Refactored deferred lights code, and skipping SSAA when sample count is 1

This commit is contained in:
dexy 2019-12-04 17:54:48 +11:00
parent 1843d70652
commit 152d439f89
19 changed files with 480 additions and 183 deletions

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@ -382,6 +382,26 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="DirLightPS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="DirLightVS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="DistantLightsPS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
@ -414,6 +434,26 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="LodLightsPS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="LodLightsVS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="MarkerPS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
@ -504,7 +544,7 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="PPMSAAPS.hlsl">
<FxCompile Include="PPSSAAPS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
@ -731,6 +771,7 @@
<None Include="CablePS.hlsli" />
<None Include="Clouds.hlsli" />
<None Include="Common.hlsli" />
<None Include="LightPS.hlsli" />
<None Include="Quaternion.hlsli" />
<None Include="Shadowmap.hlsli" />
<None Include="Skydome.hlsli" />

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@ -247,9 +247,21 @@
<FxCompile Include="DistantLightsVS.hlsl">
<Filter>Lights</Filter>
</FxCompile>
<FxCompile Include="PPMSAAPS.hlsl">
<FxCompile Include="PPSSAAPS.hlsl">
<Filter>PostProcessor</Filter>
</FxCompile>
<FxCompile Include="DirLightVS.hlsl">
<Filter>Lights</Filter>
</FxCompile>
<FxCompile Include="DirLightPS.hlsl">
<Filter>Lights</Filter>
</FxCompile>
<FxCompile Include="LodLightsVS.hlsl">
<Filter>Lights</Filter>
</FxCompile>
<FxCompile Include="LodLightsPS.hlsl">
<Filter>Lights</Filter>
</FxCompile>
</ItemGroup>
<ItemGroup>
<None Include="BasicPS.hlsli">
@ -291,6 +303,9 @@
<None Include="WaterVS.hlsli">
<Filter>Water</Filter>
</None>
<None Include="LightPS.hlsli">
<Filter>Lights</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Filter Include="Basic">

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@ -0,0 +1,48 @@
#include "LightPS.hlsli"
Texture2D DepthTex : register(t0);
Texture2D DiffuseTex : register(t2);
Texture2D NormalTex : register(t3);
Texture2D SpecularTex : register(t4);
Texture2D IrradianceTex : register(t5);
struct VS_Output
{
float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0;
};
PS_OUTPUT main(VS_Output input)
{
uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location
float depth = DepthTex.Load(ssloc).r;
if (depth == 0) discard; //no existing pixel rendered here
float4 diffuse = DiffuseTex.Load(ssloc);
float4 normal = NormalTex.Load(ssloc);
float4 specular = SpecularTex.Load(ssloc);
float4 irradiance = IrradianceTex.Load(ssloc);
PS_OUTPUT output;
output.Depth = input.Pos.z;
switch (RenderMode)
{
case 5: output.Colour = float4(diffuse.rgb, 1); return output;
case 6: output.Colour = float4(normal.rgb, 1); return output;
case 7: output.Colour = float4(specular.rgb, 1); return output;
}
float4 spos = float4(input.Screen.xy/input.Screen.w, depth, 1);
float4 cpos = mul(spos, ViewProjInv);
float3 camRel = cpos.xyz * (1/cpos.w);
float3 norm = normal.xyz * 2 - 1;
float3 c = DeferredDirectionalLight(camRel, norm, diffuse, specular, irradiance);
output.Colour = float4(c, 1);
output.Depth = depth;
return output;
}

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@ -0,0 +1,30 @@
#include "Common.hlsli"
struct VS_Output
{
float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0;
};
cbuffer VSLightVars : register(b0)
{
float4x4 ViewProj;
float4 CameraPos;
uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
uint IsLOD; //useful or not?
uint Pad0;
uint Pad1;
}
VS_Output main(float4 ipos : POSITION)
{
float3 opos = ipos.xyz;
float4 spos = mul(float4(opos, 1), ViewProj);
VS_Output output;
output.Pos = spos;
output.Screen = spos;
return output;
}

