true;
bool centerChangedThisFrame = true;
uint32_t mips = 7;
} voxelSceneData;
std::unique_ptr<wiOcean> ocean;
Texture shadowMapArray_2D;
Texture shadowMapArray_Cube;
Texture shadowMapArray_Transparent;
std::vector<RenderPass> renderpasses_shadow2D;
std::vector<RenderPass> renderpasses_shadow2DTransparent;
std::vector<RenderPass> renderpasses_shadowCube;
deque<wiSprite*> waterRipples;
std::vector<pair<XMFLOAT4X4, XMFLOAT4>> renderableBoxes;
std::vector<RenderableLine> renderableLines;
std::vector<RenderablePoint> renderablePoints;
XMFLOAT4 waterPlane = XMFLOAT4(0, 1, 0, 0);
wiSpinLock deferredMIPGenLock;
unordered_set<const Texture*> deferredMIPGens;
wiGPUBVH sceneBVH;
static const int atlasClampBorder = 1;
static Texture decalAtlas;
static unordered_map<const Texture*, wiRectPacker::rect_xywh> packedDecals;
Texture globalLightmap;
unordered_map<const Texture*, wiRectPacker::rect_xywh> packedLightmaps;
void SetDevice(std::shared_ptr<GraphicsDevice> newDevice)
{
graphicsDevice = newDevice;
}
GraphicsDevice* GetDevice()
{
return graphicsDevice.get();
}
// Direct reference to a renderable instance:
struct RenderBatch
{
uint32_t hash;
uint32_t instance;
float distance;
inline void Create(size_t meshIndex, size_t instanceIndex, float _distance)
{
hash = 0;
assert(meshIndex < 0x00FFFFFF);
hash |= (uint32_t)(meshIndex & 0x00FFFFFF) << 8;
hash |= ((uint32_t)(_distance)) & 0xFF;
instance = (uint32_t)instanceIndex;
distance = _distance;
}
inline uint32_t GetMeshIndex() const
{
return (hash >> 8) & 0x00FFFFFF;
}
inline uint32_t GetInstanceIndex() const
{
return instance;
}
inline float GetDistance() const
{
return distance;
}
};
// This is just a utility that points to a linear array of render batches:
struct RenderQueue
{
const CameraComponent* camera = nullptr;
RenderBatch* batchArray = nullptr;
uint32_t batchCount = 0;
enum RenderQueueSortType
{
SORT_FRONT_TO_BACK,
SORT_BACK_TO_FRONT,
};
inline bool empty() const { return batchArray == nullptr || batchCount == 0; }
inline void add(RenderBatch* item)
{
assert(item != nullptr);
if (empty())
{
batchArray = item;
}
batchCount++;
}
inline void sort(RenderQueueSortType sortType = SORT_FRONT_TO_BACK)
{
if (batchCount > 1)
{
std::sort(batchArray, batchArray + batchCount, [sortType](const RenderBatch& a, const RenderBatch& b) -> bool {
return ((sortType == SORT_FRONT_TO_BACK) ? (a.hash < b.hash) : (a.hash > b.hash));
});
//for (size_t i = 0; i < batchCount - 1; ++i)
//{
// for (size_t j = i + 1; j < batchCount; ++j)
// {
// bool swap = false;
// swap = sortType == SORT_FRONT_TO_BACK && batchArray[i].hash > batchArray[j].hash;
// swap = sortType == SORT_BACK_TO_FRONT && batchArray[i].hash < batchArray[j].hash;
// if (swap)
// {
// RenderBatch tmp = batchArray[i];
// batchArray[i] = batchArray[j];
// batchArray[j] = tmp;
// }
// }
//}
}
}
};
// This is a storage for component indices inside the camera frustum. These can directly index the corresponding ComponentManagers:
struct FrameCulling
{
Frustum frustum;
vector<uint32_t> culledObjects;
vector<uint32_t> culledLights;
vector<uint32_t> culledDecals;
vector<uint32_t> culledEnvProbes;
vector<uint32_t> culledEmitters;
vector<uint32_t> culledHairs;
void Clear()
{
culledObjects.clear();
culledLights.clear();
culledDecals.clear();
culledEnvProbes.clear();
culledEmitters.clear();
culledHairs.clear();
}
};
unordered_map<const CameraComponent*, FrameCulling> frameCullings;
vector<uint32_t> pendingMaterialUpdates;
GFX_STRUCT Instance
{
XMFLOAT4A mat0;
XMFLOAT4A mat1;
XMFLOAT4A mat2;
XMFLOAT4A color;
Instance(){}
Instance(const XMFLOAT4X4& matIn, const XMFLOAT4& colorIn = XMFLOAT4(1, 1, 1, 1), float dither = 0){
Create(matIn, colorIn, dither);
}
inline void Create(const XMFLOAT4X4& matIn, const XMFLOAT4& colorIn = XMFLOAT4(1, 1, 1, 1), float dither = 0) volatile
{
mat0.x = matIn._11;
mat0.y = matIn._21;
mat0.z = matIn._31;
mat0.w = matIn._41;
mat1.x = matIn._12;
mat1.y = matIn._22;
mat1.z = matIn._32;
mat1.w = matIn._42;
mat2.x = matIn._13;
mat2.y = matIn._23;
mat2.z = matIn._33;
mat2.w = matIn._43;
color.x = colorIn.x;
color.y = colorIn.y;
color.z = colorIn.z;
color.w = colorIn.w;
color.w *= 1 - dither;
}
ALIGN_16
};
GFX_STRUCT InstancePrev
{
XMFLOAT4A mat0;
XMFLOAT4A mat1;
XMFLOAT4A mat2;
InstancePrev(){}
InstancePrev(const XMFLOAT4X4& matIn)
{
Create(matIn);
}
inline void Create(const XMFLOAT4X4& matIn) volatile
{
mat0.x = matIn._11;
mat0.y = matIn._21;
mat0.z = matIn._31;
mat0.w = matIn._41;
mat1.x = matIn._12;
mat1.y = matIn._22;
mat1.z = matIn._32;
mat1.w = matIn._42;
mat2.x = matIn._13;
mat2.y = matIn._23;
mat2.z = matIn._33;
mat2.w = matIn._43;
}
ALIGN_16
};
GFX_STRUCT InstanceAtlas
{
XMFLOAT4A atlasMulAdd;
InstanceAtlas(){}
InstanceAtlas(const XMFLOAT4& atlasRemap)
{
Create(atlasRemap);
}
inline void Create(const XMFLOAT4& atlasRemap) volatile
{
atlasMulAdd.x = atlasRemap.x;
atlasMulAdd.y = atlasRemap.y;
atlasMulAdd.z = atlasRemap.z;
atlasMulAdd.w = atlasRemap.w;
}
ALIGN_16
};
const Sampler* GetSampler(int slot)
{
return &samplers[slot];
}
const VertexShader* GetVertexShader(VSTYPES id)
{
return &vertexShaders[id];
}
const HullShader* GetHullShader(HSTYPES id)
{
return &hullShaders[id];
}
const DomainShader* GetDomainShader(DSTYPES id)
{
return &domainShaders[id];
}
const GeometryShader* GetGeometryShader(GSTYPES id)
{
return &geometryShaders[id];
}
const PixelShader* GetPixelShader(PSTYPES id)
{
return &pixelShaders[id];
}
const ComputeShader* GetComputeShader(CSTYPES id)
{
return &computeShaders[id];
}
const VertexLayout* GetVertexLayout(VLTYPES id)
{
return &vertexLayouts[id];
}
const RasterizerState* GetRasterizerState(RSTYPES id)
{
return &rasterizers[id];
}
const DepthStencilState* GetDepthStencilState(DSSTYPES id)
{
return &depthStencils[id];
}
const BlendState* GetBlendState(BSTYPES id)
{
return &blendStates[id];
}
const GPUBuffer* GetConstantBuffer(CBTYPES id)
{
return &constantBuffers[id];
}
const Texture* GetTexture(TEXTYPES id)
{
return &textures[id];
}
enum OBJECTRENDERING_DOUBLESIDED
{
OBJECTRENDERING_DOUBLESIDED_DISABLED,
OBJECTRENDERING_DOUBLESIDED_ENABLED,
OBJECTRENDERING_DOUBLESIDED_COUNT
};
enum OBJECTRENDERING_TESSELLATION
{
OBJECTRENDERING_TESSELLATION_DISABLED,
OBJECTRENDERING_TESSELLATION_ENABLED,
OBJECTRENDERING_TESSELLATION_COUNT
};
enum OBJECTRENDERING_ALPHATEST
{
OBJECTRENDERING_ALPHATEST_DISABLED,
OBJECTRENDERING_ALPHATEST_ENABLED,
OBJECTRENDERING_ALPHATEST_COUNT
};
enum OBJECTRENDERING_NORMALMAP
{
OBJECTRENDERING_NORMALMAP_DISABLED,
OBJECTRENDERING_NORMALMAP_ENABLED,
OBJECTRENDERING_NORMALMAP_COUNT
};
enum OBJECTRENDERING_PLANARREFLECTION
{
OBJECTRENDERING_PLANARREFLECTION_DISABLED,
OBJECTRENDERING_PLANARREFLECTION_ENABLED,
OBJECTRENDERING_PLANARREFLECTION_COUNT
};
enum OBJECTRENDERING_POM
{
OBJECTRENDERING_POM_DISABLED,
OBJECTRENDERING_POM_ENABLED,
OBJECTRENDERING_POM_COUNT
};
PipelineState PSO_object[RENDERPASS_COUNT][BLENDMODE_COUNT][OBJECTRENDERING_DOUBLESIDED_COUNT][OBJECTRENDERING_TESSELLATION_COUNT][OBJECTRENDERING_ALPHATEST_COUNT][OBJECTRENDERING_NORMALMAP_COUNT][OBJECTRENDERING_PLANARREFLECTION_COUNT][OBJECTRENDERING_POM_COUNT];
PipelineState PSO_object_water[RENDERPASS_COUNT];
PipelineState PSO_object_wire;
inline const PipelineState* GetObjectPSO(RENDERPASS renderPass, bool doublesided, bool tessellation, const MaterialComponent& material, bool forceAlphaTestForDithering)
{
if (IsWireRender())
{
switch (renderPass)
{
case RENDERPASS_TEXTURE:
case RENDERPASS_DEFERRED:
case RENDERPASS_FORWARD:
case RENDERPASS_TILEDFORWARD:
return &PSO_object_wire;
}
return nullptr;
}
if (material.IsWater())
{
return &PSO_object_water[renderPass];
}
const bool alphatest = material.IsAlphaTestEnabled() || forceAlphaTestForDithering;
const bool normalmap = material.GetNormalMap() != nullptr;
const bool planarreflection = material.HasPlanarReflection();
const bool pom = material.parallaxOcclusionMapping > 0;
const BLENDMODE blendMode = material.GetBlendMode();
const PipelineState& pso = PSO_object[renderPass][blendMode][doublesided][tessellation][alphatest][normalmap][planarreflection][pom];
assert(pso.IsValid());
return &pso;
}
PipelineState PSO_object_hologram;
std::vector<CustomShader> customShaders;
int RegisterCustomShader(const CustomShader& customShader)
{
int result = (int)customShaders.size();
customShaders.push_back(customShader);
return result;
}
const std::vector<CustomShader>& GetCustomShaders()
{
return customShaders;
}
inline const PipelineState* GetCustomShaderPSO(RENDERPASS renderPass, uint32_t renderTypeFlags, int customShaderID)
{
if (customShaderID >= 0 && customShaderID < (int)customShaders.size())
{
const CustomShader& customShader = customShaders[customShaderID];
const CustomShader::Pass& customPass = customShader.passes[renderPass];
if (customPass.renderTypeFlags & renderTypeFlags)
{
return customPass.pso;
}
}
return nullptr;
}
VLTYPES GetVLTYPE(RENDERPASS renderPass, bool tessellation, bool alphatest, bool transparent)
{
VLTYPES realVL = VLTYPE_OBJECT_POS_TEX;
switch (renderPass)
{
case RENDERPASS_TEXTURE:
if (tessellation)
{
realVL = VLTYPE_OBJECT_ALL;
}
else
{
realVL = VLTYPE_OBJECT_POS_TEX;
}
break;
case RENDERPASS_DEFERRED:
case RENDERPASS_FORWARD:
case RENDERPASS_TILEDFORWARD:
case RENDERPASS_ENVMAPCAPTURE:
realVL = VLTYPE_OBJECT_ALL;
break;
case RENDERPASS_DEPTHONLY:
if (tessellation)
{
realVL = VLTYPE_OBJECT_ALL;
}
else
{
if (alphatest)
{
realVL = VLTYPE_OBJECT_POS_TEX;
}
else
{
realVL = VLTYPE_OBJECT_POS;
}
}
break;
case RENDERPASS_SHADOW:
case RENDERPASS_SHADOWCUBE:
if (alphatest || transparent)
{
realVL = VLTYPE_OBJECT_POS_TEX;
}
else
{
realVL = VLTYPE_OBJECT_POS;
}
break;
case RENDERPASS_VOXELIZE:
realVL = VLTYPE_OBJECT_POS_TEX;
break;
}
return realVL;
}
VSTYPES GetVSTYPE(RENDERPASS renderPass, bool tessellation, bool alphatest, bool transparent)
{
VSTYPES realVS = VSTYPE_OBJECT_SIMPLE;
switch (renderPass)
{
case RENDERPASS_TEXTURE:
if (tessellation)
{
realVS = VSTYPE_OBJECT_SIMPLE_TESSELLATION;
}
else
{
realVS = VSTYPE_OBJECT_SIMPLE;
}
break;
case RENDERPASS_DEFERRED:
case RENDERPASS_FORWARD:
case RENDERPASS_TILEDFORWARD:
if (tessellation)
{
realVS = VSTYPE_OBJECT_COMMON_TESSELLATION;
}
else
{
realVS = VSTYPE_OBJECT_COMMON;
}
break;
case RENDERPASS_DEPTHONLY:
if (tessellation)
{
realVS = VSTYPE_OBJECT_SIMPLE_TESSELLATION;
}
else
{
if (alphatest)
{
realVS = VSTYPE_OBJECT_SIMPLE;
}
else
{
realVS = VSTYPE_OBJECT_POSITIONSTREAM;
}
}
break;
case RENDERPASS_ENVMAPCAPTURE:
realVS = VSTYPE_ENVMAP;
break;
case RENDERPASS_SHADOW:
if (transparent)
{
realVS = VSTYPE_SHADOW_TRANSPARENT;
}
else
{
if (alphatest)
{
realVS = VSTYPE_SHADOW_ALPHATEST;
}
else
{
realVS = VSTYPE_SHADOW;
}
}
break;
case RENDERPASS_SHADOWCUBE:
if (alphatest)
{
realVS = VSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST;
}
else
{
realVS = VSTYPE_SHADOWCUBEMAPRENDER;
}
break;
break;
case RENDERPASS_VOXELIZE:
realVS = VSTYPE_VOXELIZER;
break;
}
return realVS;
}
GSTYPES GetGSTYPE(RENDERPASS renderPass, bool alphatest)
{
GSTYPES realGS = GSTYPE_COUNT;
switch (renderPass)
{
case RENDERPASS_TEXTURE:
break;
case RENDERPASS_DEFERRED:
break;
case RENDERPASS_FORWARD:
break;
case RENDERPASS_TILEDFORWARD:
break;
case RENDERPASS_DEPTHONLY:
break;
case RENDERPASS_ENVMAPCAPTURE:
realGS = GSTYPE_ENVMAP;
break;
case RENDERPASS_SHADOW:
break;
case RENDERPASS_SHADOWCUBE:
if (alphatest)
{
realGS = GSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST;
}
else
{
realGS = GSTYPE_SHADOWCUBEMAPRENDER;
}
break;
case RENDERPASS_VOXELIZE:
realGS = GSTYPE_VOXELIZER;
break;
}
return realGS;
}
HSTYPES GetHSTYPE(RENDERPASS renderPass, bool tessellation)
{
switch (renderPass)
{
case RENDERPASS_TEXTURE:
case RENDERPASS_DEPTHONLY:
case RENDERPASS_DEFERRED:
case RENDERPASS_FORWARD:
case RENDERPASS_TILEDFORWARD:
return tessellation ? HSTYPE_OBJECT : HSTYPE_COUNT;
break;
}
return HSTYPE_COUNT;
}
DSTYPES GetDSTYPE(RENDERPASS renderPass, bool tessellation)
{
switch (renderPass)
{
case RENDERPASS_TEXTURE:
case RENDERPASS_DEPTHONLY:
case RENDERPASS_DEFERRED:
case RENDERPASS_FORWARD:
case RENDERPASS_TILEDFORWARD:
return tessellation ? DSTYPE_OBJECT : DSTYPE_COUNT;
break;
}
return DSTYPE_COUNT;
}
PSTYPES GetPSTYPE(RENDERPASS renderPass, bool alphatest, bool transparent, bool normalmap, bool planarreflection, bool pom)
{
PSTYPES realPS = PSTYPE_OBJECT_SIMPLEST;
switch (renderPass)
{
case RENDERPASS_DEFERRED:
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_DEFERRED_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_DEFERRED_NORMALMAP;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_DEFERRED_NORMALMAP_PLANARREFLECTION;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_DEFERRED_POM;
}
else
{
realPS = PSTYPE_OBJECT_DEFERRED;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_DEFERRED_PLANARREFLECTION;
}
}
break;
case RENDERPASS_FORWARD:
if (transparent)
{
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP_PLANARREFLECTION;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_POM;
}
else
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_PLANARREFLECTION;
}
}
}
else
{
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_FORWARD_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_FORWARD_NORMALMAP;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_FORWARD_NORMALMAP_PLANARREFLECTION;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_FORWARD_POM;
}
else
{
realPS = PSTYPE_OBJECT_FORWARD;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_FORWARD_PLANARREFLECTION;
}
}
}
break;
case RENDERPASS_TILEDFORWARD:
if (transparent)
{
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP_PLANARREFLECTION;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_POM;
}
else
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_PLANARREFLECTION;
}
}
}
else
{
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP_PLANARREFLECTION;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_POM;
}
else
{
realPS = PSTYPE_OBJECT_TILEDFORWARD;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_PLANARREFLECTION;
}
}
}
break;
case RENDERPASS_SHADOW:
if (transparent)
{
realPS = PSTYPE_SHADOW_TRANSPARENT;
}
else
{
if (alphatest)
{
realPS = PSTYPE_SHADOW_ALPHATEST;
}
else
{
realPS = PSTYPE_COUNT;
}
}
break;
case RENDERPASS_SHADOWCUBE:
if (alphatest)
{
realPS = PSTYPE_SHADOW_ALPHATEST;
}
else
{
realPS = PSTYPE_COUNT;
}
break;
case RENDERPASS_ENVMAPCAPTURE:
realPS = PSTYPE_ENVMAP;
break;
case RENDERPASS_DEPTHONLY:
if (alphatest)
{
realPS = PSTYPE_OBJECT_ALPHATESTONLY;
}
else
{
realPS = PSTYPE_COUNT;
}
break;
case RENDERPASS_VOXELIZE:
realPS = PSTYPE_VOXELIZER;
break;
case RENDERPASS_TEXTURE:
realPS = PSTYPE_OBJECT_TEXTUREONLY;
break;
}
return realPS;
}
PipelineState PSO_decal;
PipelineState PSO_occlusionquery;
PipelineState PSO_impostor[RENDERPASS_COUNT];
PipelineState PSO_impostor_wire;
PipelineState PSO_captureimpostor_albedo;
PipelineState PSO_captureimpostor_normal;
PipelineState PSO_captureimpostor_surface;
inline const PipelineState* GetImpostorPSO(RENDERPASS renderPass)
{
if (IsWireRender())
{
switch (renderPass)
{
case RENDERPASS_TEXTURE:
case RENDERPASS_DEFERRED:
case RENDERPASS_FORWARD:
case RENDERPASS_TILEDFORWARD:
return &PSO_impostor_wire;
}
return nullptr;
}
return &PSO_impostor[renderPass];
}
PipelineState PSO_deferredlight[LightComponent::LIGHTTYPE_COUNT];
PipelineState PSO_lightvisualizer[LightComponent::LIGHTTYPE_COUNT];
PipelineState PSO_volumetriclight[LightComponent::LIGHTTYPE_COUNT];
PipelineState PSO_enviromentallight;
PipelineState PSO_renderlightmap;
PipelineState PSO_lensflare;
PipelineState PSO_downsampledepthbuffer;
PipelineState PSO_deferredcomposition;
PipelineState PSO_sss;
enum SKYRENDERING
{
SKYRENDERING_STATIC,
SKYRENDERING_DYNAMIC,
SKYRENDERING_SUN,
SKYRENDERING_ENVMAPCAPTURE_STATIC,
SKYRENDERING_ENVMAPCAPTURE_DYNAMIC,
SKYRENDERING_COUNT
};
PipelineState PSO_sky[SKYRENDERING_COUNT];
enum DEBUGRENDERING
{
DEBUGRENDERING_ENVPROBE,
DEBUGRENDERING_GRID,
DEBUGRENDERING_CUBE,
DEBUGRENDERING_LINES,
DEBUGRENDERING_EMITTER,
DEBUGRENDERING_VOXEL,
DEBUGRENDERING_FORCEFIELD_POINT,
DEBUGRENDERING_FORCEFIELD_PLANE,
DEBUGRENDERING_RAYTRACE_BVH,
DEBUGRENDERING_COUNT
};
PipelineState PSO_debug[DEBUGRENDERING_COUNT];
enum TILEDLIGHTING_TYPE
{
TILEDLIGHTING_TYPE_FORWARD,
TILEDLIGHTING_TYPE_DEFERRED,
TILEDLIGHTING_TYPE_COUNT
};
enum TILEDLIGHTING_CULLING
{
TILEDLIGHTING_CULLING_BASIC,
TILEDLIGHTING_CULLING_ADVANCED,
TILEDLIGHTING_CULLING_COUNT
};
enum TILEDLIGHTING_DEBUG
{
TILEDLIGHTING_DEBUG_DISABLED,
TILEDLIGHTING_DEBUG_ENABLED,
TILEDLIGHTING_DEBUG_COUNT
};
ComputeShader tiledLightingCS[TILEDLIGHTING_TYPE_COUNT][TILEDLIGHTING_CULLING_COUNT][TILEDLIGHTING_DEBUG_COUNT];
bool LoadVertexShader(wiGraphics::VertexShader& shader, const std::string& filename)
{
vector<uint8_t> buffer;
if (wiHelper::readByteData(SHADERPATH + filename, buffer))
{
return GetDevice()->CreateVertexShader(buffer.data(), buffer.size(), &shader);
}
return false;
}
bool LoadHullShader(wiGraphics::HullShader& shader, const std::string& filename)
{
vector<uint8_t> buffer;
if (wiHelper::readByteData(SHADERPATH + filename, buffer))
{
return GetDevice()->CreateHullShader(buffer.data(), buffer.size(), &shader);
}
return false;
}
bool LoadDomainShader(wiGraphics::DomainShader& shader, const std::string& filename)
{
vector<uint8_t> buffer;
if (wiHelper::readByteData(SHADERPATH + filename, buffer))
{
return GetDevice()->CreateDomainShader(buffer.data(), buffer.size(), &shader);
}
return false;
}
bool LoadGeometryShader(wiGraphics::GeometryShader& shader, const std::string& filename)
{
vector<uint8_t> buffer;
if (wiHelper::readByteData(SHADERPATH + filename, buffer))
{
return GetDevice()->CreateGeometryShader(buffer.data(), buffer.size(), &shader);
}
return false;
}
bool LoadPixelShader(wiGraphics::PixelShader& shader, const std::string& filename)
{
vector<uint8_t> buffer;
if (wiHelper::readByteData(SHADERPATH + filename, buffer))
{
return GetDevice()->CreatePixelShader(buffer.data(), buffer.size(), &shader);
}
return false;
}
bool LoadComputeShader(wiGraphics::ComputeShader& shader, const std::string& filename)
{
vector<uint8_t> buffer;
if (wiHelper::readByteData(SHADERPATH + filename, buffer))
{
return GetDevice()->CreateComputeShader(buffer.data(), buffer.size(), &shader);
}
return false;
}
void LoadShaders()
{
GraphicsDevice* device = GetDevice();
wiJobSystem::context ctx;
wiJobSystem::Execute(ctx, [device] {
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
};
LoadVertexShader(vertexShaders[VSTYPE_OBJECT_DEBUG], "objectVS_debug.cso");
device->CreateInputLayout(layout, arraysize(layout), &vertexShaders[VSTYPE_OBJECT_DEBUG].code, &vertexLayouts[VLTYPE_OBJECT_DEBUG]);
});
wiJobSystem::Execute(ctx, [device] {
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "UVSET", 0, MeshComponent::Vertex_TEX::FORMAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "UVSET", 1, MeshComponent::Vertex_TEX::FORMAT, 2, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "ATLAS", 0, MeshComponent::Vertex_TEX::FORMAT, 3, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, MeshComponent::Vertex_COL::FORMAT, 4, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "PREVPOS", 0, MeshComponent::Vertex_POS::FORMAT, 5, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "INSTANCEMATRIX", 0, FORMAT_R32G32B32A32_FLOAT, 6, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 1, FORMAT_R32G32B32A32_FLOAT, 6, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 2, FORMAT_R32G32B32A32_FLOAT, 6, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCECOLOR", 0, FORMAT_R32G32B32A32_FLOAT, 6, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIXPREV", 0, FORMAT_R32G32B32A32_FLOAT, 6, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIXPREV", 1, FORMAT_R32G32B32A32_FLOAT, 6, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIXPREV", 2, FORMAT_R32G32B32A32_FLOAT, 6, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEATLAS", 0, FORMAT_R32G32B32A32_FLOAT, 6, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
LoadVertexShader(vertexShaders[VSTYPE_OBJECT_COMMON], "objectVS_common.cso");
device->CreateInputLayout(layout, arraysize(layout), &vertexShaders[VSTYPE_OBJECT_COMMON].code, &vertexLayouts[VLTYPE_OBJECT_ALL]);
});
wiJobSystem::Execute(ctx, [device] {
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "INSTANCEMATRIX", 0, FORMAT_R32G32B32A32_FLOAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 1, FORMAT_R32G32B32A32_FLOAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 2, FORMAT_R32G32B32A32_FLOAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCECOLOR", 0, FORMAT_R32G32B32A32_FLOAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
LoadVertexShader(vertexShaders[VSTYPE_OBJECT_POSITIONSTREAM], "objectVS_positionstream.cso");
device->CreateInputLayout(layout, arraysize(layout), &vertexShaders[VSTYPE_OBJECT_POSITIONSTREAM].code, &vertexLayouts[VLTYPE_OBJECT_POS]);
});
wiJobSystem::Execute(ctx, [device] {
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "UVSET", 0, MeshComponent::Vertex_TEX::FORMAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "UVSET", 1, MeshComponent::Vertex_TEX::FORMAT, 2, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "INSTANCEMATRIX", 0, FORMAT_R32G32B32A32_FLOAT, 3, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 1, FORMAT_R32G32B32A32_FLOAT, 3, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 2, FORMAT_R32G32B32A32_FLOAT, 3, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCECOLOR", 0, FORMAT_R32G32B32A32_FLOAT, 3, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
LoadVertexShader(vertexShaders[VSTYPE_OBJECT_SIMPLE], "objectVS_simple.cso");
device->CreateInputLayout(layout, arraysize(layout), &vertexShaders[VSTYPE_OBJECT_SIMPLE].code, &vertexLayouts[VLTYPE_OBJECT_POS_TEX]);
});
wiJobSystem::Execute(ctx, [device] {
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "INSTANCEMATRIX", 0, FORMAT_R32G32B32A32_FLOAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 1, FORMAT_R32G32B32A32_FLOAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 2, FORMAT_R32G32B32A32_FLOAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCECOLOR", 0, FORMAT_R32G32B32A32_FLOAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
LoadVertexShader(vertexShaders[VSTYPE_SHADOW], "shadowVS.cso");
device->CreateInputLayout(layout, arraysize(layout), &vertexShaders[VSTYPE_SHADOW].code, &vertexLayouts[VLTYPE_SHADOW_POS]);
});
wiJobSystem::Execute(ctx, [device] {
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "UVSET", 0, MeshComponent::Vertex_TEX::FORMAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "UVSET", 1, MeshComponent::Vertex_TEX::FORMAT, 2, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "INSTANCEMATRIX", 0, FORMAT_R32G32B32A32_FLOAT, 3, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 1, FORMAT_R32G32B32A32_FLOAT, 3, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIX", 2, FORMAT_R32G32B32A32_FLOAT, 3, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCECOLOR", 0, FORMAT_R32G32B32A32_FLOAT, 3, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
LoadVertexShader(vertexShaders[VSTYPE_SHADOW_ALPHATEST], "shadowVS_alphatest.cso");
device->CreateInputLayout(layout, arraysize(layout), &vertexShaders[VSTYPE_SHADOW_ALPHATEST].code, &vertexLayouts[VLTYPE_SHADOW_POS_TEX]);
LoadVertexShader(vertexShaders[VSTYPE_SHADOW_TRANSPARENT], "shadowVS_transparent.cso");
});
wiJobSystem::Execute(ctx, [device] {
VertexLayoutDesc layout[] =
{
{ "POSITION", 0, FORMAT_R32G32B32A32_FLOAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, FORMAT_R32G32B32A32_FLOAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
};
LoadVertexShader(vertexShaders[VSTYPE_LINE], "linesVS.cso");
device->CreateInputLayout(layout, arraysize(layout), &vertexShaders[VSTYPE_LINE].code, &vertexLayouts[VLTYPE_LINE]);
});
wiJobSystem::Execute(ctx, [device] {
VertexLayoutDesc layout[] =
{
{ "POSITION", 0, FORMAT_R32G32B32_FLOAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, FORMAT_R32G32_FLOAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, FORMAT_R32G32B32A32_FLOAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
};
LoadVertexShader(vertexShaders[VSTYPE_TRAIL], "trailVS.cso");
device->CreateInputLayout(layout, arraysize(layout), &vertexShaders[VSTYPE_TRAIL].code, &vertexLayouts[VLTYPE_TRAIL]);
});
wiJobSystem::Execute(ctx, [device] {
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "ATLAS", 0, MeshComponent::Vertex_TEX::FORMAT, 1, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "INSTANCEMATRIXPREV", 0, FORMAT_R32G32B32A32_FLOAT, 2, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIXPREV", 1, FORMAT_R32G32B32A32_FLOAT, 2, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEMATRIXPREV", 2, FORMAT_R32G32B32A32_FLOAT, 2, VertexLayoutDesc::APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
LoadVertexShader(vertexShaders[VSTYPE_RENDERLIGHTMAP], "renderlightmapVS.cso");
device->CreateInputLayout(layout, arraysize(layout), &vertexShaders[VSTYPE_RENDERLIGHTMAP].code, &vertexLayouts[VLTYPE_RENDERLIGHTMAP]);
});
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_OBJECT_COMMON_TESSELLATION], "objectVS_common_tessellation.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_OBJECT_SIMPLE_TESSELLATION], "objectVS_simple_tessellation.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_IMPOSTOR], "impostorVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_DIRLIGHT], "dirLightVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_POINTLIGHT], "pointLightVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_SPOTLIGHT], "spotLightVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_LIGHTVISUALIZER_SPOTLIGHT], "vSpotLightVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_LIGHTVISUALIZER_POINTLIGHT], "vPointLightVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_LIGHTVISUALIZER_SPHERELIGHT], "vSphereLightVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_LIGHTVISUALIZER_DISCLIGHT], "vDiscLightVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_LIGHTVISUALIZER_RECTANGLELIGHT], "vRectangleLightVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_LIGHTVISUALIZER_TUBELIGHT], "vTubeLightVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_DECAL], "decalVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_ENVMAP], "envMapVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_ENVMAP_SKY], "envMap_skyVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_SPHERE], "sphereVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_CUBE], "cubeVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_SHADOWCUBEMAPRENDER], "cubeShadowVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST], "cubeShadowVS_alphatest.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_SKY], "skyVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_WATER], "waterVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_VOXELIZER], "objectVS_voxelizer.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_VOXEL], "voxelVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_FORCEFIELDVISUALIZER_POINT], "forceFieldPointVisualizerVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_FORCEFIELDVISUALIZER_PLANE], "forceFieldPlaneVisualizerVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_RAYTRACE_SCREEN], "raytrace_screenVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_SCREEN], "screenVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadVertexShader(vertexShaders[VSTYPE_LENSFLARE], "lensFlareVS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_DEFERRED], "objectPS_deferred.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_DEFERRED_NORMALMAP], "objectPS_deferred_normalmap.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_DEFERRED_POM], "objectPS_deferred_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_DEFERRED_PLANARREFLECTION], "objectPS_deferred_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_DEFERRED_NORMALMAP_POM], "objectPS_deferred_normalmap_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_DEFERRED_NORMALMAP_PLANARREFLECTION], "objectPS_deferred_normalmap_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_IMPOSTOR_DEFERRED], "impostorPS_deferred.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD], "objectPS_forward.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_NORMALMAP], "objectPS_forward_normalmap.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT], "objectPS_forward_transparent.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP], "objectPS_forward_transparent_normalmap.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_PLANARREFLECTION], "objectPS_forward_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_NORMALMAP_PLANARREFLECTION], "objectPS_forward_normalmap_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_PLANARREFLECTION], "objectPS_forward_transparent_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP_PLANARREFLECTION], "objectPS_forward_transparent_normalmap_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_POM], "objectPS_forward_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_NORMALMAP_POM], "objectPS_forward_normalmap_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_POM], "objectPS_forward_transparent_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP_POM], "objectPS_forward_transparent_normalmap_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_FORWARD_WATER], "objectPS_forward_water.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_IMPOSTOR_FORWARD], "impostorPS_forward.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD], "objectPS_tiledforward.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP], "objectPS_tiledforward_normalmap.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT], "objectPS_tiledforward_transparent.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP], "objectPS_tiledforward_transparent_normalmap.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_PLANARREFLECTION], "objectPS_tiledforward_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP_PLANARREFLECTION], "objectPS_tiledforward_normalmap_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_PLANARREFLECTION], "objectPS_tiledforward_transparent_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP_PLANARREFLECTION], "objectPS_tiledforward_transparent_normalmap_planarreflection.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_POM], "objectPS_tiledforward_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP_POM], "objectPS_tiledforward_normalmap_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_POM], "objectPS_tiledforward_transparent_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP_POM], "objectPS_tiledforward_transparent_normalmap_pom.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_WATER], "objectPS_tiledforward_water.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_IMPOSTOR_TILEDFORWARD], "impostorPS_tiledforward.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_HOLOGRAM], "objectPS_hologram.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_DEBUG], "objectPS_debug.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_SIMPLEST], "objectPS_simplest.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_BLACKOUT], "objectPS_blackout.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_TEXTUREONLY], "objectPS_textureonly.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_OBJECT_ALPHATESTONLY], "objectPS_alphatestonly.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_IMPOSTOR_ALPHATESTONLY], "impostorPS_alphatestonly.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_IMPOSTOR_SIMPLE], "impostorPS_simple.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_IMPOSTOR_WIRE], "impostorPS_wire.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_ENVIRONMENTALLIGHT], "environmentalLightPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_DIRLIGHT], "dirLightPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_POINTLIGHT], "pointLightPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_SPOTLIGHT], "spotLightPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_SPHERELIGHT], "sphereLightPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_DISCLIGHT], "discLightPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_RECTANGLELIGHT], "rectangleLightPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_TUBELIGHT], "tubeLightPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_LIGHTVISUALIZER], "lightVisualizerPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_VOLUMETRICLIGHT_DIRECTIONAL], "volumetricLight_DirectionalPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_VOLUMETRICLIGHT_POINT], "volumetricLight_PointPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_VOLUMETRICLIGHT_SPOT], "volumetricLight_SpotPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_DECAL], "decalPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_ENVMAP], "envMapPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_ENVMAP_SKY_STATIC], "envMap_skyPS_static.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_ENVMAP_SKY_DYNAMIC], "envMap_skyPS_dynamic.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_CAPTUREIMPOSTOR_ALBEDO], "captureImpostorPS_albedo.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_CAPTUREIMPOSTOR_NORMAL], "captureImpostorPS_normal.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_CAPTUREIMPOSTOR_SURFACE], "captureImpostorPS_surface.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_CUBEMAP], "cubemapPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_LINE], "linesPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_SKY_STATIC], "skyPS_static.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_SKY_DYNAMIC], "skyPS_dynamic.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_SUN], "sunPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_SHADOW_ALPHATEST], "shadowPS_alphatest.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_SHADOW_TRANSPARENT], "shadowPS_transparent.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_SHADOW_WATER], "shadowPS_water.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_TRAIL], "trailPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_VOXELIZER], "objectPS_voxelizer.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_VOXEL], "voxelPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_FORCEFIELDVISUALIZER], "forceFieldVisualizerPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_RENDERLIGHTMAP], "renderlightmapPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_RAYTRACE_DEBUGBVH], "raytrace_debugbvhPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_DOWNSAMPLEDEPTHBUFFER], "downsampleDepthBuffer4xPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_DEFERREDCOMPOSITION], "deferredPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_POSTPROCESS_SSS], "sssPS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadPixelShader(pixelShaders[PSTYPE_LENSFLARE], "lensFlarePS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadGeometryShader(geometryShaders[GSTYPE_ENVMAP], "envMapGS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadGeometryShader(geometryShaders[GSTYPE_ENVMAP_SKY], "envMap_skyGS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadGeometryShader(geometryShaders[GSTYPE_SHADOWCUBEMAPRENDER], "cubeShadowGS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadGeometryShader(geometryShaders[GSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST], "cubeShadowGS_alphatest.cso"); });
wiJobSystem::Execute(ctx, []{ LoadGeometryShader(geometryShaders[GSTYPE_VOXELIZER], "objectGS_voxelizer.cso"); });
wiJobSystem::Execute(ctx, []{ LoadGeometryShader(geometryShaders[GSTYPE_VOXEL], "voxelGS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadGeometryShader(geometryShaders[GSTYPE_LENSFLARE], "lensFlareGS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_LUMINANCE_PASS1], "luminancePass1CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_LUMINANCE_PASS2], "luminancePass2CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_TILEFRUSTUMS], "tileFrustumsCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_RESOLVEMSAADEPTHSTENCIL], "resolveMSAADepthStencilCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_VOXELSCENECOPYCLEAR], "voxelSceneCopyClearCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_VOXELSCENECOPYCLEAR_TEMPORALSMOOTHING], "voxelSceneCopyClear_TemporalSmoothing.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_VOXELRADIANCESECONDARYBOUNCE], "voxelRadianceSecondaryBounceCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_VOXELCLEARONLYNORMAL], "voxelClearOnlyNormalCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAIN2D_UNORM4_SIMPLEFILTER], "generateMIPChain2D_unorm4_SimpleFilterCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_SIMPLEFILTER], "generateMIPChain2D_float4_SimpleFilterCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAIN2D_UNORM4_GAUSSIAN], "generateMIPChain2D_unorm4_GaussianCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_GAUSSIAN], "generateMIPChain2D_float4_GaussianCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAIN2D_UNORM4_BICUBIC], "generateMIPChain2D_unorm4_BicubicCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_BICUBIC], "generateMIPChain2D_float4_BicubicCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAIN3D_UNORM4_SIMPLEFILTER], "generateMIPChain3D_unorm4_SimpleFilterCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_SIMPLEFILTER], "generateMIPChain3D_float4_SimpleFilterCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAINCUBE_UNORM4_SIMPLEFILTER], "generateMIPChainCube_unorm4_SimpleFilterCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAINCUBE_FLOAT4_SIMPLEFILTER], "generateMIPChainCube_float4_SimpleFilterCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAINCUBEARRAY_UNORM4_SIMPLEFILTER], "generateMIPChainCubeArray_unorm4_SimpleFilterCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_GENERATEMIPCHAINCUBEARRAY_FLOAT4_SIMPLEFILTER], "generateMIPChainCubeArray_float4_SimpleFilterCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_FILTERENVMAP], "filterEnvMapCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_COPYTEXTURE2D_UNORM4], "copytexture2D_unorm4CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_COPYTEXTURE2D_FLOAT4], "copytexture2D_float4CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_COPYTEXTURE2D_UNORM4_BORDEREXPAND], "copytexture2D_unorm4_borderexpandCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_COPYTEXTURE2D_FLOAT4_BORDEREXPAND], "copytexture2D_float4_borderexpandCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_SKINNING], "skinningCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_SKINNING_LDS], "skinningCS_LDS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_RAYTRACE_LAUNCH], "raytrace_launchCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_RAYTRACE_KICKJOBS], "raytrace_kickjobsCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_RAYTRACE_CLOSESTHIT], "raytrace_closesthitCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_RAYTRACE_SHADE], "raytrace_shadeCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_BLUR_GAUSSIAN_FLOAT1], "blur_gaussian_float1CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_BLUR_GAUSSIAN_FLOAT4], "blur_gaussian_float4CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_BLUR_GAUSSIAN_UNORM1], "blur_gaussian_unorm1CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_BLUR_GAUSSIAN_UNORM4], "blur_gaussian_unorm4CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_BLUR_BILATERAL_FLOAT1], "blur_bilateral_float1CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_BLUR_BILATERAL_FLOAT4], "blur_bilateral_float4CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_BLUR_BILATERAL_UNORM1], "blur_bilateral_unorm1CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_BLUR_BILATERAL_UNORM4], "blur_bilateral_unorm4CS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_SSAO], "ssaoCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_SSR], "ssrCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_LIGHTSHAFTS], "lightshaftsCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_DEPTHOFFIELD], "depthoffieldCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_OUTLINE_FLOAT4], "outlineCS_float4.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_OUTLINE_UNORM4], "outlineCS_unorm4.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_MOTIONBLUR], "motionblurCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_BLOOMSEPARATE], "bloomseparateCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_FXAA], "fxaaCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_TEMPORALAA], "temporalaaCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_COLORGRADE], "colorgradeCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_LINEARDEPTH], "lineardepthCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_SHARPEN], "sharpenCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_TONEMAP], "tonemapCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadComputeShader(computeShaders[CSTYPE_POSTPROCESS_CHROMATIC_ABERRATION], "chromatic_aberrationCS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadHullShader(hullShaders[HSTYPE_OBJECT], "objectHS.cso"); });
wiJobSystem::Execute(ctx, []{ LoadDomainShader(domainShaders[DSTYPE_OBJECT], "objectDS.cso"); });
// default objectshaders:
for (int renderPass = 0; renderPass < RENDERPASS_COUNT; ++renderPass)
{
for (int blendMode = 0; blendMode < BLENDMODE_COUNT; ++blendMode)
{
for (int doublesided = 0; doublesided < OBJECTRENDERING_DOUBLESIDED_COUNT; ++doublesided)
{
for (int tessellation = 0; tessellation < OBJECTRENDERING_TESSELLATION_COUNT; ++tessellation)
{
for (int alphatest = 0; alphatest < OBJECTRENDERING_ALPHATEST_COUNT; ++alphatest)
{
for (int normalmap = 0; normalmap < OBJECTRENDERING_NORMALMAP_COUNT; ++normalmap)
{
for (int planarreflection = 0; planarreflection < OBJECTRENDERING_PLANARREFLECTION_COUNT; ++planarreflection)
{
for (int pom = 0; pom < OBJECTRENDERING_POM_COUNT; ++pom)
{
wiJobSystem::Execute(ctx, [device, renderPass, blendMode, doublesided, tessellation, alphatest, normalmap, planarreflection, pom] {
const bool transparency = blendMode != BLENDMODE_OPAQUE;
VSTYPES realVS = GetVSTYPE((RENDERPASS)renderPass, tessellation, alphatest, transparency);
VLTYPES realVL = GetVLTYPE((RENDERPASS)renderPass, tessellation, alphatest, transparency);
HSTYPES realHS = GetHSTYPE((RENDERPASS)renderPass, tessellation);
DSTYPES realDS = GetDSTYPE((RENDERPASS)renderPass, tessellation);
GSTYPES realGS = GetGSTYPE((RENDERPASS)renderPass, alphatest);
PSTYPES realPS = GetPSTYPE((RENDERPASS)renderPass, alphatest, transparency, normalmap, planarreflection, pom);
if (tessellation && (realHS == HSTYPE_COUNT || realDS == DSTYPE_COUNT))
{
return; // if no job, this must be continue!!
