mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
add clouds
This commit is contained in:
@@ -14,6 +14,8 @@ void MaConfig::Init(const YAML::Node& node) {
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m_weight_lines = node["wire_diameter_lines"].as<float>(.01f);
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m_weight_tractions = node["wire_diameter_tractions"].as<float>(.005f);
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m_envmap_resolution = node["envmap_resolution"].as<int>(256);
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m_cloud_texture = node["cloud_texture"].as<std::string>("textures/clouds/clear");
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m_high_cloud_texture = node["high_cloud_texture"].as<std::string>("textures/clouds/clear");
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}
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void MaConfig::MaConfigDisplay::Init(const YAML::Node& node) {
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@@ -38,6 +38,8 @@ struct MaConfig {
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float m_min_luminance_ev;
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float m_max_luminance_ev;
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} m_lighting;
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std::string m_cloud_texture;
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std::string m_high_cloud_texture;
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int m_envmap_resolution;
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float m_weight_lines;
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float m_weight_tractions;
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@@ -7,6 +7,7 @@
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#include "gbuffer.h"
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#include "nvrenderer/nvrenderer.h"
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#include "nvrendererbackend.h"
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#include "nvtexture.h"
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#include "simulationenvironment.h"
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#include "sky.h"
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@@ -50,6 +51,8 @@ nvrhi::BindingSetHandle MaEnvironment::GetBindingSet(int pass, int mip, int set,
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Format::UNKNOWN, AllSubresources))
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.addItem(BindingSetItem::Texture_SRV(13, m_sky_texture))
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.addItem(BindingSetItem::Texture_SRV(14, m_aerial_lut))
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.addItem(BindingSetItem::Texture_SRV(15, m_clouds_texture))
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.addItem(BindingSetItem::Texture_SRV(16, m_high_clouds_texture))
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.addItem(BindingSetItem::Texture_UAV(
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0, m_dynamic_skybox[set], Format::UNKNOWN,
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TextureSubresourceSet(
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@@ -58,6 +61,7 @@ nvrhi::BindingSetHandle MaEnvironment::GetBindingSet(int pass, int mip, int set,
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.addItem(BindingSetItem::Sampler(0, m_sampler_linear_clamp))
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.addItem(BindingSetItem::Sampler(1, m_sampler_point_clamp))
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.addItem(BindingSetItem::Sampler(13, m_sampler_linear_clamp))
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.addItem(BindingSetItem::Sampler(15, m_sampler_linear_clamp))
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.addItem(BindingSetItem::ConstantBuffer(
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13, m_sky->m_sky_constants))
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.addItem(BindingSetItem::ConstantBuffer(
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@@ -125,11 +129,13 @@ nvrhi::BindingSetHandle MaEnvironment::GetBindingSet(int pass, int mip, int set,
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MaEnvironment::MaEnvironment(NvRenderer* renderer)
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: MaResourceRegistry(renderer),
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m_renderer(renderer),
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m_backend(renderer->m_backend.get()),
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m_gbuffer(renderer->m_gbuffer.get()),
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m_sky(renderer->m_sky.get()) {}
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m_sky() {}
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void MaEnvironment::Init(const std::string& texture, float pre_exposure) {
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m_sky = m_renderer->m_sky.get();
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InitResourceRegistry();
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using namespace nvrhi;
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m_cs_sample_equirectangular = m_backend->CreateShader(
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@@ -174,10 +180,13 @@ void MaEnvironment::Init(const std::string& texture, float pre_exposure) {