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@ -1,32 +1,7 @@
#include "Shadowmap.hlsli"
#include "LightPS.hlsli"
struct LODLight
{
float3 Position;
uint Colour;
float3 Direction;
uint TimeAndStateFlags;
float4 TangentX;
float4 TangentY;
float Falloff;
float FalloffExponent;
float InnerAngle; //for cone
float OuterAngleOrCapExt; //outer angle for cone, cap extent for capsule
};
struct VS_Output
{
float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0;
uint IID : SV_INSTANCEID;
};
struct PS_OUTPUT
{
float4 Colour : SV_TARGET;
float Depth : SV_DEPTH;
};
//currently unused - TODO: implement individual HD lights here
Texture2D DepthTex : register(t0);
@ -35,41 +10,28 @@ Texture2D NormalTex : register(t3);
Texture2D SpecularTex : register(t4);
Texture2D IrradianceTex : register(t5);
cbuffer PSLightVars : register(b0)
struct VS_Output
{
ShaderGlobalLightParams GlobalLights;
float4x4 ViewProjInv;
float4 CameraPos;
uint EnableShadows;
uint RenderMode; //0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
uint RenderModeIndex;
uint RenderSamplerCoord;
uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
uint IsLOD; //useful or not?
uint Pad0;
uint Pad1;
}
StructuredBuffer<LODLight> LODLights : register(t6);
float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0;
uint IID : SV_INSTANCEID;
};
PS_OUTPUT main(VS_Output input)
{
PS_OUTPUT output;
output.Depth = input.Pos.z;
uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location
float depth = DepthTex.Load(ssloc).r;
if (depth == 0) discard; //no existing pixel rendered here
float4 diffuse = DiffuseTex.Load(ssloc);
float4 normal = NormalTex.Load(ssloc);
float4 specular = SpecularTex.Load(ssloc);
float4 irradiance = IrradianceTex.Load(ssloc);
if (depth == 0) discard; //no existing pixel rendered here
PS_OUTPUT output;
output.Depth = input.Pos.z;
switch (RenderMode)
{
@ -82,22 +44,12 @@ PS_OUTPUT main(VS_Output input)
float4 spos = float4(input.Screen.xy/input.Screen.w, depth, 1);
float4 cpos = mul(spos, ViewProjInv);
float3 camRel = cpos.xyz * (1/cpos.w);
float3 norm = normal.xyz * 2 - 1;
float3 incident = normalize(camRel);
float3 refl = normalize(reflect(incident, norm));
if (LightType == 0) //directional light
{
float specb = saturate(dot(refl, GlobalLights.LightDir));
float specp = max(exp(specb * 10) - 1, 0);
float3 spec = GlobalLights.LightDirColour.rgb * 0.00006 * specp * specular.r;
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(camRel, lightspacepos);
float3 c = FullLighting(diffuse.rgb, spec, norm, irradiance, GlobalLights, EnableShadows, shadowdepth, lightspacepos);
c += diffuse.rgb * irradiance.b;//emissive multiplier
float3 c = DeferredDirectionalLight(camRel, norm, diffuse, specular, irradiance);
PS_OUTPUT output;
output.Colour = float4(c, 1);
@ -105,57 +57,11 @@ PS_OUTPUT main(VS_Output input)
return output;
}
float3 wpos = camRel + CameraPos.xyz;
LODLight lodlight = LODLights[input.IID];
float3 srpos = lodlight.Position - wpos; //light position relative to surface position
float ldist = length(srpos);
if (ldist > lodlight.Falloff) discard; //out of range of the light... TODO: capsules!
if (ldist <= 0) discard;
float4 lcol = DeferredLODLight(camRel, norm, diffuse, specular, irradiance, input.IID);
if (lcol.a <= 0) discard;
float4 rgbi = Unpack4x8UNF(lodlight.Colour).gbar;
float3 lcol = rgbi.rgb * rgbi.a * 10.0f;
float3 ldir = srpos / ldist;
float pclit = saturate(dot(ldir, norm));
float lamt = 1;
if (LightType == 1)//point (sphere)
{
lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
}
else if (LightType == 2)//spot (cone)
{
float ang = acos(-dot(ldir, lodlight.Direction));
float iang = lodlight.InnerAngle * 0.01745329;
float oang = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5;
if (ang > oang) discard;
lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
}
else if (LightType == 4)//capsule
{
lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent); //TODO! proper capsule lighting... (use point-line dist!)
}
pclit *= lamt;
if (pclit <= 0) discard;
float specb = saturate(dot(refl, ldir));
float specp = max(exp(specb * 10) - 1, 0);
float3 spec = lcol * (0.00006 * specp * specular.r * lamt);
lcol = lcol * diffuse.rgb * pclit + spec;
output.Colour = float4(lcol, 0.5);
output.Colour = lcol;
return output;
//return float4(diffuse.rgb, 1);
//return float4(normal.rgb, 1);
//return float4(specular.rgb, 1);
//return float4(irradiance.rgb, 1);
}

