add refraction support for materials; two pass rain shader

This commit is contained in:
Wls50
2025-11-23 23:45:06 +01:00
committed by Hirek
parent 90538c8878
commit ff50fdf110
17 changed files with 614 additions and 145 deletions

View File

@@ -190,6 +190,7 @@ class NvRenderer : public gfx_renderer, public MaResourceRegistry {
std::shared_ptr<struct Bloom> m_bloom;
std::shared_ptr<struct Sky> m_sky;
std::shared_ptr<struct MaAutoExposure> m_auto_exposure;
std::shared_ptr<struct WindshieldRain> m_windshield_rain;
std::unordered_map<TModel3d const *, std::shared_ptr<Rt::IRtModel>> rt_models;
std::shared_ptr<Rt::IRtModel> GetRtModel(TModel3d const *);

View File

@@ -85,6 +85,15 @@ void GbufferBlitPass::Init() {
.setKeepInitialState(true));
RegisterResource(true, "scene_lit_texture", m_output,
nvrhi::ResourceType::Texture_SRV);
m_output_copy = m_backend->GetDevice()->createTexture(
nvrhi::TextureDesc()
.setWidth(m_gbuffer->m_framebuffer->getFramebufferInfo().width)
.setHeight(m_gbuffer->m_framebuffer->getFramebufferInfo().height)
.setFormat(nvrhi::Format::RGBA16_FLOAT)
.setInitialState(nvrhi::ResourceStates::ShaderResource)
.setKeepInitialState(true));
RegisterResource(true, "scene_lit_texture_copy", m_output_copy,
nvrhi::ResourceType::Texture_SRV);
m_binding_layout = m_backend->GetDevice()->createBindingLayout(
nvrhi::BindingLayoutDesc()
.addItem(nvrhi::BindingLayoutItem::VolatileConstantBuffer(2))
@@ -187,6 +196,8 @@ void GbufferBlitPass::UpdateConstants(nvrhi::ICommandList* command_list,
constants.m_light_color);
constants.m_altitude = Global.pCamera.Pos.y;
constants.m_time = Timer::GetTime();
constants.m_vertical_fov =
glm::radians(Global.FieldOfView / Global.ZoomFactor);
{
float percipitation_intensity = glm::saturate(Global.Overcast - 1.);
@@ -238,6 +249,10 @@ void GbufferBlitPass::Render(nvrhi::ICommandList* command_list,
m_scene_depth, nvrhi::TextureSlice().resolve(m_scene_depth->getDesc()),
m_gbuffer->m_gbuffer_depth,
nvrhi::TextureSlice().resolve(m_scene_depth->getDesc()));
command_list->copyTexture(
m_output_copy, nvrhi::TextureSlice().resolve(m_output_copy->getDesc()),
m_output,
nvrhi::TextureSlice().resolve(m_output->getDesc()));
}
void GbufferBlitPass::Render(nvrhi::ICommandList* command_list) {

View File

@@ -22,7 +22,7 @@ struct GbufferBlitPass : public FullScreenPass, public MaResourceRegistry {
const glm::dmat4& projection);
virtual void Render(nvrhi::ICommandList* command_list) override;
struct DrawConstants {
struct alignas(16) DrawConstants {
glm::mat4 m_inverse_model_view;
glm::mat4 m_inverse_projection;
glm::vec3 m_light_dir;
@@ -33,6 +33,7 @@ struct GbufferBlitPass : public FullScreenPass, public MaResourceRegistry {
glm::vec4 m_wiper_pos;
glm::vec4 m_wiper_timer_out;
glm::vec4 m_wiper_timer_return;
float m_vertical_fov;
};
nvrhi::BindingLayoutHandle m_binding_layout;
@@ -53,5 +54,6 @@ struct GbufferBlitPass : public FullScreenPass, public MaResourceRegistry {
nvrhi::ComputePipelineHandle m_pso;
nvrhi::TextureHandle m_output;
nvrhi::TextureHandle m_output_copy;
virtual nvrhi::IFramebuffer* GetFramebuffer() override;
};