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.addItem(BindingLayoutItem::Texture_SRV(5))
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.addItem(BindingLayoutItem::Texture_SRV(13))
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.addItem(BindingLayoutItem::Texture_SRV(14))
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.addItem(BindingLayoutItem::Texture_SRV(15))
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.addItem(BindingLayoutItem::Texture_SRV(16))
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.addItem(BindingLayoutItem::Texture_UAV(0))
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.addItem(BindingLayoutItem::Sampler(0))
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.addItem(BindingLayoutItem::Sampler(1))
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.addItem(BindingLayoutItem::Sampler(13))
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.addItem(BindingLayoutItem::Sampler(15))
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.addItem(BindingLayoutItem::VolatileConstantBuffer(13))
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.addItem(BindingLayoutItem::ConstantBuffer(1))
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.addItem(BindingLayoutItem::PushConstants(
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@@ -305,6 +314,25 @@ void MaEnvironment::Init(const std::string& texture, float pre_exposure) {
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RegisterResource(true, "sampler_linear_clamp_v_repeat_h",
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m_sampler_linear_clamp_v_repeat_h, ResourceType::Sampler);
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{
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size_t texture_handle_clouds =
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m_renderer->GetTextureManager()->FetchTexture(
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NvRenderer::Config()->m_cloud_texture, GL_RGBA, 0, false);
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size_t texture_handle_high_clouds =
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m_renderer->GetTextureManager()->FetchTexture(
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NvRenderer::Config()->m_high_cloud_texture, GL_R, 0, false);
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nvrhi::CommandListHandle command_list =
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m_backend->GetDevice()->createCommandList();
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command_list->open();
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m_clouds_texture = m_renderer->GetTextureManager()->GetRhiTexture(
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texture_handle_clouds, command_list);
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m_high_clouds_texture = m_renderer->GetTextureManager()->GetRhiTexture(
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texture_handle_high_clouds, command_list);
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command_list->close();
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m_backend->GetDevice()->executeCommandList(command_list);
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}
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{
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m_brdf_lut = m_backend->GetDevice()->createTexture(
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TextureDesc()
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@@ -412,6 +440,9 @@ void MaEnvironment::Init(const std::string& texture, float pre_exposure) {
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ResourceType::Texture_SRV);
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}
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RegisterResource(true, "sky_clouds", m_clouds_texture,
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nvrhi::ResourceType::Texture_SRV);
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m_sky_texture = m_backend->GetDevice()->createTexture(
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TextureDesc(m_sky->m_aerial_lut->m_sky_texture->getDesc())
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.setDebugName("Envmap Sky Texture"));
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@@ -870,13 +901,17 @@ void EnvironmentRenderPass::Init() {
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.setVisibility(nvrhi::ShaderType::Pixel)
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(0))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(13))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(15))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(16))
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.addItem(nvrhi::BindingLayoutItem::Sampler(0))
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.addItem(nvrhi::BindingLayoutItem::Sampler(13))
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.addItem(nvrhi::BindingLayoutItem::Sampler(15))
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.addItem(nvrhi::BindingLayoutItem::VolatileConstantBuffer(0)));
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auto sampler = m_backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc()
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.setAllAddressModes(nvrhi::SamplerAddressMode::Clamp)
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.setAllFilters(true));
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for (int i = 0; i < 2; ++i) {