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@ -0,0 +1,117 @@
#include "Shadowmap.hlsli"
struct PS_OUTPUT
{
float4 Colour : SV_TARGET;
float Depth : SV_DEPTH;
};
cbuffer PSLightVars : register(b0)
{
ShaderGlobalLightParams GlobalLights;
float4x4 ViewProjInv;
float4 CameraPos;
uint EnableShadows;
uint RenderMode; //0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
uint RenderModeIndex;
uint RenderSamplerCoord;
uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
uint IsLOD; //useful or not?
uint Pad0;
uint Pad1;
}
struct LODLight
{
float3 Position;
uint Colour;
float3 Direction;
uint TimeAndStateFlags;
float4 TangentX;
float4 TangentY;
float Falloff;
float FalloffExponent;
float InnerAngle; //for cone
float OuterAngleOrCapExt; //outer angle for cone, cap extent for capsule
};
StructuredBuffer<LODLight> LODLights : register(t6);
float3 GetReflectedDir(float3 camRel, float3 norm)
{
float3 incident = normalize(camRel);
float3 refl = normalize(reflect(incident, norm));
return refl;
}
float3 DeferredDirectionalLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
{
float3 refl = GetReflectedDir(camRel, norm);
float specb = saturate(dot(refl, GlobalLights.LightDir));
float specp = max(exp(specb * 10) - 1, 0);
float3 spec = GlobalLights.LightDirColour.rgb * 0.00006 * specp * specular.r;
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(camRel, lightspacepos);
float3 c = FullLighting(diffuse.rgb, spec, norm, irradiance, GlobalLights, EnableShadows, shadowdepth, lightspacepos);
c += diffuse.rgb * irradiance.b; //emissive multiplier
return c;
}
float4 DeferredLODLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance, uint iid)
{
LODLight lodlight = LODLights[iid];
float3 srpos = lodlight.Position - (camRel + CameraPos.xyz); //light position relative to surface position
float ldist = length(srpos);
if (ldist > lodlight.Falloff) return 0; //out of range of the light... TODO: capsules!
if (ldist <= 0) return 0;
float4 rgbi = Unpack4x8UNF(lodlight.Colour).gbar;
float3 lcol = rgbi.rgb * rgbi.a * 5.0f;
float3 ldir = srpos / ldist;
float pclit = saturate(dot(ldir, norm));
float lamt = 1;
if (LightType == 1)//point (sphere)
{
lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
}
else if (LightType == 2)//spot (cone)
{
float ang = acos(-dot(ldir, lodlight.Direction));
float iang = lodlight.InnerAngle * 0.01745329;
float oang = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5;
if (ang > oang) return 0;
lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
}
else if (LightType == 4)//capsule
{
lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent); //TODO! proper capsule lighting... (use point-line dist!)
}
pclit *= lamt;
if (pclit <= 0) return 0;
float3 refl = GetReflectedDir(camRel, norm);
float specb = saturate(dot(refl, ldir));
float specp = max(exp(specb * 10) - 1, 0);
float3 spec = lcol * (0.00006 * specp * specular.r * lamt);
lcol = lcol * diffuse.rgb * pclit + spec;
return float4(lcol, 1);
}