View File

@@ -121,13 +121,18 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
binding.disable_anisotropy = it.second["no_anisotropy"].as<bool>(false);
binding.disable_filter = it.second["no_filter"].as<bool>(false);
binding.disable_mip_bias = it.second["no_mip_bias"].as<bool>(false);
size_t default_texture = m_renderer->GetTextureManager()->FetchTexture(
it.second["default"].as<std::string>(""), binding.m_hint, 0, false);
if (!default_texture) {
default_texture = 1;
}
texture_mappings.emplace_back(
MaResourceMapping::Texture_SRV(index, binding.m_name.c_str()));
sampler_mappings.emplace_back(
MaResourceMapping::Sampler(index, binding.m_sampler_name.c_str()));
RegisterTexture(binding.m_name.c_str(), 1);
RegisterTexture(binding.m_name.c_str(), default_texture);
RegisterResource(
false, "masked_shadow_sampler",
GetTextureManager()->GetSamplerForTraits(0, RenderPassType::ShadowMap),
@@ -236,6 +241,7 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
.Add(MaResourceMapping::Texture_SRV(10, "env_brdf_lut"))
.Add(MaResourceMapping::Texture_SRV(11, "shadow_depths"))
.Add(MaResourceMapping::Texture_SRV(12, "gbuffer_depth"))
.Add(MaResourceMapping::Texture_SRV(13, "scene_lit_texture_copy"))
.Add(MaResourceMapping::Texture_SRV(14, "sky_aerial_lut"))
.Add(MaResourceMapping::Texture_SRV(
16, "forwardplus_index_grid_transparent"))

View File

@@ -39,6 +39,7 @@
#include "rt_model.h"
#include "tinyexr.h"
#include "windshield_rain.h"
bool NvRenderer::Init(GLFWwindow *Window) {
m_message_callback = std::make_shared<NvRendererMessageCallback>();
@@ -92,6 +93,7 @@ bool NvRenderer::Init(GLFWwindow *Window) {
m_auto_exposure = std::make_shared<MaAutoExposure>(this);
m_fsr = std::make_shared<NvFSR>(this);
m_bloom = std::make_shared<Bloom>(GetBackend());
m_windshield_rain = std::make_shared<WindshieldRain>();
// protect from undefined framebuffer size in ini (default -1)
int w = Global.gfx_framebuffer_width, h = Global.gfx_framebuffer_height;
@@ -136,7 +138,10 @@ bool NvRenderer::Init(GLFWwindow *Window) {
// RegisterResource(true, "gbuffer_depth", m_gbuffer->m_gbuffer_depth,
// nvrhi::ResourceType::Texture_SRV);
m_windshield_rain->Init(this);
if (!InitMaterials()) return false;
return true;
}
@@ -631,6 +636,7 @@ bool NvRenderer::Render() {
command_list->endMarker();
if (true) {
m_windshield_rain->Render(pass);
command_list->beginMarker("Forward pass");
pass.m_framebuffer = m_framebuffer_forward;
pass.m_type = RenderPassType::Forward;

View File

@@ -373,6 +373,19 @@ size_t NvTextureManager::FetchTexture(std::string path, int format_hint,
return index;
}
size_t NvTextureManager::RegisterExternalTexture(std::string const& path,
nvrhi::ITexture *texture) {
auto [it, added] = m_texture_map.emplace(path, -1);
if (added) {
m_texture_cache.emplace_back(std::make_shared<NvTexture>());
it->second = m_texture_cache.size();
}
auto cache = m_texture_cache[it->second - 1];
cache->m_rhi_texture = texture;
cache->m_last_change = ++NvTexture::s_change_counter;
return it->second;
}
bool NvTexture::CreateRhiTexture() {
if (m_rhi_texture) return true;
m_last_change = ++s_change_counter;
@@ -495,8 +508,14 @@ nvrhi::SamplerHandle NvTextureManager::GetSamplerForTraits(
: nvrhi::SamplerAddressMode::Wrap)
.setAllFilters(!traits[MaTextureTraits_NoFilter])
.setMipFilter(false)
.setMaxAnisotropy(traits[MaTextureTraits_NoAnisotropy] || traits[MaTextureTraits_NoFilter] ? 0.f : 16.f)
.setMipBias(traits[MaTextureTraits_NoMipBias] || traits[MaTextureTraits_NoFilter] ? 0.f : -1.76f);
.setMaxAnisotropy(traits[MaTextureTraits_NoAnisotropy] ||
traits[MaTextureTraits_NoFilter]
? 0.f
: 16.f)
.setMipBias(traits[MaTextureTraits_NoMipBias] ||
traits[MaTextureTraits_NoFilter]
? 0.f
: -1.76f);
sampler = m_backend->GetDevice()->createSampler(desc);
}
return sampler;