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m_binding_set[i] = m_backend->GetDevice()->createBindingSet(
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nvrhi::BindingSetDesc()
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@@ -884,10 +919,14 @@ void EnvironmentRenderPass::Init() {
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nvrhi::BindingSetItem::Texture_SRV(0, m_environment->m_skybox))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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13, m_environment->m_sky->m_aerial_lut->m_sky_texture))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(15, m_environment->m_clouds_texture))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(16, m_environment->m_high_clouds_texture))
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.addItem(nvrhi::BindingSetItem::Sampler(
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0, m_environment->m_sampler_linear_clamp))
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.addItem(nvrhi::BindingSetItem::Sampler(
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13, m_environment->m_sampler_linear_clamp_v_repeat_h))
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.addItem(nvrhi::BindingSetItem::Sampler(
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15, m_environment->m_sampler_linear_clamp))
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.addItem(nvrhi::BindingSetItem::ConstantBuffer(
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0, m_environment_constants)),
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m_binding_layout);
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@@ -15,6 +15,8 @@ struct MaEnvironment : public MaResourceRegistry {
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nvrhi::TextureHandle m_brdf_lut;
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nvrhi::TextureHandle m_sky_texture;
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nvrhi::TextureHandle m_aerial_lut;
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nvrhi::TextureHandle m_clouds_texture;
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nvrhi::TextureHandle m_high_clouds_texture;
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nvrhi::SamplerHandle m_sampler_linear_clamp_v_repeat_h;
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nvrhi::SamplerHandle m_sampler_linear_clamp;
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@@ -45,6 +47,7 @@ struct MaEnvironment : public MaResourceRegistry {
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nvrhi::BufferHandle m_face_inverse_projection_buffer;
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class NvRenderer* m_renderer;
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class NvRendererBackend* m_backend;
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struct NvGbuffer* m_gbuffer;
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struct Sky* m_sky;
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@@ -107,6 +110,8 @@ struct MaEnvironment : public MaResourceRegistry {
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struct EnvironmentRenderPass : public FullScreenPass {
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EnvironmentRenderPass(MaEnvironment* environment);
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size_t m_texture_handle_clouds;
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struct EnvironmentConstants {
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glm::mat4 m_inverse_view_projection;
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glm::mat4 m_reproject_matrix;
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@@ -110,6 +110,7 @@ void GbufferBlitPass::Init() {
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(11))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(12))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(14))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(15))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(16))
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.addItem(nvrhi::BindingLayoutItem::StructuredBuffer_SRV(17))
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.addItem(nvrhi::BindingLayoutItem::StructuredBuffer_SRV(18))
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@@ -147,6 +148,8 @@ void GbufferBlitPass::Init() {
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12, m_contact_shadows->m_output_texture))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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14, m_sky->m_aerial_lut->m_lut))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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15, m_environment->m_clouds_texture))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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16, static_cast<nvrhi::ITexture*>(
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GetResource("forwardplus_index_grid_opaque", nvrhi::ResourceType::Texture_SRV)
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@@ -244,6 +244,7 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
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.Add(MaResourceMapping::Texture_SRV(12, "gbuffer_depth"))
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.Add(MaResourceMapping::Texture_SRV(13, "scene_lit_texture_copy"))
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.Add(MaResourceMapping::Texture_SRV(14, "sky_aerial_lut"))