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@ -1,5 +1,8 @@
#include "Common.hlsli"
//currently unused - TODO: implement individual HD lights here
struct LODLight
{

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@ -0,0 +1,38 @@
#include "LightPS.hlsli"
Texture2D DepthTex : register(t0);
Texture2D DiffuseTex : register(t2);
Texture2D NormalTex : register(t3);
Texture2D SpecularTex : register(t4);
Texture2D IrradianceTex : register(t5);
struct VS_Output
{
float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0;
uint IID : SV_INSTANCEID;
};
float4 main(VS_Output input) : SV_TARGET
{
uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location
float depth = DepthTex.Load(ssloc).r;
if (depth == 0) discard; //no existing pixel rendered here
float4 diffuse = DiffuseTex.Load(ssloc);
float4 normal = NormalTex.Load(ssloc);
float4 specular = SpecularTex.Load(ssloc);
float4 irradiance = IrradianceTex.Load(ssloc);
float4 spos = float4(input.Screen.xy / input.Screen.w, depth, 1);
float4 cpos = mul(spos, ViewProjInv);
float3 camRel = cpos.xyz * (1 / cpos.w);
float3 norm = normal.xyz * 2 - 1;
float4 lcol = DeferredLODLight(camRel, norm, diffuse, specular, irradiance, input.IID);
if (lcol.a <= 0) discard;
return lcol;
}

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@ -0,0 +1,67 @@
#include "Common.hlsli"
struct LODLight
{
float3 Position;
uint Colour;
float3 Direction;
uint TimeAndStateFlags;
float4 TangentX;
float4 TangentY;
float Falloff;
float FalloffExponent;
float InnerAngle; //for cone
float OuterAngleOrCapExt; //outer angle for cone, cap extent for capsule
};
struct VS_Output
{
float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0;
uint IID : SV_INSTANCEID;
};
cbuffer VSLightVars : register(b0)
{
float4x4 ViewProj;
float4 CameraPos;
uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
uint IsLOD; //useful or not?
uint Pad0;
uint Pad1;
}
StructuredBuffer<LODLight> LODLights : register(t0);
VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
{
LODLight lodlight = LODLights[iid];
float extent = lodlight.Falloff;
float3 opos = 0;
if (LightType == 1)//point (sphere)
{
opos = ipos.xyz * extent;
}
else if (LightType == 2)//spot (cone)
{
float arads = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5; // deg -> rad
float3 cpos = ipos.xyz * (tan(arads) * extent);
cpos.y += ipos.w * extent;
opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.Direction.xyz) + (cpos.z * lodlight.TangentY.xyz);
}
else if (LightType == 4)//capsule
{
float3 cpos = ipos.xyz * extent;
cpos.y += (ipos.w * 2 - 1) * lodlight.OuterAngleOrCapExt * 0.1;
opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.Direction.xyz) + (cpos.z * lodlight.TangentY.xyz);
}
opos += (lodlight.Position - CameraPos.xyz);
float4 spos = mul(float4(opos, 1), ViewProj);
VS_Output output;
output.Pos = spos;
output.Screen = spos;
output.IID = iid;
return output;
}

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@ -61,7 +61,7 @@ namespace CodeWalker.Rendering
public bool deferred = Settings.Default.Deferred;
public bool hdr = Settings.Default.HDR;
public float hdrLumBlendSpeed = 1.0f;
public float hdrLumBlendSpeed = 2.0f;
int Width;
int Height;
@ -645,22 +645,20 @@ namespace CodeWalker.Rendering
context.OutputMerger.BlendState = bsDefault;
context.OutputMerger.DepthStencilState = dsDisableAll;
if (DefScene != null)
{
if (HDR != null)
{
HDR.SetPrimary(context);
}
else
{
DXMan.SetDefaultRenderTarget(context);
}
DefScene.FinalPass(context);
}
if (HDR != null)
{
HDR.Render(DXMan, CurrentElapsedTime);
if ((DefScene?.SSAASampleCount ?? 1) > 1)
{
HDR.SetPrimary(context);
DefScene.SSAAPass(context);
}
HDR.Render(DXMan, CurrentElapsedTime, DefScene);
}
else if (DefScene != null)
{
DXMan.SetDefaultRenderTarget(context);
DefScene.SSAAPass(context);
}
Basic.Deferred = deferred;

