void MultiResSILLayer::CreateNormalConeMipMap() { gbuffer_to_normal_cone_pp_->InputPin(0, g_buffer_texs_[0]); gbuffer_to_normal_cone_pp_->OutputPin(0, normal_cone_tex_); float delta_x = 1.0f / g_buffer_texs_[0]->Width(0); float delta_y = 1.0f / g_buffer_texs_[0]->Height(0); float4 delta_offset(delta_x, delta_y, delta_x / 2, delta_y / 2); gbuffer_to_normal_cone_pp_->SetParam(0, delta_offset); gbuffer_to_normal_cone_pp_->Apply(); normal_cone_mipmap_pp_->InputPin(0, normal_cone_tex_); for (uint32_t i = 1; i < normal_cone_tex_->NumMipMaps(); ++ i) { int width = normal_cone_tex_->Width(i - 1); int height = normal_cone_tex_->Height(i - 1); float delta_x = 1.0f / width; float delta_y = 1.0f / height; float4 delta_offset(delta_x, delta_y, delta_x / 2, delta_y / 2); normal_cone_mipmap_pp_->SetParam(0, delta_offset); normal_cone_mipmap_pp_->SetParam(1, i - 1.0f); normal_cone_mipmap_pp_->OutputPin(0, normal_cone_small_tex_, i - 1); normal_cone_mipmap_pp_->Apply(); normal_cone_small_tex_->CopyToSubTexture2D(*normal_cone_tex_, 0, i, 0, 0, width / 2, height / 2, 0, i - 1, 0, 0, width / 2, height / 2); } }
void MultiResLayer::CreateDepthDerivativeMipMap(CameraPtr const & vp_camera) { gbuffer_to_depth_derivate_pp_->InputPin(0, g_buffer_rt0_tex_); gbuffer_to_depth_derivate_pp_->InputPin(1, g_buffer_depth_tex_); gbuffer_to_depth_derivate_pp_->OutputPin(0, depth_deriative_tex_); float delta_x = 1.0f / g_buffer_rt0_tex_->Width(0); float delta_y = 1.0f / g_buffer_rt0_tex_->Height(0); float4 delta_offset(delta_x, delta_y, delta_x / 2, delta_y / 2); gbuffer_to_depth_derivate_pp_->SetParam(0, delta_offset); gbuffer_to_depth_derivate_pp_->SetParam(1, float2(vp_camera->FarPlane(), 1.0f / vp_camera->FarPlane())); gbuffer_to_depth_derivate_pp_->Apply(); depth_derivate_mipmap_pp_->InputPin(0, depth_deriative_tex_); for (uint32_t i = 1; i < depth_deriative_tex_->NumMipMaps(); ++ i) { int width = depth_deriative_tex_->Width(i - 1); int height = depth_deriative_tex_->Height(i - 1); delta_x = 1.0f / width; delta_y = 1.0f / height; delta_offset = float4(delta_x, delta_y, delta_x / 2, delta_y / 2); depth_derivate_mipmap_pp_->SetParam(0, delta_offset); depth_derivate_mipmap_pp_->SetParam(1, float2(vp_camera->FarPlane(), 1.0f / vp_camera->FarPlane())); depth_derivate_mipmap_pp_->OutputPin(0, depth_deriative_small_tex_, i - 1); depth_derivate_mipmap_pp_->Apply(); depth_deriative_small_tex_->CopyToSubTexture2D(*depth_deriative_tex_, 0, i, 0, 0, width / 2, height / 2, 0, i - 1, 0, 0, width / 2, height / 2); } }
void SDSMCascadedShadowLayer::UpdateCascades(Camera const & camera, float4x4 const & light_view_proj, float3 const & light_space_border) { RenderFactory& rf = Context::Instance().RenderFactoryInstance(); RenderEngine& re = rf.RenderEngineInstance(); uint32_t const num_cascades = static_cast<uint32_t>(intervals_.size()); uint32_t const copy_index = frame_index_ & 1; uint32_t const read_back_index = (0 == frame_index_) ? copy_index : !copy_index; if (cs_support_) { re.BindFrameBuffer(FrameBufferPtr()); float max_blur_light_space = 8.0f / 1024; float3 max_cascade_scale(max_blur_light_space / light_space_border.x(), max_blur_light_space / light_space_border.y(), std::numeric_limits<float>::max()); int const TILE_DIM = 128; int dispatch_x = (depth_tex_->Width(0) + TILE_DIM - 1) / TILE_DIM; int dispatch_y = (depth_tex_->Height(0) + TILE_DIM - 1) / TILE_DIM; *interval_buff_param_ = interval_buff_; *interval_buff_uint_param_ = interval_buff_; *interval_buff_read_param_ = interval_buff_; *cascade_min_buff_uint_param_ = cascade_min_buff_; *cascade_max_buff_uint_param_ = cascade_max_buff_; *cascade_min_buff_read_param_ = cascade_min_buff_; *cascade_max_buff_read_param_ = cascade_max_buff_; *scale_buff_param_ = scale_buff_; *bias_buff_param_ = bias_buff_; *depth_tex_param_ = depth_tex_; *num_cascades_param_ = static_cast<int32_t>(num_cascades); *inv_depth_width_height_param_ = float2(1.0f / depth_tex_->Width(0), 1.0f / depth_tex_->Height(0)); *near_far_param_ = float2(camera.NearPlane(), camera.FarPlane()); float4x4 const & inv_proj = camera.InverseProjMatrix(); float3 upper_left = MathLib::transform_coord(float3(-1, +1, 1), inv_proj); float3 upper_right = MathLib::transform_coord(float3(+1, +1, 1), inv_proj); float3 lower_left = MathLib::transform_coord(float3(-1, -1, 1), inv_proj); *upper_left_param_ = upper_left; *xy_dir_param_ = float2(upper_right.x() - upper_left.x(), lower_left.y() - upper_left.y()); *view_to_light_view_proj_param_ = camera.InverseViewMatrix() * light_view_proj; *light_space_border_param_ = light_space_border; *max_cascade_scale_param_ = max_cascade_scale; re.Dispatch(*clear_z_bounds_tech_, 1, 1, 1); re.Dispatch(*reduce_z_bounds_from_depth_tech_, dispatch_x, dispatch_y, 1); re.Dispatch(*compute_log_cascades_from_z_bounds_tech_, 1, 1, 1); re.Dispatch(*clear_cascade_bounds_tech_, 1, 1, 1); re.Dispatch(*reduce_bounds_from_depth_tech_, dispatch_x, dispatch_y, 1); re.Dispatch(*compute_custom_cascades_tech_, 1, 1, 1); interval_buff_->CopyToBuffer(*interval_cpu_buffs_[copy_index]); scale_buff_->CopyToBuffer(*scale_cpu_buffs_[copy_index]); bias_buff_->CopyToBuffer(*bias_cpu_buffs_[copy_index]); GraphicsBuffer::Mapper interval_mapper(*interval_cpu_buffs_[read_back_index], BA_Read_Only); GraphicsBuffer::Mapper scale_mapper(*scale_cpu_buffs_[read_back_index], BA_Read_Only); GraphicsBuffer::Mapper bias_mapper(*bias_cpu_buffs_[read_back_index], BA_Read_Only); float2* interval_ptr = interval_mapper.Pointer<float2>(); float3* scale_ptr = scale_mapper.Pointer<float3>(); float3* bias_ptr = bias_mapper.Pointer<float3>(); for (size_t i = 0; i < intervals_.size(); ++ i) { float3 const & scale = scale_ptr[i]; float3 const & bias = bias_ptr[i]; intervals_[i] = interval_ptr[i]; scales_[i] = scale; biases_[i] = bias; } } else { float2 const near_far(camera.NearPlane(), camera.FarPlane()); reduce_z_bounds_from_depth_pp_->SetParam(1, near_far); reduce_z_bounds_from_depth_pp_->Apply(); for (uint32_t i = 1; i < depth_deriative_tex_->NumMipMaps(); ++ i) { int width = depth_deriative_tex_->Width(i - 1); int height = depth_deriative_tex_->Height(i - 1); float delta_x = 1.0f / width; float delta_y = 1.0f / height; float4 delta_offset(delta_x, delta_y, -delta_x / 2, -delta_y / 2); reduce_z_bounds_from_depth_mip_map_pp_->SetParam(0, delta_offset); reduce_z_bounds_from_depth_mip_map_pp_->OutputPin(0, depth_deriative_small_tex_, i - 1); reduce_z_bounds_from_depth_mip_map_pp_->Apply(); int sw = depth_deriative_tex_->Width(i); int sh = depth_deriative_tex_->Height(i); depth_deriative_small_tex_->CopyToSubTexture2D(*depth_deriative_tex_, 0, i, 0, 0, sw, sh, 0, i - 1, 0, 0, sw, sh); } compute_log_cascades_from_z_bounds_pp_->SetParam(1, static_cast<int32_t>(num_cascades)); compute_log_cascades_from_z_bounds_pp_->SetParam(2, near_far); compute_log_cascades_from_z_bounds_pp_->Apply(); interval_tex_->CopyToSubTexture2D(*interval_cpu_texs_[copy_index], 0, 0, 0, 0, num_cascades, 1, 0, 0, 0, 0, num_cascades, 1); Texture::Mapper interval_mapper(*interval_cpu_texs_[read_back_index], 0, 0, TMA_Read_Only, 0, 0, num_cascades, 1); Vector_T<half, 2>* interval_ptr = interval_mapper.Pointer<Vector_T<half, 2> >(); for (size_t i = 0; i < intervals_.size(); ++ i) { float2 const interval(static_cast<float>(interval_ptr[i].x()), static_cast<float>(interval_ptr[i].y())); AABBox aabb = CalcFrustumExtents(camera, interval.x(), interval.y(), light_view_proj); aabb &= AABBox(float3(-1, -1, -1), float3(+1, +1, +1)); aabb.Min() -= light_space_border; aabb.Max() += light_space_border; aabb.Min().x() = +aabb.Min().x() * 0.5f + 0.5f; aabb.Min().y() = -aabb.Min().y() * 0.5f + 0.5f; aabb.Max().x() = +aabb.Max().x() * 0.5f + 0.5f; aabb.Max().y() = -aabb.Max().y() * 0.5f + 0.5f; std::swap(aabb.Min().y(), aabb.Max().y()); float3 const scale = float3(1.0f, 1.0f, 1.0f) / (aabb.Max() - aabb.Min()); float3 const bias = -aabb.Min() * scale; intervals_[i] = interval; scales_[i] = scale; biases_[i] = bias; } } this->UpdateCropMats(); ++ frame_index_; }