}
PipelineStateDesc desc;
desc.il = realVL < VLTYPE_COUNT ? &vertexLayouts[realVL] : nullptr;
desc.vs = realVS < VSTYPE_COUNT ? &vertexShaders[realVS] : nullptr;
desc.hs = realHS < HSTYPE_COUNT ? &hullShaders[realHS] : nullptr;
desc.ds = realDS < DSTYPE_COUNT ? &domainShaders[realDS] : nullptr;
desc.gs = realGS < GSTYPE_COUNT ? &geometryShaders[realGS] : nullptr;
desc.ps = realPS < PSTYPE_COUNT ? &pixelShaders[realPS] : nullptr;
switch (blendMode)
{
case BLENDMODE_OPAQUE:
desc.bs = &blendStates[BSTYPE_OPAQUE];
break;
case BLENDMODE_ALPHA:
desc.bs = &blendStates[BSTYPE_TRANSPARENT];
break;
case BLENDMODE_ADDITIVE:
desc.bs = &blendStates[BSTYPE_ADDITIVE];
break;
case BLENDMODE_PREMULTIPLIED:
desc.bs = &blendStates[BSTYPE_PREMULTIPLIED];
break;
default:
assert(0);
break;
}
switch (renderPass)
{
case RENDERPASS_DEPTHONLY:
case RENDERPASS_SHADOW:
case RENDERPASS_SHADOWCUBE:
desc.bs = &blendStates[transparency ? BSTYPE_TRANSPARENTSHADOWMAP : BSTYPE_COLORWRITEDISABLE];
break;
default:
break;
}
switch (renderPass)
{
case RENDERPASS_SHADOW:
case RENDERPASS_SHADOWCUBE:
desc.dss = &depthStencils[transparency ? DSSTYPE_DEPTHREAD : DSSTYPE_SHADOW];
break;
case RENDERPASS_FORWARD:
case RENDERPASS_TILEDFORWARD:
if (blendMode == BLENDMODE_ADDITIVE)
{
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
}
else
{
desc.dss = &depthStencils[transparency ? DSSTYPE_DEFAULT : DSSTYPE_DEPTHREADEQUAL];
}
break;
case RENDERPASS_ENVMAPCAPTURE:
desc.dss = &depthStencils[DSSTYPE_ENVMAP];
break;
case RENDERPASS_VOXELIZE:
desc.dss = &depthStencils[DSSTYPE_XRAY];
break;
default:
if (blendMode == BLENDMODE_ADDITIVE)
{
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
}
else
{
desc.dss = &depthStencils[DSSTYPE_DEFAULT];
}
break;
}
switch (renderPass)
{
case RENDERPASS_SHADOW:
case RENDERPASS_SHADOWCUBE:
desc.rs = &rasterizers[doublesided ? RSTYPE_SHADOW_DOUBLESIDED : RSTYPE_SHADOW];
break;
case RENDERPASS_VOXELIZE:
desc.rs = &rasterizers[RSTYPE_VOXELIZE];
break;
default:
desc.rs = &rasterizers[doublesided ? RSTYPE_DOUBLESIDED : RSTYPE_FRONT];
break;
}
if (tessellation)
{
desc.pt = PATCHLIST;
}
else
{
desc.pt = TRIANGLELIST;
}
device->CreatePipelineState(&desc, &PSO_object[renderPass][blendMode][doublesided][tessellation][alphatest][normalmap][planarreflection][pom]);
});
}
}
}
}
}
}
}
}
// Clear custom shaders (Custom shaders coming from user will need to be handled by the user in case of shader reload):
customShaders.clear();
// Hologram sample shader will be registered as custom shader:
wiJobSystem::Execute(ctx, [device] {
VSTYPES realVS = GetVSTYPE(RENDERPASS_FORWARD, false, false, true);
VLTYPES realVL = GetVLTYPE(RENDERPASS_FORWARD, false, false, true);
PipelineStateDesc desc;
desc.vs = &vertexShaders[realVS];
desc.il = &vertexLayouts[realVL];
desc.ps = &pixelShaders[PSTYPE_OBJECT_HOLOGRAM];
desc.bs = &blendStates[BSTYPE_ADDITIVE];
desc.rs = &rasterizers[DSSTYPE_DEFAULT];
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
desc.pt = TRIANGLELIST;
device->CreatePipelineState(&desc, &PSO_object_hologram);
CustomShader customShader;
customShader.name = "Hologram";
customShader.passes[RENDERPASS_FORWARD].pso = &PSO_object_hologram;
customShader.passes[RENDERPASS_TILEDFORWARD].pso = &PSO_object_hologram;
RegisterCustomShader(customShader);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_WATER];
desc.rs = &rasterizers[RSTYPE_DOUBLESIDED];
desc.bs = &blendStates[BSTYPE_TRANSPARENT];
desc.dss = &depthStencils[DSSTYPE_DEFAULT];
desc.il = &vertexLayouts[VLTYPE_OBJECT_POS_TEX];
desc.ps = &pixelShaders[PSTYPE_OBJECT_FORWARD_WATER];
device->CreatePipelineState(&desc, &PSO_object_water[RENDERPASS_FORWARD]);
desc.ps = &pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_WATER];
device->CreatePipelineState(&desc, &PSO_object_water[RENDERPASS_TILEDFORWARD]);
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
desc.rs = &rasterizers[RSTYPE_SHADOW];
desc.bs = &blendStates[BSTYPE_TRANSPARENTSHADOWMAP];
desc.vs = &vertexShaders[VSTYPE_SHADOW_TRANSPARENT];
desc.ps = &pixelShaders[PSTYPE_SHADOW_WATER];
device->CreatePipelineState(&desc, &PSO_object_water[RENDERPASS_SHADOW]);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_OBJECT_SIMPLE];
desc.ps = &pixelShaders[PSTYPE_OBJECT_SIMPLEST];
desc.rs = &rasterizers[RSTYPE_WIRE];
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.dss = &depthStencils[DSSTYPE_DEFAULT];
desc.il = &vertexLayouts[VLTYPE_OBJECT_POS_TEX];
device->CreatePipelineState(&desc, &PSO_object_wire);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_DECAL];
desc.ps = &pixelShaders[PSTYPE_DECAL];
desc.rs = &rasterizers[RSTYPE_FRONT];
desc.bs = &blendStates[BSTYPE_DECAL];
desc.dss = &depthStencils[DSSTYPE_DEFERREDLIGHT];
desc.pt = TRIANGLESTRIP;
device->CreatePipelineState(&desc, &PSO_decal);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_CUBE];
desc.rs = &rasterizers[RSTYPE_OCCLUDEE];
desc.bs = &blendStates[BSTYPE_COLORWRITEDISABLE];
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
desc.pt = TRIANGLESTRIP;
device->CreatePipelineState(&desc, &PSO_occlusionquery);
});
wiJobSystem::Dispatch(ctx, RENDERPASS_COUNT, 1, [device](wiJobDispatchArgs args) {
const bool impostorRequest =
args.jobIndex != RENDERPASS_VOXELIZE &&
args.jobIndex != RENDERPASS_SHADOW &&
args.jobIndex != RENDERPASS_SHADOWCUBE &&
args.jobIndex != RENDERPASS_ENVMAPCAPTURE;
if (!impostorRequest)
{
return; // if no job, this must be continue!!
}
PipelineStateDesc desc;
desc.rs = &rasterizers[RSTYPE_DOUBLESIDED]; // well, we don't need double sided impostors, but might be helpful if something breaks
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.dss = &depthStencils[args.jobIndex == RENDERPASS_TILEDFORWARD ? DSSTYPE_DEPTHREADEQUAL : DSSTYPE_DEFAULT];
desc.il = nullptr;
switch (args.jobIndex)
{
case RENDERPASS_DEFERRED:
desc.vs = &vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = &pixelShaders[PSTYPE_IMPOSTOR_DEFERRED];
break;
case RENDERPASS_FORWARD:
desc.vs = &vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = &pixelShaders[PSTYPE_IMPOSTOR_FORWARD];
break;
case RENDERPASS_TILEDFORWARD:
desc.vs = &vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = &pixelShaders[PSTYPE_IMPOSTOR_TILEDFORWARD];
break;
case RENDERPASS_DEPTHONLY:
desc.vs = &vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = &pixelShaders[PSTYPE_IMPOSTOR_ALPHATESTONLY];
break;
default:
desc.vs = &vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = &pixelShaders[PSTYPE_IMPOSTOR_SIMPLE];
break;
}
device->CreatePipelineState(&desc, &PSO_impostor[args.jobIndex]);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = &pixelShaders[PSTYPE_IMPOSTOR_WIRE];
desc.rs = &rasterizers[RSTYPE_WIRE];
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.dss = &depthStencils[DSSTYPE_DEFAULT];
desc.il = nullptr;
device->CreatePipelineState(&desc, &PSO_impostor_wire);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_OBJECT_COMMON];
desc.rs = &rasterizers[RSTYPE_FRONT];
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.dss = &depthStencils[DSSTYPE_CAPTUREIMPOSTOR];
desc.il = &vertexLayouts[VLTYPE_OBJECT_ALL];
desc.ps = &pixelShaders[PSTYPE_CAPTUREIMPOSTOR_ALBEDO];
device->CreatePipelineState(&desc, &PSO_captureimpostor_albedo);
desc.ps = &pixelShaders[PSTYPE_CAPTUREIMPOSTOR_NORMAL];
device->CreatePipelineState(&desc, &PSO_captureimpostor_normal);
desc.ps = &pixelShaders[PSTYPE_CAPTUREIMPOSTOR_SURFACE];
device->CreatePipelineState(&desc, &PSO_captureimpostor_surface);
});
wiJobSystem::Dispatch(ctx, LightComponent::LIGHTTYPE_COUNT, 1, [device](wiJobDispatchArgs args) {
PipelineStateDesc desc;
// deferred lights:
desc.pt = TRIANGLELIST;
desc.rs = &rasterizers[RSTYPE_BACK];
desc.bs = &blendStates[BSTYPE_DEFERREDLIGHT];
desc.dss = &depthStencils[DSSTYPE_DEFERREDLIGHT];
switch (args.jobIndex)
{
case LightComponent::DIRECTIONAL:
desc.vs = &vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = &pixelShaders[PSTYPE_DIRLIGHT];
break;
case LightComponent::POINT:
desc.vs = &vertexShaders[VSTYPE_POINTLIGHT];
desc.ps = &pixelShaders[PSTYPE_POINTLIGHT];
break;
case LightComponent::SPOT:
desc.vs = &vertexShaders[VSTYPE_SPOTLIGHT];
desc.ps = &pixelShaders[PSTYPE_SPOTLIGHT];
break;
case LightComponent::SPHERE:
desc.vs = &vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = &pixelShaders[PSTYPE_SPHERELIGHT];
break;
case LightComponent::DISC:
desc.vs = &vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = &pixelShaders[PSTYPE_DISCLIGHT];
break;
case LightComponent::RECTANGLE:
desc.vs = &vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = &pixelShaders[PSTYPE_RECTANGLELIGHT];
break;
case LightComponent::TUBE:
desc.vs = &vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = &pixelShaders[PSTYPE_TUBELIGHT];
break;
}
device->CreatePipelineState(&desc, &PSO_deferredlight[args.jobIndex]);
// light visualizers:
if (args.jobIndex != LightComponent::DIRECTIONAL)
{
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
desc.ps = &pixelShaders[PSTYPE_LIGHTVISUALIZER];
switch (args.jobIndex)
{
case LightComponent::POINT:
desc.bs = &blendStates[BSTYPE_ADDITIVE];
desc.vs = &vertexShaders[VSTYPE_LIGHTVISUALIZER_POINTLIGHT];
desc.rs = &rasterizers[RSTYPE_FRONT];
break;
case LightComponent::SPOT:
desc.bs = &blendStates[BSTYPE_ADDITIVE];
desc.vs = &vertexShaders[VSTYPE_LIGHTVISUALIZER_SPOTLIGHT];
desc.rs = &rasterizers[RSTYPE_DOUBLESIDED];
break;
case LightComponent::SPHERE:
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.vs = &vertexShaders[VSTYPE_LIGHTVISUALIZER_SPHERELIGHT];
desc.rs = &rasterizers[RSTYPE_FRONT];
break;
case LightComponent::DISC:
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.vs = &vertexShaders[VSTYPE_LIGHTVISUALIZER_DISCLIGHT];
desc.rs = &rasterizers[RSTYPE_FRONT];
break;
case LightComponent::RECTANGLE:
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.vs = &vertexShaders[VSTYPE_LIGHTVISUALIZER_RECTANGLELIGHT];
desc.rs = &rasterizers[RSTYPE_BACK];
break;
case LightComponent::TUBE:
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.vs = &vertexShaders[VSTYPE_LIGHTVISUALIZER_TUBELIGHT];
desc.rs = &rasterizers[RSTYPE_FRONT];
break;
}
device->CreatePipelineState(&desc, &PSO_lightvisualizer[args.jobIndex]);
}
// volumetric lights:
if (args.jobIndex <= LightComponent::SPOT)
{
desc.dss = &depthStencils[DSSTYPE_XRAY];
desc.bs = &blendStates[BSTYPE_ADDITIVE];
desc.rs = &rasterizers[RSTYPE_BACK];
switch (args.jobIndex)
{
case LightComponent::DIRECTIONAL:
desc.vs = &vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = &pixelShaders[PSTYPE_VOLUMETRICLIGHT_DIRECTIONAL];
break;
case LightComponent::POINT:
desc.vs = &vertexShaders[VSTYPE_POINTLIGHT];
desc.ps = &pixelShaders[PSTYPE_VOLUMETRICLIGHT_POINT];
break;
case LightComponent::SPOT:
desc.vs = &vertexShaders[VSTYPE_SPOTLIGHT];
desc.ps = &pixelShaders[PSTYPE_VOLUMETRICLIGHT_SPOT];
break;
}
device->CreatePipelineState(&desc, &PSO_volumetriclight[args.jobIndex]);
}
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = &pixelShaders[PSTYPE_ENVIRONMENTALLIGHT];
desc.rs = &rasterizers[RSTYPE_BACK];
desc.bs = &blendStates[BSTYPE_ENVIRONMENTALLIGHT];
desc.dss = &depthStencils[DSSTYPE_DEFERREDLIGHT];
device->CreatePipelineState(&desc, &PSO_enviromentallight);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.il = &vertexLayouts[VLTYPE_RENDERLIGHTMAP];
desc.vs = &vertexShaders[VSTYPE_RENDERLIGHTMAP];
desc.ps = &pixelShaders[PSTYPE_RENDERLIGHTMAP];
desc.rs = &rasterizers[RSTYPE_DOUBLESIDED];
desc.bs = &blendStates[BSTYPE_TRANSPARENT];
desc.dss = &depthStencils[DSSTYPE_XRAY];
device->CreatePipelineState(&desc, &PSO_renderlightmap);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_SCREEN];
desc.ps = &pixelShaders[PSTYPE_DOWNSAMPLEDEPTHBUFFER];
desc.rs = &rasterizers[RSTYPE_DOUBLESIDED];
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.dss = &depthStencils[DSSTYPE_WRITEONLY];
device->CreatePipelineState(&desc, &PSO_downsampledepthbuffer);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_SCREEN];
desc.ps = &pixelShaders[PSTYPE_DEFERREDCOMPOSITION];
desc.rs = &rasterizers[RSTYPE_DOUBLESIDED];
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.dss = &depthStencils[DSSTYPE_DEFERREDCOMPOSITION];
device->CreatePipelineState(&desc, &PSO_deferredcomposition);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_SCREEN];
desc.ps = &pixelShaders[PSTYPE_POSTPROCESS_SSS];
desc.rs = &rasterizers[RSTYPE_DOUBLESIDED];
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.dss = &depthStencils[DSSTYPE_SSS];
device->CreatePipelineState(&desc, &PSO_sss);
});
wiJobSystem::Execute(ctx, [device] {
PipelineStateDesc desc;
desc.vs = &vertexShaders[VSTYPE_LENSFLARE];
desc.ps = &pixelShaders[PSTYPE_LENSFLARE];
desc.gs = &geometryShaders[GSTYPE_LENSFLARE];
desc.bs = &blendStates[BSTYPE_ADDITIVE];
desc.rs = &rasterizers[RSTYPE_DOUBLESIDED];
desc.dss = &depthStencils[DSSTYPE_XRAY];
desc.pt = POINTLIST;
device->CreatePipelineState(&desc, &PSO_lensflare);
});
wiJobSystem::Dispatch(ctx, SKYRENDERING_COUNT, 1, [device](wiJobDispatchArgs args) {
PipelineStateDesc desc;
desc.rs = &rasterizers[RSTYPE_SKY];
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
switch (args.jobIndex)
{
case SKYRENDERING_STATIC:
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.vs = &vertexShaders[VSTYPE_SKY];
desc.ps = &pixelShaders[PSTYPE_SKY_STATIC];
break;
case SKYRENDERING_DYNAMIC:
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.vs = &vertexShaders[VSTYPE_SKY];
desc.ps = &pixelShaders[PSTYPE_SKY_DYNAMIC];
break;
case SKYRENDERING_SUN:
desc.bs = &blendStates[BSTYPE_ADDITIVE];
desc.vs = &vertexShaders[VSTYPE_SKY];
desc.ps = &pixelShaders[PSTYPE_SUN];
break;
case SKYRENDERING_ENVMAPCAPTURE_STATIC:
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.vs = &vertexShaders[VSTYPE_ENVMAP_SKY];
desc.ps = &pixelShaders[PSTYPE_ENVMAP_SKY_STATIC];
desc.gs = &geometryShaders[GSTYPE_ENVMAP_SKY];
break;
case SKYRENDERING_ENVMAPCAPTURE_DYNAMIC:
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.vs = &vertexShaders[VSTYPE_ENVMAP_SKY];
desc.ps = &pixelShaders[PSTYPE_ENVMAP_SKY_DYNAMIC];
desc.gs = &geometryShaders[GSTYPE_ENVMAP_SKY];
break;
}
device->CreatePipelineState(&desc, &PSO_sky[args.jobIndex]);
});
wiJobSystem::Dispatch(ctx, DEBUGRENDERING_COUNT, 1, [device](wiJobDispatchArgs args) {
PipelineStateDesc desc;
switch (args.jobIndex)
{
case DEBUGRENDERING_ENVPROBE:
desc.vs = &vertexShaders[VSTYPE_SPHERE];
desc.ps = &pixelShaders[PSTYPE_CUBEMAP];
desc.dss = &depthStencils[DSSTYPE_DEFAULT];
desc.rs = &rasterizers[RSTYPE_FRONT];
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.pt = TRIANGLELIST;
break;
case DEBUGRENDERING_GRID:
desc.vs = &vertexShaders[VSTYPE_LINE];
desc.ps = &pixelShaders[PSTYPE_LINE];
desc.il = &vertexLayouts[VLTYPE_LINE];
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
desc.rs = &rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH];
desc.bs = &blendStates[BSTYPE_TRANSPARENT];
desc.pt = LINELIST;
break;
case DEBUGRENDERING_CUBE:
desc.vs = &vertexShaders[VSTYPE_LINE];
desc.ps = &pixelShaders[PSTYPE_LINE];
desc.il = &vertexLayouts[VLTYPE_LINE];
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
desc.rs = &rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH];
desc.bs = &blendStates[BSTYPE_TRANSPARENT];
desc.pt = LINELIST;
break;
case DEBUGRENDERING_LINES:
desc.vs = &vertexShaders[VSTYPE_LINE];
desc.ps = &pixelShaders[PSTYPE_LINE];
desc.il = &vertexLayouts[VLTYPE_LINE];
desc.dss = &depthStencils[DSSTYPE_XRAY];
desc.rs = &rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH];
desc.bs = &blendStates[BSTYPE_TRANSPARENT];
desc.pt = LINELIST;
break;
case DEBUGRENDERING_EMITTER:
desc.vs = &vertexShaders[VSTYPE_OBJECT_DEBUG];
desc.ps = &pixelShaders[PSTYPE_OBJECT_DEBUG];
desc.il = &vertexLayouts[VLTYPE_OBJECT_DEBUG];
desc.dss = &depthStencils[DSSTYPE_DEPTHREAD];
desc.rs = &rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH];
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.pt = TRIANGLELIST;
break;
case DEBUGRENDERING_VOXEL:
desc.vs = &vertexShaders[VSTYPE_VOXEL];
desc.ps = &pixelShaders[PSTYPE_VOXEL];
desc.gs = &geometryShaders[GSTYPE_VOXEL];
desc.dss = &depthStencils[DSSTYPE_DEFAULT];
desc.rs = &rasterizers[RSTYPE_BACK];
desc.bs = &blendStates[BSTYPE_OPAQUE];
desc.pt = POINTLIST;
break;
case DEBUGRENDERING_FORCEFIELD_POINT:
desc.vs = &vertexShaders[VSTYPE_FORCEFIELDVISUALIZER_POINT];
desc.ps = &pixelShaders[PSTYPE_FORCEFIELDVISUALIZER];
desc.dss = &depthStencils[DSSTYPE_XRAY];
desc.rs = &rasterizers[RSTYPE_BACK];
desc.bs = &blendStates[BSTYPE_TRANSPARENT];
desc.pt = TRIANGLELIST;
break;
case DEBUGRENDERING_FORCEFIELD_PLANE:
desc.vs = &vertexShaders[VSTYPE_FORCEFIELDVISUALIZER_PLANE];
desc.ps = &pixelShaders[PSTYPE_FORCEFIELDVISUALIZER];
desc.dss = &depthStencils[DSSTYPE_XRAY];
desc.rs = &rasterizers[RSTYPE_FRONT];
desc.bs = &blendStates[BSTYPE_TRANSPARENT];
desc.pt = TRIANGLESTRIP;
break;
case DEBUGRENDERING_RAYTRACE_BVH:
desc.vs = &vertexShaders[VSTYPE_RAYTRACE_SCREEN];
desc.ps = &pixelShaders[PSTYPE_RAYTRACE_DEBUGBVH];
desc.dss = &depthStencils[DSSTYPE_XRAY];
desc.rs = &rasterizers[RSTYPE_DOUBLESIDED];
desc.bs = &blendStates[BSTYPE_TRANSPARENT];
desc.pt = TRIANGLELIST;
break;
}
device->CreatePipelineState(&desc, &PSO_debug[args.jobIndex]);
});
for (int i = 0; i < TILEDLIGHTING_TYPE_COUNT; ++i)
{
for (int j = 0; j < TILEDLIGHTING_CULLING_COUNT; ++j)
{
for (int k = 0; k < TILEDLIGHTING_DEBUG_COUNT; ++k)
{
wiJobSystem::Execute(ctx, [device, i, j, k] {
string name = "lightCullingCS";
if (i == TILEDLIGHTING_TYPE_DEFERRED)
{
name += "_DEFERRED";
}
if (j == TILEDLIGHTING_CULLING_ADVANCED)
{
name += "_ADVANCED";
}
if (k == TILEDLIGHTING_DEBUG_ENABLED)
{
name += "_DEBUG";
}
name += ".cso";
LoadComputeShader(tiledLightingCS[i][j][k], name);
});
}
}
}
wiJobSystem::Wait(ctx);
}
void LoadBuffers()
{
GraphicsDevice* device = GetDevice();
GPUBufferDesc bd;
// The following buffers will be DEFAULT (long lifetime, slow update, fast read):
bd.CPUAccessFlags = 0;
bd.Usage = USAGE_DEFAULT;
bd.MiscFlags = 0;
bd.ByteWidth = sizeof(FrameCB);
bd.BindFlags = BIND_CONSTANT_BUFFER;
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_FRAME]);
device->SetName(&constantBuffers[CBTYPE_FRAME], "FrameCB");
bd.ByteWidth = sizeof(CameraCB);
bd.BindFlags = BIND_CONSTANT_BUFFER;
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_CAMERA]);
device->SetName(&constantBuffers[CBTYPE_CAMERA], "CameraCB");
bd.ByteWidth = sizeof(ShaderEntity) * SHADER_ENTITY_COUNT;
bd.BindFlags = BIND_SHADER_RESOURCE;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
bd.StructureByteStride = sizeof(ShaderEntity);
device->CreateBuffer(&bd, nullptr, &resourceBuffers[RBTYPE_ENTITYARRAY]);
device->SetName(&resourceBuffers[RBTYPE_ENTITYARRAY], "EntityArray");
bd.ByteWidth = sizeof(XMMATRIX) * MATRIXARRAY_COUNT;
bd.BindFlags = BIND_SHADER_RESOURCE;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
bd.StructureByteStride = sizeof(XMMATRIX);
device->CreateBuffer(&bd, nullptr, &resourceBuffers[RBTYPE_MATRIXARRAY]);
device->SetName(&resourceBuffers[RBTYPE_MATRIXARRAY], "MatrixArray");
// The following buffers will be DYNAMIC (short lifetime, fast update, slow read):
bd.Usage = USAGE_DYNAMIC;
bd.CPUAccessFlags = CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.BindFlags = BIND_CONSTANT_BUFFER;
bd.ByteWidth = sizeof(MiscCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_MISC]);
device->SetName(&constantBuffers[CBTYPE_MISC], "MiscCB");
bd.ByteWidth = sizeof(APICB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_API]);
device->SetName(&constantBuffers[CBTYPE_API], "APICB");
bd.ByteWidth = sizeof(VolumeLightCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_VOLUMELIGHT]);
device->SetName(&constantBuffers[CBTYPE_VOLUMELIGHT], "VolumelightCB");
bd.ByteWidth = sizeof(DecalCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_DECAL]);
device->SetName(&constantBuffers[CBTYPE_DECAL], "DecalCB");
bd.ByteWidth = sizeof(CubemapRenderCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_CUBEMAPRENDER]);
device->SetName(&constantBuffers[CBTYPE_CUBEMAPRENDER], "CubemapRenderCB");
bd.ByteWidth = sizeof(TessellationCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_TESSELLATION]);
device->SetName(&constantBuffers[CBTYPE_TESSELLATION], "TessellationCB");
bd.ByteWidth = sizeof(DispatchParamsCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_DISPATCHPARAMS]);
device->SetName(&constantBuffers[CBTYPE_DISPATCHPARAMS], "DispatchParamsCB");
bd.ByteWidth = sizeof(RaytracingCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_RAYTRACE]);
device->SetName(&constantBuffers[CBTYPE_RAYTRACE], "RayTraceCB");
bd.ByteWidth = sizeof(GenerateMIPChainCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_MIPGEN]);
device->SetName(&constantBuffers[CBTYPE_MIPGEN], "MipGeneratorCB");
bd.ByteWidth = sizeof(FilterEnvmapCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_FILTERENVMAP]);
device->SetName(&constantBuffers[CBTYPE_FILTERENVMAP], "FilterEnvmapCB");
bd.ByteWidth = sizeof(CopyTextureCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_COPYTEXTURE]);
device->SetName(&constantBuffers[CBTYPE_COPYTEXTURE], "CopyTextureCB");
bd.ByteWidth = sizeof(ForwardEntityMaskCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_FORWARDENTITYMASK]);
device->SetName(&constantBuffers[CBTYPE_FORWARDENTITYMASK], "ForwardEntityMaskCB");
bd.ByteWidth = sizeof(PostProcessCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_POSTPROCESS]);
device->SetName(&constantBuffers[CBTYPE_POSTPROCESS], "PostProcessCB");
bd.ByteWidth = sizeof(LensFlareCB);
device->CreateBuffer(&bd, nullptr, &constantBuffers[CBTYPE_LENSFLARE]);
device->SetName(&constantBuffers[CBTYPE_LENSFLARE], "LensFlareCB");
}
void SetUpStates()
{
GraphicsDevice* device = GetDevice();
SamplerDesc samplerDesc;
samplerDesc.Filter = FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressV = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressW = TEXTURE_ADDRESS_MIRROR;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = FLT_MAX;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_LINEAR_MIRROR]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = TEXTURE_ADDRESS_CLAMP;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_LINEAR_CLAMP]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = TEXTURE_ADDRESS_WRAP;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_LINEAR_WRAP]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressV = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressW = TEXTURE_ADDRESS_MIRROR;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_POINT_MIRROR]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = TEXTURE_ADDRESS_WRAP;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_POINT_WRAP]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = TEXTURE_ADDRESS_CLAMP;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_POINT_CLAMP]);
samplerDesc.Filter = FILTER_ANISOTROPIC;
samplerDesc.AddressU = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = TEXTURE_ADDRESS_CLAMP;
samplerDesc.MaxAnisotropy = 16;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_ANISO_CLAMP]);
samplerDesc.Filter = FILTER_ANISOTROPIC;
samplerDesc.AddressU = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = TEXTURE_ADDRESS_WRAP;
samplerDesc.MaxAnisotropy = 16;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_ANISO_WRAP]);
samplerDesc.Filter = FILTER_ANISOTROPIC;
samplerDesc.AddressU = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressV = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressW = TEXTURE_ADDRESS_MIRROR;
samplerDesc.MaxAnisotropy = 16;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_ANISO_MIRROR]);
samplerDesc.Filter = FILTER_ANISOTROPIC;
samplerDesc.AddressU = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = TEXTURE_ADDRESS_WRAP;
samplerDesc.MaxAnisotropy = 16;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_OBJECTSHADER]);
samplerDesc.Filter = FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
samplerDesc.AddressU = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = COMPARISON_GREATER_EQUAL;
device->CreateSamplerState(&samplerDesc, &samplers[SSLOT_CMP_DEPTH]);
RasterizerStateDesc rs;
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_BACK;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_FRONT]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_BACK;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = -2.0f;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_SHADOW]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = -2.0f;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_SHADOW_DOUBLESIDED]);
rs.FillMode = FILL_WIREFRAME;
rs.CullMode = CULL_BACK;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_WIRE]);
rs.AntialiasedLineEnable = true;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_WIRE_SMOOTH]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_DOUBLESIDED]);
rs.FillMode = FILL_WIREFRAME;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_WIRE_DOUBLESIDED]);
rs.AntialiasedLineEnable = true;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_FRONT;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_BACK]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_FRONT;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_OCCLUDEE]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_FRONT;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = false;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_SKY]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false; // do it in the shader for now...