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@ -41,7 +41,7 @@ namespace CodeWalker.Rendering
public uint Pad1;
}
public struct DeferredMSAAPSVars
public struct DeferredSSAAPSVars
{
public uint SampleCount;
public float SampleMult;
@ -64,8 +64,10 @@ namespace CodeWalker.Rendering
int Height = 0;
ViewportF Viewport;
VertexShader LightVS;
PixelShader LightPS;
VertexShader DirLightVS;
PixelShader DirLightPS;
VertexShader LodLightVS;
PixelShader LodLightPS;
UnitCone LightCone;
UnitSphere LightSphere;
UnitCapsule LightCapsule;
@ -77,12 +79,11 @@ namespace CodeWalker.Rendering
GpuVarsBuffer<DeferredLightPSVars> LightPSVars;
int MSAASampleCount = 1;
VertexShader FinalVS;
PixelShader MSAAPS;
GpuVarsBuffer<DeferredMSAAPSVars> MSAAPSVars;
PixelShader SSAAPS;
GpuVarsBuffer<DeferredSSAAPSVars> SSAAPSVars;
public int SSAASampleCount = 1;
public long VramUsage
@ -99,18 +100,22 @@ namespace CodeWalker.Rendering
{
var device = dxman.device;
byte[] bLightVS = File.ReadAllBytes("Shaders\\LightVS.cso");
byte[] bLightPS = File.ReadAllBytes("Shaders\\LightPS.cso");
byte[] bDirLightVS = File.ReadAllBytes("Shaders\\DirLightVS.cso");
byte[] bDirLightPS = File.ReadAllBytes("Shaders\\DirLightPS.cso");
byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso");
byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso");
byte[] bFinalVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
byte[] bMSAAPS = File.ReadAllBytes("Shaders\\PPMSAAPS.cso");
byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso");
LightVS = new VertexShader(device, bLightVS);
LightPS = new PixelShader(device, bLightPS);
LightCone = new UnitCone(device, bLightVS, 4, false);
LightSphere = new UnitSphere(device, bLightVS, 4, true);
LightCapsule = new UnitCapsule(device, bLightVS, 4, false);
DirLightVS = new VertexShader(device, bDirLightVS);
DirLightPS = new PixelShader(device, bDirLightPS);
LodLightVS = new VertexShader(device, bLodLightVS);
LodLightPS = new PixelShader(device, bLodLightPS);
LightCone = new UnitCone(device, bLodLightVS, 4, false);
LightSphere = new UnitSphere(device, bLodLightVS, 4, true);
LightCapsule = new UnitCapsule(device, bLodLightVS, 4, false);
LightQuad = new UnitQuad(device, true);
LightQuadLayout = new InputLayout(device, bLightVS, new[]
LightQuadLayout = new InputLayout(device, bDirLightVS, new[]
{
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0),
@ -121,9 +126,9 @@ namespace CodeWalker.Rendering
FinalVS = new VertexShader(device, bFinalVS);
MSAAPS = new PixelShader(device, bMSAAPS);
SSAAPS = new PixelShader(device, bSSAAPS);
MSAAPSVars = new GpuVarsBuffer<DeferredMSAAPSVars>(device);
SSAAPSVars = new GpuVarsBuffer<DeferredSSAAPSVars>(device);
TextureAddressMode a = TextureAddressMode.Clamp;
Color4 b = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
@ -188,25 +193,35 @@ namespace CodeWalker.Rendering
LightCapsule.Dispose();
LightCapsule = null;
}
if (LightPS != null)