View File

@@ -83,6 +83,7 @@ class NvTextureManager {
NvTextureManager(class NvRenderer* renderer);
size_t FetchTexture(std::string path, int format_hint, int size_bias,
bool unload_on_location);
size_t RegisterExternalTexture(std::string const& path, nvrhi::ITexture *texture);
void UpdateLastUse(size_t handle, const glm::dvec3& location);
bool IsValidHandle(size_t handle);
NvTexture* GetTexture(size_t handle);

View File

@@ -0,0 +1,246 @@
#include "windshield_rain.h"
#include "gbuffer.h"
#include "gbufferblitpass.h"
#include "nvrendererbackend.h"
#include "nvrhi/utils.h"
#include "nvtexture.h"
void WindshieldRain::Init(NvRenderer* in_renderer) {
renderer = in_renderer;
{
auto const src_desc = renderer->m_gbuffer->m_gbuffer_depth->getDesc();
width = src_desc.width / 2;
height = src_desc.height / 2;
}
auto backend = renderer->GetBackend();
tex_droplets = backend->GetDevice()->createTexture(
nvrhi::TextureDesc()
.setDebugName("Raindrop buffer")
.setWidth(width)
.setHeight(height)
.setFormat(nvrhi::Format::R32_FLOAT)
.setIsRenderTarget(true)
.setInitialState(nvrhi::ResourceStates::RenderTarget)
.setClearValue(nvrhi::Color(0.))
.setUseClearValue(true)
.setKeepInitialState(true));
tex_depth_temp = backend->GetDevice()->createTexture(
nvrhi::TextureDesc()
.setDebugName("Raindrop depths temp")
.setWidth(width)
.setHeight(height)
.setFormat(nvrhi::Format::D32)
.setIsUAV(true)
.setInitialState(nvrhi::ResourceStates::UnorderedAccess)
.setKeepInitialState(true));
tex_depth = backend->GetDevice()->createTexture(
nvrhi::TextureDesc()
.setDebugName("Raindrop depths")
.setWidth(width)
.setHeight(height)
.setFormat(nvrhi::Format::D32)
.setIsRenderTarget(true)
.setInitialState(nvrhi::ResourceStates::DepthWrite)
.setClearValue(nvrhi::Color(0.))
.setUseClearValue(true)
.setKeepInitialState(true));
framebuffer = backend->GetDevice()->createFramebuffer(
nvrhi::FramebufferDesc()
.addColorAttachment(tex_droplets)
.setDepthAttachment(tex_depth));
ps_rain_anim =
backend->CreateShader("windshield_rain_anim", nvrhi::ShaderType::Pixel);
vs_rain_anim =
backend->CreateShader("default_vertex_no_jitter", nvrhi::ShaderType::Vertex);
cs_max_depth =
backend->CreateShader("max_depth_4x4", nvrhi::ShaderType::Compute);
auto const texture_manager = renderer->GetTextureManager();
texture_handle_droplets = texture_manager->FetchTexture(
"textures/fx/raindrops_height", GL_R, 0, false);
texture_handle_wipermask = texture_manager->FetchTexture(
"dynamic/pkp/ep09_v1/104ec/szyby_wipermask", GL_SRGB, 0, false);
texture_manager->RegisterExternalTexture("system/raindrops_buffer",
tex_droplets);
{
nvrhi::SamplerHandle sampler = backend->GetDevice()->createSampler(
nvrhi::SamplerDesc().setAllFilters(true).setAllAddressModes(
nvrhi::SamplerAddressMode::Clamp));
nvrhi::BindingLayoutHandle binding_layout;
nvrhi::utils::CreateBindingSetAndLayout(
backend->GetDevice(), nvrhi::ShaderType::Compute, 0,
nvrhi::BindingSetDesc()
.addItem(nvrhi::BindingSetItem::Texture_SRV(
0, renderer->m_gbuffer->m_gbuffer_depth))
.addItem(nvrhi::BindingSetItem::Texture_UAV(0, tex_depth_temp))
.addItem(nvrhi::BindingSetItem::Sampler(0, sampler)),
binding_layout, bindings_max_depth);
pso_max_depth = backend->GetDevice()->createComputePipeline(
nvrhi::ComputePipelineDesc()
.addBindingLayout(binding_layout)
.setComputeShader(cs_max_depth));
}
}
void WindshieldRain::Resize(int width, int height) {}
nvrhi::ITexture* WindshieldRain::GetTexture() const { return tex_droplets; }
void WindshieldRain::Render(NvRenderer::RenderPass const& pass) {
if (!pso_droplets) {
CreatePso(pass.m_command_list_draw);
}
if (renderer->m_dynamic_with_kabina < renderer->m_dynamics.size()) {
const auto& dynamic = renderer->m_dynamics[renderer->m_dynamic_with_kabina];
pass.m_command_list_draw->beginMarker("Render cab rain buffer");
pass.m_command_list_draw->clearTextureFloat(
tex_droplets, nvrhi::AllSubresources, nvrhi::Color(0.));
{
nvrhi::ComputeState compute_state;
compute_state.setPipeline(pso_max_depth);
compute_state.addBindingSet(bindings_max_depth);
pass.m_command_list_draw->setComputeState(compute_state);
pass.m_command_list_draw->dispatch((width + 7) / 8, (height + 7) / 8);
}
pass.m_command_list_draw->copyTexture(tex_depth, nvrhi::TextureSlice(),
tex_depth_temp, nvrhi::TextureSlice());
for (auto const& item : dynamic.m_renderable_kabina.m_items) {
