PooledTextureRef SSR::SSRNeighborShare( const Ptr<RenderView> & view, const Ptr<Texture> & ssrResult, const Ptr<Texture> & gbuffer1, const Ptr<Texture> & depthTex, const Ptr<Texture> & ssrStencilMask) { auto resultTexRef = TexturePool::Instance().FindFree({ TEXTURE_2D, ssrResult->GetDesc() }); auto resultTex = resultTexRef->Get()->Cast<Texture>(); auto ps = Shader::FindOrCreate<SSRNeighborSharePS>(); view->BindShaderParams(ps); ps->SetScalar("texSize", ssrResult->GetTexSize()); ps->SetSRV("ssrTex", ssrResult->GetShaderResourceView()); ps->SetSRV("gbuffer1", gbuffer1->GetShaderResourceView()); ps->SetSRV("depthTex", depthTex->GetShaderResourceView(0, 0, 0, 0, false, RENDER_FORMAT_R24_UNORM_X8_TYPELESS)); ps->SetSampler("pointClampSampler", SamplerTemplate<FILTER_MIN_MAG_MIP_POINT>::Get()); ps->Flush(); DrawQuad({ resultTex->GetRenderTargetView(0, 0, 1) }, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, ssrStencilMask->GetDepthStencilView(0, 0, 1, RENDER_FORMAT_D24_UNORM_S8_UINT)); return resultTexRef; }
void LinearizeDepth(const Ptr<ShaderResourceView> & depth, const Ptr<RenderView> & view, const Ptr<RenderTargetView> & target) { auto ps = Shader::FindOrCreate<LinearizeDepthPS>(); view->BindShaderParams(ps); ps->SetSRV("depthTex", depth); ps->SetSampler("pointSampler", SamplerTemplate<FILTER_MIN_MAG_MIP_POINT>::Get()); ps->Flush(); DrawQuad({ target }); }
void SSR::Render(const Ptr<RenderView> & view) { auto sceneTex = view->GetViewRenderContext()->GetSharedTexture("RenderResult"); auto sceneClipDepth = view->GetViewRenderContext()->GetSharedTexture("SceneClipDepth"); auto gbuffer0 = view->GetViewRenderContext()->GetSharedTexture("GBuffer0"); auto gbuffer1 = view->GetViewRenderContext()->GetSharedTexture("GBuffer1"); TextureDesc ssrDesc = sceneTex->GetDesc(); ssrDesc.format = RENDER_FORMAT_R16G16B16A16_FLOAT; auto ssrResultTexRef = TexturePool::Instance().FindFree({ TEXTURE_2D, ssrDesc }); auto ssrResult = ssrResultTexRef->Get()->Cast<Texture>(); auto tmpDepthTexRef = TexturePool::Instance().FindFree({ TEXTURE_2D, sceneClipDepth->GetDesc() }); auto tmpDepthTex = tmpDepthTexRef->Get()->Cast<Texture>(); sceneClipDepth->CopyTo(tmpDepthTex, 0, 0, 0, 0, 0, 0, 0); auto ps = Shader::FindOrCreate<ScreenSpaceReflectionPS>(); view->BindShaderParams(ps); ps->SetScalar("frameCount", Global::GetInfo()->frameCount); ps->SetScalar("ssrMaxRoughness", _ssrMaxRoughness); ps->SetScalar("ssrIntensity", _ssrIntensity); ps->SetSRV("sceneTex", sceneTex->GetShaderResourceView()); ps->SetSRV("depthTex", tmpDepthTex->GetShaderResourceView(0, 0, 0, 0, false, RENDER_FORMAT_R24_UNORM_X8_TYPELESS)); ps->SetSRV("gbuffer0", gbuffer0->GetShaderResourceView()); ps->SetSRV("gbuffer1", gbuffer1->GetShaderResourceView()); ps->SetSampler("pointClampSampler", SamplerTemplate<FILTER_MIN_MAG_MIP_POINT>::Get()); ps->SetSampler("linearSampler", SamplerTemplate<>::Get()); ps->Flush(); auto rc = Global::GetRenderEngine()->GetRenderContext(); rc->SetDepthStencilState( DepthStencilStateTemplate< false, DEPTH_WRITE_ZERO, COMPARISON_LESS, true, 0xff, 0xff, STENCIL_OP_KEEP, STENCIL_OP_KEEP, STENCIL_OP_KEEP, COMPARISON_NOT_EQUAL>::Get(), 0); DrawQuad( { ssrResult->GetRenderTargetView(0, 