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.Add(MaResourceMapping::Texture_SRV(15, "sky_clouds"))
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.Add(MaResourceMapping::Texture_SRV(
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16, "forwardplus_index_grid_transparent"))
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.Add(MaResourceMapping::StructuredBuffer_SRV(
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@@ -423,6 +424,7 @@ bool NvRenderer::InitMaterials() {
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(11))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(12))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(14))
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.addItem(nvrhi::BindingLayoutItem::Texture_SRV(15))
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.addItem(nvrhi::BindingLayoutItem::Sampler(8))
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.addItem(nvrhi::BindingLayoutItem::Sampler(11))
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.addItem(nvrhi::BindingLayoutItem::Sampler(13)));
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@@ -445,6 +447,8 @@ bool NvRenderer::InitMaterials() {
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12, m_gbuffer->m_gbuffer_depth))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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14, m_sky->m_aerial_lut->m_lut))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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15, m_environment->m_clouds_texture))
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.addItem(nvrhi::BindingSetItem::Sampler(
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8, m_backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc().setAllFilters(true))))
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@@ -82,8 +82,8 @@ bool NvRenderer::Init(GLFWwindow *Window) {
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m_gbuffer_shadow = std::make_shared<NvGbuffer>(this);
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m_contact_shadows = std::make_shared<MaContactShadows>(this, m_gbuffer.get());
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m_shadow_map = std::make_shared<MaShadowMap>(this);
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m_sky = std::make_shared<Sky>(this);
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m_environment = std::make_shared<MaEnvironment>(this);
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m_sky = std::make_shared<Sky>(this, m_environment.get());
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m_ssao = std::make_shared<NvSsao>(this);
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m_gbuffer_lighting = std::make_shared<GbufferLighting>(this);
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m_gbuffer_blit = std::make_shared<GbufferBlitPass>(
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@@ -2,6 +2,7 @@
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#include <nvrhi/utils.h>
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#include "environment.h"
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#include "nvrendererbackend.h"
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#include "simulationenvironment.h"
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#include "simulationtime.h"
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@@ -46,8 +47,8 @@ static const glm::mat4x3 M = {
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8.572844237945445, -11.103384660054624, 117.47585277566478};
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} // namespace
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Sky::Sky(NvRenderer* renderer)
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: m_backend(renderer->GetBackend()), MaResourceRegistry(renderer) {
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Sky::Sky(NvRenderer* renderer, MaEnvironment *environment)
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: m_backend(renderer->GetBackend()), MaResourceRegistry(renderer), m_environment(environment) {
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m_transmittance_pass = std::make_shared<SkyTransmittancePass>(this);
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m_aerial_lut = std::make_shared<SkyAerialLut>(this);
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}
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@@ -375,6 +376,7 @@ void SkyAerialLut::Init() {
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m_lut_width = 128;
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m_lut_height = 256;
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m_lut_slices = 16;
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m_cloud_texture = m_sky->m_environment->m_clouds_texture;
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m_constant_buffer = m_sky->m_backend->GetDevice()->createBuffer(
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nvrhi::utils::CreateVolatileConstantBufferDesc(
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sizeof(DispatchConstants), "Sky Aerial LUT Dispatch Constants", 16));
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@@ -398,51 +400,56 @@ void SkyAerialLut::Init() {
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.setInitialState(nvrhi::ResourceStates::Common)
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.setKeepInitialState(true)