device->CreateRasterizerState(&rs, &rasterizers[RSTYPE_VOXELIZE]);
DepthStencilStateDesc dsd;
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ALL;
dsd.DepthFunc = COMPARISON_GREATER;
dsd.StencilEnable = true;
dsd.StencilReadMask = 0;
dsd.StencilWriteMask = 0xFF;
dsd.FrontFace.StencilFunc = COMPARISON_ALWAYS;
dsd.FrontFace.StencilPassOp = STENCIL_OP_REPLACE;
dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = COMPARISON_ALWAYS;
dsd.BackFace.StencilPassOp = STENCIL_OP_REPLACE;
dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = STENCIL_OP_KEEP;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_DEFAULT]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ALL;
dsd.DepthFunc = COMPARISON_GREATER;
dsd.StencilEnable = false;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_SHADOW]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ALL;
dsd.DepthFunc = COMPARISON_GREATER;
dsd.StencilEnable = false;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_CAPTUREIMPOSTOR]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = COMPARISON_LESS;
dsd.StencilEnable = false;
dsd.StencilReadMask = 0;
dsd.StencilWriteMask = 0;
dsd.FrontFace.StencilFunc = COMPARISON_GREATER_EQUAL;
dsd.FrontFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = COMPARISON_GREATER_EQUAL;
dsd.BackFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = STENCIL_OP_KEEP;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_DEFERREDLIGHT]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = COMPARISON_LESS;
dsd.StencilEnable = false;
dsd.StencilReadMask = 0;
dsd.StencilWriteMask = 0;
dsd.FrontFace.StencilFunc = COMPARISON_LESS_EQUAL;
dsd.FrontFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = COMPARISON_LESS_EQUAL;
dsd.BackFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = STENCIL_OP_KEEP;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_DEFERREDCOMPOSITION]);
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthEnable = false;
dsd.StencilEnable = true;
dsd.DepthFunc = COMPARISON_GREATER;
dsd.StencilReadMask = STENCILREF_MASK_ENGINE;
dsd.StencilWriteMask = 0x00;
dsd.FrontFace.StencilFunc = COMPARISON_EQUAL;
dsd.FrontFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = COMPARISON_EQUAL;
dsd.BackFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = STENCIL_OP_KEEP;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_SSS]);
dsd.DepthEnable = true;
dsd.StencilEnable = false;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = COMPARISON_GREATER_EQUAL;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_DEPTHREAD]);
dsd.DepthEnable = false;
dsd.StencilEnable = false;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_XRAY]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = COMPARISON_EQUAL;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_DEPTHREADEQUAL]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ALL;
dsd.DepthFunc = COMPARISON_GREATER;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_ENVMAP]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ALL;
dsd.DepthFunc = COMPARISON_ALWAYS;
dsd.StencilEnable = false;
device->CreateDepthStencilState(&dsd, &depthStencils[DSSTYPE_WRITEONLY]);
BlendStateDesc bd;
bd.RenderTarget[0].BlendEnable = false;
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOp = BLEND_OP_MAX;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ZERO;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_OPAQUE]);
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_TRANSPARENT]);
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_ONE;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.IndependentBlendEnable = false;
bd.AlphaToCoverageEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_PREMULTIPLIED]);
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_ONE;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ZERO;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.IndependentBlendEnable = false,
bd.AlphaToCoverageEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_ADDITIVE]);
bd.RenderTarget[0].BlendEnable = false;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_DISABLE;
bd.IndependentBlendEnable = false,
bd.AlphaToCoverageEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_COLORWRITEDISABLE]);
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_ONE;
bd.RenderTarget[0].DestBlend = BLEND_ONE;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_RED | COLOR_WRITE_ENABLE_GREEN | COLOR_WRITE_ENABLE_BLUE; // alpha is not written by deferred lights!
bd.IndependentBlendEnable = false,
bd.AlphaToCoverageEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_DEFERREDLIGHT]);
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_ONE;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA; // can overwrite ambient and lightmap
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_RED | COLOR_WRITE_ENABLE_GREEN | COLOR_WRITE_ENABLE_BLUE; // alpha is not written by deferred lights!
bd.IndependentBlendEnable = false;
bd.AlphaToCoverageEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_ENVIRONMENTALLIGHT]);
bd.RenderTarget[0].SrcBlend = BLEND_INV_SRC_COLOR;
bd.RenderTarget[0].DestBlend = BLEND_INV_DEST_COLOR;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_INVERSE]);
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_RED | COLOR_WRITE_ENABLE_GREEN | COLOR_WRITE_ENABLE_BLUE;
bd.RenderTarget[1] = bd.RenderTarget[0];
bd.RenderTarget[1].RenderTargetWriteMask = COLOR_WRITE_ENABLE_RED | COLOR_WRITE_ENABLE_GREEN;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = true;
device->CreateBlendState(&bd, &blendStates[BSTYPE_DECAL]);
bd.RenderTarget[0].SrcBlend = BLEND_DEST_COLOR;
bd.RenderTarget[0].DestBlend = BLEND_ZERO;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_DEST_ALPHA;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ZERO;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_MULTIPLY]);
bd.RenderTarget[0].SrcBlend = BLEND_DEST_COLOR;
bd.RenderTarget[0].DestBlend = BLEND_ZERO;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
device->CreateBlendState(&bd, &blendStates[BSTYPE_TRANSPARENTSHADOWMAP]);
}
void ModifySampler(const SamplerDesc& desc, int slot)
{
GetDevice()->CreateSamplerState(&desc, &samplers[slot]);
}
const std::string& GetShaderPath()
{
return SHADERPATH;
}
void SetShaderPath(const std::string& path)
{
SHADERPATH = path;
}
void ReloadShaders()
{
GetDevice()->ClearPipelineStateCache();
LoadShaders();
wiHairParticle::LoadShaders();
wiEmittedParticle::LoadShaders();
wiFont::LoadShaders();
wiImage::LoadShaders();
wiOcean::LoadShaders();
wiFFTGenerator::LoadShaders();
wiWidget::LoadShaders();
wiGPUSortLib::LoadShaders();
wiGPUBVH::LoadShaders();
}
CameraComponent& GetCamera()
{
static CameraComponent camera;
return camera;
}
CameraComponent& GetPrevCamera()
{
static CameraComponent camera;
return camera;
}
CameraComponent& GetRefCamera()
{
static CameraComponent camera;
return camera;
}
void AttachCamera(wiECS::Entity entity)
{
cameraTransform = entity;
}
void Initialize()
{
GetCamera().CreatePerspective((float)GetInternalResolution().x, (float)GetInternalResolution().y, 0.1f, 800);
frameCullings.insert(make_pair(&GetCamera(), FrameCulling()));
frameCullings.insert(make_pair(&GetRefCamera(), FrameCulling()));
SetUpStates();
LoadBuffers();
LoadShaders();
SetShadowProps2D(SHADOWRES_2D, SHADOWCOUNT_2D, SOFTSHADOWQUALITY_2D);
SetShadowPropsCube(SHADOWRES_CUBE, SHADOWCOUNT_CUBE);
wiBackLog::post("wiRenderer Initialized");
}
void ClearWorld()
{
for (wiSprite* x : waterRipples)
{
delete x;
}
waterRipples.clear();
GetScene().Clear();
deferredMIPGenLock.lock();
deferredMIPGens.clear();
deferredMIPGenLock.unlock();
for (auto& x : frameCullings)
{
FrameCulling& culling = x.second;
culling.Clear();
}
packedDecals.clear();
packedLightmaps.clear();
}
static const uint32_t CASCADE_COUNT = 3;
struct SHCAM
{
XMFLOAT4X4 View;
XMFLOAT4X4 Projection;
AABB boundingbox;
Frustum frustum;
SHCAM() {}
SHCAM(const XMVECTOR& eyePos, const XMVECTOR& rotation, float nearPlane, float farPlane, float fov)
{
const XMMATRIX rot = XMMatrixRotationQuaternion(rotation);
const XMVECTOR to = XMVector3TransformNormal(XMVectorSet(0.0f, -1.0f, 0.0f, 0.0f), rot);
const XMVECTOR up = XMVector3TransformNormal(XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f), rot);
const XMMATRIX V = XMMatrixLookToLH(eyePos, to, up);
const XMMATRIX P = XMMatrixPerspectiveFovLH(fov, 1, farPlane, nearPlane);
const XMMATRIX VP = XMMatrixMultiply(V, P);
XMStoreFloat4x4(&View, V);
XMStoreFloat4x4(&Projection, P);
frustum.Create(VP);
};
XMMATRIX getVP() const {
return XMLoadFloat4x4(&View) * XMLoadFloat4x4(&Projection);
}
};
inline void CreateSpotLightShadowCam(const LightComponent& light, SHCAM& shcam)
{
shcam = SHCAM(XMLoadFloat3(&light.position), XMLoadFloat4(&light.rotation), 0.1f, light.GetRange(), light.fov);
}
inline void CreateDirLightShadowCams(const LightComponent& light, CameraComponent camera, std::array<SHCAM, CASCADE_COUNT>& shcams)
{
if (GetTemporalAAEnabled())
{
// remove camera jittering
camera.jitter = XMFLOAT2(0, 0);
camera.UpdateCamera();
}
const XMMATRIX lightRotation = XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation));
const XMVECTOR to = XMVector3TransformNormal(XMVectorSet(0.0f, -1.0f, 0.0f, 0.0f), lightRotation);
const XMVECTOR up = XMVector3TransformNormal(XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f), lightRotation);
const XMMATRIX lightView = XMMatrixLookToLH(XMVectorZero(), to, up); // important to not move (zero out eye vector) the light view matrix itself because texel snapping must be done on projection matrix!
const float nearPlane = camera.zNearP;
const float farPlane = camera.zFarP;
const float referenceFarPlane = 800.0f; // cascade splits here were tested with this depth range
const float referenceSplitClamp = std::min(1.0f, referenceFarPlane / farPlane); // if far plane is greater than reference, do not increase cascade sizes further
const float splits[CASCADE_COUNT + 1] = {
referenceSplitClamp * 0.0f, // near plane
referenceSplitClamp * 0.01f, // near-mid split
referenceSplitClamp * 0.1f, // mid-far split
referenceSplitClamp * 1.0f, // far plane
};
// Unproject main frustum corners into world space (notice the reversed Z projection!):
const XMMATRIX unproj = camera.GetInvViewProjection();
const XMVECTOR frustum_corners[] =
{
XMVector3TransformCoord(XMVectorSet(-1, -1, 1, 1), unproj), // near
XMVector3TransformCoord(XMVectorSet(-1, -1, 0, 1), unproj), // far
XMVector3TransformCoord(XMVectorSet(-1, 1, 1, 1), unproj), // near
XMVector3TransformCoord(XMVectorSet(-1, 1, 0, 1), unproj), // far
XMVector3TransformCoord(XMVectorSet(1, -1, 1, 1), unproj), // near
XMVector3TransformCoord(XMVectorSet(1, -1, 0, 1), unproj), // far
XMVector3TransformCoord(XMVectorSet(1, 1, 1, 1), unproj), // near
XMVector3TransformCoord(XMVectorSet(1, 1, 0, 1), unproj), // far
};
// Compute shadow cameras:
for (int cascade = 0; cascade < CASCADE_COUNT; ++cascade)
{
// Compute cascade sub-frustum in light-view-space from the main frustum corners:
const float split_near = splits[cascade];
const float split_far = splits[cascade + 1];
const XMVECTOR corners[] =
{
XMVector3Transform(XMVectorLerp(frustum_corners[0], frustum_corners[1], split_near), lightView),
XMVector3Transform(XMVectorLerp(frustum_corners[0], frustum_corners[1], split_far), lightView),
XMVector3Transform(XMVectorLerp(frustum_corners[2], frustum_corners[3], split_near), lightView),
XMVector3Transform(XMVectorLerp(frustum_corners[2], frustum_corners[3], split_far), lightView),
XMVector3Transform(XMVectorLerp(frustum_corners[4], frustum_corners[5], split_near), lightView),
XMVector3Transform(XMVectorLerp(frustum_corners[4], frustum_corners[5], split_far), lightView),
XMVector3Transform(XMVectorLerp(frustum_corners[6], frustum_corners[7], split_near), lightView),
XMVector3Transform(XMVectorLerp(frustum_corners[6], frustum_corners[7], split_far), lightView),
};
// Compute cascade bounding sphere center:
XMVECTOR center = XMVectorZero();
for (int j = 0; j < arraysize(corners); ++j)
{
center = XMVectorAdd(center, corners[j]);
}
center = center / float(arraysize(corners));
// Compute cascade bounding sphere radius:
float radius = 0;
for (int j = 0; j < arraysize(corners); ++j)
{
radius = std::max(radius, XMVectorGetX(XMVector3Length(XMVectorSubtract(corners[j], center))));
}
// Fit AABB onto bounding sphere:
XMVECTOR vMin = XMVectorAdd(center, XMVectorReplicate(-radius));
XMVECTOR vMax = XMVectorAdd(center, XMVectorReplicate(radius));
// Snap cascade to texel grid:
const XMVECTOR extent = XMVectorSubtract(vMax, vMin);
const XMVECTOR texelSize = extent / float(wiRenderer::GetShadowRes2D());
vMin = XMVectorFloor(vMin / texelSize) * texelSize;
vMax = XMVectorFloor(vMax / texelSize) * texelSize;
XMFLOAT3 _min;
XMFLOAT3 _max;
XMStoreFloat3(&_min, vMin);
XMStoreFloat3(&_max, vMax);
// Extrude bounds to avoid early shadow clipping:
_min.z = std::min(_min.z, -farPlane * 0.5f);
_max.z = std::max(_max.z, farPlane * 0.5f);
// Compute bounding box used for culling, conservatively transformed by the light transform:
shcams[cascade].boundingbox = AABB(_min, _max).transform(XMMatrixInverse(nullptr, lightView));
const XMMATRIX lightProjection = XMMatrixOrthographicOffCenterLH(_min.x, _max.x, _min.y, _max.y, _max.z, _min.z); // notice reversed Z!
XMStoreFloat4x4(&shcams[cascade].View, lightView);
XMStoreFloat4x4(&shcams[cascade].Projection, lightProjection);
}
}
ForwardEntityMaskCB ForwardEntityCullingCPU(const FrameCulling& culling, const AABB& batch_aabb, RENDERPASS renderPass)
{
// Performs CPU light culling for a renderable batch:
// Similar to GPU-based tiled light culling, but this is only for simple forward passes (drawcall-granularity)
const Scene& scene = GetScene();
ForwardEntityMaskCB cb;
cb.xForwardLightMask.x = 0;
cb.xForwardLightMask.y = 0;
cb.xForwardDecalMask = 0;
cb.xForwardEnvProbeMask = 0;
uint32_t buckets[2] = { 0,0 };
for (size_t i = 0; i < std::min(size_t(64), culling.culledLights.size()); ++i) // only support indexing 64 lights at max for now
{
const uint32_t lightIndex = culling.culledLights[i];
const AABB& light_aabb = scene.aabb_lights[lightIndex];
if (light_aabb.intersects(batch_aabb))
{
const uint8_t bucket_index = uint8_t(i / 32);
const uint8_t bucket_place = uint8_t(i % 32);
buckets[bucket_index] |= 1 << bucket_place;
}
}
cb.xForwardLightMask.x = buckets[0];
cb.xForwardLightMask.y = buckets[1];
if (renderPass == RENDERPASS_FORWARD || renderPass == RENDERPASS_ENVMAPCAPTURE)
{
for (size_t i = 0; i < std::min(size_t(32), culling.culledDecals.size()); ++i)
{
const uint32_t decalIndex = culling.culledDecals[culling.culledDecals.size() - 1 - i]; // note: reverse order, for correct blending!
const AABB& decal_aabb = scene.aabb_decals[decalIndex];
if (decal_aabb.intersects(batch_aabb))
{
const uint8_t bucket_place = uint8_t(i % 32);
cb.xForwardDecalMask |= 1 << bucket_place;
}
}
}
if (renderPass == RENDERPASS_FORWARD)
{
for (size_t i = 0; i < std::min(size_t(32), culling.culledEnvProbes.size()); ++i)
{
const uint32_t probeIndex = culling.culledEnvProbes[culling.culledEnvProbes.size() - 1 - i]; // note: reverse order, for correct blending!
const AABB& probe_aabb = scene.aabb_probes[probeIndex];
if (probe_aabb.intersects(batch_aabb))
{
const uint8_t bucket_place = uint8_t(i % 32);
cb.xForwardEnvProbeMask |= 1 << bucket_place;
}
}
}
return cb;
}
void BindConstantBuffers(SHADERSTAGE stage, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
device->BindConstantBuffer(stage, &constantBuffers[CBTYPE_FRAME], CB_GETBINDSLOT(FrameCB), cmd);
device->BindConstantBuffer(stage, &constantBuffers[CBTYPE_CAMERA], CB_GETBINDSLOT(CameraCB), cmd);
device->BindConstantBuffer(stage, &constantBuffers[CBTYPE_API], CB_GETBINDSLOT(APICB), cmd);
}
void BindShadowmaps(SHADERSTAGE stage, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
device->BindResource(stage, &shadowMapArray_2D, TEXSLOT_SHADOWARRAY_2D, cmd);
device->BindResource(stage, &shadowMapArray_Cube, TEXSLOT_SHADOWARRAY_CUBE, cmd);
if (GetTransparentShadowsEnabled())
{
device->BindResource(stage, &shadowMapArray_Transparent, TEXSLOT_SHADOWARRAY_TRANSPARENT, cmd);
}
}
void BindEnvironmentTextures(SHADERSTAGE stage, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
device->BindResource(stage, &textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], TEXSLOT_ENVMAPARRAY, cmd);
device->BindResource(stage, &textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], TEXSLOT_ENVMAPARRAY, cmd);
device->BindResource(stage, GetVoxelRadianceSecondaryBounceEnabled() ? &textures[TEXTYPE_3D_VOXELRADIANCE_HELPER] : &textures[TEXTYPE_3D_VOXELRADIANCE], TEXSLOT_VOXELRADIANCE, cmd);
if (GetScene().weather.skyMap != nullptr)
{
device->BindResource(stage, GetScene().weather.skyMap->texture, TEXSLOT_GLOBALENVMAP, cmd);
}
}
void RenderMeshes(const RenderQueue& renderQueue, RENDERPASS renderPass, uint32_t renderTypeFlags, CommandList cmd, bool tessellation = false)
{
if (!renderQueue.empty())
{
GraphicsDevice* device = GetDevice();
const Scene& scene = GetScene();
device->EventBegin("RenderMeshes", cmd);
tessellation = tessellation && device->CheckCapability(GraphicsDevice::GRAPHICSDEVICE_CAPABILITY_TESSELLATION);
if (tessellation)
{
BindConstantBuffers(DS, cmd);
}
struct InstBuf
{
Instance instance;
InstancePrev instancePrev;
InstanceAtlas instanceAtlas;
};
// Do we need to bind every vertex buffer or just a reduced amount for this pass?
const bool advancedVBRequest =
!IsWireRender() && (
renderPass == RENDERPASS_FORWARD ||
renderPass == RENDERPASS_DEFERRED ||
renderPass == RENDERPASS_TILEDFORWARD ||
renderPass == RENDERPASS_ENVMAPCAPTURE
);
// Do we need to bind all textures or just a reduced amount for this pass?
const bool easyTextureBind =
renderPass == RENDERPASS_SHADOW ||
renderPass == RENDERPASS_SHADOWCUBE ||
renderPass == RENDERPASS_DEPTHONLY;
// Do we need to compute a light mask for this pass on the CPU?
const bool forwardLightmaskRequest =
renderPass == RENDERPASS_FORWARD ||
renderPass == RENDERPASS_ENVMAPCAPTURE ||
renderPass == RENDERPASS_VOXELIZE;
// Pre-allocate space for all the instances in GPU-buffer:
const uint32_t instanceDataSize = advancedVBRequest ? sizeof(InstBuf) : sizeof(Instance);
const size_t alloc_size = renderQueue.batchCount * instanceDataSize;
GraphicsDevice::GPUAllocation instances = device->AllocateGPU(alloc_size, cmd);
// Purpose of InstancedBatch:
// The RenderQueue is sorted by meshIndex. There can be multiple instances for a single meshIndex,
// and the InstancedBatchArray contains this information. The array size will be the unique mesh count here.
struct InstancedBatch
{
uint32_t meshIndex;
int instanceCount;
uint32_t dataOffset;
uint8_t userStencilRefOverride;
uint8_t forceAlphatestForDithering; // padded bool
AABB aabb;
};
InstancedBatch* instancedBatchArray = nullptr;
int instancedBatchCount = 0;
size_t prevMeshIndex = ~0;
uint8_t prevUserStencilRefOverride = 0;
for (uint32_t batchID = 0; batchID < renderQueue.batchCount; ++batchID) // Do not break out of this loop!
{
const RenderBatch& batch = renderQueue.batchArray[batchID];
const uint32_t meshIndex = batch.GetMeshIndex();
const uint32_t instanceIndex = batch.GetInstanceIndex();
const ObjectComponent& instance = scene.objects[instanceIndex];
const uint8_t userStencilRefOverride = instance.userStencilRef;
// When we encounter a new mesh inside the global instance array, we begin a new InstancedBatch:
if (meshIndex != prevMeshIndex || userStencilRefOverride != prevUserStencilRefOverride)
{
prevMeshIndex = meshIndex;
prevUserStencilRefOverride = userStencilRefOverride;
instancedBatchCount++;
InstancedBatch* instancedBatch = (InstancedBatch*)GetRenderFrameAllocator(cmd).allocate(sizeof(InstancedBatch));
instancedBatch->meshIndex = meshIndex;
instancedBatch->instanceCount = 0;
instancedBatch->dataOffset = instances.offset + batchID * instanceDataSize;
instancedBatch->userStencilRefOverride = userStencilRefOverride;
instancedBatch->forceAlphatestForDithering = 0;
instancedBatch->aabb = AABB();
if (instancedBatchArray == nullptr)
{
instancedBatchArray = instancedBatch;
}
}
InstancedBatch& current_batch = instancedBatchArray[instancedBatchCount - 1];
float dither = instance.GetTransparency();
if (instance.IsImpostorPlacement())
{
float distance = batch.GetDistance();
float swapDistance = instance.impostorSwapDistance;
float fadeThreshold = instance.impostorFadeThresholdRadius;
dither = std::max(0.0f, distance - swapDistance) / fadeThreshold;
}
if (dither > 0)
{
current_batch.forceAlphatestForDithering = 1;
}
if (forwardLightmaskRequest)
{
const AABB& instanceAABB = scene.aabb_objects[instanceIndex];
current_batch.aabb = AABB::Merge(current_batch.aabb, instanceAABB);
}
const XMFLOAT4X4& worldMatrix = instance.transform_index >= 0 ? scene.transforms[instance.transform_index].world : IDENTITYMATRIX;
// Write into actual GPU-buffer:
if (advancedVBRequest)
{
((volatile InstBuf*)instances.data)[batchID].instance.Create(worldMatrix, instance.color, dither);
const XMFLOAT4X4& prev_worldMatrix = instance.prev_transform_index >= 0 ? scene.prev_transforms[instance.prev_transform_index].world_prev : IDENTITYMATRIX;
((volatile InstBuf*)instances.data)[batchID].instancePrev.Create(prev_worldMatrix);
((volatile InstBuf*)instances.data)[batchID].instanceAtlas.Create(instance.globalLightMapMulAdd);
}
else
{
((volatile Instance*)instances.data)[batchID].Create(worldMatrix, instance.color, dither);
}
current_batch.instanceCount++; // next instance in current InstancedBatch
}
// Render instanced batches:
PRIMITIVETOPOLOGY prevTOPOLOGY = TRIANGLELIST;
for (int instancedBatchID = 0; instancedBatchID < instancedBatchCount; ++instancedBatchID)
{
const InstancedBatch& instancedBatch = instancedBatchArray[instancedBatchID];
const MeshComponent& mesh = scene.meshes[instancedBatch.meshIndex];
const bool forceAlphaTestForDithering = instancedBatch.forceAlphatestForDithering != 0;
const uint8_t userStencilRefOverride = instancedBatch.userStencilRefOverride;
const float tessF = mesh.GetTessellationFactor();
const bool tessellatorRequested = tessF > 0 && tessellation;
if (tessellatorRequested)
{
TessellationCB tessCB;
tessCB.g_f4TessFactors = XMFLOAT4(tessF, tessF, tessF, tessF);
device->UpdateBuffer(&constantBuffers[CBTYPE_TESSELLATION], &tessCB, cmd);
device->BindConstantBuffer(HS, &constantBuffers[CBTYPE_TESSELLATION], CBSLOT_RENDERER_TESSELLATION, cmd);
}
if (forwardLightmaskRequest)
{
const CameraComponent* camera = renderQueue.camera == nullptr ? &GetCamera() : renderQueue.camera;
const FrameCulling& culling = frameCullings.at(camera);
ForwardEntityMaskCB cb = ForwardEntityCullingCPU(culling, instancedBatch.aabb, renderPass);
device->UpdateBuffer(&constantBuffers[CBTYPE_FORWARDENTITYMASK], &cb, cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_FORWARDENTITYMASK], CB_GETBINDSLOT(ForwardEntityMaskCB), cmd);
}
device->BindIndexBuffer(mesh.indexBuffer.get(), mesh.GetIndexFormat(), 0, cmd);
enum class BOUNDVERTEXBUFFERTYPE
{
NOTHING,
POSITION,
POSITION_TEXCOORD,
EVERYTHING,
};
BOUNDVERTEXBUFFERTYPE boundVBType_Prev = BOUNDVERTEXBUFFERTYPE::NOTHING;
for (const MeshComponent::MeshSubset& subset : mesh.subsets)
{
if (subset.indexCount == 0)
{
continue;
}
const MaterialComponent& material = *scene.materials.GetComponent(subset.materialID);
const PipelineState* pso = nullptr;
if (material.IsCustomShader())
{
pso = GetCustomShaderPSO(renderPass, renderTypeFlags, material.GetCustomShaderID());
}
else
{
pso = GetObjectPSO(renderPass, mesh.IsDoubleSided(), tessellatorRequested, material, forceAlphaTestForDithering);
}
if (pso == nullptr)
{
continue;
}
bool subsetRenderable = false;
if (renderTypeFlags & RENDERTYPE_OPAQUE)
{
subsetRenderable = subsetRenderable || (!material.IsTransparent() && !material.IsWater());
}
if (renderTypeFlags & RENDERTYPE_TRANSPARENT)
{
subsetRenderable = subsetRenderable || material.IsTransparent();
}
if (renderTypeFlags & RENDERTYPE_WATER)
{
subsetRenderable = subsetRenderable || material.IsWater();
}
if (renderPass == RENDERPASS_SHADOW || renderPass == RENDERPASS_SHADOWCUBE)
{
subsetRenderable = subsetRenderable && material.IsCastingShadow();
}
if (!subsetRenderable)
{
continue;
}
BOUNDVERTEXBUFFERTYPE boundVBType;
if (advancedVBRequest || tessellatorRequested)
{
boundVBType = BOUNDVERTEXBUFFERTYPE::EVERYTHING;
}
else
{
// simple vertex buffers are used in some passes (note: tessellator requires more attributes)
if ((renderPass == RENDERPASS_DEPTHONLY || renderPass == RENDERPASS_SHADOW || renderPass == RENDERPASS_SHADOWCUBE) && !material.IsAlphaTestEnabled() && !forceAlphaTestForDithering)
{
if (renderPass == RENDERPASS_SHADOW && material.IsTransparent())
{
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD;
}
else
{
// bypass texcoord stream for non alphatested shadows and zprepass
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION;
}
}
else
{
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD;
}
}
if (material.IsWater())
{
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD;
}
if (IsWireRender())
{
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD;
}
// Only bind vertex buffers when the layout changes
if (boundVBType != boundVBType_Prev)
{
// Assemble the required vertex buffer:
switch (boundVBType)
{
case BOUNDVERTEXBUFFERTYPE::POSITION:
{
const GPUBuffer* vbs[] = {
mesh.streamoutBuffer_POS.get() != nullptr ? mesh.streamoutBuffer_POS.get() : mesh.vertexBuffer_POS.get(),
instances.buffer
};
uint32_t strides[] = {
sizeof(MeshComponent::Vertex_POS),
instanceDataSize
};
uint32_t offsets[] = {
0,
instancedBatch.dataOffset
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, offsets, cmd);
}
break;
case BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD:
{
const GPUBuffer* vbs[] = {
mesh.streamoutBuffer_POS.get() != nullptr ? mesh.streamoutBuffer_POS.get() : mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_UV0.get(),
mesh.vertexBuffer_UV1.get(),
instances.buffer
};
uint32_t strides[] = {
sizeof(MeshComponent::Vertex_POS),
sizeof(MeshComponent::Vertex_TEX),
sizeof(MeshComponent::Vertex_TEX),
instanceDataSize
};
uint32_t offsets[] = {
0,
0,
0,
instancedBatch.dataOffset
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, offsets, cmd);
}
break;
case BOUNDVERTEXBUFFERTYPE::EVERYTHING:
{
const GPUBuffer* vbs[] = {
mesh.streamoutBuffer_POS.get() != nullptr ? mesh.streamoutBuffer_POS.get() : mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_UV0.get(),
mesh.vertexBuffer_UV1.get(),
mesh.vertexBuffer_ATL.get(),
mesh.vertexBuffer_COL.get(),
mesh.vertexBuffer_PRE.get() != nullptr ? mesh.vertexBuffer_PRE.get() : mesh.vertexBuffer_POS.get(),
instances.buffer
};
uint32_t strides[] = {
sizeof(MeshComponent::Vertex_POS),
sizeof(MeshComponent::Vertex_TEX),
sizeof(MeshComponent::Vertex_TEX),
sizeof(MeshComponent::Vertex_TEX),
sizeof(MeshComponent::Vertex_COL),
sizeof(MeshComponent::Vertex_POS),
instanceDataSize
};
uint32_t offsets[] = {
0,
0,
0,
0,
0,
0,
instancedBatch.dataOffset
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, offsets, cmd);
}
break;
default:
assert(0);
break;
}
}
boundVBType_Prev = boundVBType;
SetAlphaRef(material.alphaRef, cmd);
STENCILREF engineStencilRef = material.engineStencilRef;
uint8_t userStencilRef = userStencilRefOverride > 0 ? userStencilRefOverride : material.userStencilRef;
uint32_t stencilRef = CombineStencilrefs(engineStencilRef, userStencilRef);
device->BindStencilRef(stencilRef, cmd);
device->BindPipelineState(pso, cmd);
device->BindConstantBuffer(VS, material.constantBuffer.get(), CB_GETBINDSLOT(MaterialCB), cmd);
device->BindConstantBuffer(PS, material.constantBuffer.get(), CB_GETBINDSLOT(MaterialCB), cmd);
if (easyTextureBind)
{
const GPUResource* res[] = {
material.GetBaseColorMap(),
};
device->BindResources(PS, res, TEXSLOT_RENDERER_BASECOLORMAP, arraysize(res), cmd);
}
else
{
const GPUResource* res[] = {
material.GetBaseColorMap(),
material.GetNormalMap(),
material.GetSurfaceMap(),
material.GetDisplacementMap(),
material.GetEmissiveMap(),
material.GetOcclusionMap(),
};
device->BindResources(PS, res, TEXSLOT_RENDERER_BASECOLORMAP, arraysize(res), cmd);
}
if (tessellatorRequested)
{
const GPUResource* res[] = {
material.GetDisplacementMap(),
};
device->BindResources(DS, res, TEXSLOT_RENDERER_DISPLACEMENTMAP, arraysize(res), cmd);
device->BindConstantBuffer(DS, material.constantBuffer.get(), CB_GETBINDSLOT(MaterialCB), cmd);
}
device->DrawIndexedInstanced(subset.indexCount, instancedBatch.instanceCount, subset.indexOffset, 0, 0, cmd);
}
}
ResetAlphaRef(cmd);
GetRenderFrameAllocator(cmd).free(sizeof(InstancedBatch) * instancedBatchCount);
device->EventEnd(cmd);
}
}
void RenderImpostors(const CameraComponent& camera, RENDERPASS renderPass, CommandList cmd)
{
const Scene& scene = GetScene();
const PipelineState* impostorRequest = GetImpostorPSO(renderPass);
if (scene.impostors.GetCount() > 0 && impostorRequest != nullptr)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("RenderImpostors", cmd);
uint32_t instanceCount = 0;
for (size_t impostorID = 0; impostorID < scene.impostors.GetCount(); ++impostorID)
{
const ImpostorComponent& impostor = scene.impostors[impostorID];
if (camera.frustum.CheckBox(impostor.aabb))
{
instanceCount += (uint32_t)impostor.instanceMatrices.size();
}
}
if (instanceCount == 0)
{
return;
}
// Pre-allocate space for all the instances in GPU-buffer:
const uint32_t instanceDataSize = sizeof(Instance);
const size_t alloc_size = instanceCount * instanceDataSize;
GraphicsDevice::GPUAllocation instances = device->AllocateGPU(alloc_size, cmd);
uint32_t drawableInstanceCount = 0;
for (size_t impostorID = 0; impostorID < scene.impostors.GetCount(); ++impostorID)
{
const ImpostorComponent& impostor = scene.impostors[impostorID];
if (!camera.frustum.CheckBox(impostor.aabb))
{
continue;
}
for (auto& mat : impostor.instanceMatrices)
{
const XMFLOAT3 center = *((XMFLOAT3*)&mat._41);
float distance = wiMath::Distance(camera.Eye, center);
if (distance < impostor.swapInDistance - impostor.fadeThresholdRadius)
{
continue;
}
float dither = std::max(0.0f, impostor.swapInDistance - distance) / impostor.fadeThresholdRadius;
((volatile Instance*)instances.data)[drawableInstanceCount].Create(mat, XMFLOAT4((float)impostorID * impostorCaptureAngles * 3, 1, 1, 1), dither);
drawableInstanceCount++;
}
}
device->BindStencilRef(STENCILREF_DEFAULT, cmd);
device->BindPipelineState(impostorRequest, cmd);
SetAlphaRef(0.75f, cmd);
MiscCB cb;
cb.g_xColor.x = (float)instances.offset;
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &cb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindResource(VS, instances.buffer, TEXSLOT_ONDEMAND0, cmd);
device->BindResource(PS, &textures[TEXTYPE_2D_IMPOSTORARRAY], TEXSLOT_ONDEMAND0, cmd);
device->Draw(drawableInstanceCount * 6, 0, cmd);
device->EventEnd(cmd);
}
}
void UpdatePerFrameData(float dt, uint32_t layerMask)
{
renderTime_Prev = renderTime;
deltaTime = dt * GetGameSpeed();
renderTime += deltaTime;
GraphicsDevice* device = GetDevice();
Scene& scene = GetScene();
scene.Update(deltaTime);
wiJobSystem::context ctx;
// Because main camera is not part of the scene, update it if it is attached to an entity here:
if (cameraTransform != INVALID_ENTITY)
{
const TransformComponent* transform = scene.transforms.GetComponent(cameraTransform);
if (transform != nullptr)
{
GetCamera().TransformCamera(*transform);
GetCamera().UpdateCamera();
}
cameraTransform = INVALID_ENTITY; // but this is only active for the current frame
}
// See which materials will need to update their GPU render data:
wiJobSystem::Execute(ctx, [&] {
pendingMaterialUpdates.clear();
for (size_t i = 0; i < scene.materials.GetCount(); ++i)
{
MaterialComponent& material = scene.materials[i];
if (material.IsDirty())
{
material.SetDirty(false);
pendingMaterialUpdates.push_back(uint32_t(i));
if (material.constantBuffer == nullptr)
{
GPUBufferDesc desc;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_CONSTANT_BUFFER;
desc.ByteWidth = sizeof(MaterialCB);
material.constantBuffer.reset(new GPUBuffer);
device->CreateBuffer(&desc, nullptr, material.constantBuffer.get());
}
}
}
});
// Need to swap prev and current vertex buffers for any dynamic meshes BEFORE render threads are kicked
// and also create skinning bone buffers:
wiJobSystem::Execute(ctx, [&] {
for (size_t i = 0; i < scene.meshes.GetCount(); ++i)
{
MeshComponent& mesh = scene.meshes[i];
if (mesh.IsSkinned() && scene.armatures.Contains(mesh.armatureID))
{
ArmatureComponent& armature = *scene.armatures.GetComponent(mesh.armatureID);
if (armature.boneBuffer == nullptr)
{
GPUBufferDesc bd;
bd.Usage = USAGE_DYNAMIC;
bd.CPUAccessFlags = CPU_ACCESS_WRITE;
bd.ByteWidth = sizeof(ArmatureComponent::ShaderBoneType) * (uint32_t)armature.boneCollection.size();
bd.BindFlags = BIND_SHADER_RESOURCE;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
bd.StructureByteStride = sizeof(ArmatureComponent::ShaderBoneType);
armature.boneBuffer.reset(new GPUBuffer);
device->CreateBuffer(&bd, nullptr, armature.boneBuffer.get());
}
if (mesh.vertexBuffer_PRE == nullptr)
{
mesh.vertexBuffer_PRE.reset(new GPUBuffer);
device->CreateBuffer(&mesh.streamoutBuffer_POS->GetDesc(), nullptr, mesh.vertexBuffer_PRE.get());
}
mesh.streamoutBuffer_POS.swap(mesh.vertexBuffer_PRE);
}
}
for (size_t i = 0; i < scene.softbodies.GetCount(); ++i)
{
Entity entity = scene.softbodies.GetEntity(i);
MeshComponent& mesh = *scene.meshes.GetComponent(entity);
if (mesh.vertexBuffer_PRE == nullptr)
{
mesh.vertexBuffer_PRE.reset(new GPUBuffer);
device->CreateBuffer(&mesh.vertexBuffer_POS->GetDesc(), nullptr, mesh.vertexBuffer_PRE.get());
}
mesh.vertexBuffer_POS.swap(mesh.vertexBuffer_PRE);
}
});
// Update Voxelization parameters:
if (scene.objects.GetCount() > 0)
{
wiJobSystem::Execute(ctx, [&] {
// We don't update it if the scene is empty, this even makes it easier to debug
const float f = 0.05f / voxelSceneData.voxelsize;
XMFLOAT3 center = XMFLOAT3(floorf(GetCamera().Eye.x * f) / f, floorf(GetCamera().Eye.y * f) / f, floorf(GetCamera().Eye.z * f) / f);
if (wiMath::DistanceSquared(center, voxelSceneData.center) > 0)
{
voxelSceneData.centerChangedThisFrame = true;
}
else
{
voxelSceneData.centerChangedThisFrame = false;
}
voxelSceneData.center = center;
voxelSceneData.extents = XMFLOAT3(voxelSceneData.res * voxelSceneData.voxelsize, voxelSceneData.res * voxelSceneData.voxelsize, voxelSceneData.res * voxelSceneData.voxelsize);
});
}
// Perform culling and obtain closest reflector:
requestReflectionRendering = false;
auto range = wiProfiler::BeginRangeCPU("Frustum Culling");
{
for (auto& x : frameCullings)
{
const CameraComponent* camera = x.first;
FrameCulling& culling = x.second;
culling.Clear();
if (!freezeCullingCamera)
{
culling.frustum = camera->frustum;
}
// Cull objects for each camera:
wiJobSystem::Execute(ctx, [&] {
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
Entity entity = scene.aabb_objects.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
const AABB& aabb = scene.aabb_objects[i];
if (culling.frustum.CheckBox(aabb))
{
culling.culledObjects.push_back((uint32_t)i);
// Main camera can request reflection rendering:
if (camera == &GetCamera())
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRequestPlanarReflection())
{
requestReflectionRendering = true;
}
}
}
}
});
// the following cullings will be only for the main camera:
if (camera == &GetCamera())
{
wiJobSystem::Execute(ctx, [&] {
// Cull decals:
for (size_t i = 0; i < scene.aabb_decals.GetCount(); ++i)
{
Entity entity = scene.aabb_decals.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
const AABB& aabb = scene.aabb_decals[i];
if (culling.frustum.CheckBox(aabb))
{
culling.culledDecals.push_back((uint32_t)i);
}
}
});
wiJobSystem::Execute(ctx, [&] {
// Cull probes:
for (size_t i = 0; i < scene.aabb_probes.GetCount(); ++i)
{
Entity entity = scene.aabb_probes.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
const AABB& aabb = scene.aabb_probes[i];
if (culling.frustum.CheckBox(aabb))
{
culling.culledEnvProbes.push_back((uint32_t)i);
}
}
});
wiJobSystem::Execute(ctx, [&] {
// Cull lights:
for (size_t i = 0; i < scene.aabb_lights.GetCount(); ++i)
{
Entity entity = scene.aabb_lights.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
const AABB& aabb = scene.aabb_lights[i];
if (culling.frustum.CheckBox(aabb))
{
culling.culledLights.push_back((uint32_t)i);
}
}
});
wiJobSystem::Execute(ctx, [&] {
// Cull emitters:
for (size_t i = 0; i < scene.emitters.GetCount(); ++i)
{
Entity entity = scene.emitters.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
culling.culledEmitters.push_back((uint32_t)i);
}
});
wiJobSystem::Execute(ctx, [&] {
// Cull hairs:
for (size_t i = 0; i < scene.hairs.GetCount(); ++i)
{
Entity entity = scene.hairs.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
culling.culledHairs.push_back((uint32_t)i);
}
});
wiJobSystem::Wait(ctx);
// Sort lights based on distance so that closer lights will receive shadow map priority:
const size_t lightCount = culling.culledLights.size();
assert(lightCount < 0x0000FFFF); // watch out for sorting hash truncation!