auto const& material = renderer->m_material_cache[item.m_material - 1];
if (!IsRainShader(material.m_template)) {
continue;
}
nvrhi::GraphicsState gfx_state{};
nvrhi::DrawArguments draw_arguments;
bool indexed;
if (!renderer->BindGeometry(item.m_geometry, pass, gfx_state,
draw_arguments, indexed)) {
continue;
}
auto transform = item.m_transform;
transform[3] -= pass.m_origin;
auto& binding_set = binding_sets_per_material[item.m_material];
if (!binding_set) {
auto const& material = renderer->m_material_cache[item.m_material - 1];
auto texture_wipermask = renderer->GetTextureManager()->GetRhiTexture(
material.m_texture_handles[2], pass.m_command_list_draw);
binding_set = renderer->m_backend->GetDevice()->createBindingSet(
nvrhi::BindingSetDesc()
.addItem(nvrhi::BindingSetItem::ConstantBuffer(
0, renderer->m_drawconstant_buffer))
.addItem(nvrhi::BindingSetItem::ConstantBuffer(
2, renderer->m_gbuffer_blit->m_draw_constants))
.addItem(nvrhi::BindingSetItem::PushConstants(
1, sizeof(NvRenderer::PushConstantsDraw)))
.addItem(
nvrhi::BindingSetItem::Texture_SRV(0, texture_droplets))
.addItem(
nvrhi::BindingSetItem::Texture_SRV(1, texture_wipermask))
.addItem(nvrhi::BindingSetItem::Sampler(0, sampler))
.addItem(nvrhi::BindingSetItem::Sampler(1, sampler_point)),
binding_layout);
}
gfx_state.setFramebuffer(framebuffer);
gfx_state.setPipeline(pso_droplets);
gfx_state.addBindingSet(binding_set);
gfx_state.setViewport(nvrhi::ViewportState().addViewportAndScissorRect(
framebuffer->getFramebufferInfo().getViewport()));
pass.m_command_list_draw->beginMarker(item.m_name.data());
pass.m_command_list_draw->setGraphicsState(gfx_state);
{
NvRenderer::PushConstantsDraw data{};
data.m_modelview = static_cast<glm::mat3x4>(
transpose(static_cast<glm::dmat4>(pass.m_transform) *
static_cast<glm::dmat4>(transform)));
data.m_modelview_history = data.m_modelview;
pass.m_command_list_draw->setPushConstants(&data, sizeof(data));
}
if (indexed)
pass.m_command_list_draw->drawIndexed(draw_arguments);
else
pass.m_command_list_draw->draw(draw_arguments);
pass.m_command_list_draw->endMarker();
}
pass.m_command_list_draw->endMarker();
}
std::erase_if(binding_sets_per_material, [this](auto const& kv) {
auto const& material = renderer->m_material_cache[kv.first - 1];
return renderer->GetCurrentFrame() - material.m_last_frame_requested > 100;
});
}
bool WindshieldRain::IsRainShader(
NvRenderer::MaterialTemplate const* mt) const {
return mt->m_name == "windshield_rain";
}
void WindshieldRain::CreatePso(nvrhi::ICommandList* command_list) {
auto backend = renderer->GetBackend();
texture_droplets = renderer->GetTextureManager()->GetRhiTexture(
texture_handle_droplets, command_list);
sampler = backend->GetDevice()->createSampler(
nvrhi::SamplerDesc()
.setAllFilters(true)
.setMipFilter(false)
.setAllAddressModes(nvrhi::SamplerAddressMode::Repeat));
sampler_point = backend->GetDevice()->createSampler(
nvrhi::SamplerDesc().setAllFilters(false).setAllAddressModes(
nvrhi::SamplerAddressMode::Repeat));
binding_layout = backend->GetDevice()->createBindingLayout(
nvrhi::BindingLayoutDesc()
.setVisibility(nvrhi::ShaderType::AllGraphics)
.setRegisterSpace(0)
.addItem(nvrhi::BindingLayoutItem::ConstantBuffer(0))
.addItem(nvrhi::BindingLayoutItem::VolatileConstantBuffer(2))
.addItem(nvrhi::BindingLayoutItem::PushConstants(
1, sizeof(NvRenderer::PushConstantsDraw)))
.addItem(nvrhi::BindingLayoutItem::Texture_SRV(0))
.addItem(nvrhi::BindingLayoutItem::Texture_SRV(1))
.addItem(nvrhi::BindingLayoutItem::Sampler(0))
.addItem(nvrhi::BindingLayoutItem::Sampler(1)));
pso_droplets = backend->GetDevice()->createGraphicsPipeline(
nvrhi::GraphicsPipelineDesc()
.addBindingLayout(binding_layout)
.setVertexShader(vs_rain_anim)
.setInputLayout(renderer->m_input_layout[static_cast<size_t>(
RendererEnums::DrawType::Model)])
.setPixelShader(ps_rain_anim)
.setRenderState(
nvrhi::RenderState()
.setDepthStencilState(
nvrhi::DepthStencilState()
.enableDepthTest()
.enableDepthWrite()
.disableStencil()
.setDepthFunc(nvrhi::ComparisonFunc::Greater))
.setRasterState(nvrhi::RasterState()
.setFillSolid()
.enableDepthClip()
.disableScissor()
.setCullFront())
.setBlendState(nvrhi::BlendState().setRenderTarget(
0, nvrhi::BlendState::RenderTarget().disableBlend())))
.setPrimType(nvrhi::PrimitiveType::TriangleList),
framebuffer);
}