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.setDebugName("Sky Texture"));
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auto shader_lut = m_sky->m_backend->CreateShader("sky_aerial_lut",
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nvrhi::ShaderType::Compute);
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auto shader_sky =
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m_sky->m_backend->CreateShader("sky", nvrhi::ShaderType::Compute);
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auto sampler = m_sky->m_backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc()
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.setAllAddressModes(nvrhi::SamplerAddressMode::ClampToEdge)
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.setAllFilters(true));
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nvrhi::BindingLayoutHandle binding_layout_lut;
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nvrhi::BindingLayoutHandle binding_layout_sky;
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nvrhi::utils::CreateBindingSetAndLayout(
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m_sky->m_backend->GetDevice(), nvrhi::ShaderType::Compute, 0,
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nvrhi::BindingSetDesc()
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.addItem(nvrhi::BindingSetItem::ConstantBuffer(0, m_constant_buffer))
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.addItem(
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nvrhi::BindingSetItem::ConstantBuffer(13, m_sky->m_sky_constants))
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.addItem(nvrhi::BindingSetItem::Texture_UAV(0, m_lut))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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13, m_sky->m_transmittance_pass->m_output))
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.addItem(nvrhi::BindingSetItem::Sampler(13, sampler)),
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binding_layout_lut, m_bindings_lut);
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nvrhi::utils::CreateBindingSetAndLayout(
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m_sky->m_backend->GetDevice(), nvrhi::ShaderType::Compute, 0,
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nvrhi::BindingSetDesc()
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.addItem(nvrhi::BindingSetItem::ConstantBuffer(0, m_constant_buffer))
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.addItem(
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nvrhi::BindingSetItem::ConstantBuffer(13, m_sky->m_sky_constants))
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.addItem(nvrhi::BindingSetItem::Texture_UAV(1, m_sky_texture))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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13, m_sky->m_transmittance_pass->m_output))
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.addItem(nvrhi::BindingSetItem::Sampler(13, sampler)),
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binding_layout_sky, m_bindings_sky);
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m_pso_lut = m_sky->m_backend->GetDevice()->createComputePipeline(
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nvrhi::ComputePipelineDesc()
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.addBindingLayout(binding_layout_lut)
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.setComputeShader(shader_lut));
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m_pso_sky = m_sky->m_backend->GetDevice()->createComputePipeline(
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nvrhi::ComputePipelineDesc()
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.addBindingLayout(binding_layout_sky)
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.setComputeShader(shader_sky));
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}
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void SkyAerialLut::Render(nvrhi::ICommandList* command_list,
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const glm::dmat4& projection,
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const glm::dmat4& view) {
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if (!m_pso_sky) {
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auto shader_lut = m_sky->m_backend->CreateShader(
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"sky_aerial_lut", nvrhi::ShaderType::Compute);
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auto shader_sky =
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m_sky->m_backend->CreateShader("sky", nvrhi::ShaderType::Compute);
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auto sampler = m_sky->m_backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc()
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.setAllAddressModes(nvrhi::SamplerAddressMode::ClampToEdge)
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.setAllFilters(true));
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nvrhi::BindingLayoutHandle binding_layout_lut;
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nvrhi::BindingLayoutHandle binding_layout_sky;
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nvrhi::utils::CreateBindingSetAndLayout(
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m_sky->m_backend->GetDevice(), nvrhi::ShaderType::Compute, 0,
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nvrhi::BindingSetDesc()