uint32_t* lightSortingHashes = (uint32_t*)GetUpdateFrameAllocator().allocate(sizeof(uint32_t) * lightCount);
for (size_t i = 0; i < lightCount; ++i)
{
const uint32_t lightIndex = culling.culledLights[i];
const LightComponent& light = scene.lights[lightIndex];
float distance = wiMath::DistanceEstimated(light.position, camera->Eye);
lightSortingHashes[i] = 0;
lightSortingHashes[i] |= (uint32_t)i & 0x0000FFFF;
lightSortingHashes[i] |= ((uint32_t)(distance * 10) & 0x0000FFFF) << 16;
}
std::sort(lightSortingHashes, lightSortingHashes + lightCount, std::less<uint32_t>());
uint32_t shadowCounter_2D = 0;
uint32_t shadowCounter_Cube = 0;
for (size_t i = 0; i < lightCount; ++i)
{
const uint32_t lightIndex = culling.culledLights[lightSortingHashes[i] & 0x0000FFFF];
LightComponent& light = scene.lights[lightIndex];
// Link shadowmaps to lights till there are free slots
light.shadowMap_index = -1;
if (light.IsCastingShadow())
{
switch (light.GetType())
{
case LightComponent::DIRECTIONAL:
if ((shadowCounter_2D + CASCADE_COUNT - 1) < SHADOWCOUNT_2D)
{
light.shadowMap_index = shadowCounter_2D;
shadowCounter_2D += CASCADE_COUNT;
}
break;
case LightComponent::SPOT:
if (shadowCounter_2D < SHADOWCOUNT_2D)
{
light.shadowMap_index = shadowCounter_2D;
shadowCounter_2D++;
}
break;
case LightComponent::POINT:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
if (shadowCounter_Cube < SHADOWCOUNT_CUBE)
{
light.shadowMap_index = shadowCounter_Cube;
shadowCounter_Cube++;
}
break;
default:
break;
}
}
}
}
}
}
wiProfiler::EndRange(range); // Frustum Culling
// Ocean will override any current reflectors
waterPlane = scene.waterPlane;
if (ocean != nullptr)
{
requestReflectionRendering = true;
XMVECTOR _refPlane = XMPlaneFromPointNormal(XMVectorSet(0, scene.weather.oceanParameters.waterHeight, 0, 0), XMVectorSet(0, 1, 0, 0));
XMStoreFloat4(&waterPlane, _refPlane);
}
if (GetTemporalAAEnabled())
{
const XMFLOAT4& halton = wiMath::GetHaltonSequence(GetDevice()->GetFrameCount() % 256);
static float jitter = 1.0f;
temporalAAJitterPrev = temporalAAJitter;
temporalAAJitter.x = jitter * (halton.x * 2 - 1) / (float)GetInternalResolution().x;
temporalAAJitter.y = jitter * (halton.y * 2 - 1) / (float)GetInternalResolution().y;
GetCamera().jitter = temporalAAJitter;
}
else
{
temporalAAJitter = XMFLOAT2(0, 0);
temporalAAJitterPrev = XMFLOAT2(0, 0);
}
GetCamera().UpdateCamera();
GetRefCamera() = GetCamera();
GetRefCamera().Reflect(waterPlane);
wiJobSystem::Execute(ctx, [&] {
ManageDecalAtlas();
});
wiJobSystem::Execute(ctx, [&] {
ManageLightmapAtlas();
});
wiJobSystem::Execute(ctx, [&] {
ManageImpostors();
});
wiJobSystem::Execute(ctx, [&] {
ManageEnvProbes();
});
wiJobSystem::Execute(ctx, [&] {
for (auto& x : waterRipples)
{
x->Update(dt * 60);
}
ManageWaterRipples();
});
wiJobSystem::Wait(ctx);
}
void UpdateRenderData(CommandList cmd)
{
GraphicsDevice* device = GetDevice();
const Scene& scene = GetScene();
BindCommonResources(cmd);
// Process deferred MIP generation:
deferredMIPGenLock.lock();
for (auto& it : deferredMIPGens)
{
GenerateMipChain(*it, MIPGENFILTER_LINEAR, cmd);
}
deferredMIPGens.clear();
deferredMIPGenLock.unlock();
// Update material constant buffers:
for (auto& materialIndex : pendingMaterialUpdates)
{
if (materialIndex < scene.materials.GetCount())
{
const MaterialComponent& material = scene.materials[materialIndex];
ShaderMaterial materialGPUData = material.CreateShaderMaterial();
device->UpdateBuffer(material.constantBuffer.get(), &materialGPUData, cmd);
}
}
const FrameCulling& mainCameraCulling = frameCullings.at(&GetCamera());
// Fill Entity Array with decals + envprobes + lights in the frustum:
{
// Reserve temporary entity array for GPU data upload:
ShaderEntity* entityArray = (ShaderEntity*)GetRenderFrameAllocator(cmd).allocate(sizeof(ShaderEntity)*SHADER_ENTITY_COUNT);
XMMATRIX* matrixArray = (XMMATRIX*)GetRenderFrameAllocator(cmd).allocate(sizeof(XMMATRIX)*MATRIXARRAY_COUNT);
const XMMATRIX viewMatrix = GetCamera().GetView();
uint32_t entityCounter = 0;
uint32_t matrixCounter = 0;
entityArrayOffset_Lights = 0;
entityArrayCount_Lights = 0;
entityArrayOffset_Decals = 0;
entityArrayCount_Decals = 0;
entityArrayOffset_ForceFields = 0;
entityArrayCount_ForceFields = 0;
entityArrayOffset_EnvProbes = 0;
entityArrayCount_EnvProbes = 0;
// Write decals into entity array:
entityArrayOffset_Decals = entityCounter;
for (size_t i = 0; i < mainCameraCulling.culledDecals.size(); ++i)
{
if (entityCounter == SHADER_ENTITY_COUNT)
{
assert(0); // too many entities!
entityCounter--;
break;
}
if (matrixCounter >= MATRIXARRAY_COUNT)
{
assert(0); // too many decals, can't upload the rest to matrixarray!
matrixCounter--;
break;
}
const uint32_t decalIndex = mainCameraCulling.culledDecals[mainCameraCulling.culledDecals.size() - 1 - i]; // note: reverse order, for correct blending!
const DecalComponent& decal = scene.decals[decalIndex];
entityArray[entityCounter].SetType(ENTITY_TYPE_DECAL);
entityArray[entityCounter].positionWS = decal.position;
XMStoreFloat3(&entityArray[entityCounter].positionVS, XMVector3TransformCoord(XMLoadFloat3(&decal.position), viewMatrix));
entityArray[entityCounter].range = decal.range;
entityArray[entityCounter].texMulAdd = decal.atlasMulAdd;
entityArray[entityCounter].color = wiMath::CompressColor(XMFLOAT4(decal.color.x, decal.color.y, decal.color.z, decal.GetOpacity()));
entityArray[entityCounter].energy = decal.emissive;
entityArray[entityCounter].userdata = matrixCounter;
matrixArray[matrixCounter] = XMMatrixInverse(nullptr, XMLoadFloat4x4(&decal.world));
matrixCounter++;
entityCounter++;
}
entityArrayCount_Decals = entityCounter - entityArrayOffset_Decals;
// Write environment probes into entity array:
entityArrayOffset_EnvProbes = entityCounter;
for (size_t i = 0; i < mainCameraCulling.culledEnvProbes.size(); ++i)
{
if (entityCounter == SHADER_ENTITY_COUNT)
{
assert(0); // too many entities!
entityCounter--;
break;
}
if (matrixCounter >= MATRIXARRAY_COUNT)
{
assert(0); // too many probes, can't upload the rest to matrixarray!
matrixCounter--;
break;
}
const uint32_t probeIndex = mainCameraCulling.culledEnvProbes[mainCameraCulling.culledEnvProbes.size() - 1 - i]; // note: reverse order, for correct blending!
const EnvironmentProbeComponent& probe = scene.probes[probeIndex];
if (probe.textureIndex < 0)
{
continue;
}
entityArray[entityCounter].SetType(ENTITY_TYPE_ENVMAP);
entityArray[entityCounter].positionWS = probe.position;
XMStoreFloat3(&entityArray[entityCounter].positionVS, XMVector3TransformCoord(XMLoadFloat3(&probe.position), viewMatrix));
entityArray[entityCounter].range = probe.range;
entityArray[entityCounter].shadowBias = (float)probe.textureIndex;
entityArray[entityCounter].userdata = matrixCounter;
matrixArray[matrixCounter] = XMLoadFloat4x4(&probe.inverseMatrix);
matrixCounter++;
entityCounter++;
}
entityArrayCount_EnvProbes = entityCounter - entityArrayOffset_EnvProbes;
// Write lights into entity array:
entityArrayOffset_Lights = entityCounter;
for (uint32_t lightIndex : mainCameraCulling.culledLights)
{
if (entityCounter == SHADER_ENTITY_COUNT)
{
assert(0); // too many entities!
entityCounter--;
break;
}
const LightComponent& light = scene.lights[lightIndex];
entityArray[entityCounter].SetType(light.GetType());
entityArray[entityCounter].positionWS = light.position;
XMStoreFloat3(&entityArray[entityCounter].positionVS, XMVector3TransformCoord(XMLoadFloat3(&entityArray[entityCounter].positionWS), viewMatrix));
entityArray[entityCounter].range = light.GetRange();
entityArray[entityCounter].color = wiMath::CompressColor(light.color);
entityArray[entityCounter].energy = light.energy;
entityArray[entityCounter].shadowBias = light.shadowBias;
entityArray[entityCounter].userdata = ~0;
const bool shadow = light.IsCastingShadow() && light.shadowMap_index >= 0;
if (shadow)
{
entityArray[entityCounter].SetShadowIndices(matrixCounter, (uint)light.shadowMap_index);
}
switch (light.GetType())
{
case LightComponent::DIRECTIONAL:
{
entityArray[entityCounter].directionWS = light.direction;
entityArray[entityCounter].shadowKernel = 1.0f / SHADOWRES_2D;
if (shadow)
{
std::array<SHCAM, CASCADE_COUNT> shcams;
CreateDirLightShadowCams(light, GetCamera(), shcams);
matrixArray[matrixCounter++] = shcams[0].getVP();
matrixArray[matrixCounter++] = shcams[1].getVP();
matrixArray[matrixCounter++] = shcams[2].getVP();
}
}
break;
case LightComponent::SPOT:
{
entityArray[entityCounter].coneAngleCos = cosf(light.fov * 0.5f);
entityArray[entityCounter].directionWS = light.direction;
XMStoreFloat3(&entityArray[entityCounter].directionVS, XMVector3TransformNormal(XMLoadFloat3(&entityArray[entityCounter].directionWS), viewMatrix));
entityArray[entityCounter].shadowKernel = 1.0f / SHADOWRES_2D;
if (shadow)
{
SHCAM shcam;
CreateSpotLightShadowCam(light, shcam);
matrixArray[matrixCounter++] = shcam.getVP();
}
}
break;
case LightComponent::POINT:
{
entityArray[entityCounter].shadowKernel = 1.0f / SHADOWRES_CUBE;
}
break;
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
// Note: area lights are facing back by default
entityArray[entityCounter].directionWS = light.right;
entityArray[entityCounter].directionVS = light.direction;
entityArray[entityCounter].positionVS = light.front;
entityArray[entityCounter].texMulAdd = XMFLOAT4(light.radius, light.width, light.height, 0);
}
break;
}
switch (light.GetType())
{
case LightComponent::POINT:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
const float FarZ = 0.1f; // watch out: reversed depth buffer! Also, light near plane is constant for simplicity, this should match on cpu side!
const float NearZ = std::max(1.0f, entityArray[entityCounter].range); // watch out: reversed depth buffer!
const float fRange = FarZ / (FarZ - NearZ);
const float cubemapDepthRemapNear = fRange;
const float cubemapDepthRemapFar = -fRange * NearZ;
entityArray[entityCounter].texMulAdd.w = cubemapDepthRemapNear;
entityArray[entityCounter].coneAngleCos = cubemapDepthRemapFar;
}
break;
}
if (light.IsStatic())
{
entityArray[entityCounter].SetFlags(ENTITY_FLAG_LIGHT_STATIC);
}
entityCounter++;
}
entityArrayCount_Lights = entityCounter - entityArrayOffset_Lights;
// Write force fields into entity array:
entityArrayOffset_ForceFields = entityCounter;
for (size_t i = 0; i < scene.forces.GetCount(); ++i)
{
if (entityCounter == SHADER_ENTITY_COUNT)
{
assert(0); // too many entities!
entityCounter--;
break;
}
const ForceFieldComponent& force = scene.forces[i];
entityArray[entityCounter].SetType(force.type);
entityArray[entityCounter].positionWS = force.position;
entityArray[entityCounter].energy = force.gravity;
entityArray[entityCounter].range = 1.0f / std::max(0.0001f, force.GetRange()); // avoid division in shader
entityArray[entityCounter].coneAngleCos = force.GetRange(); // this will be the real range in the less common shaders...
// The default planar force field is facing upwards, and thus the pull direction is downwards:
entityArray[entityCounter].directionWS = force.direction;
entityCounter++;
}
entityArrayCount_ForceFields = entityCounter - entityArrayOffset_ForceFields;
// Issue GPU entity array update:
device->UpdateBuffer(&resourceBuffers[RBTYPE_ENTITYARRAY], entityArray, cmd, sizeof(ShaderEntity)*entityCounter);
device->UpdateBuffer(&resourceBuffers[RBTYPE_MATRIXARRAY], matrixArray, cmd, sizeof(XMMATRIX)*matrixCounter);
// Temporary array for GPU entities can be freed now:
GetRenderFrameAllocator(cmd).free(sizeof(ShaderEntity)*SHADER_ENTITY_COUNT);
GetRenderFrameAllocator(cmd).free(sizeof(XMMATRIX)*MATRIXARRAY_COUNT);
}
UpdateFrameCB(cmd);
GetPrevCamera() = GetCamera();
auto range = wiProfiler::BeginRangeGPU("Skinning", cmd);
device->EventBegin("Skinning", cmd);
{
bool streamOutSetUp = false;
CSTYPES lastCS = CSTYPE_SKINNING_LDS;
for (size_t i = 0; i < scene.meshes.GetCount(); ++i)
{
const MeshComponent& mesh = scene.meshes[i];
if (mesh.IsSkinned() && scene.armatures.Contains(mesh.armatureID))
{
const ArmatureComponent& armature = *scene.armatures.GetComponent(mesh.armatureID);
if (!streamOutSetUp)
{
// Set up skinning shader
streamOutSetUp = true;
GPUBuffer* vbs[] = {
nullptr,nullptr,nullptr,nullptr,nullptr,nullptr,nullptr,nullptr
};
const uint32_t strides[] = {
0,0,0,0,0,0,0,0
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, nullptr, cmd);
device->BindComputeShader(&computeShaders[CSTYPE_SKINNING_LDS], cmd);
}
CSTYPES targetCS = CSTYPE_SKINNING_LDS;
if (!GetLDSSkinningEnabled() || armature.boneData.size() > SKINNING_COMPUTE_THREADCOUNT)
{
// If we have more bones that can fit into LDS, we switch to a skinning shader which loads from device memory:
targetCS = CSTYPE_SKINNING;
}
if (targetCS != lastCS)
{
lastCS = targetCS;
device->BindComputeShader(&computeShaders[targetCS], cmd);
}
// Upload bones for skinning to shader
device->UpdateBuffer(armature.boneBuffer.get(), armature.boneData.data(), cmd, (int)(sizeof(ArmatureComponent::ShaderBoneType) * armature.boneData.size()));
device->BindResource(CS, armature.boneBuffer.get(), SKINNINGSLOT_IN_BONEBUFFER, cmd);
// Do the skinning
GPUResource* vbs[] = {
mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_BON.get(),
};
GPUResource* so[] = {
mesh.streamoutBuffer_POS.get(),
};
device->BindResources(CS, vbs, SKINNINGSLOT_IN_VERTEX_POS, arraysize(vbs), cmd);
device->BindUAVs(CS, so, 0, arraysize(so), cmd);
device->Dispatch(((uint32_t)mesh.vertex_positions.size() + SKINNING_COMPUTE_THREADCOUNT - 1) / SKINNING_COMPUTE_THREADCOUNT, 1, 1, cmd);
}
}
if (streamOutSetUp)
{
// wait all skinning to finish (but they can overlap)
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, 2, cmd);
device->UnbindResources(SKINNINGSLOT_IN_VERTEX_POS, 2, cmd);
}
}
device->EventEnd(cmd);
wiProfiler::EndRange(range); // skinning
// Update soft body vertex buffers:
for (size_t i = 0; i < scene.softbodies.GetCount(); ++i)
{
Entity entity = scene.softbodies.GetEntity(i);
const MeshComponent& mesh = *scene.meshes.GetComponent(entity);
// Copy new simulation data to vertex buffer
const size_t vb_size = sizeof(MeshComponent::Vertex_POS) * mesh.vertex_positions.size();
MeshComponent::Vertex_POS* vb = (MeshComponent::Vertex_POS*)GetRenderFrameAllocator(cmd).allocate(vb_size);
if (mesh.vertex_normals.empty())
{
for (size_t ind = 0; ind < mesh.vertex_positions.size(); ++ind)
{
vb[ind].FromFULL(mesh.vertex_positions[ind], XMFLOAT3(0, 0, 0), 0); // subsetindex??
}
}
else
{
for (size_t ind = 0; ind < mesh.vertex_positions.size(); ++ind)
{
vb[ind].FromFULL(mesh.vertex_positions[ind], mesh.vertex_normals[ind], 0); // subsetindex??
}
}
device->UpdateBuffer(mesh.vertexBuffer_POS.get(), vb, cmd, (uint32_t)vb_size);
GetRenderFrameAllocator(cmd).free(vb_size);
}
// GPU Particle systems simulation/sorting/culling:
for (uint32_t emitterIndex : mainCameraCulling.culledEmitters)
{
const wiEmittedParticle& emitter = scene.emitters[emitterIndex];
Entity entity = scene.emitters.GetEntity(emitterIndex);
const TransformComponent& transform = *scene.transforms.GetComponent(entity);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
const MeshComponent* mesh = scene.meshes.GetComponent(emitter.meshID);
emitter.UpdateGPU(transform, material, mesh, cmd);
}
// Hair particle systems GPU simulation:
for (uint32_t hairIndex : mainCameraCulling.culledHairs)
{
const wiHairParticle& hair = scene.hairs[hairIndex];
if (hair.meshID != INVALID_ENTITY && GetCamera().frustum.CheckBox(hair.aabb))
{
const MeshComponent* mesh = scene.meshes.GetComponent(hair.meshID);
if (mesh != nullptr)
{
Entity entity = scene.hairs.GetEntity(hairIndex);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
hair.UpdateGPU(*mesh, material, cmd);
}
}
}
// Compute water simulation:
if (ocean != nullptr)
{
ocean->UpdateDisplacementMap(scene.weather, renderTime, cmd);
}
RefreshDecalAtlas(cmd);
RefreshLightmapAtlas(cmd);
RefreshEnvProbes(cmd);
RefreshImpostors(cmd);
}
void OcclusionCulling_Render(CommandList cmd)
{
if (!GetOcclusionCullingEnabled() || GetFreezeCullingCameraEnabled())
{
return;
}
GraphicsDevice* device = GetDevice();
const FrameCulling& culling = frameCullings.at(&GetCamera());
auto range = wiProfiler::BeginRangeGPU("Occlusion Culling Render", cmd);
int queryID = 0;
if (!culling.culledObjects.empty())
{
device->EventBegin("Occlusion Culling Render", cmd);
device->BindPipelineState(&PSO_occlusionquery, cmd);
// TODO: This is not const, so not thread safe!
Scene& scene = GetScene();
int queryID = 0;
MiscCB cb;
for (uint32_t instanceIndex : culling.culledObjects)
{
ObjectComponent& object = scene.objects[instanceIndex];
if (!object.IsRenderable())
{
continue;
}
if (queryID >= arraysize(occlusionQueries))
{
object.occlusionQueryID = -1; // assign an invalid id from the pool
continue;
}
// If a query could be retrieved from the pool for the instance, the instance can be occluded, so render it
GPUQuery* query = occlusionQueries[queryID].Get_GPU();
if (query == nullptr || !query->IsValid())
{
continue;
}
const AABB& aabb = scene.aabb_objects[instanceIndex];
if (aabb.intersects(GetCamera().Eye))
{
// camera is inside the instance, mark it as visible in this frame:
object.occlusionHistory |= 1;
}
else
{
// only query for occlusion if the camera is outside the instance
object.occlusionQueryID = queryID; // just assign the id from the pool
queryID++;
// previous frame view*projection because these are drawn against the previous depth buffer:
XMStoreFloat4x4(&cb.g_xTransform, aabb.getAsBoxMatrix()*GetPrevCamera().GetViewProjection()); // todo: obb
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &cb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
// render bounding box to later read the occlusion status
device->QueryBegin(query, cmd);
device->Draw(14, 0, cmd);
device->QueryEnd(query, cmd);
}
}
device->EventEnd(cmd);
}
wiProfiler::EndRange(range); // Occlusion Culling Render
}
void OcclusionCulling_Read()
{
if (!GetOcclusionCullingEnabled() || GetFreezeCullingCameraEnabled())
{
return;
}
auto range = wiProfiler::BeginRangeCPU("Occlusion Culling Read");
GraphicsDevice* device = GetDevice();
const FrameCulling& culling = frameCullings.at(&GetCamera());
if (!culling.culledObjects.empty())
{
Scene& scene = GetScene();
for (uint32_t instanceIndex : culling.culledObjects)
{
ObjectComponent& object = scene.objects[instanceIndex];
if (!object.IsRenderable())
{
continue;
}
object.occlusionHistory <<= 1; // advance history by 1 frame
if (object.occlusionQueryID < 0)
{
// object doesn't have an occlusion query
object.occlusionHistory |= 1; // mark this frame as visible
continue;
}
GPUQuery* query = occlusionQueries[object.occlusionQueryID].Get_CPU();
if (query == nullptr || !query->IsValid())
{
// occlusion query not available for CPU read
object.occlusionHistory |= 1; // mark this frame as visible
continue;
}
GPUQueryResult query_result;
while (!device->QueryRead(query, &query_result)) {}
if (query_result.result_passed_sample_count > 0)
{
object.occlusionHistory |= 1; // mark this frame as visible
}
else
{
// leave this frame as occluded
}
}
}
wiProfiler::EndRange(range); // Occlusion Culling Read
}
void EndFrame()
{
OcclusionCulling_Read();
updateFrameAllocator.reset();
for (int i = 0; i < COMMANDLIST_COUNT; ++i)
{
renderFrameAllocators[i].reset();
}
}
void PutWaterRipple(const std::string& image, const XMFLOAT3& pos)
{
wiSprite* img = new wiSprite(image);
img->anim.fad = 0.01f;
img->anim.scaleX = 0.2f;
img->anim.scaleY = 0.2f;
img->params.pos = pos;
img->params.rotation = (wiRandom::getRandom(0, 1000)*0.001f) * 2 * 3.1415f;
img->params.siz = XMFLOAT2(1, 1);
img->params.typeFlag = WORLD;
img->params.quality = QUALITY_ANISOTROPIC;
img->params.pivot = XMFLOAT2(0.5f, 0.5f);
img->params.lookAt = waterPlane;
img->params.lookAt.w = 1;
waterRipples.push_back(img);
}
void ManageWaterRipples(){
while (
!waterRipples.empty() &&
(waterRipples.front()->params.opacity <= 0 + FLT_EPSILON || waterRipples.front()->params.fade == 1)
)
{
waterRipples.pop_front();
}
}
void DrawWaterRipples(CommandList cmd)
{
GetDevice()->EventBegin("Water Ripples", cmd);
for(wiSprite* i:waterRipples)
{
i->DrawNormal(cmd);
}
GetDevice()->EventEnd(cmd);
}
void DrawSoftParticles(
const CameraComponent& camera,
const Texture& lineardepth,
bool distortion,
CommandList cmd
)
{
const Scene& scene = GetScene();
const FrameCulling& culling = frameCullings.at(&camera);
size_t emitterCount = culling.culledEmitters.size();
if (emitterCount == 0)
{
return;
}
GetDevice()->BindResource(PS, &lineardepth, TEXSLOT_LINEARDEPTH, cmd);
// Sort emitters based on distance:
assert(emitterCount < 0x0000FFFF); // watch out for sorting hash truncation!
uint32_t* emitterSortingHashes = (uint32_t*)GetRenderFrameAllocator(cmd).allocate(sizeof(uint32_t) * emitterCount);
for (size_t i = 0; i < emitterCount; ++i)
{
const uint32_t emitterIndex = culling.culledEmitters[i];
const wiEmittedParticle& emitter = scene.emitters[emitterIndex];
float distance = wiMath::DistanceEstimated(emitter.center, camera.Eye);
emitterSortingHashes[i] = 0;
emitterSortingHashes[i] |= (uint32_t)i & 0x0000FFFF;
emitterSortingHashes[i] |= ((uint32_t)(distance * 10) & 0x0000FFFF) << 16;
}
std::sort(emitterSortingHashes, emitterSortingHashes + emitterCount, std::greater<uint32_t>());
for (size_t i = 0; i < emitterCount; ++i)
{
const uint32_t emitterIndex = culling.culledEmitters[emitterSortingHashes[i] & 0x0000FFFF];
const wiEmittedParticle& emitter = scene.emitters[emitterIndex];
const Entity entity = scene.emitters.GetEntity(emitterIndex);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
if (distortion && emitter.shaderType == wiEmittedParticle::SOFT_DISTORTION)
{
emitter.Draw(camera, material, cmd);
}
else if (!distortion && (emitter.shaderType == wiEmittedParticle::SOFT || emitter.shaderType == wiEmittedParticle::SIMPLEST || IsWireRender()))
{
emitter.Draw(camera, material, cmd);
}
}
GetRenderFrameAllocator(cmd).free(sizeof(uint32_t) * emitterCount);
}
void DrawDeferredLights(
const CameraComponent& camera,
const Texture& depthbuffer,
const Texture& gbuffer0,
const Texture& gbuffer1,
const Texture& gbuffer2,
CommandList cmd
)
{
GraphicsDevice* device = GetDevice();
const FrameCulling& culling = frameCullings.at(&camera);
const Scene& scene = GetScene();
device->EventBegin("DrawDeferredLights", cmd);
auto range = wiProfiler::BeginRangeGPU("Deferred Light Render", cmd);
BindShadowmaps(PS, cmd);
BindEnvironmentTextures(PS, cmd);
device->BindResource(PS, &depthbuffer, TEXSLOT_DEPTH, cmd);
device->BindResource(PS, &gbuffer0, TEXSLOT_GBUFFER0, cmd);
device->BindResource(PS, &gbuffer1, TEXSLOT_GBUFFER1, cmd);
device->BindResource(PS, &gbuffer2, TEXSLOT_GBUFFER2, cmd);
// Environmental light (envmap + voxelGI) is always drawn
{
device->BindPipelineState(&PSO_enviromentallight, cmd);
device->Draw(3, 0, cmd); // full screen triangle
}
for (int type = 0; type < LightComponent::LIGHTTYPE_COUNT; ++type)
{
device->BindPipelineState(&PSO_deferredlight[type], cmd);
for (size_t i = 0; i < culling.culledLights.size(); ++i)
{
const uint32_t lightIndex = culling.culledLights[i];
const LightComponent& light = scene.lights[lightIndex];
if (light.GetType() != type || light.IsStatic())
continue;
switch (type)
{
case LightComponent::DIRECTIONAL:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
MiscCB miscCb;
miscCb.g_xColor.x = float(entityArrayOffset_Lights + i);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &miscCb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->Draw(3, 0, cmd); // full screen triangle
}
break;
case LightComponent::POINT:
{
MiscCB miscCb;
miscCb.g_xColor.x = float(entityArrayOffset_Lights + i);
float sca = light.GetRange() + 1;
XMStoreFloat4x4(&miscCb.g_xTransform, XMMatrixScaling(sca, sca, sca)*XMMatrixTranslationFromVector(XMLoadFloat3(&light.position)) * camera.GetViewProjection());
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &miscCb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->Draw(240, 0, cmd); // icosphere
}
break;
case LightComponent::SPOT:
{
MiscCB miscCb;
miscCb.g_xColor.x = float(entityArrayOffset_Lights + i);
const float coneS = (const float)(light.fov / XM_PIDIV4);
XMStoreFloat4x4(&miscCb.g_xTransform,
XMMatrixScaling(coneS*light.GetRange(), light.GetRange(), coneS*light.GetRange())*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position)) *
camera.GetViewProjection()
);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &miscCb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->Draw(192, 0, cmd); // cone
}
break;
}
}
}
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
void DrawLightVisualizers(
const CameraComponent& camera,
CommandList cmd
)
{
const FrameCulling& culling = frameCullings.at(&camera);
if (!culling.culledLights.empty())
{
GraphicsDevice* device = GetDevice();
const Scene& scene = GetScene();
device->EventBegin("Light Visualizer Render", cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_VOLUMELIGHT], CB_GETBINDSLOT(VolumeLightCB), cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_VOLUMELIGHT], CB_GETBINDSLOT(VolumeLightCB), cmd);
XMMATRIX camrot = XMLoadFloat3x3(&camera.rotationMatrix);
for (int type = LightComponent::POINT; type < LightComponent::LIGHTTYPE_COUNT; ++type)
{
device->BindPipelineState(&PSO_lightvisualizer[type], cmd);
for (uint32_t lightIndex : culling.culledLights)
{
const LightComponent& light = scene.lights[lightIndex];
if (light.GetType() == type && light.IsVisualizerEnabled())
{
VolumeLightCB lcb;
lcb.lightColor = XMFLOAT4(light.color.x, light.color.y, light.color.z, 1);
lcb.lightEnerdis = XMFLOAT4(light.energy, light.GetRange(), light.fov, light.energy);
if (type == LightComponent::POINT)
{
lcb.lightEnerdis.w = light.GetRange()*light.energy*0.01f; // scale
XMStoreFloat4x4(&lcb.lightWorld,
XMMatrixScaling(lcb.lightEnerdis.w, lcb.lightEnerdis.w, lcb.lightEnerdis.w)*
camrot*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))
);
device->UpdateBuffer(&constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, cmd);
device->Draw(108, 0, cmd); // circle
}
else if (type == LightComponent::SPOT)
{
float coneS = (float)(light.fov / 0.7853981852531433);
lcb.lightEnerdis.w = light.GetRange()*light.energy*0.03f; // scale
XMStoreFloat4x4(&lcb.lightWorld,
XMMatrixScaling(coneS*lcb.lightEnerdis.w, lcb.lightEnerdis.w, coneS*lcb.lightEnerdis.w)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))
);
device->UpdateBuffer(&constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, cmd);
device->Draw(192, 0, cmd); // cone
}
else if (type == LightComponent::SPHERE)
{
XMStoreFloat4x4(&lcb.lightWorld,
XMMatrixScaling(light.radius, light.radius, light.radius)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))*
camera.GetViewProjection()
);
device->UpdateBuffer(&constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, cmd);
device->Draw(2880, 0, cmd); // uv-sphere
}
else if (type == LightComponent::DISC)
{
XMStoreFloat4x4(&lcb.lightWorld,
XMMatrixScaling(light.radius, light.radius, light.radius)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))*
camera.GetViewProjection()
);
device->UpdateBuffer(&constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, cmd);
device->Draw(108, 0, cmd); // circle
}
else if (type == LightComponent::RECTANGLE)
{
XMStoreFloat4x4(&lcb.lightWorld,
XMMatrixScaling(light.width * 0.5f * light.scale.x, light.height * 0.5f * light.scale.y, 0.5f)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))*
camera.GetViewProjection()
);
device->UpdateBuffer(&constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, cmd);
device->Draw(6, 0, cmd); // quad
}
else if (type == LightComponent::TUBE)
{
XMStoreFloat4x4(&lcb.lightWorld,
XMMatrixScaling(std::max(light.width * 0.5f, light.radius) * light.scale.x, light.radius, light.radius)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))*
camera.GetViewProjection()
);
device->UpdateBuffer(&constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, cmd);
device->Draw(384, 0, cmd); // cylinder
}
}
}
}
device->EventEnd(cmd);
}
}
void DrawVolumeLights(
const CameraComponent& camera,
const Texture& depthbuffer,
CommandList cmd
)
{
const FrameCulling& culling = frameCullings.at(&camera);
if (!culling.culledLights.empty())
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Volumetric Light Render", cmd);
BindShadowmaps(PS, cmd);
device->BindResource(PS, &depthbuffer, TEXSLOT_DEPTH, cmd);
const Scene& scene = GetScene();
for (int type = 0; type < LightComponent::LIGHTTYPE_COUNT; ++type)
{
const PipelineState& pso = PSO_volumetriclight[type];
if (!pso.IsValid())
{
continue;
}
device->BindPipelineState(&pso, cmd);
for (size_t i = 0; i < culling.culledLights.size(); ++i)
{
const uint32_t lightIndex = culling.culledLights[i];
const LightComponent& light = scene.lights[lightIndex];
if (light.GetType() == type && light.IsVolumetricsEnabled())
{
switch (type)
{
case LightComponent::DIRECTIONAL:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
MiscCB miscCb;
miscCb.g_xColor.x = float(entityArrayOffset_Lights + i);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &miscCb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->Draw(3, 0, cmd); // full screen triangle
}
break;
case LightComponent::POINT:
{
MiscCB miscCb;
miscCb.g_xColor.x = float(entityArrayOffset_Lights + i);
float sca = light.GetRange() + 1;
XMStoreFloat4x4(&miscCb.g_xTransform, XMMatrixScaling(sca, sca, sca)*XMMatrixTranslationFromVector(XMLoadFloat3(&light.position)) * camera.GetViewProjection());
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &miscCb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->Draw(240, 0, cmd); // icosphere
}
break;
case LightComponent::SPOT:
{
MiscCB miscCb;
miscCb.g_xColor.x = float(entityArrayOffset_Lights + i);
const float coneS = (const float)(light.fov / XM_PIDIV4);
XMStoreFloat4x4(&miscCb.g_xTransform,
XMMatrixScaling(coneS*light.GetRange(), light.GetRange(), coneS*light.GetRange())*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position)) *
camera.GetViewProjection()
);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &miscCb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->Draw(192, 0, cmd); // cone
}
break;
}
}
}
}
device->EventEnd(cmd);
}
}
void DrawLensFlares(
const CameraComponent& camera,
const Texture& depthbuffer,
CommandList cmd
)
{
if (IsWireRender())
return;
GraphicsDevice* device = wiRenderer::GetDevice();
device->EventBegin("Lens Flares", cmd);
const FrameCulling& culling = frameCullings.at(&camera);
const Scene& scene = GetScene();
GetDevice()->BindResource(GS, &depthbuffer, TEXSLOT_DEPTH, cmd);
for (uint32_t lightIndex : culling.culledLights)
{
const LightComponent& light = scene.lights[lightIndex];
if (!light.lensFlareRimTextures.empty())
{
XMVECTOR POS;
if (light.GetType() == LightComponent::POINT || light.GetType() == LightComponent::SPOT)
{
// point and spotlight flare will be placed to the source position:
POS = XMLoadFloat3(&light.position);
}
else
{
// directional light flare will be placed at infinite position along direction vector:
POS =
camera.GetEye() +
XMVector3Normalize(-XMVector3Transform(XMVectorSet(0, -1, 0, 1), XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation)))) * camera.zFarP;
}
if (XMVectorGetX(XMVector3Dot(XMVectorSubtract(POS, camera.GetEye()), camera.GetAt())) > 0) // check if the camera is facing towards the flare or not
{
device->BindPipelineState(&PSO_lensflare, cmd);
// Get the screen position of the flare:
XMVECTOR flarePos = XMVector3Project(POS, 0, 0, 1, 1, 1, 0, camera.GetProjection(), camera.GetView(), XMMatrixIdentity());
LensFlareCB cb;
XMStoreFloat4(&cb.xSunPos, flarePos);
cb.xScreen = XMFLOAT4((float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y, 0, 0);
device->UpdateBuffer(&constantBuffers[CBTYPE_LENSFLARE], &cb, cmd);
device->BindConstantBuffer(GS, &constantBuffers[CBTYPE_LENSFLARE], CB_GETBINDSLOT(LensFlareCB), cmd);
uint32_t i = 0;
for (auto& x : light.lensFlareRimTextures)
{
if (x != nullptr)
{
device->BindResource(PS, x->texture, TEXSLOT_ONDEMAND0 + i, cmd);
device->BindResource(GS, x->texture, TEXSLOT_ONDEMAND0 + i, cmd);
i++;
if (i == 7)
{
break; // currently the pixel shader has hardcoded max amount of lens flare textures...