View File

@@ -0,0 +1,46 @@
#pragma once
#include "nvrenderer/nvrenderer.h"
struct WindshieldRain {
void Init(NvRenderer *in_renderer);
void Resize(int width, int height);
uint32_t width;
uint32_t height;
[[nodiscard]] nvrhi::ITexture *GetTexture() const;
void Render(NvRenderer::RenderPass const &pass);
bool IsRainShader(NvRenderer::MaterialTemplate const *mt) const;
size_t texture_handle_droplets;
size_t texture_handle_wipermask;
nvrhi::TextureHandle texture_droplets;
nvrhi::SamplerHandle sampler;
nvrhi::SamplerHandle sampler_point;
void CreatePso(nvrhi::ICommandList *command_list);
NvRenderer *renderer;
nvrhi::FramebufferHandle framebuffer;
nvrhi::TextureHandle tex_droplets;
nvrhi::TextureHandle tex_depth;
nvrhi::TextureHandle tex_depth_temp;
nvrhi::ShaderHandle ps_rain_anim;
nvrhi::ShaderHandle vs_rain_anim;
nvrhi::ShaderHandle cs_max_depth;
nvrhi::BindingSetHandle bindings;
nvrhi::BindingSetHandle bindings_max_depth;
nvrhi::GraphicsPipelineHandle pso_droplets;
nvrhi::ComputePipelineHandle pso_max_depth;
nvrhi::BindingLayoutHandle binding_layout;
std::unordered_map<size_t, nvrhi::BindingSetHandle> binding_sets_per_material;
};

View File

@@ -0,0 +1,15 @@
Texture2D<float> g_DepthTexture : register(t0);
RWTexture2D<float> g_Output : register(u0);
sampler depth_sampler : register(s0);
[numthreads(8, 8, 1)]
void main(uint3 PixCoord : SV_DispatchThreadID) {
uint2 dimensions;
g_Output.GetDimensions(dimensions.x, dimensions.y);
float2 co = float2(PixCoord.xy) / float2(dimensions);
float4 depths = g_DepthTexture.GatherRed(depth_sampler, co);
g_Output[PixCoord.xy] = min(min(depths.x, depths.y), min(depths.z, depths.w));
}