0, 1) }, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, sceneClipDepth->GetDepthStencilView(0, 0, 1, RENDER_FORMAT_D24_UNORM_S8_UINT)); auto ssrSharedRef = SSRNeighborShare(view, ssrResult, gbuffer1, tmpDepthTex, sceneClipDepth); auto ssrShared = ssrSharedRef->Get()->Cast<Texture>(); // Temporal AA for SSR auto ssrAAedResultTexRef = TexturePool::Instance().FindFree({ TEXTURE_2D, sceneTex->GetDesc() }); auto ssrAAedResultTex = ssrAAedResultTexRef->Get()->Cast<Texture>(); { auto adaptedExposureScale = view->GetViewRenderContext()->GetSharedTexture("AdaptedExposureScale"); float2 offsets[5] = { float2(0.0f, 0.0f), float2(-1.0f, 0.0f), float2(1.0f, 0.0f), float2(0.0f, -1.0f), float2(0.0f, 1.0f), }; float filterWeights[5]; float weightsSum = 0.0f; for (int i = 0; i < 5; ++i) { float2 offset = offsets[i] - float2(0.5f, -0.5f) * view->temporalAAJitter; //filterWeights[i] = CatmullRom(offset.x()) * CatmullRom(offset.y()); offset.x() *= 1.0f + 0.0f * 0.5f; offset.y() *= 1.0f + 0.0f * 0.5f; filterWeights[i] = exp(-2.29f * (offset.x() * offset.x() + offset.y() * offset.y())); weightsSum += filterWeights[i]; } for (auto & i : filterWeights) i /= weightsSum; std::map<String, String> macros; macros["TAA_DYNAMIC"] = "0"; macros["TAA_HISTORY_BICUBIC"] = "0"; auto ps = Shader::FindOrCreate<TemporalAAPS>(macros); view->BindShaderParams(ps); ps->SetScalar("texSize", ssrResult->GetTexSize()); ps->SetScalar("neighborFilterWeights", filterWeights, (int)sizeof(float) * 5); ps->SetScalar("frameCount", (uint32_t)Global::GetInfo()->frameCount); ps->SetScalar("lerpFactor", 0.125f); //ps->SetSRV("linearDepth", sceneLinearClipDepth->GetShaderResourceView()); ps->SetSRV("sceneDepth", sceneClipDepth->GetShaderResourceView(0, 0, 0, 0, false, RENDER_FORMAT_R24_UNORM_X8_TYPELESS)); ps->SetSRV("sceneTex", ssrShared->GetShaderResourceView()); //ps->SetSRV("velocityTex", velocityTex->GetShaderResourceView()); //ps->SetSRV("adaptedExposureScale", adaptedExposureScale->GetShaderResourceView()); if (_preSSRResultRef) ps->SetSRV("historyTex", _preSSRResultRef->Get()->Cast<Texture>()->GetShaderResourceView()); else ps->SetSRV("historyTex", nullptr); ps->SetSampler("pointSampler", SamplerTemplate<FILTER_MIN_MAG_MIP_POINT>::Get()); ps->SetSampler("linearSampler", SamplerTemplate<>::Get()); ps->Flush(); DrawQuad( { ssrAAedResultTex->GetRenderTargetView(0, 0, 1) }, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, sceneClipDepth->GetDepthStencilView(0, 0, 1, RENDER_FORMAT_D24_UNORM_S8_UINT)); _preSSRResultRef = ssrResultTexRef; } /*rc->SetBlendState( BlendStateTemplate<false, false, true, BLEND_PARAM_ONE, BLEND_PARAM_ONE, BLEND_OP_ADD>::Get()); rc->SetDepthStencil(sceneClipDepth->GetDepthStencilView(0, 0, 1, RENDER_FORMAT_D24_UNORM_S8_UINT)); Transform( ssrAAedResultTex->GetShaderResourceView(), sceneTex->GetRenderTargetView(0, 0, 1), { COLOR_WRITE_R, COLOR_WRITE_G ,COLOR_WRITE_B ,COLOR_WRITE_A }, 0.0f, 0.0f, nullptr, sceneClipDepth->GetDepthStencilView(0, 0, 1, RENDER_FORMAT_D24_UNORM_S8_UINT));*/ rc->SetBlendState(nullptr); rc->SetDepthStencilState(nullptr); view->GetViewRenderContext()->SetSharedResource("SSR", ssrAAedResultTexRef); }