}
}
}
device->Draw(i, 0, cmd);
}
}
}
device->EventEnd(cmd);
}
void SetShadowProps2D(int resolution, int count, int softShadowQuality)
{
if (resolution >= 0)
{
SHADOWRES_2D = resolution;
}
if (count >= 0)
{
SHADOWCOUNT_2D = count;
}
if (softShadowQuality >= 0)
{
SOFTSHADOWQUALITY_2D = softShadowQuality;
}
if (SHADOWCOUNT_2D > 0 && SHADOWRES_2D > 0)
{
GraphicsDevice* device = GetDevice();
TextureDesc desc;
desc.Width = SHADOWRES_2D;
desc.Height = SHADOWRES_2D;
desc.MipLevels = 1;
desc.ArraySize = SHADOWCOUNT_2D;
desc.SampleCount = 1;
desc.Usage = USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.BindFlags = BIND_DEPTH_STENCIL | BIND_SHADER_RESOURCE;
desc.Format = FORMAT_R16_TYPELESS;
device->CreateTexture(&desc, nullptr, &shadowMapArray_2D);
desc.BindFlags = BIND_RENDER_TARGET | BIND_SHADER_RESOURCE;
desc.Format = FORMAT_R8G8B8A8_UNORM;
// RGB: Shadow tint (multiplicative), A: Refraction caustics(additive)
desc.clear.color[0] = 1;
desc.clear.color[1] = 1;
desc.clear.color[2] = 1;
desc.clear.color[3] = 0;
device->CreateTexture(&desc, nullptr, &shadowMapArray_Transparent);
renderpasses_shadow2D.resize(SHADOWCOUNT_2D);
renderpasses_shadow2DTransparent.resize(SHADOWCOUNT_2D);
for (uint32_t i = 0; i < SHADOWCOUNT_2D; ++i)
{
int subresource_index;
subresource_index = device->CreateSubresource(&shadowMapArray_2D, DSV, i, 1, 0, 1);
assert(subresource_index == i);
subresource_index = device->CreateSubresource(&shadowMapArray_Transparent, RTV, i, 1, 0, 1);
assert(subresource_index == i);
RenderPassDesc renderpassdesc;
renderpassdesc.numAttachments = 1;
renderpassdesc.attachments[0] = { RenderPassAttachment::DEPTH_STENCIL, RenderPassAttachment::LOADOP_CLEAR,&shadowMapArray_2D, subresource_index };
device->CreateRenderPass(&renderpassdesc, &renderpasses_shadow2D[subresource_index]);
renderpassdesc.numAttachments = 2;
renderpassdesc.attachments[0] = { RenderPassAttachment::DEPTH_STENCIL, RenderPassAttachment::LOADOP_LOAD,&shadowMapArray_2D, subresource_index };
renderpassdesc.attachments[1] = { RenderPassAttachment::RENDERTARGET, RenderPassAttachment::LOADOP_CLEAR,&shadowMapArray_Transparent, subresource_index };
device->CreateRenderPass(&renderpassdesc, &renderpasses_shadow2DTransparent[subresource_index]);
}
}
}
void SetShadowPropsCube(int resolution, int count)
{
if (resolution >= 0)
{
SHADOWRES_CUBE = resolution;
}
if (count >= 0)
{
SHADOWCOUNT_CUBE = count;
}
if (SHADOWCOUNT_CUBE > 0 && SHADOWRES_CUBE > 0)
{
GraphicsDevice* device = GetDevice();
TextureDesc desc;
desc.Width = SHADOWRES_CUBE;
desc.Height = SHADOWRES_CUBE;
desc.MipLevels = 1;
desc.ArraySize = 6 * SHADOWCOUNT_CUBE;
desc.Format = FORMAT_R16_TYPELESS;
desc.SampleCount = 1;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_DEPTH_STENCIL | BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = RESOURCE_MISC_TEXTURECUBE;
device->CreateTexture(&desc, nullptr, &shadowMapArray_Cube);
renderpasses_shadowCube.resize(SHADOWCOUNT_CUBE);
for (uint32_t i = 0; i < SHADOWCOUNT_CUBE; ++i)
{
int subresource_index;
subresource_index = device->CreateSubresource(&shadowMapArray_Cube, DSV, i * 6, 6, 0, 1);
assert(subresource_index == i);
RenderPassDesc renderpassdesc;
renderpassdesc.numAttachments = 1;
renderpassdesc.attachments[0] = { RenderPassAttachment::DEPTH_STENCIL, RenderPassAttachment::LOADOP_CLEAR,&shadowMapArray_Cube, subresource_index };
device->CreateRenderPass(&renderpassdesc, &renderpasses_shadowCube[subresource_index]);
}
}
}
void DrawShadowmaps(const CameraComponent& camera, CommandList cmd, uint32_t layerMask)
{
if (IsWireRender())
return;
GraphicsDevice* device = GetDevice();
const FrameCulling& culling = frameCullings.at(&GetCamera());
if (!culling.culledLights.empty())
{
device->EventBegin("DrawShadowmaps", cmd);
auto range = wiProfiler::BeginRangeGPU("Shadow Rendering", cmd);
BindCommonResources(cmd);
BindConstantBuffers(VS, cmd);
BindConstantBuffers(PS, cmd);
Viewport vp;
const Scene& scene = GetScene();
device->UnbindResources(TEXSLOT_SHADOWARRAY_2D, 2, cmd);
for (int type = 0; type < LightComponent::LIGHTTYPE_COUNT; ++type)
{
switch (type)
{
case LightComponent::DIRECTIONAL:
case LightComponent::SPOT:
{
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = (float)SHADOWRES_2D;
vp.Height = (float)SHADOWRES_2D;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
device->BindViewports(1, &vp, cmd);
break;
}
break;
case LightComponent::POINT:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = (float)SHADOWRES_CUBE;
vp.Height = (float)SHADOWRES_CUBE;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
device->BindViewports(1, &vp, cmd);
device->BindConstantBuffer(GS, &constantBuffers[CBTYPE_CUBEMAPRENDER], CB_GETBINDSLOT(CubemapRenderCB), cmd);
break;
}
break;
default:
break;
}
for (uint32_t lightIndex : culling.culledLights)
{
const LightComponent& light = scene.lights[lightIndex];
if (light.shadowMap_index < 0 || light.GetType() != type || !light.IsCastingShadow() || light.IsStatic())
{
continue;
}
switch (type)
{
case LightComponent::DIRECTIONAL:
{
std::array<SHCAM, CASCADE_COUNT> shcams;
CreateDirLightShadowCams(light, camera, shcams);
for (uint32_t cascade = 0; cascade < CASCADE_COUNT; ++cascade)
{
RenderQueue renderQueue;
bool transparentShadowsRequested = false;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (shcams[cascade].boundingbox.intersects(aabb))
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable() && cascade >= object.cascadeMask && object.IsCastingShadow())
{
Entity cullable_entity = scene.aabb_objects.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(cullable_entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
RenderBatch* batch = (RenderBatch*)GetRenderFrameAllocator(cmd).allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
if (object.GetRenderTypes() & RENDERTYPE_TRANSPARENT || object.GetRenderTypes() & RENDERTYPE_WATER)
{
transparentShadowsRequested = true;
}
}
}
}
if (!renderQueue.empty())
{
CameraCB cb;
XMStoreFloat4x4(&cb.g_xCamera_VP, shcams[cascade].getVP());
device->UpdateBuffer(&constantBuffers[CBTYPE_CAMERA], &cb, cmd);
device->RenderPassBegin(&renderpasses_shadow2D[light.shadowMap_index + cascade], cmd);
RenderMeshes(renderQueue, RENDERPASS_SHADOW, RENDERTYPE_OPAQUE, cmd);
device->RenderPassEnd(cmd);
// Transparent renderpass will always be started so that it is clear:
device->RenderPassBegin(&renderpasses_shadow2DTransparent[light.shadowMap_index + cascade], cmd);
if (GetTransparentShadowsEnabled() && transparentShadowsRequested)
{
RenderMeshes(renderQueue, RENDERPASS_SHADOW, RENDERTYPE_TRANSPARENT | RENDERTYPE_WATER, cmd);
}
device->RenderPassEnd(cmd);
GetRenderFrameAllocator(cmd).free(sizeof(RenderBatch) * renderQueue.batchCount);
}
}
}
break;
case LightComponent::SPOT:
{
SHCAM shcam;
CreateSpotLightShadowCam(light, shcam);
RenderQueue renderQueue;
bool transparentShadowsRequested = false;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (shcam.frustum.CheckBox(aabb))
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable() && object.IsCastingShadow())
{
Entity cullable_entity = scene.aabb_objects.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(cullable_entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
RenderBatch* batch = (RenderBatch*)GetRenderFrameAllocator(cmd).allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
if (object.GetRenderTypes() & RENDERTYPE_TRANSPARENT || object.GetRenderTypes() & RENDERTYPE_WATER)
{
transparentShadowsRequested = true;
}
}
}
}
if (!renderQueue.empty())
{
CameraCB cb;
XMStoreFloat4x4(&cb.g_xCamera_VP, shcam.getVP());
device->UpdateBuffer(&constantBuffers[CBTYPE_CAMERA], &cb, cmd);
device->RenderPassBegin(&renderpasses_shadow2D[light.shadowMap_index], cmd);
RenderMeshes(renderQueue, RENDERPASS_SHADOW, RENDERTYPE_OPAQUE, cmd);
device->RenderPassEnd(cmd);
// Transparent renderpass will always be started so that it is clear:
device->RenderPassBegin(&renderpasses_shadow2DTransparent[light.shadowMap_index], cmd);
if (GetTransparentShadowsEnabled() && transparentShadowsRequested)
{
RenderMeshes(renderQueue, RENDERPASS_SHADOW, RENDERTYPE_TRANSPARENT | RENDERTYPE_WATER, cmd);
}
device->RenderPassEnd(cmd);
GetRenderFrameAllocator(cmd).free(sizeof(RenderBatch) * renderQueue.batchCount);
}
}
break;
case LightComponent::POINT:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
SPHERE boundingsphere = SPHERE(light.position, light.GetRange());
RenderQueue renderQueue;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (boundingsphere.intersects(aabb))
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable() && object.IsCastingShadow() && object.GetRenderTypes() == RENDERTYPE_OPAQUE)
{
Entity cullable_entity = scene.aabb_objects.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(cullable_entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
RenderBatch* batch = (RenderBatch*)GetRenderFrameAllocator(cmd).allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
}
}
}
if (!renderQueue.empty())
{
MiscCB miscCb;
miscCb.g_xColor = float4(light.position.x, light.position.y, light.position.z, 0);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &miscCb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
const float zNearP = 0.1f;
const float zFarP = std::max(1.0f, light.GetRange());
const XMVECTOR lightPos = XMLoadFloat3(&light.position);
const SHCAM cameras[] = {
SHCAM(lightPos, XMVectorSet(0.5f, -0.5f, -0.5f, -0.5f), zNearP, zFarP, XM_PIDIV2), //+x
SHCAM(lightPos, XMVectorSet(0.5f, 0.5f, 0.5f, -0.5f), zNearP, zFarP, XM_PIDIV2), //-x
SHCAM(lightPos, XMVectorSet(1, 0, 0, -0), zNearP, zFarP, XM_PIDIV2), //+y
SHCAM(lightPos, XMVectorSet(0, 0, 0, -1), zNearP, zFarP, XM_PIDIV2), //-y
SHCAM(lightPos, XMVectorSet(0.707f, 0, 0, -0.707f), zNearP, zFarP, XM_PIDIV2), //+z
SHCAM(lightPos, XMVectorSet(0, 0.707f, 0.707f, 0), zNearP, zFarP, XM_PIDIV2), //-z
};
CubemapRenderCB cb;
for (int shcam = 0; shcam < arraysize(cameras); ++shcam)
{
XMStoreFloat4x4(&cb.xCubeShadowVP[shcam], cameras[shcam].getVP());
}
device->UpdateBuffer(&constantBuffers[CBTYPE_CUBEMAPRENDER], &cb, cmd);
device->RenderPassBegin(&renderpasses_shadowCube[light.shadowMap_index], cmd);
RenderMeshes(renderQueue, RENDERPASS_SHADOWCUBE, RENDERTYPE_OPAQUE, cmd);
device->RenderPassEnd(cmd);
GetRenderFrameAllocator(cmd).free(sizeof(RenderBatch) * renderQueue.batchCount);
}
}
break;
} // terminate switch
}
}
wiProfiler::EndRange(range); // Shadow Rendering
device->EventEnd(cmd);
}
}
void DrawScene(const CameraComponent& camera, bool tessellation, CommandList cmd, RENDERPASS renderPass, bool grass, bool occlusionCulling)
{
GraphicsDevice* device = GetDevice();
const Scene& scene = GetScene();
const FrameCulling& culling = frameCullings.at(&camera);
device->EventBegin("DrawScene", cmd);
BindCommonResources(cmd);
BindShadowmaps(PS, cmd);
BindEnvironmentTextures(PS, cmd);
BindConstantBuffers(VS, cmd);
BindConstantBuffers(PS, cmd);
device->BindResource(PS, GetGlobalLightmap(), TEXSLOT_GLOBALLIGHTMAP, cmd);
if (decalAtlas.IsValid())
{
device->BindResource(PS, &decalAtlas, TEXSLOT_DECALATLAS, cmd);
}
if (renderPass == RENDERPASS_TILEDFORWARD)
{
device->BindResource(PS, &resourceBuffers[RBTYPE_ENTITYTILES_OPAQUE], SBSLOT_ENTITYTILES, cmd);
}
if (grass)
{
if (GetAlphaCompositionEnabled())
{
// cut off most transparent areas
SetAlphaRef(0.25f, cmd);
}
for (uint32_t hairIndex : culling.culledHairs)
{
const wiHairParticle& hair = scene.hairs[hairIndex];
if (camera.frustum.CheckBox(hair.aabb))
{
Entity entity = scene.hairs.GetEntity(hairIndex);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
if (renderPass == RENDERPASS_FORWARD)
{
ForwardEntityMaskCB cb = ForwardEntityCullingCPU(culling, hair.aabb, renderPass);
device->UpdateBuffer(&constantBuffers[CBTYPE_FORWARDENTITYMASK], &cb, cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_FORWARDENTITYMASK], CB_GETBINDSLOT(ForwardEntityMaskCB), cmd);
}
hair.Draw(camera, material, renderPass, false, cmd);
}
}
}
RenderImpostors(camera, renderPass, cmd);
RenderQueue renderQueue;
renderQueue.camera = &camera;
for (uint32_t instanceIndex : culling.culledObjects)
{
const ObjectComponent& object = scene.objects[instanceIndex];
if (GetOcclusionCullingEnabled() && occlusionCulling && object.IsOccluded())
continue;
if (object.IsRenderable() && object.GetRenderTypes() & RENDERTYPE_OPAQUE)
{
const float distance = wiMath::Distance(camera.Eye, object.center);
if (object.IsImpostorPlacement() && distance > object.impostorSwapDistance + object.impostorFadeThresholdRadius)
{
continue;
}
RenderBatch* batch = (RenderBatch*)GetRenderFrameAllocator(cmd).allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, instanceIndex, distance);
renderQueue.add(batch);
}
}
if (!renderQueue.empty())
{
renderQueue.sort(RenderQueue::SORT_FRONT_TO_BACK);
RenderMeshes(renderQueue, renderPass, RENDERTYPE_OPAQUE, cmd, tessellation);
GetRenderFrameAllocator(cmd).free(sizeof(RenderBatch) * renderQueue.batchCount);
}
device->EventEnd(cmd);
}
void DrawScene_Transparent(const CameraComponent& camera, const Texture& lineardepth, RENDERPASS renderPass, CommandList cmd, bool grass, bool occlusionCulling)
{
GraphicsDevice* device = GetDevice();
const Scene& scene = GetScene();
const FrameCulling& culling = frameCullings.at(&camera);
device->EventBegin("DrawScene_Transparent", cmd);
BindCommonResources(cmd);
BindShadowmaps(PS, cmd);
BindEnvironmentTextures(PS, cmd);
BindConstantBuffers(VS, cmd);
BindConstantBuffers(PS, cmd);
device->BindResource(PS, &lineardepth, TEXSLOT_LINEARDEPTH, cmd);
device->BindResource(PS, GetGlobalLightmap(), TEXSLOT_GLOBALLIGHTMAP, cmd);
if (decalAtlas.IsValid())
{
device->BindResource(PS, &decalAtlas, TEXSLOT_DECALATLAS, cmd);
}
if (renderPass == RENDERPASS_TILEDFORWARD)
{
device->BindResource(PS, &resourceBuffers[RBTYPE_ENTITYTILES_TRANSPARENT], SBSLOT_ENTITYTILES, cmd);
}
if (ocean != nullptr)
{
ocean->Render(camera, scene.weather, renderTime, cmd);
}
if (grass && GetAlphaCompositionEnabled())
{
// transparent passes can only render hair when alpha composition is enabled
for (uint32_t hairIndex : culling.culledHairs)
{
const wiHairParticle& hair = scene.hairs[hairIndex];
if (camera.frustum.CheckBox(hair.aabb))
{
Entity entity = scene.hairs.GetEntity(hairIndex);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
if (renderPass == RENDERPASS_FORWARD)
{
ForwardEntityMaskCB cb = ForwardEntityCullingCPU(culling, hair.aabb, renderPass);
device->UpdateBuffer(&constantBuffers[CBTYPE_FORWARDENTITYMASK], &cb, cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_FORWARDENTITYMASK], CB_GETBINDSLOT(ForwardEntityMaskCB), cmd);
}
hair.Draw(camera, material, renderPass, true, cmd);
}
}
}
RenderQueue renderQueue;
renderQueue.camera = &camera;
for (uint32_t instanceIndex : culling.culledObjects)
{
const ObjectComponent& object = scene.objects[instanceIndex];
if (GetOcclusionCullingEnabled() && occlusionCulling && object.IsOccluded())
continue;
if (object.IsRenderable() && object.GetRenderTypes() & RENDERTYPE_TRANSPARENT)
{
RenderBatch* batch = (RenderBatch*)GetRenderFrameAllocator(cmd).allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, instanceIndex, wiMath::DistanceEstimated(camera.Eye, object.center));
renderQueue.add(batch);
}
}
if (!renderQueue.empty())
{
renderQueue.sort(RenderQueue::SORT_BACK_TO_FRONT);
RenderMeshes(renderQueue, renderPass, RENDERTYPE_TRANSPARENT | RENDERTYPE_WATER, cmd, false);
GetRenderFrameAllocator(cmd).free(sizeof(RenderBatch) * renderQueue.batchCount);
}
device->EventEnd(cmd);
}
void DrawDebugWorld(const CameraComponent& camera, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
const Scene& scene = GetScene();
static GPUBuffer wirecubeVB;
static GPUBuffer wirecubeIB;
static bool initialized = false;
if (!initialized)
{
XMFLOAT4 min = XMFLOAT4(-1, -1, -1, 1);
XMFLOAT4 max = XMFLOAT4(1, 1, 1, 1);
XMFLOAT4 verts[] = {
min, XMFLOAT4(1,1,1,1),
XMFLOAT4(min.x,max.y,min.z,1), XMFLOAT4(1,1,1,1),
XMFLOAT4(min.x,max.y,max.z,1), XMFLOAT4(1,1,1,1),
XMFLOAT4(min.x,min.y,max.z,1), XMFLOAT4(1,1,1,1),
XMFLOAT4(max.x,min.y,min.z,1), XMFLOAT4(1,1,1,1),
XMFLOAT4(max.x,max.y,min.z,1), XMFLOAT4(1,1,1,1),
max, XMFLOAT4(1,1,1,1),
XMFLOAT4(max.x,min.y,max.z,1), XMFLOAT4(1,1,1,1),
};
GPUBufferDesc bd;
bd.Usage = USAGE_DEFAULT;
bd.ByteWidth = sizeof(verts);
bd.BindFlags = BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
SubresourceData InitData;
InitData.pSysMem = verts;
device->CreateBuffer(&bd, &InitData, &wirecubeVB);
uint16_t indices[] = {
0,1,1,2,0,3,0,4,1,5,4,5,
5,6,4,7,2,6,3,7,2,3,6,7
};
bd.Usage = USAGE_DEFAULT;
bd.ByteWidth = sizeof(indices);
bd.BindFlags = BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = indices;
device->CreateBuffer(&bd, &InitData, &wirecubeIB);
}
device->EventBegin("DrawDebugWorld", cmd);
BindCommonResources(cmd);
BindConstantBuffers(VS, cmd);
BindConstantBuffers(PS, cmd);
if (debugPartitionTree)
{
// Actually, there is no SPTree any more, so this will just render all aabbs...
device->EventBegin("DebugPartitionTree", cmd);
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_CUBE], cmd);
const GPUBuffer* vbs[] = {
&wirecubeVB,
};
const uint32_t strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, nullptr, cmd);
device->BindIndexBuffer(&wirecubeIB, INDEXFORMAT_16BIT, 0, cmd);
MiscCB sb;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
XMStoreFloat4x4(&sb.g_xTransform, aabb.getAsBoxMatrix()*camera.GetViewProjection());
sb.g_xColor = XMFLOAT4(1, 0, 0, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->DrawIndexed(24, 0, 0, cmd);
}
for (size_t i = 0; i < scene.aabb_lights.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_lights[i];
XMStoreFloat4x4(&sb.g_xTransform, aabb.getAsBoxMatrix()*camera.GetViewProjection());
sb.g_xColor = XMFLOAT4(1, 1, 0, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->DrawIndexed(24, 0, 0, cmd);
}
for (size_t i = 0; i < scene.aabb_decals.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_decals[i];
XMStoreFloat4x4(&sb.g_xTransform, aabb.getAsBoxMatrix()*camera.GetViewProjection());
sb.g_xColor = XMFLOAT4(1, 0, 1, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->DrawIndexed(24, 0, 0, cmd);
}
for (size_t i = 0; i < scene.aabb_probes.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_probes[i];
XMStoreFloat4x4(&sb.g_xTransform, aabb.getAsBoxMatrix()*camera.GetViewProjection());
sb.g_xColor = XMFLOAT4(0, 1, 1, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->DrawIndexed(24, 0, 0, cmd);
}
device->EventEnd(cmd);
}
if (debugBoneLines)
{
device->EventBegin("DebugBoneLines", cmd);
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_LINES], cmd);
MiscCB sb;
XMStoreFloat4x4(&sb.g_xTransform, camera.GetViewProjection());
sb.g_xColor = XMFLOAT4(1, 1, 1, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
for (size_t i = 0; i < scene.armatures.GetCount(); ++i)
{
const ArmatureComponent& armature = scene.armatures[i];
if (armature.boneCollection.empty())
{
continue;
}
struct LineSegment
{
XMFLOAT4 a, colorA, b, colorB;
};
GraphicsDevice::GPUAllocation mem = device->AllocateGPU(sizeof(LineSegment) * armature.boneCollection.size(), cmd);
int j = 0;
for (Entity entity : armature.boneCollection)
{
const HierarchyComponent* hierarchy = scene.hierarchy.GetComponent(entity);
if (hierarchy == nullptr)
{
continue;
}
const TransformComponent& transform = *scene.transforms.GetComponent(entity);
const TransformComponent& parent = *scene.transforms.GetComponent(hierarchy->parentID);
XMMATRIX transform_world = XMLoadFloat4x4(&transform.world);
XMMATRIX parent_world = XMLoadFloat4x4(&parent.world);
XMVECTOR a = XMVector3Transform(XMVectorSet(0, 0, 0, 1), transform_world);
XMVECTOR b = XMVector3Transform(XMVectorSet(0, 0, 0, 1), parent_world);
LineSegment segment;
XMStoreFloat4(&segment.a, a);
XMStoreFloat4(&segment.b, b);
segment.colorA = XMFLOAT4(1, 1, 1, 1);
segment.colorB = XMFLOAT4(1, 0, 1, 1);
memcpy((void*)((size_t)mem.data + j * sizeof(LineSegment)), &segment, sizeof(LineSegment));
j++;
}
const GPUBuffer* vbs[] = {
mem.buffer
};
const uint32_t strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
const uint32_t offsets[] = {
mem.offset,
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, offsets, cmd);
device->Draw(2 * j, 0, cmd);
}
device->EventEnd(cmd);
}
if (!renderableLines.empty())
{
device->EventBegin("DebugLines", cmd);
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_LINES], cmd);
MiscCB sb;
XMStoreFloat4x4(&sb.g_xTransform, camera.GetViewProjection());
sb.g_xColor = XMFLOAT4(1, 1, 1, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
struct LineSegment
{
XMFLOAT4 a, colorA, b, colorB;
};
GraphicsDevice::GPUAllocation mem = device->AllocateGPU(sizeof(LineSegment) * renderableLines.size(), cmd);
int i = 0;
for (auto& line : renderableLines)
{
LineSegment segment;
segment.a = XMFLOAT4(line.start.x, line.start.y, line.start.z, 1);
segment.b = XMFLOAT4(line.end.x, line.end.y, line.end.z, 1);
segment.colorA = segment.colorB = line.color;
memcpy((void*)((size_t)mem.data + i * sizeof(LineSegment)), &segment, sizeof(LineSegment));
i++;
}
const GPUBuffer* vbs[] = {
mem.buffer,
};
const uint32_t strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
const uint32_t offsets[] = {
mem.offset,
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, offsets, cmd);
device->Draw(2 * i, 0, cmd);
renderableLines.clear();
device->EventEnd(cmd);
}
if (!renderablePoints.empty())
{
device->EventBegin("DebugPoints", cmd);
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_LINES], cmd);
MiscCB sb;
XMStoreFloat4x4(&sb.g_xTransform, camera.GetProjection()); // only projection, we will expand in view space on CPU below to be camera facing!
sb.g_xColor = XMFLOAT4(1, 1, 1, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
// Will generate 2 line segments for each point forming a cross section:
struct LineSegment
{
XMFLOAT4 a, colorA, b, colorB;
};
GraphicsDevice::GPUAllocation mem = device->AllocateGPU(sizeof(LineSegment) * renderablePoints.size() * 2, cmd);
XMMATRIX V = camera.GetView();
int i = 0;
for (auto& point : renderablePoints)
{
LineSegment segment;
segment.colorA = segment.colorB = point.color;
// the cross section will be transformed to view space and expanded here:
XMVECTOR _c = XMLoadFloat3(&point.position);
_c = XMVector3Transform(_c, V);
XMVECTOR _a = _c + XMVectorSet(-1, -1, 0, 0) * point.size;
XMVECTOR _b = _c + XMVectorSet(1, 1, 0, 0) * point.size;
XMStoreFloat4(&segment.a, _a);
XMStoreFloat4(&segment.b, _b);
memcpy((void*)((size_t)mem.data + i * sizeof(LineSegment)), &segment, sizeof(LineSegment));
i++;
_a = _c + XMVectorSet(-1, 1, 0, 0) * point.size;
_b = _c + XMVectorSet(1, -1, 0, 0) * point.size;
XMStoreFloat4(&segment.a, _a);
XMStoreFloat4(&segment.b, _b);
memcpy((void*)((size_t)mem.data + i * sizeof(LineSegment)), &segment, sizeof(LineSegment));
i++;
}
const GPUBuffer* vbs[] = {
mem.buffer,
};
const uint32_t strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
const uint32_t offsets[] = {
mem.offset,
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, offsets, cmd);
device->Draw(2 * i, 0, cmd);
renderablePoints.clear();
device->EventEnd(cmd);
}
if (!renderableBoxes.empty())
{
device->EventBegin("DebugBoxes", cmd);
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_CUBE], cmd);
const GPUBuffer* vbs[] = {
&wirecubeVB,
};
const uint32_t strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, nullptr, cmd);
device->BindIndexBuffer(&wirecubeIB, INDEXFORMAT_16BIT, 0, cmd);
MiscCB sb;
for (auto& x : renderableBoxes)
{
XMStoreFloat4x4(&sb.g_xTransform, XMLoadFloat4x4(&x.first)*camera.GetViewProjection());
sb.g_xColor = x.second;
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->DrawIndexed(24, 0, 0, cmd);
}
renderableBoxes.clear();
device->EventEnd(cmd);
}
if (debugEnvProbes && textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY].IsValid())
{
device->EventBegin("Debug EnvProbes", cmd);
// Envmap spheres:
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_ENVPROBE], cmd);
MiscCB sb;
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
const EnvironmentProbeComponent& probe = scene.probes[i];
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranslationFromVector(XMLoadFloat3(&probe.position)));
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
if (probe.textureIndex < 0)
{
device->BindResource(PS, wiTextureHelper::getBlackCubeMap(), TEXSLOT_ONDEMAND0, cmd);
}
else
{
device->BindResource(PS, &textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], TEXSLOT_ONDEMAND0, cmd, textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY].GetDesc().MipLevels + probe.textureIndex);
}
device->Draw(2880, 0, cmd); // uv-sphere
}
// Local proxy boxes:
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_CUBE], cmd);
const GPUBuffer* vbs[] = {
&wirecubeVB,
};
const uint32_t strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, nullptr, cmd);
device->BindIndexBuffer(&wirecubeIB, INDEXFORMAT_16BIT, 0, cmd);
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
const EnvironmentProbeComponent& probe = scene.probes[i];
if (probe.textureIndex < 0)
{
continue;
}
Entity entity = scene.probes.GetEntity(i);
const TransformComponent& transform = *scene.transforms.GetComponent(entity);
XMStoreFloat4x4(&sb.g_xTransform, XMLoadFloat4x4(&transform.world)*camera.GetViewProjection());
sb.g_xColor = float4(0, 1, 1, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->DrawIndexed(24, 0, 0, cmd);
}
device->EventEnd(cmd);
}
if (gridHelper)
{
device->EventBegin("GridHelper", cmd);
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_GRID], cmd);
static float col = 0.7f;
static uint32_t gridVertexCount = 0;
static GPUBuffer* grid = nullptr;
if (grid == nullptr)
{
const float h = 0.01f; // avoid z-fight with zero plane
const int a = 20;
XMFLOAT4 verts[((a + 1) * 2 + (a + 1) * 2) * 2];
int count = 0;
for (int i = 0; i <= a; ++i)
{
verts[count++] = XMFLOAT4(i - a * 0.5f, h, -a * 0.5f, 1);
verts[count++] = (i == a / 2 ? XMFLOAT4(0, 0, 1, 1) : XMFLOAT4(col, col, col, 1));
verts[count++] = XMFLOAT4(i - a * 0.5f, h, +a * 0.5f, 1);
verts[count++] = (i == a / 2 ? XMFLOAT4(0, 0, 1, 1) : XMFLOAT4(col, col, col, 1));
}
for (int j = 0; j <= a; ++j)
{
verts[count++] = XMFLOAT4(-a * 0.5f, h, j - a * 0.5f, 1);
verts[count++] = (j == a / 2 ? XMFLOAT4(1, 0, 0, 1) : XMFLOAT4(col, col, col, 1));
verts[count++] = XMFLOAT4(+a * 0.5f, h, j - a * 0.5f, 1);
verts[count++] = (j == a / 2 ? XMFLOAT4(1, 0, 0, 1) : XMFLOAT4(col, col, col, 1));
}
gridVertexCount = arraysize(verts) / 2;
GPUBufferDesc bd;
bd.Usage = USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(verts);
bd.BindFlags = BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
SubresourceData InitData;
InitData.pSysMem = verts;
grid = new GPUBuffer;
device->CreateBuffer(&bd, &InitData, grid);
}
MiscCB sb;
XMStoreFloat4x4(&sb.g_xTransform, camera.GetViewProjection());
sb.g_xColor = float4(1, 1, 1, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
GPUBuffer* vbs[] = {
grid,
};
const uint32_t strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, nullptr, cmd);
device->Draw(gridVertexCount, 0, cmd);
device->EventEnd(cmd);
}
if (voxelHelper && textures[TEXTYPE_3D_VOXELRADIANCE].IsValid())
{
device->EventBegin("Debug Voxels", cmd);
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_VOXEL], cmd);
device->BindResource(VS, &textures[TEXTYPE_3D_VOXELRADIANCE], TEXSLOT_VOXELRADIANCE, cmd);
MiscCB sb;
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranslationFromVector(XMLoadFloat3(&voxelSceneData.center)) * camera.GetViewProjection());
sb.g_xColor = float4(1, 1, 1, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(GS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->Draw(voxelSceneData.res * voxelSceneData.res * voxelSceneData.res, 0, cmd);
device->EventEnd(cmd);
}
if (debugEmitters)
{
device->EventBegin("DebugEmitters", cmd);
MiscCB sb;
for (size_t i = 0; i < scene.emitters.GetCount(); ++i)
{
const wiEmittedParticle& emitter = scene.emitters[i];
Entity entity = scene.emitters.GetEntity(i);
const TransformComponent& transform = *scene.transforms.GetComponent(entity);
const MeshComponent* mesh = scene.meshes.GetComponent(emitter.meshID);
XMStoreFloat4x4(&sb.g_xTransform, XMLoadFloat4x4(&transform.world)*camera.GetViewProjection());
sb.g_xColor = float4(0, 1, 0, 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
if (mesh == nullptr)
{
// No mesh, just draw a box:
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_CUBE], cmd);
const GPUBuffer* vbs[] = {
&wirecubeVB,
};
const uint32_t strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, nullptr, cmd);
device->BindIndexBuffer(&wirecubeIB, INDEXFORMAT_16BIT, 0, cmd);
device->DrawIndexed(24, 0, 0, cmd);
}
else
{
// Draw mesh wireframe:
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_EMITTER], cmd);
GPUBuffer* vbs[] = {
mesh->streamoutBuffer_POS != nullptr ? mesh->streamoutBuffer_POS.get() : mesh->vertexBuffer_POS.get(),
};
const uint32_t strides[] = {
sizeof(MeshComponent::Vertex_POS),
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, nullptr, cmd);
device->BindIndexBuffer(mesh->indexBuffer.get(), mesh->GetIndexFormat(), 0, cmd);
device->DrawIndexed((uint32_t)mesh->indices.size(), 0, 0, cmd);
}
}
device->EventEnd(cmd);
}
if (debugForceFields)
{
device->EventBegin("DebugForceFields", cmd);
MiscCB sb;
for (size_t i = 0; i < scene.forces.GetCount(); ++i)
{
const ForceFieldComponent& force = scene.forces[i];
XMStoreFloat4x4(&sb.g_xTransform, camera.GetViewProjection());
sb.g_xColor = XMFLOAT4(camera.Eye.x, camera.Eye.y, camera.Eye.z, (float)i);
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
switch (force.type)
{
case ENTITY_TYPE_FORCEFIELD_POINT:
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_FORCEFIELD_POINT], cmd);
device->Draw(2880, 0, cmd); // uv-sphere
break;
case ENTITY_TYPE_FORCEFIELD_PLANE:
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_FORCEFIELD_PLANE], cmd);
device->Draw(14, 0, cmd); // box
break;
}
++i;
}
device->EventEnd(cmd);
}
if (debugCameras)
{
device->EventBegin("DebugCameras", cmd);
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_CUBE], cmd);
const GPUBuffer* vbs[] = {
&wirecubeVB,
};
const uint32_t strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, nullptr, cmd);
device->BindIndexBuffer(&wirecubeIB, INDEXFORMAT_16BIT, 0, cmd);
MiscCB sb;
sb.g_xColor = XMFLOAT4(1, 1, 1, 1);
for (size_t i = 0; i < scene.cameras.GetCount(); ++i)
{
const CameraComponent& cam = scene.cameras[i];
Entity entity = scene.cameras.GetEntity(i);
XMStoreFloat4x4(&sb.g_xTransform, cam.GetInvView()*camera.GetViewProjection());
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &sb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
device->DrawIndexed(24, 0, 0, cmd);
}
device->EventEnd(cmd);
}
if (GetRaytraceDebugBVHVisualizerEnabled())
{
RayTraceSceneBVH(cmd);
}
device->EventEnd(cmd);
}
void DrawSky(CommandList cmd)
{
GraphicsDevice* device = GetDevice();
const Scene& scene = GetScene();
device->EventBegin("DrawSky", cmd);
if (scene.weather.skyMap != nullptr)
{
device->BindPipelineState(&PSO_sky[SKYRENDERING_STATIC], cmd);
device->BindResource(PS, scene.weather.skyMap->texture, TEXSLOT_GLOBALENVMAP, cmd);
}
else
{
device->BindPipelineState(&PSO_sky[SKYRENDERING_DYNAMIC], cmd);
}
BindConstantBuffers(VS, cmd);
BindConstantBuffers(PS, cmd);
device->Draw(3, 0, cmd);
device->EventEnd(cmd);
}
void DrawSun(CommandList cmd)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("DrawSun", cmd);
device->BindPipelineState(&PSO_sky[SKYRENDERING_SUN], cmd);
BindConstantBuffers(VS, cmd);
BindConstantBuffers(PS, cmd);
device->Draw(3, 0, cmd);
device->EventEnd(cmd);
}
void DrawDeferredDecals(
const CameraComponent& camera,
const Texture& depthbuffer,
CommandList cmd
)
{
const FrameCulling& culling = frameCullings.at(&camera);
if(!culling.culledDecals.empty())
{
GraphicsDevice* device = GetDevice();
device->EventBegin("DrawDeferredDecals", cmd);
const Scene& scene = GetScene();
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_DECAL], CB_GETBINDSLOT(DecalCB),cmd);
device->BindStencilRef(STENCILREF_DEFAULT, cmd);
device->BindPipelineState(&PSO_decal, cmd);
device->BindResource(PS, &depthbuffer, TEXSLOT_DEPTH, cmd);
for (size_t decalIndex : culling.culledDecals)
{
const DecalComponent& decal = scene.decals[decalIndex];
const AABB& aabb = scene.aabb_decals[decalIndex];
if ((decal.texture != nullptr || decal.normal != nullptr) && camera.frustum.CheckBox(aabb))
{
device->BindResource(PS, decal.texture, TEXSLOT_ONDEMAND0, cmd);
device->BindResource(PS, decal.normal, TEXSLOT_ONDEMAND1, cmd);
XMMATRIX decalWorld = XMLoadFloat4x4(&decal.world);
MiscCB dcbvs;
XMStoreFloat4x4(&dcbvs.g_xTransform, decalWorld*camera.GetViewProjection());
device->UpdateBuffer(&constantBuffers[CBTYPE_MISC], &dcbvs, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), cmd);
DecalCB dcbps;
XMStoreFloat4x4(&dcbps.xDecalVP, XMMatrixInverse(nullptr, decalWorld)); // todo: cache the inverse!