if (DirLightPS != null)
{
LightPS.Dispose();
LightPS = null;
DirLightPS.Dispose();
DirLightPS = null;
}
if (LightVS != null)
if (DirLightVS != null)
{
LightVS.Dispose();
LightVS = null;
DirLightVS.Dispose();
DirLightVS = null;
}
if (MSAAPSVars != null)
if (LodLightPS != null)
{
MSAAPSVars.Dispose();
MSAAPSVars = null;
LodLightPS.Dispose();
LodLightPS = null;
}
if (MSAAPS != null)
if (LodLightVS != null)
{
MSAAPS.Dispose();
MSAAPS = null;
LodLightVS.Dispose();
LodLightVS = null;
}
if (SSAAPSVars != null)
{
SSAAPSVars.Dispose();
SSAAPSVars = null;
}
if (SSAAPS != null)
{
SSAAPS.Dispose();
SSAAPS = null;
}
if (FinalVS != null)
{
@ -223,8 +238,8 @@ namespace CodeWalker.Rendering
int uw = Width = dxman.backbuffer.Description.Width * MSAASampleCount;
int uh = Height = dxman.backbuffer.Description.Height * MSAASampleCount;
int uw = Width = dxman.backbuffer.Description.Width * SSAASampleCount;
int uh = Height = dxman.backbuffer.Description.Height * SSAASampleCount;
Viewport = new ViewportF();
Viewport.Width = (float)uw;
Viewport.Height = (float)uh;
@ -285,8 +300,8 @@ namespace CodeWalker.Rendering
//discard pixels where scene depth is 0, since nothing was rendered there
//blend mode: overwrite
context.VertexShader.Set(LightVS);
context.PixelShader.Set(LightPS);
context.VertexShader.Set(DirLightVS);
context.PixelShader.Set(DirLightPS);
LightVSVars.Vars.ViewProj = Matrix.Identity; //Matrix.Transpose(camera.ViewProjMatrix);
LightVSVars.Vars.CameraPos = Vector4.Zero; //new Vector4(camera.Position, 0.0f);
@ -336,8 +351,8 @@ namespace CodeWalker.Rendering
//blend mode: additive
context.VertexShader.Set(LightVS);
context.PixelShader.Set(LightPS);
context.VertexShader.Set(LodLightVS);
context.PixelShader.Set(LodLightPS);
LightVSVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
LightVSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
@ -421,22 +436,22 @@ namespace CodeWalker.Rendering
public void FinalPass(DeviceContext context)
public void SSAAPass(DeviceContext context)
{
//do antialiasing from SceneColour into HDR primary
//do antialiasing from SceneColour
context.VertexShader.Set(FinalVS);
context.PixelShader.Set(MSAAPS);
context.PixelShader.Set(SSAAPS);
context.PixelShader.SetShaderResources(0, SceneColour.SRV);
context.PixelShader.SetSamplers(0, SampleStatePoint);
MSAAPSVars.Vars.SampleCount = (uint)MSAASampleCount;
MSAAPSVars.Vars.SampleMult = 1.0f / (MSAASampleCount * MSAASampleCount);
MSAAPSVars.Vars.TexelSizeX = 1.0f / Width;
MSAAPSVars.Vars.TexelSizeY = 1.0f / Height;
MSAAPSVars.Update(context);
MSAAPSVars.SetPSCBuffer(context, 0);
SSAAPSVars.Vars.SampleCount = (uint)SSAASampleCount;
SSAAPSVars.Vars.SampleMult = 1.0f / (SSAASampleCount * SSAASampleCount);
SSAAPSVars.Vars.TexelSizeX = 1.0f / Width;
SSAAPSVars.Vars.TexelSizeY = 1.0f / Height;
SSAAPSVars.Update(context);
SSAAPSVars.SetPSCBuffer(context, 0);
context.InputAssembler.InputLayout = LightQuadLayout;
LightQuad.Draw(context);