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.addItem(
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nvrhi::BindingSetItem::ConstantBuffer(0, m_constant_buffer))
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.addItem(nvrhi::BindingSetItem::ConstantBuffer(
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13, m_sky->m_sky_constants))
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.addItem(nvrhi::BindingSetItem::Texture_UAV(0, m_lut))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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13, m_sky->m_transmittance_pass->m_output))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(15, m_sky->m_environment->m_clouds_texture))
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.addItem(nvrhi::BindingSetItem::Sampler(13, sampler)),
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binding_layout_lut, m_bindings_lut);
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nvrhi::utils::CreateBindingSetAndLayout(
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m_sky->m_backend->GetDevice(), nvrhi::ShaderType::Compute, 0,
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nvrhi::BindingSetDesc()
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.addItem(
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nvrhi::BindingSetItem::ConstantBuffer(0, m_constant_buffer))
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.addItem(nvrhi::BindingSetItem::ConstantBuffer(
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13, m_sky->m_sky_constants))
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.addItem(nvrhi::BindingSetItem::Texture_UAV(1, m_sky_texture))
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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13, m_sky->m_transmittance_pass->m_output))
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.addItem(nvrhi::BindingSetItem::Sampler(13, sampler)),
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binding_layout_sky, m_bindings_sky);
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m_pso_lut = m_sky->m_backend->GetDevice()->createComputePipeline(
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nvrhi::ComputePipelineDesc()
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.addBindingLayout(binding_layout_lut)
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.setComputeShader(shader_lut));
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m_pso_sky = m_sky->m_backend->GetDevice()->createComputePipeline(
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nvrhi::ComputePipelineDesc()
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.addBindingLayout(binding_layout_sky)
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.setComputeShader(shader_sky));
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}
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{
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DispatchConstants constants{};
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constants.g_InverseView = static_cast<glm::mat3>(glm::inverse(view));
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@@ -4,7 +4,7 @@
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#include "nvrenderer/resource_registry.h"
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||||
|
||||
struct Sky : public MaResourceRegistry {
|
||||
Sky(class NvRenderer* renderer);
|
||||
Sky(class NvRenderer* renderer, struct MaEnvironment *environment);
|
||||
|
||||
void Init();
|
||||
void Render(nvrhi::ICommandList* command_list, const glm::dmat4& projection,
|
||||
@@ -27,7 +27,7 @@ struct Sky : public MaResourceRegistry {
|
||||
Rural,
|
||||
Urban,
|
||||
Num
|
||||
} m_aerosol_preset = AerosolPreset::Rural;
|
||||
} m_aerosol_preset = AerosolPreset::Urban;
|
||||
float m_visibility = 1e4f;
|
||||
float m_fog_height_offset = 0.f;
|
||||
float m_fog_height_scale = .1f;
|
||||
@@ -39,6 +39,7 @@ struct Sky : public MaResourceRegistry {
|
||||
void ShowGui();
|
||||
static const char* GetAerosolTypeDesc(AerosolPreset preset);
|
||||
class NvRendererBackend* m_backend;
|
||||
MaEnvironment* m_environment;
|
||||
std::shared_ptr<struct SkyTransmittancePass> m_transmittance_pass;
|
||||
std::shared_ptr<struct SkyAerialLut> m_aerial_lut;
|
||||
float GetOzoneMean() const;
|
||||
@@ -104,6 +105,7 @@ struct SkyAerialLut {
|
||||
const glm::dmat4& view);
|
||||
nvrhi::TextureHandle m_lut;
|
||||
nvrhi::TextureHandle m_sky_texture;
|
||||
nvrhi::TextureHandle m_cloud_texture;
|
||||
nvrhi::BufferHandle m_constant_buffer;
|
||||
nvrhi::ComputePipelineHandle m_pso_lut;
|
||||
nvrhi::ComputePipelineHandle m_pso_sky;
|
||||
|
||||
@@ -18,6 +18,7 @@ SamplerState g_SamplerPointClamp : register(s1);
|
||||
|
||||
#include "cubemap_utils.hlsli"
|
||||
#include "manul/sky.hlsli"
|
||||
#include "manul/clouds.hlsli"
|
||||
|
||||
struct FilterParameters {
|
||||
uint3 m_Offset;
|
||||
@@ -50,6 +51,7 @@ void main(uint3 PixCoord : SV_DispatchThreadID) {
|
||||
//g_OutCubemap[PixCoord + g_Offset] = g_Skybox.SampleLevel(g_SamplerLinearClamp, normal, 0.);
|
||||
float3 color = 1.e-7;
|
||||
CalcAtmosphere(color, normal, g_FilterParams.m_LightVector);
|
||||
CalcClouds(color, normal, g_FilterParams.m_LightVector);
|
||||
//CalcAtmosphere(g_OutCubemap[PixCoord + g_Offset], 1., normal, g_LightVector, g_Altitude, SKY_INF, g_LightColor.rgb, 10);
|
||||
float3 normal_flipped = normal * float3(-1., 1., 1.);
|
||||