dcbps.hasTexNor = 0;
if (decal.texture != nullptr)
dcbps.hasTexNor |= 0x0000001;
if (decal.normal != nullptr)
dcbps.hasTexNor |= 0x0000010;
XMStoreFloat3(&dcbps.eye, camera.GetEye());
dcbps.opacity = decal.GetOpacity();
dcbps.front = decal.front;
device->UpdateBuffer(&constantBuffers[CBTYPE_DECAL], &dcbps, cmd);
device->Draw(14, 0, cmd);
}
}
device->EventEnd(cmd);
}
}
static const uint32_t envmapCount = 16;
static const uint32_t envmapRes = 128;
static const uint32_t envmapMIPs = 8;
static Texture envrenderingDepthBuffer;
static std::vector<RenderPass> renderpasses_envmap;
vector<uint32_t> probesToRefresh(envmapCount);
void ManageEnvProbes()
{
probesToRefresh.clear();
Scene& scene = GetScene();
// reconstruct envmap array status:
bool envmapTaken[envmapCount] = {};
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
const EnvironmentProbeComponent& probe = scene.probes[i];
if (probe.textureIndex >= 0)
{
envmapTaken[probe.textureIndex] = true;
}
}
for (size_t probeIndex = 0; probeIndex < scene.probes.GetCount(); ++probeIndex)
{
EnvironmentProbeComponent& probe = scene.probes[probeIndex];
Entity entity = scene.probes.GetEntity(probeIndex);
if (probe.textureIndex < 0)
{
// need to take a free envmap texture slot:
bool found = false;
for (int i = 0; i < arraysize(envmapTaken); ++i)
{
if (envmapTaken[i] == false)
{
envmapTaken[i] = true;
probe.textureIndex = i;
found = true;
break;
}
}
if (!found)
{
// could not find free slot in envmap array, so skip this probe:
continue;
}
}
if (!probe.IsDirty())
{
continue;
}
if (!probe.IsRealTime())
{
probe.SetDirty(false);
}
probesToRefresh.push_back((uint32_t)probeIndex);
}
if (!probesToRefresh.empty() && !textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY].IsValid())
{
GraphicsDevice* device = GetDevice();
TextureDesc desc;
desc.ArraySize = 6;
desc.BindFlags = BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_D16_UNORM;
desc.Height = envmapRes;
desc.Width = envmapRes;
desc.MipLevels = 1;
desc.MiscFlags = RESOURCE_MISC_TEXTURECUBE;
desc.Usage = USAGE_DEFAULT;
device->CreateTexture(&desc, nullptr, &envrenderingDepthBuffer);
desc.ArraySize = envmapCount * 6;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_R11G11B10_FLOAT;
desc.Height = envmapRes;
desc.Width = envmapRes;
desc.MipLevels = envmapMIPs;
desc.MiscFlags = RESOURCE_MISC_TEXTURECUBE;
desc.Usage = USAGE_DEFAULT;
device->CreateTexture(&desc, nullptr, &textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY]);
renderpasses_envmap.resize(envmapCount);
for (uint32_t i = 0; i < envmapCount; ++i)
{
int subresource_index;
subresource_index = device->CreateSubresource(&textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], RTV, i * 6, 6, 0, 1);
assert(subresource_index == i);
RenderPassDesc renderpassdesc;
renderpassdesc.numAttachments = 2;
renderpassdesc.attachments[0] = { RenderPassAttachment::RENDERTARGET, RenderPassAttachment::LOADOP_DONTCARE,&textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], subresource_index };
renderpassdesc.attachments[1] = { RenderPassAttachment::DEPTH_STENCIL, RenderPassAttachment::LOADOP_CLEAR,&envrenderingDepthBuffer, -1 };
device->CreateRenderPass(&renderpassdesc, &renderpasses_envmap[subresource_index]);
}
for (uint32_t i = 0; i < textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY].GetDesc().MipLevels; ++i)
{
int subresource_index;
subresource_index = device->CreateSubresource(&textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], SRV, 0, desc.ArraySize, i, 1);
assert(subresource_index == i);
subresource_index = device->CreateSubresource(&textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], UAV, 0, desc.ArraySize, i, 1);
assert(subresource_index == i);
}
// debug probe views, individual cubes:
for (uint32_t i = 0; i < envmapCount; ++i)
{
int subresource_index;
subresource_index = device->CreateSubresource(&textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], SRV, i * 6, 6, 0, -1);
assert(subresource_index == textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY].GetDesc().MipLevels + i);
}
}
}
void RefreshEnvProbes(CommandList cmd)
{
if (probesToRefresh.empty())
{
return;
}
const Scene& scene = GetScene();
GraphicsDevice* device = GetDevice();
device->EventBegin("EnvironmentProbe Refresh", cmd);
Viewport vp;
vp.Height = envmapRes;
vp.Width = envmapRes;
device->BindViewports(1, &vp, cmd);
const float zNearP = GetCamera().zNearP;
const float zFarP = GetCamera().zFarP;
for (uint32_t probeIndex : probesToRefresh)
{
const EnvironmentProbeComponent& probe = scene.probes[probeIndex];
Entity entity = scene.probes.GetEntity(probeIndex);
device->RenderPassBegin(&renderpasses_envmap[probe.textureIndex], cmd);
const XMVECTOR probePos = XMLoadFloat3(&probe.position);
const SHCAM cameras[] = {
SHCAM(probePos, XMVectorSet(0.5f, -0.5f, -0.5f, -0.5f), zNearP, zFarP, XM_PIDIV2), //+x
SHCAM(probePos, XMVectorSet(0.5f, 0.5f, 0.5f, -0.5f), zNearP, zFarP, XM_PIDIV2), //-x
SHCAM(probePos, XMVectorSet(1, 0, 0, -0), zNearP, zFarP, XM_PIDIV2), //+y
SHCAM(probePos, XMVectorSet(0, 0, 0, -1), zNearP, zFarP, XM_PIDIV2), //-y
SHCAM(probePos, XMVectorSet(0.707f, 0, 0, -0.707f), zNearP, zFarP, XM_PIDIV2), //+z
SHCAM(probePos, XMVectorSet(0, 0.707f, 0.707f, 0), zNearP, zFarP, XM_PIDIV2), //-z
};
CubemapRenderCB cb;
for (int i = 0; i < arraysize(cameras); ++i)
{
XMStoreFloat4x4(&cb.xCubeShadowVP[i], cameras[i].getVP());
}
device->UpdateBuffer(&constantBuffers[CBTYPE_CUBEMAPRENDER], &cb, cmd);
device->BindConstantBuffer(GS, &constantBuffers[CBTYPE_CUBEMAPRENDER], CB_GETBINDSLOT(CubemapRenderCB), cmd);
CameraCB camcb;
camcb.g_xCamera_CamPos = probe.position; // only this will be used by envprobe rendering shaders the rest is read from cubemaprenderCB
device->UpdateBuffer(&constantBuffers[CBTYPE_CAMERA], &camcb, cmd);
const LayerComponent* probe_layer = scene.layers.GetComponent(entity);
const uint32_t layerMask = probe_layer == nullptr ? ~0 : probe_layer->GetLayerMask();
SPHERE culler = SPHERE(probe.position, zFarP);
RenderQueue renderQueue;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (culler.intersects(aabb))
{
Entity cullable_entity = scene.aabb_objects.GetEntity(i);
const LayerComponent* layer = scene.layers.GetComponent(cullable_entity);
if (layer != nullptr && !(layer->GetLayerMask() & layerMask))
{
continue;
}
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable())
{
RenderBatch* batch = (RenderBatch*)GetRenderFrameAllocator(cmd).allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
}
}
}
BindConstantBuffers(VS, cmd);
BindConstantBuffers(PS, cmd);
if (!renderQueue.empty())
{
BindShadowmaps(PS, cmd);
RenderMeshes(renderQueue, RENDERPASS_ENVMAPCAPTURE, RENDERTYPE_OPAQUE | RENDERTYPE_TRANSPARENT, cmd);
GetRenderFrameAllocator(cmd).free(sizeof(RenderBatch) * renderQueue.batchCount);
}
// sky
{
if (scene.weather.skyMap != nullptr)
{
device->BindPipelineState(&PSO_sky[SKYRENDERING_ENVMAPCAPTURE_STATIC], cmd);
device->BindResource(PS, scene.weather.skyMap->texture, TEXSLOT_ONDEMAND0, cmd);
}
else
{
device->BindPipelineState(&PSO_sky[SKYRENDERING_ENVMAPCAPTURE_DYNAMIC], cmd);
}
device->Draw(240, 0, cmd);
}
device->RenderPassEnd(cmd);
GenerateMipChain(textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], MIPGENFILTER_LINEAR, cmd, probe.textureIndex);
// Filter the enviroment map mip chain according to BRDF:
// A bit similar to MIP chain generation, but its input is the MIP-mapped texture,
// and we generatethe filtered MIPs from bottom to top.
device->EventBegin("FilterEnvMap", cmd);
{
TextureDesc desc = textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY].GetDesc();
int arrayIndex = probe.textureIndex;
device->BindComputeShader(&computeShaders[CSTYPE_FILTERENVMAP], cmd);
desc.Width = 1;
desc.Height = 1;
for (uint32_t i = desc.MipLevels - 1; i > 0; --i)
{
device->BindUAV(CS, &textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], 0, cmd, i);
device->BindResource(CS, &textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], TEXSLOT_UNIQUE0, cmd, std::max(0, (int)i - 2));
FilterEnvmapCB cb;
cb.filterResolution.x = desc.Width;
cb.filterResolution.y = desc.Height;
cb.filterResolution_rcp.x = 1.0f / cb.filterResolution.x;
cb.filterResolution_rcp.y = 1.0f / cb.filterResolution.y;
cb.filterArrayIndex = arrayIndex;
cb.filterRoughness = (float)i / (float)desc.MipLevels;
cb.filterRayCount = 128;
device->UpdateBuffer(&constantBuffers[CBTYPE_FILTERENVMAP], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_FILTERENVMAP], CB_GETBINDSLOT(FilterEnvmapCB), cmd);
device->Dispatch(
std::max(1u, (uint32_t)ceilf((float)desc.Width / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
std::max(1u, (uint32_t)ceilf((float)desc.Height / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
6,
cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
desc.Width *= 2;
desc.Height *= 2;
}
device->UnbindUAVs(0, 1, cmd);
}
device->EventEnd(cmd);
}
device->EventEnd(cmd); // EnvironmentProbe Refresh
}
static const uint32_t maxImpostorCount = 8;
static const uint32_t impostorTextureArraySize = maxImpostorCount * impostorCaptureAngles * 3;
static const uint32_t impostorTextureDim = 128;
static Texture impostorDepthStencil;
static std::vector<RenderPass> renderpasses_impostor;
vector<uint32_t> impostorsToRefresh(maxImpostorCount);
void ManageImpostors()
{
impostorsToRefresh.clear();
Scene& scene = GetScene();
for (size_t impostorIndex = 0; impostorIndex < std::min((size_t)maxImpostorCount, scene.impostors.GetCount()); ++impostorIndex)
{
ImpostorComponent& impostor = scene.impostors[impostorIndex];
if (!impostor.IsDirty())
{
continue;
}
impostor.SetDirty(false);
impostorsToRefresh.push_back((uint32_t)impostorIndex);
}
if (!impostorsToRefresh.empty() && !textures[TEXTYPE_2D_IMPOSTORARRAY].IsValid())
{
GraphicsDevice* device = GetDevice();
TextureDesc desc;
desc.Width = impostorTextureDim;
desc.Height = impostorTextureDim;
desc.BindFlags = BIND_DEPTH_STENCIL;
desc.ArraySize = 1;
desc.Format = FORMAT_D16_UNORM;
device->CreateTexture(&desc, nullptr, &impostorDepthStencil);
device->SetName(&impostorDepthStencil, "impostorDepthStencil");
desc.BindFlags = BIND_RENDER_TARGET | BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.ArraySize = impostorTextureArraySize;
desc.Format = FORMAT_R8G8B8A8_UNORM;
device->CreateTexture(&desc, nullptr, &textures[TEXTYPE_2D_IMPOSTORARRAY]);
device->SetName(&textures[TEXTYPE_2D_IMPOSTORARRAY], "ImpostorArray");
renderpasses_impostor.resize(desc.ArraySize);
for (uint32_t i = 0; i < desc.ArraySize; ++i)
{
int subresource_index;
subresource_index = device->CreateSubresource(&textures[TEXTYPE_2D_IMPOSTORARRAY], RTV, i, 1, 0, 1);
assert(subresource_index == i);
RenderPassDesc renderpassdesc;
renderpassdesc.numAttachments = 2;
renderpassdesc.attachments[0] = { RenderPassAttachment::RENDERTARGET,RenderPassAttachment::LOADOP_CLEAR,&textures[TEXTYPE_2D_IMPOSTORARRAY], subresource_index };
renderpassdesc.attachments[1] = { RenderPassAttachment::DEPTH_STENCIL,RenderPassAttachment::LOADOP_CLEAR,&impostorDepthStencil, subresource_index };
device->CreateRenderPass(&renderpassdesc, &renderpasses_impostor[subresource_index]);
}
}
}
void RefreshImpostors(CommandList cmd)
{
if (impostorsToRefresh.empty())
{
return;
}
const Scene& scene = GetScene();
GraphicsDevice* device = GetDevice();
device->EventBegin("Impostor Refresh", cmd);
BindConstantBuffers(VS, cmd);
BindConstantBuffers(PS, cmd);
struct InstBuf
{
Instance instance;
InstancePrev instancePrev;
InstanceAtlas instanceAtlas;
};
GraphicsDevice::GPUAllocation mem = device->AllocateGPU(sizeof(InstBuf), cmd);
volatile InstBuf* buff = (volatile InstBuf*)mem.data;
buff->instance.Create(IDENTITYMATRIX);
buff->instancePrev.Create(IDENTITYMATRIX);
buff->instanceAtlas.Create(XMFLOAT4(1, 1, 0, 0));
for (uint32_t impostorIndex : impostorsToRefresh)
{
const ImpostorComponent& impostor = scene.impostors[impostorIndex];
Entity entity = scene.impostors.GetEntity(impostorIndex);
const MeshComponent& mesh = *scene.meshes.GetComponent(entity);
const AABB& bbox = mesh.aabb;
const XMFLOAT3 extents = bbox.getHalfWidth();
const GPUBuffer* vbs[] = {
mesh.IsSkinned() ? mesh.streamoutBuffer_POS.get() : mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_UV0.get(),
mesh.vertexBuffer_UV1.get(),
mesh.vertexBuffer_ATL.get(),
mesh.vertexBuffer_COL.get(),
mesh.IsSkinned() ? mesh.streamoutBuffer_POS.get() : mesh.vertexBuffer_POS.get(),
mem.buffer
};
uint32_t strides[] = {
sizeof(MeshComponent::Vertex_POS),
sizeof(MeshComponent::Vertex_TEX),
sizeof(MeshComponent::Vertex_TEX),
sizeof(MeshComponent::Vertex_TEX),
sizeof(MeshComponent::Vertex_COL),
sizeof(MeshComponent::Vertex_POS),
sizeof(InstBuf)
};
uint32_t offsets[] = {
0,
0,
0,
0,
0,
0,
mem.offset
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, offsets, cmd);
device->BindIndexBuffer(mesh.indexBuffer.get(), mesh.GetIndexFormat(), 0, cmd);
for (int prop = 0; prop < 3; ++prop)
{
switch (prop)
{
case 0:
device->BindPipelineState(&PSO_captureimpostor_albedo, cmd);
break;
case 1:
device->BindPipelineState(&PSO_captureimpostor_normal, cmd);
break;
case 2:
device->BindPipelineState(&PSO_captureimpostor_surface, cmd);
break;
}
for (size_t i = 0; i < impostorCaptureAngles; ++i)
{
int textureIndex = (int)(impostorIndex * impostorCaptureAngles * 3 + prop * impostorCaptureAngles + i);
device->RenderPassBegin(&renderpasses_impostor[textureIndex], cmd);
Viewport viewport;
viewport.Height = (float)impostorTextureDim;
viewport.Width = (float)impostorTextureDim;
device->BindViewports(1, &viewport, cmd);
CameraComponent impostorcamera;
TransformComponent camera_transform;
camera_transform.ClearTransform();
camera_transform.Translate(bbox.getCenter());
XMMATRIX P = XMMatrixOrthographicOffCenterLH(-extents.x, extents.x, -extents.y, extents.y, -extents.z, extents.z);
XMStoreFloat4x4(&impostorcamera.Projection, P);
camera_transform.RotateRollPitchYaw(XMFLOAT3(0, XM_2PI * (float)i / (float)impostorCaptureAngles, 0));
camera_transform.UpdateTransform();
impostorcamera.TransformCamera(camera_transform);
impostorcamera.UpdateCamera();
UpdateCameraCB(impostorcamera, cmd);
for (auto& subset : mesh.subsets)
{
if (subset.indexCount == 0)
{
continue;
}
const MaterialComponent& material = *scene.materials.GetComponent(subset.materialID);
device->BindConstantBuffer(VS, material.constantBuffer.get(), CB_GETBINDSLOT(MaterialCB), cmd);
device->BindConstantBuffer(PS, material.constantBuffer.get(), CB_GETBINDSLOT(MaterialCB), cmd);
const GPUResource* res[] = {
material.GetBaseColorMap(),
material.GetNormalMap(),
material.GetSurfaceMap(),
};
device->BindResources(PS, res, TEXSLOT_ONDEMAND0, arraysize(res), cmd);
device->DrawIndexedInstanced(subset.indexCount, 1, subset.indexOffset, 0, 0, cmd);
}
device->RenderPassEnd(cmd);
}
}
}
UpdateCameraCB(GetCamera(), cmd);
device->EventEnd(cmd);
}
void VoxelRadiance(CommandList cmd)
{
if (!GetVoxelRadianceEnabled())
{
return;
}
GraphicsDevice* device = GetDevice();
device->EventBegin("Voxel Radiance", cmd);
auto range = wiProfiler::BeginRangeGPU("Voxel Radiance", cmd);
const Scene& scene = GetScene();
static RenderPass renderpass_voxelize;
if (!textures[TEXTYPE_3D_VOXELRADIANCE].IsValid())
{
TextureDesc desc;
desc.type = TextureDesc::TEXTURE_3D;
desc.Width = voxelSceneData.res;
desc.Height = voxelSceneData.res;
desc.Depth = voxelSceneData.res;
desc.MipLevels = 0;
desc.Format = FORMAT_R16G16B16A16_FLOAT;
desc.BindFlags = BIND_UNORDERED_ACCESS | BIND_SHADER_RESOURCE;
desc.Usage = USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
device->CreateTexture(&desc, nullptr, &textures[TEXTYPE_3D_VOXELRADIANCE]);
for (uint32_t i = 0; i < textures[TEXTYPE_3D_VOXELRADIANCE].GetDesc().MipLevels; ++i)
{
int subresource_index;
subresource_index = device->CreateSubresource(&textures[TEXTYPE_3D_VOXELRADIANCE], SRV, 0, 1, i, 1);
assert(subresource_index == i);
subresource_index = device->CreateSubresource(&textures[TEXTYPE_3D_VOXELRADIANCE], UAV, 0, 1, i, 1);
assert(subresource_index == i);
}
RenderPassDesc renderpassdesc;
renderpassdesc.numAttachments = 0;
device->CreateRenderPass(&renderpassdesc, &renderpass_voxelize);
}
if (voxelSceneData.secondaryBounceEnabled && !textures[TEXTYPE_3D_VOXELRADIANCE_HELPER].IsValid())
{
const TextureDesc& desc = textures[TEXTYPE_3D_VOXELRADIANCE].GetDesc();
device->CreateTexture(&desc, nullptr, &textures[TEXTYPE_3D_VOXELRADIANCE_HELPER]);
for (uint32_t i = 0; i < desc.MipLevels; ++i)
{
int subresource_index;
subresource_index = device->CreateSubresource(&textures[TEXTYPE_3D_VOXELRADIANCE_HELPER], SRV, 0, 1, i, 1);
assert(subresource_index == i);
subresource_index = device->CreateSubresource(&textures[TEXTYPE_3D_VOXELRADIANCE_HELPER], UAV, 0, 1, i, 1);
assert(subresource_index == i);
}
}
if (!resourceBuffers[RBTYPE_VOXELSCENE].IsValid())
{
GPUBufferDesc desc;
desc.StructureByteStride = sizeof(uint32_t) * 2;
desc.ByteWidth = desc.StructureByteStride * voxelSceneData.res * voxelSceneData.res * voxelSceneData.res;
desc.BindFlags = BIND_UNORDERED_ACCESS | BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
device->CreateBuffer(&desc, nullptr, &resourceBuffers[RBTYPE_VOXELSCENE]);
}
Texture* result = &textures[TEXTYPE_3D_VOXELRADIANCE];
AABB bbox;
XMFLOAT3 extents = voxelSceneData.extents;
XMFLOAT3 center = voxelSceneData.center;
bbox.createFromHalfWidth(center, extents);
RenderQueue renderQueue;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (bbox.intersects(aabb))
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable())
{
RenderBatch* batch = (RenderBatch*)GetRenderFrameAllocator(cmd).allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
}
}
}
if (!renderQueue.empty())
{
Viewport vp;
vp.Width = (float)voxelSceneData.res;
vp.Height = (float)voxelSceneData.res;
device->BindViewports(1, &vp, cmd);
GPUResource* UAVs[] = { &resourceBuffers[RBTYPE_VOXELSCENE] };
device->BindUAVs(PS, UAVs, 0, 1, cmd);
BindShadowmaps(PS, cmd);
BindConstantBuffers(VS, cmd);
BindConstantBuffers(PS, cmd);
device->RenderPassBegin(&renderpass_voxelize, cmd);
RenderMeshes(renderQueue, RENDERPASS_VOXELIZE, RENDERTYPE_OPAQUE, cmd);
device->RenderPassEnd(cmd);
GetRenderFrameAllocator(cmd).free(sizeof(RenderBatch) * renderQueue.batchCount);
// Copy the packed voxel scene data to a 3D texture, then delete the voxel scene emission data. The cone tracing will operate on the 3D texture
device->EventBegin("Voxel Scene Copy - Clear", cmd);
device->BindUAV(CS, &resourceBuffers[RBTYPE_VOXELSCENE], 0, cmd);
device->BindUAV(CS, &textures[TEXTYPE_3D_VOXELRADIANCE], 1, cmd);
static bool smooth_copy = true;
if (smooth_copy)
{
device->BindComputeShader(&computeShaders[CSTYPE_VOXELSCENECOPYCLEAR_TEMPORALSMOOTHING], cmd);
}
else
{
device->BindComputeShader(&computeShaders[CSTYPE_VOXELSCENECOPYCLEAR], cmd);
}
device->Dispatch((uint32_t)(voxelSceneData.res * voxelSceneData.res * voxelSceneData.res / 256), 1, 1, cmd);
device->EventEnd(cmd);
if (voxelSceneData.secondaryBounceEnabled)
{
device->EventBegin("Voxel Radiance Secondary Bounce", cmd);
device->UnbindUAVs(1, 1, cmd);
// Pre-integrate the voxel texture by creating blurred mip levels:
GenerateMipChain(textures[TEXTYPE_3D_VOXELRADIANCE], MIPGENFILTER_LINEAR, cmd);
device->BindUAV(CS, &textures[TEXTYPE_3D_VOXELRADIANCE_HELPER], 0, cmd);
device->BindResource(CS, &textures[TEXTYPE_3D_VOXELRADIANCE], 0, cmd);
device->BindResource(CS, &resourceBuffers[RBTYPE_VOXELSCENE], 1, cmd);
device->BindComputeShader(&computeShaders[CSTYPE_VOXELRADIANCESECONDARYBOUNCE], cmd);
device->Dispatch((uint32_t)(voxelSceneData.res * voxelSceneData.res * voxelSceneData.res / 64), 1, 1, cmd);
device->EventEnd(cmd);
device->EventBegin("Voxel Scene Clear Normals", cmd);
device->UnbindResources(1, 1, cmd);
device->BindUAV(CS, &resourceBuffers[RBTYPE_VOXELSCENE], 0, cmd);
device->BindComputeShader(&computeShaders[CSTYPE_VOXELCLEARONLYNORMAL], cmd);
device->Dispatch((uint32_t)(voxelSceneData.res * voxelSceneData.res * voxelSceneData.res / 256), 1, 1, cmd);
device->EventEnd(cmd);
result = &textures[TEXTYPE_3D_VOXELRADIANCE_HELPER];
}
device->UnbindUAVs(0, 2, cmd);
// Pre-integrate the voxel texture by creating blurred mip levels:
{
GenerateMipChain(*result, MIPGENFILTER_LINEAR, cmd);
}
}
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
inline XMUINT3 GetEntityCullingTileCount()
{
return XMUINT3(
(GetInternalResolution().x + TILED_CULLING_BLOCKSIZE - 1) / TILED_CULLING_BLOCKSIZE,
(GetInternalResolution().y + TILED_CULLING_BLOCKSIZE - 1) / TILED_CULLING_BLOCKSIZE,
1);
}
void ComputeTiledLightCulling(
const Texture& depthbuffer,
CommandList cmd,
const Texture* gbuffer0,
const Texture* gbuffer1,
const Texture* gbuffer2,
const Texture* lightbuffer_diffuse,
const Texture* lightbuffer_specular
)
{
const bool deferred = lightbuffer_diffuse != nullptr && lightbuffer_specular != nullptr;
auto range = wiProfiler::BeginRangeGPU("Entity Culling", cmd);
GraphicsDevice* device = GetDevice();
int _width = GetInternalResolution().x;
int _height = GetInternalResolution().y;
const XMUINT3 tileCount = GetEntityCullingTileCount();
static int _savedWidth = 0;
static int _savedHeight = 0;
bool _resolutionChanged = device->ResolutionChanged();
if (_savedWidth != _width || _savedHeight != _height)
{
_resolutionChanged = true;
_savedWidth = _width;
_savedHeight = _height;
}
static GPUBuffer* frustumBuffer = nullptr;
if (frustumBuffer == nullptr || _resolutionChanged)
{
SAFE_DELETE(frustumBuffer);
frustumBuffer = new GPUBuffer;
GPUBufferDesc bd;
bd.StructureByteStride = sizeof(XMFLOAT4) * 4; // storing 4 planes for every tile
bd.ByteWidth = bd.StructureByteStride * tileCount.x * tileCount.y;
bd.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
bd.Usage = USAGE_DEFAULT;
bd.CPUAccessFlags = 0;
device->CreateBuffer(&bd, nullptr, frustumBuffer);
device->SetName(frustumBuffer, "FrustumBuffer");
}
if (_resolutionChanged)
{
GPUBufferDesc bd;
bd.StructureByteStride = sizeof(uint);
bd.ByteWidth = tileCount.x * tileCount.y * bd.StructureByteStride * SHADER_ENTITY_TILE_BUCKET_COUNT;
bd.Usage = USAGE_DEFAULT;
bd.BindFlags = BIND_UNORDERED_ACCESS | BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = 0;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
device->CreateBuffer(&bd, nullptr, &resourceBuffers[RBTYPE_ENTITYTILES_OPAQUE]);
device->CreateBuffer(&bd, nullptr, &resourceBuffers[RBTYPE_ENTITYTILES_TRANSPARENT]);
device->SetName(&resourceBuffers[RBTYPE_ENTITYTILES_OPAQUE], "EntityTiles_Opaque");
device->SetName(&resourceBuffers[RBTYPE_ENTITYTILES_TRANSPARENT], "EntityTiles_Transparent");
}
BindCommonResources(cmd);
// calculate the per-tile frustums once:
static bool frustumsComplete = false;
static XMFLOAT4X4 _savedProjection;
if (memcmp(&_savedProjection, &GetCamera().Projection, sizeof(XMFLOAT4X4)) != 0)
{
_savedProjection = GetCamera().Projection;
frustumsComplete = false;
}
if(!frustumsComplete || _resolutionChanged)
{
frustumsComplete = true;
GPUResource* uavs[] = { frustumBuffer };
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->BindComputeShader(&computeShaders[CSTYPE_TILEFRUSTUMS], cmd);
DispatchParamsCB dispatchParams;
dispatchParams.xDispatchParams_numThreads.x = tileCount.x;
dispatchParams.xDispatchParams_numThreads.y = tileCount.y;
dispatchParams.xDispatchParams_numThreads.z = 1;
dispatchParams.xDispatchParams_numThreadGroups.x = (dispatchParams.xDispatchParams_numThreads.x + TILED_CULLING_BLOCKSIZE - 1) / TILED_CULLING_BLOCKSIZE;
dispatchParams.xDispatchParams_numThreadGroups.y = (dispatchParams.xDispatchParams_numThreads.y + TILED_CULLING_BLOCKSIZE - 1) / TILED_CULLING_BLOCKSIZE;
dispatchParams.xDispatchParams_numThreadGroups.z = 1;
device->UpdateBuffer(&constantBuffers[CBTYPE_DISPATCHPARAMS], &dispatchParams, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_DISPATCHPARAMS], CB_GETBINDSLOT(DispatchParamsCB), cmd);
device->Dispatch(dispatchParams.xDispatchParams_numThreadGroups.x, dispatchParams.xDispatchParams_numThreadGroups.y, dispatchParams.xDispatchParams_numThreadGroups.z, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
}
if (!textures[TEXTYPE_2D_DEBUGUAV].IsValid() || _resolutionChanged)
{
TextureDesc desc;
desc.Width = (uint32_t)_width;
desc.Height = (uint32_t)_height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = FORMAT_R8G8B8A8_UNORM;
desc.SampleCount = 1;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
device->CreateTexture(&desc, nullptr, &textures[TEXTYPE_2D_DEBUGUAV]);
}
// Perform the culling
{
device->EventBegin("Entity Culling", cmd);
device->UnbindResources(SBSLOT_ENTITYTILES, 1, cmd);
device->BindResource(CS, frustumBuffer, SBSLOT_TILEFRUSTUMS, cmd);
device->BindComputeShader(&tiledLightingCS[deferred][GetAdvancedLightCulling()][GetDebugLightCulling()], cmd);
if (GetDebugLightCulling())
{
device->BindUAV(CS, &textures[TEXTYPE_2D_DEBUGUAV], 3, cmd);
}
const FrameCulling& frameCulling = frameCullings.at(&GetCamera());
DispatchParamsCB dispatchParams;
dispatchParams.xDispatchParams_numThreadGroups.x = tileCount.x;
dispatchParams.xDispatchParams_numThreadGroups.y = tileCount.y;
dispatchParams.xDispatchParams_numThreadGroups.z = 1;
dispatchParams.xDispatchParams_numThreads.x = dispatchParams.xDispatchParams_numThreadGroups.x * TILED_CULLING_BLOCKSIZE;
dispatchParams.xDispatchParams_numThreads.y = dispatchParams.xDispatchParams_numThreadGroups.y * TILED_CULLING_BLOCKSIZE;
dispatchParams.xDispatchParams_numThreads.z = 1;
dispatchParams.xDispatchParams_value0 = (uint32_t)(frameCulling.culledLights.size() + frameCulling.culledEnvProbes.size() + frameCulling.culledDecals.size());
device->UpdateBuffer(&constantBuffers[CBTYPE_DISPATCHPARAMS], &dispatchParams, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_DISPATCHPARAMS], CB_GETBINDSLOT(DispatchParamsCB), cmd);
BindConstantBuffers(CS, cmd);
device->BindResource(CS, &depthbuffer, TEXSLOT_DEPTH, cmd);
if (deferred)
{
const GPUResource* uavs[] = {
&resourceBuffers[RBTYPE_ENTITYTILES_TRANSPARENT],
lightbuffer_diffuse,
lightbuffer_specular,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
const GPUResource* res[] = {
gbuffer0,
gbuffer1,
gbuffer2,
};
device->BindResources(CS, res, TEXSLOT_GBUFFER0, arraysize(res), cmd);
BindShadowmaps(CS, cmd);
BindEnvironmentTextures(CS, cmd);
device->Dispatch(dispatchParams.xDispatchParams_numThreadGroups.x, dispatchParams.xDispatchParams_numThreadGroups.y, dispatchParams.xDispatchParams_numThreadGroups.z, cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
}
else
{
GPUResource* uavs[] = {
&resourceBuffers[RBTYPE_ENTITYTILES_TRANSPARENT],
&resourceBuffers[RBTYPE_ENTITYTILES_OPAQUE],
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(dispatchParams.xDispatchParams_numThreadGroups.x, dispatchParams.xDispatchParams_numThreadGroups.y, dispatchParams.xDispatchParams_numThreadGroups.z, cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
}
device->UnbindUAVs(0, 8, cmd); // this unbinds pretty much every uav
device->EventEnd(cmd);
}
wiProfiler::EndRange(range);
}
void ResolveMSAADepthBuffer(const Texture& dst, const Texture& src, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("ResolveMSAADepthBuffer", cmd);
device->BindResource(CS, &src, TEXSLOT_ONDEMAND0, cmd);
device->BindUAV(CS, &dst, 0, cmd);
const TextureDesc& desc = src.GetDesc();
device->BindComputeShader(&computeShaders[CSTYPE_RESOLVEMSAADEPTHSTENCIL], cmd);
device->Dispatch((desc.Width + 7) / 8, (desc.Height + 7) / 8, 1, cmd);
device->UnbindResources(TEXSLOT_ONDEMAND0, 1, cmd);
device->UnbindUAVs(0, 1, cmd);
device->EventEnd(cmd);