View File

@ -165,6 +165,23 @@ namespace CodeWalker.Rendering
RawViewportF[] vpOld = new RawViewportF[15];
DeferredScene DefScene;
bool UsePrimary = true;
ShaderResourceView SceneColourSRV
{
get
{
var srv = DefScene?.SceneColour?.SRV;
if (UsePrimary || (srv == null))
{
srv = Primary.SRV;
}
return srv;
}
}
public PostProcessor(DXManager dxman)
{
var device = dxman.device;
@ -417,13 +434,15 @@ namespace CodeWalker.Rendering
context.Rasterizer.SetViewport(Viewport);
}
public void Render(DXManager dxman, float elapsed)
public void Render(DXManager dxman, float elapsed, DeferredScene defScene)
{
ElapsedTime = elapsed;
DefScene = defScene;
UsePrimary = ((defScene?.SSAASampleCount ?? 2) > 1) || (defScene?.SceneColour == null);
var context = dxman.context;
if (Multisampled)
if (Multisampled && UsePrimary)
{
int sr = 0;// D3D11CalcSubresource(0, 0, 1);
context.ResolveSubresource(Primary.TextureMS, sr, Primary.Texture, sr, Format.R32G32B32A32_Float);
@ -442,6 +461,8 @@ namespace CodeWalker.Rendering
private void ProcessLuminance(DeviceContext context)
{
var srv = SceneColourSRV;
uint dimx, dimy;
if (CS_FULL_PIXEL_REDUCTION)
{
@ -462,7 +483,8 @@ namespace CodeWalker.Rendering
ReduceCSVars.Vars.Height = (uint)Height;
ReduceCSVars.Update(context);
Compute(context, ReduceTo1DCS, ReduceCSVars.Buffer, Reduction0.UAV, (int)dimx, (int)dimy, 1, Primary.SRV);
Compute(context, ReduceTo1DCS, ReduceCSVars.Buffer, Reduction0.UAV, (int)dimx, (int)dimy, 1, srv);
uint dim = dimx * dimy;
uint nNumToReduce = dim;
@ -506,13 +528,10 @@ namespace CodeWalker.Rendering
{
if (EnableBloom)
{
var srv = SceneColourSRV;
// Bright pass and horizontal blur
ShaderResourceView view = Primary.SRV;
ShaderResourceView[] aRViews = { view, LumBlendResult.SRV };
//BloomFilterShaderVars cbFilter;
//GetSampleWeights(cbFilter.avSampleWeights, 3.0f, 1.25f);
FilterBPHCSVars.Vars.outputwidth = (uint)(Width / 8);
if (CS_FULL_PIXEL_REDUCTION)
@ -529,7 +548,7 @@ namespace CodeWalker.Rendering
int x = (int)(Math.Ceiling((float)FilterBPHCSVars.Vars.outputwidth / (128 - 7 * 2)));
int y = (Height / 8);
Compute(context, BloomFilterBPHCS, FilterBPHCSVars.Buffer, Bloom1.UAV, x, y, 1, view, LumBlendResult.SRV);
Compute(context, BloomFilterBPHCS, FilterBPHCSVars.Buffer, Bloom1.UAV, x, y, 1, srv, LumBlendResult.SRV);
// Vertical blur
FilterVCSVars.Vars.outputsize0 = (int)(Width / 8);
@ -552,16 +571,16 @@ namespace CodeWalker.Rendering
context.VertexShader.Set(FinalPassVS);
context.PixelShader.Set(FinalPassPS);
context.PixelShader.SetShaderResources(0, Primary.SRV, LumBlendResult.SRV, EnableBloom ? Bloom.SRV : null);
var srv = SceneColourSRV;
context.PixelShader.SetShaderResources(0, srv, LumBlendResult.SRV, EnableBloom ? Bloom.SRV : null);
if (CS_FULL_PIXEL_REDUCTION)
{
//pcbCS[0] = 1.0f / (Width * Height);
FinalPSVars.Vars.invPixelCount = new Vector4(1.0f / (Width * Height));
}
else
{
//pcbCS[0] = 1.0f / (81 * 81); //ToneMappingTexSize*ToneMappingTexSize
FinalPSVars.Vars.invPixelCount = new Vector4(1.0f / (81 * 81));
}
FinalPSVars.Update(context);

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Shaders/DirLightPS.cso Normal file

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Shaders/DirLightVS.cso Normal file

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Shaders/LodLightsPS.cso Normal file

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Shaders/LodLightsVS.cso Normal file

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