float depth = g_Depth.SampleLevel(g_SamplerPointClamp, normal_flipped, 0.);
|
||||
|
||||
69
betterRenderer/shaders/manul/clouds.hlsli
Normal file
69
betterRenderer/shaders/manul/clouds.hlsli
Normal file
@@ -0,0 +1,69 @@
|
||||
#ifndef CLOUDS_HLSLI
|
||||
#define CLOUDS_HLSLI
|
||||
|
||||
#include "sky.hlsli"
|
||||
|
||||
Texture2D<float4> g_Clouds : register(t15);
|
||||
Texture2D<float> g_HighClouds : register(t16);
|
||||
SamplerState g_CloudsSampler : register(s15);
|
||||
|
||||
float3 desaturate(float3 col, float amount) {
|
||||
return lerp(col, dot(col, float3(.2126, .7152, .0722)), amount);
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/smin/
|
||||
// sigmoid
|
||||
float smin( float a, float b, float k )
|
||||
{
|
||||
k *= log(2.0);
|
||||
float x = b-a;
|
||||
return a + x/(1.0-exp2(x/k));
|
||||
}
|
||||
|
||||
float ComputeTopDown(float value) {
|
||||
value = -0.9501426 * value * value + 2.09511187 * value + -0.16186117;
|
||||
return -smin(-value, 0., .045);
|
||||
}
|
||||
|
||||
void CalcClouds(inout float3 color, in float3 viewDir, in float3 sunDir) {
|
||||
float3 emissive_top = 1.e-7;
|
||||
float3 emissive_sun = linear_srgb_from_spectral_samples(sun_spectral_irradiance) * exp(-4.);
|
||||
float3 emissive_view = 1.e-7;
|
||||
CalcAtmosphere(emissive_top, float3(0., 1., 0.), sunDir);
|
||||
CalcAtmosphere(emissive_sun, sunDir, sunDir);
|
||||
CalcAtmosphere(emissive_view, viewDir, sunDir);
|
||||
float3 cloud_dir = viewDir;
|
||||
cloud_dir.y = 4. * abs(cloud_dir.y);
|
||||
cloud_dir = normalize(cloud_dir);
|
||||
float4 cloud_mask = g_Clouds.SampleLevel(g_CloudsSampler, cloud_dir.xz * .5 + .5, 0.);
|
||||
float high_cloud_mask = g_HighClouds.SampleLevel(g_CloudsSampler, cloud_dir.xz * .5 + .5, 0.) * .5;
|
||||
|
||||
float selector = atan2(sunDir.z, sunDir.x) / TWO_PI;
|
||||
selector -= floor(selector);
|
||||
selector *= 3.;
|
||||
int idx = floor(selector);
|
||||
float cloud_lit = lerp(cloud_mask[idx], cloud_mask[(idx + 1) % 3], frac(selector));
|
||||
|
||||
float topdown = ComputeTopDown(saturate(viewDir.y));
|
||||
|
||||
float3 ndotl = saturate(dot(viewDir, sunDir) * .5 + .5);
|
||||
float shine = pow(ndotl, 17.);
|
||||
|
||||
float3 shadow_color = desaturate(lerp(emissive_view, emissive_top, .5), .5);// * lerp(1., .1, shine);
|
||||
float3 lit_color = lerp(emissive_view, emissive_sun, .5) * lerp(1., 4., shine);
|
||||
|
||||
|
||||
|
||||
cloud_lit = pow(cloud_lit, lerp(lerp(1.6, 1.2, topdown), 3., shine));
|
||||
|
||||
float3 cloud_color = lerp( shadow_color, lit_color, cloud_lit);
|
||||
cloud_color = lerp(cloud_color, emissive_view, smoothstep(.05, 0., topdown));
|
||||
|
||||
float3 high_cloud_color = lit_color;
|
||||
high_cloud_color = lerp(high_cloud_color, emissive_view, smoothstep(.05, 0., topdown));
|
||||
|
||||
color = lerp(color, high_cloud_color, high_cloud_mask * smoothstep(-.025, .025, viewDir.y));
|
||||
color = lerp(color, cloud_color, cloud_mask.a * smoothstep(-.025, .025, viewDir.y));
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -5,6 +5,8 @@
|
||||
|
||||
#include "material_common.hlsli"
|
||||
|
||||
#include "sky_common.hlsli" // ray_sphere_intersection
|
||||
|
||||
#include "view_data.hlsli"
|
||||
|
||||
#include "lighting_functions.hlsli"
|
||||
@@ -16,6 +18,7 @@ TextureCube<float3> g_DiffuseEnvmap : register(t8);
|
||||
TextureCube<float3> g_SpecularEnvmap : register(t9);
|
||||
Texture2D<float2> g_BrdfLUT : register(t10);
|
||||
|
||||
Texture2D<float4> g_CloudShadowMap : register(t15);
|
||||
Texture2D<uint2> g_LightGrid : register(t16);
|
||||
StructuredBuffer<uint> g_LightIndexBuffer : register(t17);
|
||||
StructuredBuffer<PackedLight> g_LightBuffer : register(t18);
|
||||
@@ -83,6 +86,15 @@ void ApplyMaterialLighting(out float4 lit, in MaterialData material)
|
||||
#ifdef GBUFFER_CONTACT_SHADOWS_HLSLI
|
||||
shadow = min(shadow, GetContactShadows(pixel_position));
|
||||
#endif
|
||||
|
||||
float t = ray_sphere_intersection(view, g_LightDir.xyz, 10000.);
|
||||
if(t >= 0.) {
|
||||
float3 cloud_dir = normalize(view + g_LightDir.xyz * t);
|
||||
cloud_dir.y = 4. * abs(cloud_dir.y);
|
||||
cloud_dir = normalize(cloud_dir);
|
||||
float4 cloud_mask = g_CloudShadowMap.SampleLevel(g_SamplerLinearClamp, cloud_dir.xz * .5 + .5, 0.);
|
||||
shadow = min(shadow, 1. - cloud_mask.a * .6);
|
||||
}
|
||||
|
||||
// Apply IBL cubemap
|
||||
ApplyIBL(lit.rgb, surface_data);
|
||||
|
||||
@@ -22,7 +22,7 @@ void CalcSun(inout float3 color, in float3 viewDir, in float3 sunDir, in float a
|
||||
{
|
||||
if (dot(viewDir, sunDir) > 0.99998869014)
|
||||
{
|
||||
color = linear_srgb_from_spectral_samples(sun_spectral_irradiance);
|
||||
color = linear_srgb_from_spectral_samples(sun_spectral_irradiance) * exp(-2.);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -37,7 +37,7 @@ void CalcMoon(inout float3 color, in float3 viewDir, in float3 moonDir, in float
|
||||
float3 normal = CalcSphereNormal(viewDir, moonDir, 0.99998869014);
|
||||
if (dot(normal, normal) > 0.)
|
||||
{
|
||||
color = .07 * max(dot(normal, sunDir), 0.) * linear_srgb_from_spectral_samples(sun_spectral_irradiance);
|
||||
color = .07 * max(dot(normal, sunDir), 0.) * linear_srgb_from_spectral_samples(sun_spectral_irradiance) * exp(-2.);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,6 +14,7 @@ cbuffer DispatchConstants : register(b0)
|
||||
|
||||
RWTexture2DArray<float4> g_AerialLut : register(u0);
|
||||
RWTexture2D<float4> g_Sky : register(u1);