}
void DownsampleDepthBuffer(const wiGraphics::Texture& src, wiGraphics::CommandList cmd)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("DownsampleDepthBuffer", cmd);
device->BindPipelineState(&PSO_downsampledepthbuffer, cmd);
device->BindResource(PS, &src, TEXSLOT_ONDEMAND0, cmd);
device->Draw(3, 0, cmd);
device->UnbindResources(TEXSLOT_ONDEMAND0, 1, cmd);
device->EventEnd(cmd);
}
void GenerateMipChain(const Texture& texture, MIPGENFILTER filter, CommandList cmd, int arrayIndex)
{
GraphicsDevice* device = GetDevice();
TextureDesc desc = texture.GetDesc();
if (desc.MipLevels < 2)
{
assert(0);
return;
}
bool hdr = !device->IsFormatUnorm(desc.Format);
if (desc.type == TextureDesc::TEXTURE_1D)
{
assert(0); // not implemented
}
else if (desc.type == TextureDesc::TEXTURE_2D)
{
if (desc.MiscFlags & RESOURCE_MISC_TEXTURECUBE)
{
if (desc.ArraySize > 6)
{
// Cubearray
assert(arrayIndex >= 0 && "You should only filter a specific cube in the array for now, so provide its index!");
switch (filter)
{
case MIPGENFILTER_POINT:
device->EventBegin("GenerateMipChain CubeArray - PointFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAINCUBEARRAY_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBEARRAY_UNORM4_SIMPLEFILTER], cmd);
device->BindSampler(CS, &samplers[SSLOT_POINT_CLAMP], SSLOT_ONDEMAND0, cmd);
break;
case MIPGENFILTER_LINEAR:
device->EventBegin("GenerateMipChain CubeArray - LinearFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAINCUBEARRAY_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBEARRAY_UNORM4_SIMPLEFILTER], cmd);
device->BindSampler(CS, &samplers[SSLOT_LINEAR_CLAMP], SSLOT_ONDEMAND0, cmd);
break;
default:
assert(0);
break;
}
for (uint32_t i = 0; i < desc.MipLevels - 1; ++i)
{
device->BindUAV(CS, &texture, 0, cmd, i + 1);
device->BindResource(CS, &texture, TEXSLOT_UNIQUE0, cmd, i);
desc.Width = std::max(1u, desc.Width / 2);
desc.Height = std::max(1u, desc.Height / 2);
GenerateMIPChainCB cb;
cb.outputResolution.x = desc.Width;
cb.outputResolution.y = desc.Height;
cb.outputResolution_rcp.x = 1.0f / cb.outputResolution.x;
cb.outputResolution_rcp.y = 1.0f / cb.outputResolution.y;
cb.arrayIndex = arrayIndex;
device->UpdateBuffer(&constantBuffers[CBTYPE_MIPGEN], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_MIPGEN], CB_GETBINDSLOT(GenerateMIPChainCB), cmd);
device->Dispatch(
std::max(1u, (desc.Width + GENERATEMIPCHAIN_2D_BLOCK_SIZE - 1) / GENERATEMIPCHAIN_2D_BLOCK_SIZE),
std::max(1u, (desc.Height + GENERATEMIPCHAIN_2D_BLOCK_SIZE - 1) / GENERATEMIPCHAIN_2D_BLOCK_SIZE),
6,
cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
}
}
else
{
// Cubemap
switch (filter)
{
case MIPGENFILTER_POINT:
device->EventBegin("GenerateMipChain Cube - PointFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAINCUBE_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBE_UNORM4_SIMPLEFILTER], cmd);
device->BindSampler(CS, &samplers[SSLOT_POINT_CLAMP], SSLOT_ONDEMAND0, cmd);
break;
case MIPGENFILTER_LINEAR:
device->EventBegin("GenerateMipChain Cube - LinearFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAINCUBE_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBE_UNORM4_SIMPLEFILTER], cmd);
device->BindSampler(CS, &samplers[SSLOT_LINEAR_CLAMP], SSLOT_ONDEMAND0, cmd);
break;
default:
assert(0); // not implemented
break;
}
for (uint32_t i = 0; i < desc.MipLevels - 1; ++i)
{
device->BindUAV(CS, &texture, 0, cmd, i + 1);
device->BindResource(CS, &texture, TEXSLOT_UNIQUE0, cmd, i);
desc.Width = std::max(1u, desc.Width / 2);
desc.Height = std::max(1u, desc.Height / 2);
GenerateMIPChainCB cb;
cb.outputResolution.x = desc.Width;
cb.outputResolution.y = desc.Height;
cb.outputResolution_rcp.x = 1.0f / cb.outputResolution.x;
cb.outputResolution_rcp.y = 1.0f / cb.outputResolution.y;
cb.arrayIndex = 0;
device->UpdateBuffer(&constantBuffers[CBTYPE_MIPGEN], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_MIPGEN], CB_GETBINDSLOT(GenerateMIPChainCB), cmd);
device->Dispatch(
std::max(1u, (desc.Width + GENERATEMIPCHAIN_2D_BLOCK_SIZE - 1) / GENERATEMIPCHAIN_2D_BLOCK_SIZE),
std::max(1u, (desc.Height + GENERATEMIPCHAIN_2D_BLOCK_SIZE - 1) / GENERATEMIPCHAIN_2D_BLOCK_SIZE),
6,
cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
}
}
}
else
{
// Texture
switch (filter)
{
case MIPGENFILTER_POINT:
device->EventBegin("GenerateMipChain 2D - PointFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_SIMPLEFILTER], cmd);
device->BindSampler(CS, &samplers[SSLOT_POINT_CLAMP], SSLOT_ONDEMAND0, cmd);
break;
case MIPGENFILTER_LINEAR:
device->EventBegin("GenerateMipChain 2D - LinearFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_SIMPLEFILTER], cmd);
device->BindSampler(CS, &samplers[SSLOT_LINEAR_CLAMP], SSLOT_ONDEMAND0, cmd);
break;
case MIPGENFILTER_GAUSSIAN:
device->EventBegin("GenerateMipChain 2D - GaussianFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_GAUSSIAN : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_GAUSSIAN], cmd);
break;
case MIPGENFILTER_BICUBIC:
device->EventBegin("GenerateMipChain 2D - BicubicFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_BICUBIC : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_BICUBIC], cmd);
break;
default:
assert(0);
break;
}
for (uint32_t i = 0; i < desc.MipLevels - 1; ++i)
{
device->BindUAV(CS, &texture, 0, cmd, i + 1);
device->BindResource(CS, &texture, TEXSLOT_UNIQUE0, cmd, i);
desc.Width = std::max(1u, desc.Width / 2);
desc.Height = std::max(1u, desc.Height / 2);
GenerateMIPChainCB cb;
cb.outputResolution.x = desc.Width;
cb.outputResolution.y = desc.Height;
cb.outputResolution_rcp.x = 1.0f / cb.outputResolution.x;
cb.outputResolution_rcp.y = 1.0f / cb.outputResolution.y;
cb.arrayIndex = arrayIndex >= 0 ? (uint)arrayIndex : 0;
device->UpdateBuffer(&constantBuffers[CBTYPE_MIPGEN], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_MIPGEN], CB_GETBINDSLOT(GenerateMIPChainCB), cmd);
device->Dispatch(
std::max(1u, (desc.Width + GENERATEMIPCHAIN_2D_BLOCK_SIZE - 1) / GENERATEMIPCHAIN_2D_BLOCK_SIZE),
std::max(1u, (desc.Height + GENERATEMIPCHAIN_2D_BLOCK_SIZE - 1) / GENERATEMIPCHAIN_2D_BLOCK_SIZE),
1,
cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
}
}
device->UnbindResources(TEXSLOT_UNIQUE0, 1, cmd);
device->UnbindUAVs(0, 1, cmd);
device->EventEnd(cmd);
}
else if (desc.type == TextureDesc::TEXTURE_3D)
{
switch (filter)
{
case MIPGENFILTER_POINT:
device->EventBegin("GenerateMipChain 3D - PointFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN3D_UNORM4_SIMPLEFILTER], cmd);
device->BindSampler(CS, &samplers[SSLOT_POINT_CLAMP], SSLOT_ONDEMAND0, cmd);
break;
case MIPGENFILTER_LINEAR:
device->EventBegin("GenerateMipChain 3D - LinearFilter", cmd);
device->BindComputeShader(&computeShaders[hdr ? CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN3D_UNORM4_SIMPLEFILTER], cmd);
device->BindSampler(CS, &samplers[SSLOT_LINEAR_CLAMP], SSLOT_ONDEMAND0, cmd);
break;
default:
assert(0); // not implemented
break;
}
for (uint32_t i = 0; i < desc.MipLevels - 1; ++i)
{
device->BindUAV(CS, &texture, 0, cmd, i + 1);
device->BindResource(CS, &texture, TEXSLOT_UNIQUE0, cmd, i);
desc.Width = std::max(1u, desc.Width / 2);
desc.Height = std::max(1u, desc.Height / 2);
desc.Depth = std::max(1u, desc.Depth / 2);
GenerateMIPChainCB cb;
cb.outputResolution.x = desc.Width;
cb.outputResolution.y = desc.Height;
cb.outputResolution.z = desc.Depth;
cb.outputResolution_rcp.x = 1.0f / cb.outputResolution.x;
cb.outputResolution_rcp.y = 1.0f / cb.outputResolution.y;
cb.outputResolution_rcp.z = 1.0f / cb.outputResolution.z;
cb.arrayIndex = arrayIndex >= 0 ? (uint)arrayIndex : 0;
device->UpdateBuffer(&constantBuffers[CBTYPE_MIPGEN], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_MIPGEN], CB_GETBINDSLOT(GenerateMIPChainCB), cmd);
device->Dispatch(
std::max(1u, (desc.Width + GENERATEMIPCHAIN_3D_BLOCK_SIZE - 1) / GENERATEMIPCHAIN_3D_BLOCK_SIZE),
std::max(1u, (desc.Height + GENERATEMIPCHAIN_3D_BLOCK_SIZE - 1) / GENERATEMIPCHAIN_3D_BLOCK_SIZE),
std::max(1u, (desc.Depth + GENERATEMIPCHAIN_3D_BLOCK_SIZE - 1) / GENERATEMIPCHAIN_3D_BLOCK_SIZE),
cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
}
device->UnbindResources(TEXSLOT_UNIQUE0, 1, cmd);
device->UnbindUAVs(0, 1, cmd);
device->EventEnd(cmd);
}
else
{
assert(0);
}
}
void CopyTexture2D(const Texture& dst, uint32_t DstMIP, uint32_t DstX, uint32_t DstY, const Texture& src, uint32_t SrcMIP, CommandList cmd, BORDEREXPANDSTYLE borderExpand)
{
GraphicsDevice* device = GetDevice();
const TextureDesc& desc_dst = dst.GetDesc();
const TextureDesc& desc_src = src.GetDesc();
assert(desc_dst.BindFlags & BIND_UNORDERED_ACCESS);
assert(desc_src.BindFlags & BIND_SHADER_RESOURCE);
bool hdr = !device->IsFormatUnorm(desc_dst.Format);
if (borderExpand == BORDEREXPAND_DISABLE)
{
if (hdr)
{
device->EventBegin("CopyTexture_FLOAT4", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_COPYTEXTURE2D_FLOAT4], cmd);
}
else
{
device->EventBegin("CopyTexture_UNORM4", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_COPYTEXTURE2D_UNORM4], cmd);
}
}
else
{
if (hdr)
{
device->EventBegin("CopyTexture_BORDEREXPAND_FLOAT4", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_COPYTEXTURE2D_FLOAT4_BORDEREXPAND], cmd);
}
else
{
device->EventBegin("CopyTexture_BORDEREXPAND_UNORM4", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_COPYTEXTURE2D_UNORM4_BORDEREXPAND], cmd);
}
}
CopyTextureCB cb;
cb.xCopyDest.x = DstX;
cb.xCopyDest.y = DstY;
cb.xCopySrcSize.x = desc_src.Width >> SrcMIP;
cb.xCopySrcSize.y = desc_src.Height >> SrcMIP;
cb.xCopySrcMIP = SrcMIP;
cb.xCopyBorderExpandStyle = (uint)borderExpand;
device->UpdateBuffer(&constantBuffers[CBTYPE_COPYTEXTURE], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_COPYTEXTURE], CB_GETBINDSLOT(CopyTextureCB), cmd);
device->BindResource(CS, &src, TEXSLOT_ONDEMAND0, cmd);
if (DstMIP > 0)
{
assert(desc_dst.MipLevels > DstMIP);
device->BindUAV(CS, &dst, 0, cmd, DstMIP);
}
else
{
device->BindUAV(CS, &dst, 0, cmd);
}
device->Dispatch((cb.xCopySrcSize.x + 7) / 8, (cb.xCopySrcSize.y + 7) / 8, 1, cmd);
device->UnbindUAVs(0, 1, cmd);
device->EventEnd(cmd);
}
void BuildSceneBVH(CommandList cmd)
{
const Scene& scene = GetScene();
sceneBVH.Build(scene, cmd);
}
void RayBuffers::Create(GraphicsDevice* device, uint32_t newRayCapacity)
{
rayCapacity = newRayCapacity;
GPUBufferDesc desc;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
desc.StructureByteStride = sizeof(uint);
desc.ByteWidth = desc.StructureByteStride * rayCapacity;
device->CreateBuffer(&desc, nullptr, &rayIndexBuffer[0]);
device->SetName(&rayIndexBuffer[0], "rayIndexBuffer[0]");
device->CreateBuffer(&desc, nullptr, &rayIndexBuffer[1]);
device->SetName(&rayIndexBuffer[1], "rayIndexBuffer[1]");
desc.StructureByteStride = sizeof(float); // sorting needs float now
desc.ByteWidth = desc.StructureByteStride * rayCapacity;
device->CreateBuffer(&desc, nullptr, &raySortBuffer);
device->SetName(&raySortBuffer, "raySortBuffer");
desc.StructureByteStride = sizeof(RaytracingStoredRay);
desc.ByteWidth = desc.StructureByteStride * rayCapacity;
device->CreateBuffer(&desc, nullptr, &rayBuffer[0]);
device->SetName(&rayBuffer[0], "rayBuffer[0]");
device->CreateBuffer(&desc, nullptr, &rayBuffer[1]);
device->SetName(&rayBuffer[1], "rayBuffer[1]");
desc.MiscFlags = RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
desc.StructureByteStride = sizeof(uint);
desc.ByteWidth = desc.StructureByteStride;
device->CreateBuffer(&desc, nullptr, &rayCountBuffer[0]);
device->SetName(&rayCountBuffer[0], "rayCountBuffer[0]");
device->CreateBuffer(&desc, nullptr, &rayCountBuffer[1]);
device->SetName(&rayCountBuffer[1], "rayCountBuffer[1]");
}
RayBuffers* GenerateScreenRayBuffers(const CameraComponent& camera, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
uint _width = GetInternalResolution().x;
uint _height = GetInternalResolution().y;
static uint RayCountPrev = 0;
const uint _raycount = _width * _height;
static RayBuffers screenRayBuffers;
if (RayCountPrev != _raycount)
{
RayCountPrev = _raycount;
screenRayBuffers.Create(device, _raycount);
}
device->EventBegin("Launch Screen Rays", cmd);
{
device->BindComputeShader(&computeShaders[CSTYPE_RAYTRACE_LAUNCH], cmd);
const XMFLOAT4& halton = wiMath::GetHaltonSequence((int)GetDevice()->GetFrameCount());
RaytracingCB cb;
cb.xTracePixelOffset = XMFLOAT2(halton.x, halton.y);
cb.xTraceResolution.x = _width;
cb.xTraceResolution.y = _height;
cb.xTraceResolution_rcp.x = 1.0f / cb.xTraceResolution.x;
cb.xTraceResolution_rcp.y = 1.0f / cb.xTraceResolution.y;
device->UpdateBuffer(&constantBuffers[CBTYPE_RAYTRACE], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_RAYTRACE], CB_GETBINDSLOT(RaytracingCB), cmd);
GPUResource* uavs[] = {
&screenRayBuffers.rayIndexBuffer[0],
&screenRayBuffers.rayBuffer[0],
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(_width + RAYTRACING_LAUNCH_BLOCKSIZE - 1) / RAYTRACING_LAUNCH_BLOCKSIZE,
(_height + RAYTRACING_LAUNCH_BLOCKSIZE - 1) / RAYTRACING_LAUNCH_BLOCKSIZE,
1,
cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
// write initial ray count:
device->UpdateBuffer(&screenRayBuffers.rayCountBuffer[0], &screenRayBuffers.rayCapacity, cmd);
}
device->EventEnd(cmd);
return &screenRayBuffers;
}
void RayTraceScene(
const RayBuffers* rayBuffers,
const Texture* result,
int accumulation_sample,
CommandList cmd
)
{
GraphicsDevice* device = GetDevice();
const Scene& scene = GetScene();
device->EventBegin("RayTraceScene", cmd);
static GPUBuffer indirectBuffer; // GPU job kicks
if (!indirectBuffer.IsValid())
{
GPUBufferDesc desc;
desc.BindFlags = BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(IndirectDispatchArgs);
desc.ByteWidth = desc.StructureByteStride;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_INDIRECT_ARGS | RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
desc.Usage = USAGE_DEFAULT;
device->CreateBuffer(&desc, nullptr, &indirectBuffer);
device->SetName(&indirectBuffer, "raytrace_indirectBuffer");
}
const TextureDesc& result_desc = result->GetDesc();
auto range = wiProfiler::BeginRangeGPU("RayTrace - ALL", cmd);
// Set up tracing resources:
sceneBVH.Bind(CS, cmd);
if (scene.weather.skyMap != nullptr)
{
device->BindResource(CS, scene.weather.skyMap->texture, TEXSLOT_GLOBALENVMAP, cmd);
}
const XMFLOAT4& halton = wiMath::GetHaltonSequence((int)GetDevice()->GetFrameCount());
RaytracingCB cb;
cb.xTracePixelOffset = XMFLOAT2(halton.x, halton.y);
cb.xTraceAccumulationFactor = 1.0f / ((float)accumulation_sample + 1.0f);
cb.xTraceResolution.x = result_desc.Width;
cb.xTraceResolution.y = result_desc.Height;
cb.xTraceResolution_rcp.x = 1.0f / cb.xTraceResolution.x;
cb.xTraceResolution_rcp.y = 1.0f / cb.xTraceResolution.y;
for (uint32_t bounce = 0; bounce < raytraceBounceCount + 1; ++bounce) // first contact + indirect bounces
{
const uint32_t __readBufferID = bounce % 2;
const uint32_t __writeBufferID = (bounce + 1) % 2;
cb.xTraceUserData.x = (bounce == 1 && accumulation_sample == 0) ? 1 : 0; // pre-clear result texture?
cb.xTraceUserData.y = bounce == raytraceBounceCount ? 1 : 0; // accumulation step?
cb.xTraceRandomSeed = renderTime * (float)(bounce + 1);
device->UpdateBuffer(&constantBuffers[CBTYPE_RAYTRACE], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_RAYTRACE], CB_GETBINDSLOT(RaytracingCB), cmd);
// 1.) Kick off raytracing jobs for this bounce
device->EventBegin("Kick Raytrace Jobs", cmd);
{
// Prepare indirect dispatch based on counter buffer value:
device->BindComputeShader(&computeShaders[CSTYPE_RAYTRACE_KICKJOBS], cmd);
const GPUResource* res[] = {
&rayBuffers->rayCountBuffer[__readBufferID],
};
device->BindResources(CS, res, TEXSLOT_UNIQUE0, arraysize(res), cmd);
const GPUResource* uavs[] = {
&rayBuffers->rayCountBuffer[__writeBufferID],
&indirectBuffer,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(1, 1, 1, cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->Barrier(&GPUBarrier::Buffer(&indirectBuffer, BUFFER_STATE_UNORDERED_ACCESS, BUFFER_STATE_INDIRECT_ARGUMENT), 1, cmd);
}
device->EventEnd(cmd);
// Sorting and shading only after first bounce:
if (bounce > 0)
{
// Sort rays to achieve more coherency:
device->EventBegin("Ray Sorting", cmd);
wiGPUSortLib::Sort(rayBuffers->rayCapacity, rayBuffers->raySortBuffer, rayBuffers->rayCountBuffer[__readBufferID], 0, rayBuffers->rayIndexBuffer[__readBufferID], cmd);
device->EventEnd(cmd);
// Shade
{
device->EventBegin("Shading Rays", cmd);
wiProfiler::range_id range;
if (bounce == 1)
{
range = wiProfiler::BeginRangeGPU("RayTrace - Shade", cmd);
}
device->BindComputeShader(&computeShaders[CSTYPE_RAYTRACE_SHADE], cmd);
const GPUResource* res[] = {
&rayBuffers->rayCountBuffer[__readBufferID],
&rayBuffers->rayIndexBuffer[__readBufferID],
};
device->BindResources(CS, res, TEXSLOT_ONDEMAND7, arraysize(res), cmd);
const GPUResource* uavs[] = {
&rayBuffers->rayBuffer[__readBufferID],
result,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->DispatchIndirect(&indirectBuffer, 0, cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
if (bounce == 1)
{
wiProfiler::EndRange(range); // RayTrace - Shade
}
device->EventEnd(cmd);
}
}
// Compute Closest hits (skip after last bounce)
if(bounce < raytraceBounceCount)
{
device->EventBegin("Primary Rays", cmd);
wiProfiler::range_id range;
if (bounce == 0)
{
range = wiProfiler::BeginRangeGPU("RayTrace - First Contact", cmd);
}
else if (bounce == 1)
{
range = wiProfiler::BeginRangeGPU("RayTrace - First Bounce", cmd);
}
device->BindComputeShader(&computeShaders[CSTYPE_RAYTRACE_CLOSESTHIT], cmd);
const GPUResource* res[] = {
&rayBuffers->rayCountBuffer[__readBufferID],
&rayBuffers->rayIndexBuffer[__readBufferID],
&rayBuffers->rayBuffer[__readBufferID],
};
device->BindResources(CS, res, TEXSLOT_ONDEMAND7, arraysize(res), cmd);
const GPUResource* uavs[] = {
&rayBuffers->rayCountBuffer[__writeBufferID],
&rayBuffers->rayIndexBuffer[__writeBufferID],
&rayBuffers->raySortBuffer,
&rayBuffers->rayBuffer[__writeBufferID],
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->DispatchIndirect(&indirectBuffer, 0, cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
if (bounce == 0 || bounce == 1)
{
wiProfiler::EndRange(range); // RayTrace - First Contact/Bounce
}
device->EventEnd(cmd);
}
}
wiProfiler::EndRange(range); // RayTrace - ALL
device->EventEnd(cmd); // RayTraceScene
}
void RayTraceSceneBVH(CommandList cmd)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("RayTraceSceneBVH", cmd);
device->BindPipelineState(&PSO_debug[DEBUGRENDERING_RAYTRACE_BVH], cmd);
sceneBVH.Bind(PS, cmd);
device->Draw(3, 0, cmd);
device->EventEnd(cmd);
}
bool repackAtlas_Decal = false;
void ManageDecalAtlas()
{
repackAtlas_Decal = false;
Scene& scene = GetScene();
using namespace wiRectPacker;
// Gather all decal textures:
for (size_t i = 0; i < scene.decals.GetCount(); ++i)
{
const DecalComponent& decal = scene.decals[i];
if (decal.texture != nullptr)
{
if (packedDecals.find(decal.texture) == packedDecals.end())
{
// we need to pack this decal texture into the atlas
rect_xywh newRect = rect_xywh(0, 0, decal.texture->GetDesc().Width + atlasClampBorder * 2, decal.texture->GetDesc().Height + atlasClampBorder * 2);
packedDecals[decal.texture] = newRect;
repackAtlas_Decal = true;
}
}
}
// Update atlas texture if it is invalidated:
GraphicsDevice* device = GetDevice();
if (repackAtlas_Decal)
{
vector<rect_xywh*> out_rects(packedDecals.size());
int i = 0;
for (auto& it : packedDecals)
{
out_rects[i] = &it.second;
i++;
}
std::vector<bin> bins;
if (pack(out_rects.data(), (int)packedDecals.size(), 16384, bins))
{
assert(bins.size() == 1 && "The regions won't fit into the texture!");
TextureDesc desc;
desc.Width = (uint32_t)bins[0].size.w;
desc.Height = (uint32_t)bins[0].size.h;
desc.MipLevels = 0;
desc.ArraySize = 1;
desc.Format = FORMAT_R8G8B8A8_UNORM;
desc.SampleCount = 1;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
device->CreateTexture(&desc, nullptr, &decalAtlas);
device->SetName(&decalAtlas, "decalAtlas");
for (uint32_t i = 0; i < decalAtlas.GetDesc().MipLevels; ++i)
{
int subresource_index;
subresource_index = device->CreateSubresource(&decalAtlas, UAV, 0, 1, i, 1);
assert(subresource_index == i);
}
}
else
{
wiBackLog::post("Decal atlas packing failed!");
}
}
// Assign atlas buckets to decals:
for (size_t i = 0; i < scene.decals.GetCount(); ++i)
{
DecalComponent& decal = scene.decals[i];
if (decal.texture != nullptr)
{
const TextureDesc& desc = decalAtlas.GetDesc();
rect_xywh rect = packedDecals[decal.texture];
// eliminate border expansion:
rect.x += atlasClampBorder;
rect.y += atlasClampBorder;
rect.w -= atlasClampBorder * 2;
rect.h -= atlasClampBorder * 2;
decal.atlasMulAdd = XMFLOAT4((float)rect.w / (float)desc.Width, (float)rect.h / (float)desc.Height, (float)rect.x / (float)desc.Width, (float)rect.y / (float)desc.Height);
}
else
{
decal.atlasMulAdd = XMFLOAT4(0, 0, 0, 0);
}
}
}
void RefreshDecalAtlas(CommandList cmd)
{
GraphicsDevice* device = GetDevice();
using namespace wiRectPacker;
const Scene& scene = GetScene();
if (repackAtlas_Decal)
{
for (uint32_t mip = 0; mip < decalAtlas.GetDesc().MipLevels; ++mip)
{
for (auto& it : packedDecals)
{
if (mip < it.first->GetDesc().MipLevels)
{
CopyTexture2D(decalAtlas, mip, (it.second.x >> mip) + atlasClampBorder, (it.second.y >> mip) + atlasClampBorder, *it.first, mip, cmd, BORDEREXPAND_CLAMP);
}
}
}
}
}
bool repackAtlas_Lightmap = false;
vector<uint32_t> lightmapsToRefresh;
void ManageLightmapAtlas()
{
lightmapsToRefresh.clear();
repackAtlas_Lightmap = false;
Scene& scene = GetScene();
GraphicsDevice* device = GetDevice();
using namespace wiRectPacker;
// Gather all object lightmap textures:
for (size_t objectIndex = 0; objectIndex < scene.objects.GetCount(); ++objectIndex)
{
ObjectComponent& object = scene.objects[objectIndex];
bool refresh = false;
if (object.lightmap != nullptr && object.lightmapWidth == 0)
{
// If we get here, it means that the lightmap GPU texture contains the rendered lightmap, but the CPU-side data was erased.
// In this case, we delete the GPU side lightmap data from the object and the atlas too.
packedLightmaps.erase(object.lightmap.get());
object.lightmap.reset(nullptr);
repackAtlas_Lightmap = true;
refresh = false;
}
if (object.IsLightmapRenderRequested())
{
refresh = true;
if (object.lightmapIterationCount == 0)
{
if (object.lightmap != nullptr)
{
packedLightmaps.erase(object.lightmap.get());
}
{
// Unfortunately, fp128 format only correctly downloads from GPU if it is pow2 size:
object.lightmapWidth = wiMath::GetNextPowerOfTwo(object.lightmapWidth + 1) / 2;
object.lightmapHeight = wiMath::GetNextPowerOfTwo(object.lightmapHeight + 1) / 2;
}
TextureDesc desc;
desc.Width = object.lightmapWidth;
desc.Height = object.lightmapHeight;
desc.BindFlags = BIND_RENDER_TARGET | BIND_SHADER_RESOURCE;
// Note: we need the full precision format to achieve correct accumulative blending!
// But the global atlas will have less precision for good bandwidth for sampling
desc.Format = FORMAT_R32G32B32A32_FLOAT;
object.lightmap = std::make_unique<Texture>();
device->CreateTexture(&desc, nullptr, object.lightmap.get());
device->SetName(object.lightmap.get(), "objectLightmap");
RenderPassDesc renderpassdesc;
renderpassdesc.numAttachments = 1;
renderpassdesc.attachments[0] = { RenderPassAttachment::RENDERTARGET,RenderPassAttachment::LOADOP_CLEAR,object.lightmap.get(),-1 };
object.renderpass_lightmap_clear = std::make_unique<RenderPass>();
device->CreateRenderPass(&renderpassdesc, object.renderpass_lightmap_clear.get());
renderpassdesc.numAttachments = 1;
renderpassdesc.attachments[0] = { RenderPassAttachment::RENDERTARGET,RenderPassAttachment::LOADOP_LOAD,object.lightmap.get(),-1 };
object.renderpass_lightmap_accumulate = std::make_unique<RenderPass>();
device->CreateRenderPass(&renderpassdesc, object.renderpass_lightmap_accumulate.get());
}
object.lightmapIterationCount++;
}
if (!object.lightmapTextureData.empty() && object.lightmap == nullptr)
{
refresh = true;
// Create a GPU-side per object lighmap if there is none yet, so that copying into atlas can be done efficiently:
object.lightmap.reset(new Texture);
wiTextureHelper::CreateTexture(*object.lightmap.get(), object.lightmapTextureData.data(), object.lightmapWidth, object.lightmapHeight, object.GetLightmapFormat());
}
if (object.lightmap != nullptr)
{
if (packedLightmaps.find(object.lightmap.get()) == packedLightmaps.end())
{
// we need to pack this lightmap texture into the atlas
rect_xywh newRect = rect_xywh(0, 0, object.lightmap->GetDesc().Width + atlasClampBorder * 2, object.lightmap->GetDesc().Height + atlasClampBorder * 2);
packedLightmaps[object.lightmap.get()] = newRect;
repackAtlas_Lightmap = true;
refresh = true;
}
}
if (refresh)
{
// Push a new object whose lightmap should be copied over to the atlas:
lightmapsToRefresh.push_back((uint32_t)objectIndex);
}
}
// Update atlas texture if it is invalidated:
using namespace wiRectPacker;
if (repackAtlas_Lightmap && !packedLightmaps.empty())
{
vector<rect_xywh*> out_rects(packedLightmaps.size());
int i = 0;
for (auto& it : packedLightmaps)
{
out_rects[i] = &it.second;
i++;
}
std::vector<bin> bins;
if (pack(out_rects.data(), (int)packedLightmaps.size(), 16384, bins))
{
assert(bins.size() == 1 && "The regions won't fit into the texture!");
TextureDesc desc;
desc.Width = (uint32_t)bins[0].size.w;
desc.Height = (uint32_t)bins[0].size.h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = FORMAT_R11G11B10_FLOAT;
desc.SampleCount = 1;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
device->CreateTexture(&desc, nullptr, &globalLightmap);
device->SetName(&globalLightmap, "globalLightmap");
}
else
{
wiBackLog::post("Global Lightmap atlas packing failed!");
}
}
// Assign atlas buckets to objects:
if (!packedLightmaps.empty())
{
for (size_t i = 0; i < scene.objects.GetCount(); ++i)
{
ObjectComponent& object = scene.objects[i];
if (object.lightmap != nullptr && packedLightmaps.count(object.lightmap.get()) > 0)
{
const TextureDesc& desc = globalLightmap.GetDesc();
rect_xywh rect = packedLightmaps.at(object.lightmap.get());
// eliminate border expansion:
rect.x += atlasClampBorder;
rect.y += atlasClampBorder;
rect.w -= atlasClampBorder * 2;
rect.h -= atlasClampBorder * 2;
object.globalLightMapMulAdd = XMFLOAT4((float)rect.w / (float)desc.Width, (float)rect.h / (float)desc.Height, (float)rect.x / (float)desc.Width, (float)rect.y / (float)desc.Height);
}
else
{
object.globalLightMapMulAdd = XMFLOAT4(0, 0, 0, 0);
}
}
}
}
void RenderObjectLightMap(const ObjectComponent& object, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
const Scene& scene = GetScene();
device->EventBegin("RenderObjectLightMap", cmd);
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
assert(!mesh.vertex_atlas.empty());
assert(mesh.vertexBuffer_ATL != nullptr);
const TextureDesc& desc = object.lightmap->GetDesc();
const uint32_t lightmapIterationCount = std::max(1u, object.lightmapIterationCount) - 1; // ManageLightMapAtlas incremented before refresh
if (lightmapIterationCount == 0)
{
device->RenderPassBegin(object.renderpass_lightmap_clear.get(), cmd);
}
else
{
device->RenderPassBegin(object.renderpass_lightmap_accumulate.get(), cmd);
}
Viewport vp;
vp.Width = (float)desc.Width;
vp.Height = (float)desc.Height;
device->BindViewports(1, &vp, cmd);
const TransformComponent& transform = scene.transforms[object.transform_index];
// Note: using InstancePrev, because we just need the matrix, nothing else here...
GraphicsDevice::GPUAllocation mem = device->AllocateGPU(sizeof(InstancePrev), cmd);
volatile InstancePrev* instance = (volatile InstancePrev*)mem.data;
instance->Create(transform.world);
const GPUBuffer* vbs[] = {
mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_ATL.get(),
mem.buffer,
};
uint32_t strides[] = {
sizeof(MeshComponent::Vertex_POS),
sizeof(MeshComponent::Vertex_TEX),
sizeof(InstancePrev),
};
uint32_t offsets[] = {
0,
0,
mem.offset,
};
device->BindVertexBuffers(vbs, 0, arraysize(vbs), strides, offsets, cmd);
device->BindIndexBuffer(mesh.indexBuffer.get(), mesh.GetIndexFormat(), 0, cmd);
RaytracingCB cb;
cb.xTraceResolution.x = desc.Width;
cb.xTraceResolution.y = desc.Height;
cb.xTraceResolution_rcp.x = 1.0f / cb.xTraceResolution.x;
cb.xTraceResolution_rcp.y = 1.0f / cb.xTraceResolution.y;
XMFLOAT4 halton = wiMath::GetHaltonSequence(lightmapIterationCount); // for jittering the rasterization (good for eliminating atlas border artifacts)
cb.xTracePixelOffset.x = (halton.x * 2 - 1) * cb.xTraceResolution_rcp.x;
cb.xTracePixelOffset.y = (halton.y * 2 - 1) * cb.xTraceResolution_rcp.y;
cb.xTracePixelOffset.x *= 1.4f; // boost the jitter by a bit
cb.xTracePixelOffset.y *= 1.4f; // boost the jitter by a bit
cb.xTraceRandomSeed = (float)lightmapIterationCount + 1.2345f; // random seed
cb.xTraceAccumulationFactor = 1.0f / (lightmapIterationCount + 1.0f); // accumulation factor (alpha)
cb.xTraceUserData.x = raytraceBounceCount;
device->UpdateBuffer(&constantBuffers[CBTYPE_RAYTRACE], &cb, cmd);
device->BindConstantBuffer(VS, &constantBuffers[CBTYPE_RAYTRACE], CB_GETBINDSLOT(RaytracingCB), cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_RAYTRACE], CB_GETBINDSLOT(RaytracingCB), cmd);
device->BindPipelineState(&PSO_renderlightmap, cmd);
device->DrawIndexedInstanced((uint32_t)mesh.indices.size(), 1, 0, 0, 0, cmd);
device->RenderPassEnd(cmd);
device->EventEnd(cmd);
}
void RefreshLightmapAtlas(CommandList cmd)
{
const Scene& scene = GetScene();
GraphicsDevice* device = GetDevice();
if (!lightmapsToRefresh.empty())
{
auto range = wiProfiler::BeginRangeGPU("Lightmap Processing", cmd);
// Update GPU scene and BVH data:
{
if (scene_bvh_invalid)
{
scene_bvh_invalid = false;
BuildSceneBVH(cmd);
}
sceneBVH.Bind(PS, cmd);
}
// Render lightmaps for each object:
for (uint32_t objectIndex : lightmapsToRefresh)
{
const ObjectComponent& object = scene.objects[objectIndex];
if (object.IsLightmapRenderRequested())
{
RenderObjectLightMap(object, cmd);
}
}
if (!packedLightmaps.empty())
{
device->EventBegin("PackGlobalLightmap", cmd);
if (repackAtlas_Lightmap)
{
// If atlas was repacked, we copy every object lightmap:
for (size_t i = 0; i < scene.objects.GetCount(); ++i)
{
const ObjectComponent& object = scene.objects[i];
if (object.lightmap != nullptr)
{
const auto& rec = packedLightmaps.at(object.lightmap.get());
CopyTexture2D(globalLightmap, 0, rec.x + atlasClampBorder, rec.y + atlasClampBorder, *object.lightmap.get(), 0, cmd);
}
}
}
else
{
// If atlas was not repacked, we only copy refreshed object lightmaps:
for (uint32_t objectIndex : lightmapsToRefresh)
{
const ObjectComponent& object = scene.objects[objectIndex];
const auto& rec = packedLightmaps.at(object.lightmap.get());
CopyTexture2D(globalLightmap, 0, rec.x + atlasClampBorder, rec.y + atlasClampBorder, *object.lightmap.get(), 0, cmd);
}
}
device->EventEnd(cmd);
}
wiProfiler::EndRange(range);
}
}
const Texture* GetGlobalLightmap()
{
if (globalLightmap.IsValid())
{
return &globalLightmap;
}
return wiTextureHelper::getTransparent();
}
void BindCommonResources(CommandList cmd)
{
GraphicsDevice* device = GetDevice();
ResetAlphaRef(cmd);
for (int i = 0; i < SHADERSTAGE_COUNT; ++i)
{
SHADERSTAGE stage = (SHADERSTAGE)i;
for (int i = 0; i < SSLOT_COUNT; ++i)
{
device->BindSampler(stage, &samplers[i], i, cmd);
}
BindConstantBuffers(stage, cmd);
}
// Bind the GPU entity array for all shaders that need it here:
GPUResource* resources[] = {
&resourceBuffers[RBTYPE_ENTITYARRAY],
&resourceBuffers[RBTYPE_MATRIXARRAY],
};
device->BindResources(VS, resources, SBSLOT_ENTITYARRAY, arraysize(resources), cmd);
device->BindResources(PS, resources, SBSLOT_ENTITYARRAY, arraysize(resources), cmd);
device->BindResources(CS, resources, SBSLOT_ENTITYARRAY, arraysize(resources), cmd);
}
void UpdateFrameCB(CommandList cmd)
{
const Scene& scene = GetScene();
FrameCB cb;
cb.g_xFrame_ConstantOne = 1;
cb.g_xFrame_ScreenWidthHeight = float2((float)GetDevice()->GetScreenWidth(), (float)GetDevice()->GetScreenHeight());
cb.g_xFrame_ScreenWidthHeight_Inverse = float2(1.0f / cb.g_xFrame_ScreenWidthHeight.x, 1.0f / cb.g_xFrame_ScreenWidthHeight.y);
cb.g_xFrame_InternalResolution = float2((float)GetInternalResolution().x, (float)GetInternalResolution().y);
cb.g_xFrame_InternalResolution_Inverse = float2(1.0f / cb.g_xFrame_InternalResolution.x, 1.0f / cb.g_xFrame_InternalResolution.y);
cb.g_xFrame_Gamma = GetGamma();
cb.g_xFrame_SunColor = scene.weather.sunColor;
cb.g_xFrame_SunDirection = scene.weather.sunDirection;
cb.g_xFrame_ShadowCascadeCount = CASCADE_COUNT;
cb.g_xFrame_Ambient = scene.weather.ambient;
cb.g_xFrame_Cloudiness = scene.weather.cloudiness;
cb.g_xFrame_CloudScale = scene.weather.cloudScale;
cb.g_xFrame_CloudSpeed = scene.weather.cloudSpeed;
cb.g_xFrame_Fog = float3(scene.weather.fogStart, scene.weather.fogEnd, scene.weather.fogHeight);
cb.g_xFrame_Horizon = scene.weather.horizon;
cb.g_xFrame_Zenith = scene.weather.zenith;
cb.g_xFrame_SpecularAA = SPECULARAA;
cb.g_xFrame_VoxelRadianceDataSize = voxelSceneData.voxelsize;
cb.g_xFrame_VoxelRadianceDataSize_rcp = 1.0f / (float)cb.g_xFrame_VoxelRadianceDataSize;
cb.g_xFrame_VoxelRadianceDataRes = GetVoxelRadianceEnabled() ? (uint)voxelSceneData.res : 0;
cb.g_xFrame_VoxelRadianceDataRes_rcp = 1.0f / (float)cb.g_xFrame_VoxelRadianceDataRes;
cb.g_xFrame_VoxelRadianceDataMIPs = voxelSceneData.mips;
cb.g_xFrame_VoxelRadianceNumCones = std::max(std::min(voxelSceneData.numCones, 16u), 1u);
cb.g_xFrame_VoxelRadianceNumCones_rcp = 1.0f / (float)cb.g_xFrame_VoxelRadianceNumCones;
cb.g_xFrame_VoxelRadianceRayStepSize = voxelSceneData.rayStepSize;
cb.g_xFrame_VoxelRadianceReflectionsEnabled = voxelSceneData.reflectionsEnabled;
cb.g_xFrame_VoxelRadianceDataCenter = voxelSceneData.center;
cb.g_xFrame_AdvancedRefractions = GetAdvancedRefractionsEnabled() ? 1 : 0;
cb.g_xFrame_EntityCullingTileCount = GetEntityCullingTileCount();
cb.g_xFrame_TransparentShadowsEnabled = TRANSPARENTSHADOWSENABLED;
cb.g_xFrame_GlobalEnvProbeIndex = -1;
cb.g_xFrame_EnvProbeMipCount = 0;
cb.g_xFrame_EnvProbeMipCount_rcp = 1.0f;
if (scene.probes.GetCount() > 0)
{
cb.g_xFrame_GlobalEnvProbeIndex = 0; // for now, the global envprobe will be the first probe in the array. Easy change later on if required...
}
if (textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY].IsValid())
{
cb.g_xFrame_EnvProbeMipCount = textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY].GetDesc().MipLevels;
cb.g_xFrame_EnvProbeMipCount_rcp = 1.0f / (float)cb.g_xFrame_EnvProbeMipCount;
}
cb.g_xFrame_Time = renderTime;
cb.g_xFrame_TimePrev = renderTime_Prev;
cb.g_xFrame_DeltaTime = deltaTime;
cb.g_xFrame_LightArrayOffset = entityArrayOffset_Lights;
cb.g_xFrame_LightArrayCount = entityArrayCount_Lights;
cb.g_xFrame_DecalArrayOffset = entityArrayOffset_Decals;
cb.g_xFrame_DecalArrayCount = entityArrayCount_Decals;
cb.g_xFrame_ForceFieldArrayOffset = entityArrayOffset_ForceFields;
cb.g_xFrame_ForceFieldArrayCount = entityArrayCount_ForceFields;
cb.g_xFrame_EnvProbeArrayOffset = entityArrayOffset_EnvProbes;
cb.g_xFrame_EnvProbeArrayCount = entityArrayCount_EnvProbes;
cb.g_xFrame_VoxelRadianceRetargetted = voxelSceneData.centerChangedThisFrame ? 1 : 0;
cb.g_xFrame_WindRandomness = scene.weather.windRandomness;
cb.g_xFrame_WindWaveSize = scene.weather.windWaveSize;
cb.g_xFrame_WindDirection = scene.weather.windDirection;
cb.g_xFrame_StaticSkyGamma = 0.0f;
if (scene.weather.skyMap != nullptr)
{
bool hdr = !GetDevice()->IsFormatUnorm(scene.weather.skyMap->texture->GetDesc().Format);
cb.g_xFrame_StaticSkyGamma = hdr ? 1.0f : cb.g_xFrame_Gamma;
}
cb.g_xFrame_FrameCount = (uint)GetDevice()->GetFrameCount();
cb.g_xFrame_TemporalAASampleRotation = 0;
if (GetTemporalAAEnabled())
{
uint id = cb.g_xFrame_FrameCount % 4;
uint x = 0;
uint y = 0;
switch (id)
{
case 1:
x = 1;
break;
case 2:
y = 1;
break;
case 3:
x = 1;
y = 1;
break;
default:
break;
}
cb.g_xFrame_TemporalAASampleRotation = (x & 0x000000FF) | ((y & 0x000000FF) << 8);
}
cb.g_xFrame_TemporalAAJitter = temporalAAJitter;
cb.g_xFrame_TemporalAAJitterPrev = temporalAAJitterPrev;
const auto& prevCam = GetPrevCamera();
const auto& reflCam = GetRefCamera();
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_PrevV, prevCam.GetView());
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_PrevP, prevCam.GetProjection());
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_PrevVP, prevCam.GetViewProjection());
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_PrevInvVP, prevCam.GetInvViewProjection());
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_ReflVP, reflCam.GetViewProjection());
cb.g_xFrame_WorldBoundsMin = scene.bounds.getMin();
cb.g_xFrame_WorldBoundsMax = scene.bounds.getMax();
cb.g_xFrame_WorldBoundsExtents.x = abs(cb.g_xFrame_WorldBoundsMax.x - cb.g_xFrame_WorldBoundsMin.x);
cb.g_xFrame_WorldBoundsExtents.y = abs(cb.g_xFrame_WorldBoundsMax.y - cb.g_xFrame_WorldBoundsMin.y);
cb.g_xFrame_WorldBoundsExtents.z = abs(cb.g_xFrame_WorldBoundsMax.z - cb.g_xFrame_WorldBoundsMin.z);
cb.g_xFrame_WorldBoundsExtents_rcp.x = 1.0f / cb.g_xFrame_WorldBoundsExtents.x;
cb.g_xFrame_WorldBoundsExtents_rcp.y = 1.0f / cb.g_xFrame_WorldBoundsExtents.y;
cb.g_xFrame_WorldBoundsExtents_rcp.z = 1.0f / cb.g_xFrame_WorldBoundsExtents.z;
GetDevice()->UpdateBuffer(&constantBuffers[CBTYPE_FRAME], &cb, cmd);
}
void UpdateCameraCB(const CameraComponent& camera, CommandList cmd)
{
CameraCB cb;
XMStoreFloat4x4(&cb.g_xCamera_VP, camera.GetViewProjection());
XMStoreFloat4x4(&cb.g_xCamera_View, camera.GetView());
XMStoreFloat4x4(&cb.g_xCamera_Proj, camera.GetProjection());
cb.g_xCamera_CamPos = camera.Eye;
cb.g_xCamera_DistanceFromOrigin = XMVectorGetX(XMVector3Length(XMLoadFloat3(&cb.g_xCamera_CamPos)));
XMStoreFloat4x4(&cb.g_xCamera_InvV, camera.GetInvView());
XMStoreFloat4x4(&cb.g_xCamera_InvP, camera.GetInvProjection());
XMStoreFloat4x4(&cb.g_xCamera_InvVP, camera.GetInvViewProjection());
cb.g_xCamera_At = camera.At;
cb.g_xCamera_Up = camera.Up;
cb.g_xCamera_ZNearP = camera.zNearP;
cb.g_xCamera_ZFarP = camera.zFarP;
cb.g_xCamera_ZNearP_rcp = 1.0f / std::max(0.0001f, cb.g_xCamera_ZNearP);
cb.g_xCamera_ZFarP_rcp = 1.0f / std::max(0.0001f, cb.g_xCamera_ZFarP);
cb.g_xCamera_ZRange = abs(cb.g_xCamera_ZFarP - cb.g_xCamera_ZNearP);
cb.g_xCamera_ZRange_rcp = 1.0f / std::max(0.0001f, cb.g_xCamera_ZRange);
GetDevice()->UpdateBuffer(&constantBuffers[CBTYPE_CAMERA], &cb, cmd);
}
APICB apiCB[COMMANDLIST_COUNT];
void SetClipPlane(const XMFLOAT4& clipPlane, CommandList cmd)
{
apiCB[cmd].g_xClipPlane = clipPlane;
GetDevice()->UpdateBuffer(&constantBuffers[CBTYPE_API], &apiCB[cmd], cmd);
}
void SetAlphaRef(float alphaRef, CommandList cmd)
{
if (alphaRef != apiCB[cmd].g_xAlphaRef)
{
apiCB[cmd].g_xAlphaRef = alphaRef;
GetDevice()->UpdateBuffer(&constantBuffers[CBTYPE_API], &apiCB[cmd], cmd);
}
}
void BindGBufferTextures(const Texture* slot0, const Texture* slot1, const Texture* slot2, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
device->BindResource(PS, slot0, TEXSLOT_GBUFFER0, cmd);
device->BindResource(PS, slot1, TEXSLOT_GBUFFER1, cmd);
device->BindResource(PS, slot2, TEXSLOT_GBUFFER2, cmd);
device->BindResource(CS, slot0, TEXSLOT_GBUFFER0, cmd);
device->BindResource(CS, slot1, TEXSLOT_GBUFFER1, cmd);
device->BindResource(CS, slot2, TEXSLOT_GBUFFER2, cmd);
}
void BindDepthTextures(const Texture* depth, const Texture* linearDepth, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
device->BindResource(PS, depth, TEXSLOT_DEPTH, cmd);
device->BindResource(VS, depth, TEXSLOT_DEPTH, cmd);
device->BindResource(GS, depth, TEXSLOT_DEPTH, cmd);
device->BindResource(CS, depth, TEXSLOT_DEPTH, cmd);
device->BindResource(PS, linearDepth, TEXSLOT_LINEARDEPTH, cmd);
device->BindResource(VS, linearDepth, TEXSLOT_LINEARDEPTH, cmd);
device->BindResource(GS, linearDepth, TEXSLOT_LINEARDEPTH, cmd);
device->BindResource(CS, linearDepth, TEXSLOT_LINEARDEPTH, cmd);
}
const Texture* ComputeLuminance(const Texture& sourceImage, CommandList cmd)
{
GraphicsDevice* device = GetDevice();
static std::unique_ptr<Texture> luminance_map;
static std::vector<Texture*> luminance_avg(0);
if (luminance_map == nullptr)
{
for (auto& x : luminance_avg)
{
SAFE_DELETE(x);
}
luminance_avg.clear();
TextureDesc desc;
desc.Width = 256;
desc.Height = desc.Width;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = FORMAT_R32_FLOAT;
desc.SampleCount = 1;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
luminance_map.reset(new Texture);
device->CreateTexture(&desc, nullptr, luminance_map.get());
while (desc.Width > 1)
{
desc.Width = std::max(desc.Width / 16, 1u);
desc.Height = desc.Width;
Texture* tex = new Texture;
device->CreateTexture(&desc, nullptr, tex);
luminance_avg.push_back(tex);
}
}
if (luminance_map != nullptr)
{
device->EventBegin("Compute Luminance", cmd);
// Pass 1 : Create luminance map from scene tex
TextureDesc luminance_map_desc = luminance_map->GetDesc();
device->BindComputeShader(&computeShaders[CSTYPE_LUMINANCE_PASS1], cmd);
device->BindResource(CS, &sourceImage, TEXSLOT_ONDEMAND0, cmd);
device->BindUAV(CS, luminance_map.get(), 0, cmd);
device->Dispatch(luminance_map_desc.Width/16, luminance_map_desc.Height/16, 1, cmd);
// Pass 2 : Reduce for average luminance until we got an 1x1 texture
TextureDesc luminance_avg_desc;
for (size_t i = 0; i < luminance_avg.size(); ++i)
{
luminance_avg_desc = luminance_avg[i]->GetDesc();
device->BindComputeShader(&computeShaders[CSTYPE_LUMINANCE_PASS2], cmd);
const GPUResource* uavs[] = {
luminance_avg[i]
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
if (i > 0)
{
device->BindResource(CS, luminance_avg[i-1], TEXSLOT_ONDEMAND0, cmd);
}
else
{
device->BindResource(CS, luminance_map.get(), TEXSLOT_ONDEMAND0, cmd);
}
device->Dispatch(luminance_avg_desc.Width, luminance_avg_desc.Height, 1, cmd);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
}
device->UnbindUAVs(0, 1, cmd);
device->EventEnd(cmd);
return luminance_avg.back();
}
return nullptr;
}
void DeferredComposition(
const Texture& gbuffer0,
const Texture& gbuffer1,
const Texture& gbuffer2,
const Texture& lightmap_diffuse,
const Texture& lightmap_specular,
const Texture& ao,
const Texture& lineardepth,
CommandList cmd
)
{
GraphicsDevice* device = wiRenderer::GetDevice();
device->EventBegin("DeferredComposition", cmd);
device->BindPipelineState(&PSO_deferredcomposition, cmd);
device->BindResource(PS, &gbuffer0, TEXSLOT_GBUFFER0, cmd);
device->BindResource(PS, &gbuffer1, TEXSLOT_GBUFFER1, cmd);
device->BindResource(PS, &gbuffer2, TEXSLOT_GBUFFER2, cmd);
device->BindResource(PS, &lightmap_diffuse, TEXSLOT_ONDEMAND0, cmd);
device->BindResource(PS, &lightmap_specular, TEXSLOT_ONDEMAND1, cmd);
device->BindResource(PS, &ao, TEXSLOT_ONDEMAND2, cmd);
device->BindResource(PS, &lineardepth, TEXSLOT_LINEARDEPTH, cmd);
device->Draw(3, 0, cmd);
device->EventEnd(cmd);
}
void Postprocess_Blur_Gaussian(
const Texture& input,
const Texture& temp,
const Texture& output,
CommandList cmd,
float amountX,
float amountY,
float mip
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_Blur_Gaussian", cmd);
CSTYPES cs = CSTYPE_POSTPROCESS_BLUR_GAUSSIAN_FLOAT4;
switch (output.GetDesc().Format)
{
case FORMAT_R16_UNORM:
case FORMAT_R8_UNORM:
cs = CSTYPE_POSTPROCESS_BLUR_GAUSSIAN_UNORM1;
break;
case FORMAT_R16_FLOAT:
case FORMAT_R32_FLOAT:
cs = CSTYPE_POSTPROCESS_BLUR_GAUSSIAN_FLOAT1;
break;
case FORMAT_R16G16B16A16_UNORM:
case FORMAT_R8G8B8A8_UNORM:
cs = CSTYPE_POSTPROCESS_BLUR_GAUSSIAN_UNORM4;
break;
case FORMAT_R16G16B16A16_FLOAT:
case FORMAT_R32G32B32A32_FLOAT:
cs = CSTYPE_POSTPROCESS_BLUR_GAUSSIAN_FLOAT4;
break;
default:
assert(0); // implement format!
break;
}
device->BindComputeShader(&computeShaders[cs], cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
// Horizontal:
{
const TextureDesc& desc = temp.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = amountX;
cb.xPPParams0.y = 0;
cb.xPPParams0.z = mip;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
const GPUResource* uavs[] = {
&temp,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
}
// Vertical:
{
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = 0;
cb.xPPParams0.y = amountY;
cb.xPPParams0.z = mip;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindResource(CS, &temp, TEXSLOT_ONDEMAND0, cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
}
device->EventEnd(cmd);
}
void Postprocess_Blur_Bilateral(
const Texture& input,
const Texture& lineardepth,
const Texture& temp,
const Texture& output,
CommandList cmd,
float amountX,
float amountY,
float depth_threshold,
float mip
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_Blur_Bilateral", cmd);
CSTYPES cs = CSTYPE_POSTPROCESS_BLUR_BILATERAL_FLOAT4;
switch (output.GetDesc().Format)
{
case FORMAT_R16_UNORM:
case FORMAT_R8_UNORM:
cs = CSTYPE_POSTPROCESS_BLUR_BILATERAL_UNORM1;
break;
case FORMAT_R16_FLOAT:
case FORMAT_R32_FLOAT:
cs = CSTYPE_POSTPROCESS_BLUR_BILATERAL_FLOAT1;
break;
case FORMAT_R16G16B16A16_UNORM:
case FORMAT_R8G8B8A8_UNORM:
cs = CSTYPE_POSTPROCESS_BLUR_BILATERAL_UNORM4;
break;
case FORMAT_R16G16B16A16_FLOAT:
case FORMAT_R32G32B32A32_FLOAT:
cs = CSTYPE_POSTPROCESS_BLUR_BILATERAL_FLOAT4;
break;
default:
assert(0); // implement format!
break;
}
device->BindComputeShader(&computeShaders[cs], cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
// Horizontal:
{
const TextureDesc& desc = temp.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = amountX;
cb.xPPParams0.y = 0;
cb.xPPParams0.z = mip;
cb.xPPParams0.w = depth_threshold;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
const GPUResource* uavs[] = {
&temp,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
}
// Vertical:
{
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = 0;
cb.xPPParams0.y = amountY;
cb.xPPParams0.z = mip;
cb.xPPParams0.w = depth_threshold;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindResource(CS, &temp, TEXSLOT_ONDEMAND0, cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
}
device->EventEnd(cmd);
}
void Postprocess_SSAO(
const Texture& depthbuffer,
const Texture& lineardepth,
const Texture& temp,
const Texture& output,
CommandList cmd,
float range,
uint32_t samplecount,
float blur
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_SSAO", cmd);
auto prof_range = wiProfiler::BeginRangeGPU("SSAO", cmd);
device->UnbindResources(TEXSLOT_RENDERPATH_SSAO, 1, cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_SSAO], cmd);
device->BindResource(CS, &depthbuffer, TEXSLOT_DEPTH, cmd);
device->BindResource(CS, &lineardepth, TEXSLOT_LINEARDEPTH, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = range;
cb.xPPParams0.y = (float)samplecount;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
Postprocess_Blur_Bilateral(output, lineardepth, temp, output, cmd, blur, blur, 1.2f);
wiProfiler::EndRange(prof_range);
device->EventEnd(cmd);
}
void Postprocess_SSR(
const Texture& input,
const Texture& depthbuffer,
const Texture& lineardepth,
const Texture& gbuffer1,
const Texture& output,
CommandList cmd
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_SSR", cmd);
auto range = wiProfiler::BeginRangeGPU("SSR", cmd);
device->UnbindResources(TEXSLOT_RENDERPATH_SSR, 1, cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_SSR], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
device->BindResource(CS, &depthbuffer, TEXSLOT_DEPTH, cmd);
device->BindResource(CS, &lineardepth, TEXSLOT_LINEARDEPTH, cmd);
device->BindResource(CS, &gbuffer1, TEXSLOT_GBUFFER1, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
if (desc.MipLevels > 1)
{
GenerateMipChain(output, MIPGENFILTER_GAUSSIAN, cmd);
}
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
void Postprocess_SSS(
const Texture& lineardepth,
const Texture& gbuffer0,
const RenderPass& input_output_lightbuffer_diffuse,
const RenderPass& input_output_temp1,
const RenderPass& input_output_temp2,
CommandList cmd
)
{
GraphicsDevice* device = wiRenderer::GetDevice();
device->EventBegin("Postprocess_SSS", cmd);
auto range = wiProfiler::BeginRangeGPU("SSS", cmd);
device->BindStencilRef(STENCILREF_SKIN, cmd);
device->BindPipelineState(&PSO_sss, cmd);
device->BindResource(PS, &lineardepth, TEXSLOT_LINEARDEPTH, cmd);
device->BindResource(PS, &gbuffer0, TEXSLOT_GBUFFER0, cmd);
const RenderPass* rt_read = &input_output_lightbuffer_diffuse;
const RenderPass* rt_write = &input_output_temp1;
static int sssPassCount = 6;
for (int i = 0; i < sssPassCount; ++i)
{
device->UnbindResources(TEXSLOT_ONDEMAND0, 1, cmd);
if (i == sssPassCount - 1)
{
// last pass will write into light buffer, but still use the previous ping-pong result:
rt_write = &input_output_lightbuffer_diffuse;
}
const TextureDesc& desc = rt_write->GetDesc().attachments[0].texture->GetDesc();
device->RenderPassBegin(rt_write, cmd);
Viewport vp;
vp.Width = (float)desc.Width;
vp.Height = (float)desc.Height;
device->BindViewports(1, &vp, cmd);
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
const float blur_strength = 400.0f;
if (i % 2 == 0)
{
cb.xPPParams0.x = blur_strength * cb.xPPResolution_rcp.x;
cb.xPPParams0.y = 0;
}
else
{
cb.xPPParams0.x = 0;
cb.xPPParams0.y = blur_strength * cb.xPPResolution_rcp.y;
}
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(PS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
device->BindResource(PS, rt_read->GetDesc().attachments[0].texture, TEXSLOT_ONDEMAND0, cmd);
device->Draw(3, 0, cmd);
device->RenderPassEnd(cmd);
if (i == 0)
{
// first pass was reading from lightbuffer, so correct here for next pass ping-pong:
rt_read = &input_output_temp1;
rt_write = &input_output_temp2;
}
else
{
// ping-pong between temp render targets:
std::swap(rt_read, rt_write);
}
}
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
void Postprocess_LightShafts(
const Texture& input,
const Texture& output,
CommandList cmd,
const XMFLOAT2& center
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_LightShafts", cmd);
auto range = wiProfiler::BeginRangeGPU("LightShafts", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_LIGHTSHAFTS], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = 0.65f; // density
cb.xPPParams0.y = 0.25f; // weight
cb.xPPParams0.z = 0.945f; // decay
cb.xPPParams0.w = 0.2f; // exposure
cb.xPPParams1.x = center.x;
cb.xPPParams1.y = center.y;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
void Postprocess_DepthOfField(
const Texture& input_sharp,
const Texture& input_blurred,
const Texture& output,
const Texture& lineardepth,
CommandList cmd,
float focus
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_DepthOfField", cmd);
auto range = wiProfiler::BeginRangeGPU("Depth of Field", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_DEPTHOFFIELD], cmd);
device->BindResource(CS, &input_sharp, TEXSLOT_ONDEMAND0, cmd);
device->BindResource(CS, &input_blurred, TEXSLOT_ONDEMAND1, cmd);
device->BindResource(CS, &lineardepth, TEXSLOT_LINEARDEPTH, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = focus;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
void Postprocess_Outline(
const Texture& input,
const Texture& output,
CommandList cmd,
float threshold,
float thickness,
const XMFLOAT4& color
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_Outline", cmd);
auto range = wiProfiler::BeginRangeGPU("Outline", cmd);
const TextureDesc& desc = output.GetDesc();
if (device->IsFormatUnorm(desc.Format))
{
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_OUTLINE_UNORM4], cmd);
}
else
{
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_OUTLINE_FLOAT4], cmd);
}
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = threshold;
cb.xPPParams0.y = thickness;
cb.xPPParams1.x = color.x;
cb.xPPParams1.y = color.y;
cb.xPPParams1.z = color.z;
cb.xPPParams1.w = color.w;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
void Postprocess_MotionBlur(
const Texture& input,
const Texture& velocity,
const Texture& output,
CommandList cmd
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_MotionBlur", cmd);
auto range = wiProfiler::BeginRangeGPU("MotionBlur", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_MOTIONBLUR], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
device->BindResource(CS, &velocity, TEXSLOT_GBUFFER1, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
void Postprocess_BloomSeparate(
const Texture& input,
const Texture& output,
CommandList cmd,
float threshold
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_BloomSeparate", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_BLOOMSEPARATE], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = threshold;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->EventEnd(cmd);
}
void Postprocess_FXAA(
const Texture& input,
const Texture& output,
CommandList cmd
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_FXAA", cmd);
auto range = wiProfiler::BeginRangeGPU("FXAA", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_FXAA], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
void Postprocess_TemporalAA(
const Texture& input_current,
const Texture& input_history,
const Texture& velocity,
const Texture& output,
CommandList cmd
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_TemporalAA", cmd);
auto range = wiProfiler::BeginRangeGPU("Temporal AA Resolve", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_TEMPORALAA], cmd);
device->BindResource(CS, &input_current, TEXSLOT_ONDEMAND0, cmd);
device->BindResource(CS, &input_history, TEXSLOT_ONDEMAND1, cmd);
device->BindResource(CS, &velocity, TEXSLOT_GBUFFER1, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
wiProfiler::EndRange(range);
device->EventEnd(cmd);
}
void Postprocess_Colorgrade(
const Texture& input,
const Texture& lookuptable,
const Texture& output,
CommandList cmd
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_Colorgrade", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_COLORGRADE], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
device->BindResource(CS, &lookuptable, TEXSLOT_ONDEMAND1, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->EventEnd(cmd);
}
void Postprocess_Lineardepth(
const Texture& input,
const Texture& output,
CommandList cmd
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_Lineardepth", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_LINEARDEPTH], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->EventEnd(cmd);
}
void Postprocess_Sharpen(
const Texture& input,
const Texture& output,
CommandList cmd,
float amount
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_Sharpen", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_SHARPEN], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = amount;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->EventEnd(cmd);
}
void Postprocess_Tonemap(
const Texture& input,
const Texture& input_luminance,
const Texture& input_distortion,
const Texture& output,
CommandList cmd,
float exposure
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_Tonemap", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_TONEMAP], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
device->BindResource(CS, &input_luminance, TEXSLOT_ONDEMAND1, cmd);
device->BindResource(CS, &input_distortion, TEXSLOT_ONDEMAND2, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = exposure;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->EventEnd(cmd);
}
void Postprocess_Chromatic_Aberration(
const Texture& input,
const Texture& output,
CommandList cmd,
float amount
)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Postprocess_Chromatic_Aberration", cmd);
device->BindComputeShader(&computeShaders[CSTYPE_POSTPROCESS_CHROMATIC_ABERRATION], cmd);
device->BindResource(CS, &input, TEXSLOT_ONDEMAND0, cmd);
const TextureDesc& desc = output.GetDesc();
PostProcessCB cb;
cb.xPPResolution.x = desc.Width;
cb.xPPResolution.y = desc.Height;
cb.xPPResolution_rcp.x = 1.0f / cb.xPPResolution.x;
cb.xPPResolution_rcp.y = 1.0f / cb.xPPResolution.y;
cb.xPPParams0.x = amount;
device->UpdateBuffer(&constantBuffers[CBTYPE_POSTPROCESS], &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffers[CBTYPE_POSTPROCESS], CB_GETBINDSLOT(PostProcessCB), cmd);
const GPUResource* uavs[] = {
&output,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(
(desc.Width + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
(desc.Height + POSTPROCESS_BLOCKSIZE - 1) / POSTPROCESS_BLOCKSIZE,
1,
cmd
);
device->Barrier(&GPUBarrier::Memory(), 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->EventEnd(cmd);
}
const XMFLOAT4& GetWaterPlane()
{
return waterPlane;
}
RAY GetPickRay(long cursorX, long cursorY)
{
const CameraComponent& camera = GetCamera();
XMMATRIX V = camera.GetView();
XMMATRIX P = camera.GetProjection();
XMMATRIX W = XMMatrixIdentity();
XMVECTOR& lineStart = XMVector3Unproject(XMVectorSet((float)cursorX, (float)cursorY, 1, 1), 0, 0, camera.width, camera.height, 0.0f, 1.0f, P, V, W);
XMVECTOR& lineEnd = XMVector3Unproject(XMVectorSet((float)cursorX, (float)cursorY, 0, 1), 0, 0, camera.width, camera.height, 0.0f, 1.0f, P, V, W);
XMVECTOR& rayDirection = XMVector3Normalize(XMVectorSubtract(lineEnd, lineStart));
return RAY(lineStart, rayDirection);
}
void AddRenderableBox(const XMFLOAT4X4& boxMatrix, const XMFLOAT4& color)
{
renderableBoxes.push_back(pair<XMFLOAT4X4,XMFLOAT4>(boxMatrix,color));
}
void AddRenderableLine(const RenderableLine& line)
{
renderableLines.push_back(line);
}
void AddRenderablePoint(const RenderablePoint& point)
{
renderablePoints.push_back(point);
}
void AddDeferredMIPGen(const Texture* tex)
{
deferredMIPGenLock.lock();
deferredMIPGens.insert(tex);
deferredMIPGenLock.unlock();
}
void SetResolutionScale(float value) { RESOLUTIONSCALE = value; }
float GetResolutionScale() { return RESOLUTIONSCALE; }
int GetShadowRes2D() { return SHADOWRES_2D; }
int GetShadowResCube() { return SHADOWRES_CUBE; }
void SetTransparentShadowsEnabled(float value) { TRANSPARENTSHADOWSENABLED = value; }
float GetTransparentShadowsEnabled() { return TRANSPARENTSHADOWSENABLED; }
XMUINT2 GetInternalResolution() { return XMUINT2((uint32_t)ceilf(GetDevice()->GetScreenWidth()*GetResolutionScale()), (uint32_t)ceilf(GetDevice()->GetScreenHeight()*GetResolutionScale())); }
bool ResolutionChanged()
{
//detect internal resolution change:
static float _savedresscale = GetResolutionScale();
static uint64_t lastFrameInternalResChange = 0;
if (_savedresscale != GetResolutionScale() || lastFrameInternalResChange == GetDevice()->GetFrameCount())
{
_savedresscale = GetResolutionScale();
lastFrameInternalResChange = GetDevice()->GetFrameCount();
return true;
}
// detect device resolution change:
return GetDevice()->ResolutionChanged();
}
void SetGamma(float value) { GAMMA = value; }
float GetGamma() { return GAMMA; }
void SetWireRender(bool value) { wireRender = value; }
bool IsWireRender() { return wireRender; }
void SetToDrawDebugBoneLines(bool param) { debugBoneLines = param; }
bool GetToDrawDebugBoneLines() { return debugBoneLines; }
void SetToDrawDebugPartitionTree(bool param) { debugPartitionTree = param; }
bool GetToDrawDebugPartitionTree() { return debugPartitionTree; }
bool GetToDrawDebugEnvProbes() { return debugEnvProbes; }
void SetToDrawDebugEnvProbes(bool value) { debugEnvProbes = value; }
void SetToDrawDebugEmitters(bool param) { debugEmitters = param; }
bool GetToDrawDebugEmitters() { return debugEmitters; }
void SetToDrawDebugForceFields(bool param) { debugForceFields = param; }
bool GetToDrawDebugForceFields() { return debugForceFields; }
void SetToDrawDebugCameras(bool param) { debugCameras = param; }
bool GetToDrawDebugCameras() { return debugCameras; }
bool GetToDrawGridHelper() { return gridHelper; }
void SetToDrawGridHelper(bool value) { gridHelper = value; }
bool GetToDrawVoxelHelper() { return voxelHelper; }
void SetToDrawVoxelHelper(bool value) { voxelHelper = value; }
void SetDebugLightCulling(bool enabled) { debugLightCulling = enabled; }
bool GetDebugLightCulling() { return debugLightCulling; }
void SetAdvancedLightCulling(bool enabled) { advancedLightCulling = enabled; }
bool GetAdvancedLightCulling() { return advancedLightCulling; }
void SetAlphaCompositionEnabled(bool enabled) { ALPHACOMPOSITIONENABLED = enabled; }
bool GetAlphaCompositionEnabled() { return ALPHACOMPOSITIONENABLED; }
void SetOcclusionCullingEnabled(bool value)
{
static bool initialized = false;
if (!initialized && value == true)
{
initialized = true;
GPUQueryDesc desc;
desc.Type = GPU_QUERY_TYPE_OCCLUSION_PREDICATE;
for (int i = 0; i < arraysize(occlusionQueries); ++i)
{
occlusionQueries[i].Create(GetDevice(), &desc);
}
}
occlusionCulling = value;
}
bool GetOcclusionCullingEnabled() { return occlusionCulling; }
void SetLDSSkinningEnabled(bool enabled) { ldsSkinningEnabled = enabled; }
bool GetLDSSkinningEnabled() { return ldsSkinningEnabled; }
void SetTemporalAAEnabled(bool enabled) { temporalAA = enabled; }
bool GetTemporalAAEnabled() { return temporalAA; }
void SetTemporalAADebugEnabled(bool enabled) { temporalAADEBUG = enabled; }
bool GetTemporalAADebugEnabled() { return temporalAADEBUG; }
void SetFreezeCullingCameraEnabled(bool enabled) { freezeCullingCamera = enabled; }
bool GetFreezeCullingCameraEnabled() { return freezeCullingCamera; }
void SetVoxelRadianceEnabled(bool enabled) { voxelSceneData.enabled = enabled; }
bool GetVoxelRadianceEnabled() { return voxelSceneData.enabled; }
void SetVoxelRadianceSecondaryBounceEnabled(bool enabled) { voxelSceneData.secondaryBounceEnabled = enabled; }
bool GetVoxelRadianceSecondaryBounceEnabled() { return voxelSceneData.secondaryBounceEnabled; }
void SetVoxelRadianceReflectionsEnabled(bool enabled) { voxelSceneData.reflectionsEnabled = enabled; }
bool GetVoxelRadianceReflectionsEnabled() { return voxelSceneData.reflectionsEnabled; }
void SetVoxelRadianceVoxelSize(float value) { voxelSceneData.voxelsize = value; }
float GetVoxelRadianceVoxelSize() { return voxelSceneData.voxelsize; }
int GetVoxelRadianceResolution() { return voxelSceneData.res; }
void SetVoxelRadianceNumCones(int value) { voxelSceneData.numCones = value; }
int GetVoxelRadianceNumCones() { return voxelSceneData.numCones; }
float GetVoxelRadianceRayStepSize() { return voxelSceneData.rayStepSize; }
void SetVoxelRadianceRayStepSize(float value) { voxelSceneData.rayStepSize = value; }
void SetSpecularAAParam(float value) { SPECULARAA = value; }
float GetSpecularAAParam() { return SPECULARAA; }
void SetAdvancedRefractionsEnabled(bool value) { advancedRefractions = value; }
bool GetAdvancedRefractionsEnabled() { return advancedRefractions; }
bool IsRequestedReflectionRendering() { return requestReflectionRendering; }
void SetGameSpeed(float value) { GameSpeed = std::max(0.0f, value); }
float GetGameSpeed() { return GameSpeed; }
void SetOceanEnabled(bool enabled)
{
if (enabled)
{
const Scene& scene = GetScene();
ocean.reset(new wiOcean(scene.weather));
}
else
{
ocean.reset();
}
}
bool GetOceanEnabled() { return ocean != nullptr; }
void InvalidateBVH() { scene_bvh_invalid = true; }
void SetRaytraceBounceCount(uint32_t bounces)
{
raytraceBounceCount = bounces;
}
uint32_t GetRaytraceBounceCount()
{
return raytraceBounceCount;
}
void SetRaytraceDebugBVHVisualizerEnabled(bool value)
{
raytraceDebugVisualizer = value;
}
bool GetRaytraceDebugBVHVisualizerEnabled()
{
return raytraceDebugVisualizer;
}
}