|
||||
Texture2D<float4> g_Clouds : register(t15);
|
||||
Texture2D<float4> g_TransmittanceLut : register(t13);
|
||||
SamplerState g_TransmittanceLutSampler : register(s13);
|
||||
|
||||
@@ -77,8 +78,8 @@ SamplerState g_TransmittanceLutSampler : register(s13);
|
||||
{
|
||||
float t = (i + 1.) / (float)texture_size.z;
|
||||
float end_depth = min(t_d, t * t * g_MaxDepth);
|
||||
compute_inscattering(g_TransmittanceLut, g_TransmittanceLutSampler, molecular_phase, aerosol_phase, 5, ray_origin, ray_dir, start_depth, end_depth, g_SunDir, L, transmittance);
|
||||
compute_inscattering(g_TransmittanceLut, g_TransmittanceLutSampler, molecular_phase_moon, aerosol_phase_moon, 5, ray_origin, ray_dir, start_depth, end_depth, g_MoonDir, M, transmittance_m);
|
||||
compute_inscattering_with_cloud_shadow(g_TransmittanceLut, g_Clouds, g_TransmittanceLutSampler, molecular_phase, aerosol_phase, 5, ray_origin, ray_dir, start_depth, end_depth, g_SunDir, L, transmittance);
|
||||
compute_inscattering_with_cloud_shadow(g_TransmittanceLut, g_Clouds, g_TransmittanceLutSampler, molecular_phase_moon, aerosol_phase_moon, 5, ray_origin, ray_dir, start_depth, end_depth, g_MoonDir, M, transmittance_m);
|
||||
g_AerialLut[uint3(pix_coord, i)] = float4(linear_srgb_from_spectral_samples(L + .07 * moon_phase * M) * exp2(EXPOSURE), dot(transmittance, .25));
|
||||
start_depth = end_depth;
|
||||
}
|
||||
|
||||
@@ -66,6 +66,64 @@ void compute_inscattering(Texture2D transmittance_lut, SamplerState lut_sampler,
|
||||
}
|
||||
}
|
||||
|
||||
void compute_inscattering_with_cloud_shadow(Texture2D transmittance_lut, Texture2D clouds, SamplerState lut_sampler, in float molecular_phase, in float aerosol_phase, int steps, float3 ray_origin, float3 ray_dir, float t_min, float t_max, float3 sun_dir, inout float4 L_inscattering, inout float4 transmittance)
|
||||
{
|
||||
float dt = (t_max - t_min) / float(steps);
|
||||
|
||||
for (int i = 0; i < steps; ++i) {
|
||||
float t = t_min + (float(i) + 0.5) * dt;
|
||||
float3 x_t = ray_origin + ray_dir * t;
|
||||
|
||||
float distance_to_earth_center = length(x_t);
|
||||
float3 zenith_dir = x_t / distance_to_earth_center;
|
||||
float altitude = distance_to_earth_center - EARTH_RADIUS;
|
||||
float normalized_altitude = altitude / ATMOSPHERE_THICKNESS;
|
||||
|
||||
float sample_cos_theta = dot(zenith_dir, sun_dir);
|
||||
|
||||
float shadow = 1.;
|
||||
float c_t = ray_sphere_intersection(ray_dir * t, sun_dir, 10000.);
|
||||
if(c_t >= 0.) {
|
||||
float3 cloud_dir = normalize(ray_dir * t + sun_dir * c_t);
|
||||
cloud_dir.y = 4. * cloud_dir.y;
|
||||
cloud_dir = normalize(cloud_dir);
|
||||
float4 cloud_mask = clouds.SampleLevel(lut_sampler, cloud_dir.xz * .5 + .5, 0.);
|
||||
shadow = min(shadow, 1. - cloud_mask.a * smoothstep(-.01, .01, cloud_dir.y));
|
||||
}
|
||||
|
||||
float4 aerosol_absorption, aerosol_scattering;
|
||||
float4 molecular_absorption, molecular_scattering;
|
||||
float4 fog_scattering;
|
||||
float4 extinction;
|
||||
get_atmosphere_collision_coefficients(
|
||||
altitude,
|
||||
aerosol_absorption, aerosol_scattering,
|
||||
molecular_absorption, molecular_scattering,
|
||||
fog_scattering,
|
||||
extinction);
|
||||
|
||||
float4 transmittance_to_sun = transmittance_from_lut(
|
||||
transmittance_lut, lut_sampler, sample_cos_theta, normalized_altitude) * shadow;
|
||||
|
||||
float4 ms = get_multiple_scattering(
|
||||
transmittance_lut, lut_sampler, sample_cos_theta, normalized_altitude,
|
||||
distance_to_earth_center);
|
||||
|
||||
float4 S = sun_spectral_irradiance *
|
||||
(molecular_scattering * (molecular_phase * transmittance_to_sun + ms) +
|
||||
(aerosol_scattering + fog_scattering) * (aerosol_phase * transmittance_to_sun + ms));
|
||||
|
||||
float4 step_transmittance = exp(-dt * extinction);
|
||||
|
||||
// Energy-conserving analytical integration
|
||||
// "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite"
|
||||
// by Sébastien Hillaire
|
||||
float4 S_int = (S - S * step_transmittance) / max(extinction, 1e-7);
|
||||
L_inscattering += transmittance * S_int;
|
||||
transmittance *= step_transmittance;
|
||||
}
|
||||
}
|
||||
|
||||
float4 get_inscattering(Texture2D transmittance_lut, SamplerState lut_sampler, int steps, float altitude, float3 ray_dir, float t_min, float t_max, float3 sun_dir) {
|
||||
float cos_theta = dot(-ray_dir, sun_dir);
|
||||
float molecular_phase = molecular_phase_function(cos_theta);
|
||||
|
||||
@@ -24,6 +24,7 @@ sampler g_SkyboxSampler : register(s0);
|
||||
TextureCube g_Skybox : register(t0);
|
||||
|
||||
#include "manul/sky.hlsli"
|
||||
#include "manul/clouds.hlsli"
|
||||
|
||||
PixelOutput main(VertexOutput ps_in) {
|
||||
PixelOutput result;
|
||||
@@ -38,6 +39,7 @@ PixelOutput main(VertexOutput ps_in) {
|
||||
CalcSun(result.m_Emission, viewDir, g_SunDirection, g_Altitude);
|
||||
CalcMoon(result.m_Emission, viewDir, g_MoonDirection, g_SunDirection, g_Altitude);
|
||||
CalcAtmosphere(result.m_Emission, viewDir, g_SunDirection);
|
||||
CalcClouds(result.m_Emission, viewDir, g_SunDirection);
|
||||
//result.m_Emission = g_Skybox.Sample(g_SkyboxSampler, normalize(mul(g_InverseViewProjection, positionNdc).xyz)).rgb;
|
||||
//result.m_Emission = 0.; //Sky(normalize(mul(g_InverseViewProjection, positionNdc).xyz), g_SunDirection, g_Altitude);
|
||||
float4 positionReproject = mul(g_HistoryReproject, positionNdc);
|
||||
|
||||
Reference in New Issue
Block a user