View File

@@ -32,13 +32,19 @@ cbuffer VertexConstants : register(b0) {
#include "manul/draw_constants.hlsli"
#ifdef NO_JITTER
#define PROJECTION g_Projection
#else
#define PROJECTION g_JitteredProjection
#endif
VertexOutput main(in VertexInput vs_in) {
VertexOutput result;
float4x3 model_view = GetModelView();
float4x3 model_view_history = GetModelViewHistory();
float3 view_space_position = mul(float4(vs_in.m_Position, 1.), model_view).xyz;
result.m_TexCoord = vs_in.m_TexCoord;
result.m_PositionSV = mul(g_JitteredProjection, float4(view_space_position, 1.));
result.m_PositionSV = mul(PROJECTION, float4(view_space_position, 1.));
#ifndef PREPASS
result.m_Normal = mul(float4(vs_in.m_Normal, 0.), model_view).xyz;
result.m_Position = view_space_position;

View File

@@ -48,6 +48,7 @@ struct PixelInput {
#include "sky.hlsli"
Texture2D<float> g_GbufferDepth : register(t12);
Texture2D<float3> g_LitScene : register(t13);
#endif
void MaterialPass(inout MaterialData material);
@@ -61,12 +62,14 @@ PixelOutput main(in PixelInput ps_in) {
material.m_Tangent = ps_in.m_Tangent.xyz;
material.m_Bitangent = ps_in.m_Tangent.w * cross(ps_in.m_Normal, ps_in.m_Tangent.xyz);
material.m_TexCoord = ps_in.m_TexCoord;
material.m_ScreenCoord = uv;
material.m_PixelCoord = ps_in.m_PositionSV.xy;
material.m_PositionNDC = ps_in.m_PositionCS / ps_in.m_PositionCS.w;
material.m_MaterialAlbedoAlpha = float4(1., 1., 1., 1.);
material.m_MaterialEmission = float3(0., 0., 0.);
material.m_MaterialParams = float4(0., .5, 1., .5); // Metalness.Roughness.Occlusion.Specular
material.m_MaterialNormal = float3(0., 0., 1.);
material.m_RefractionOffset = float2(0., 0.);
MaterialPass(material);
material.m_MaterialAlbedoAlpha.rgb = saturate(material.m_MaterialAlbedoAlpha.rgb);
material.m_MaterialEmission = max(material.m_MaterialEmission, 0.);
@@ -95,6 +98,12 @@ PixelOutput main(in PixelInput ps_in) {
ps_out.m_Motion = (ps_in.m_HistoryPositionCS.xy / ps_in.m_HistoryPositionCS.w) - (ps_in.m_PositionCS.xy / ps_in.m_PositionCS.w);
ps_out.m_Motion = ps_out.m_Motion * float2(.5, -.5);
#endif
#if (PASS & FORWARD_LIGHTING) && defined(REFRACTION)
float3 scene_color = g_LitScene.Sample(g_SkySampler, material.m_ScreenCoord + material.m_RefractionOffset * float2(1., -1.));
ps_out.m_Color.rgb += (1. - ps_out.m_Color.a) * scene_color;
ps_out.m_Color.a = 1.;
#endif
return ps_out;
}

View File

@@ -9,12 +9,14 @@ struct MaterialData {
float3 m_Bitangent;
float3 m_Normal;
float2 m_TexCoord;
float2 m_ScreenCoord;
uint2 m_PixelCoord;
float4 m_PositionNDC;
float4 m_MaterialAlbedoAlpha;
float3 m_MaterialEmission;
float4 m_MaterialParams; // Metalness.Roughness.Occlusion.Specular
float3 m_MaterialNormal;
float2 m_RefractionOffset;
};
#endif

View File

@@ -12,6 +12,7 @@ cbuffer DrawConstants : register(b2) {
float4 g_WiperPos;
float4 g_WiperTimerOut;
float4 g_WiperTimerReturn;
float g_VerticalFov;
}
float2 PixelToCS(in float2 pixel, in float2 size) {

View File

@@ -141,6 +141,10 @@ shaders:
hint: color
default: white
no_filter: true
rain:
binding: 3
hint: linear
default: system/raindrops_buffer
masked_shadow_texture: diffuse
source: ps_windshield_rain
utility:
@@ -165,6 +169,14 @@ shaders:
entrypoint: main
definitions:
PREPASS: 1
windshield_rain_anim:
source: ps_windshield_rain_anim
target: pixel
entrypoint: main
max_depth_4x4:
source: cs_downsample_depth
target: compute
entrypoint: main
# Contact shadows
# TODO Depth conversion is broken since converting to reversed depth buffer
contact_shadows:
@@ -181,6 +193,12 @@ shaders:
source: default_vertex
target: vertex
entrypoint: main
default_vertex_no_jitter:
source: default_vertex
target: vertex
entrypoint: main
definitions:
NO_JITTER: 1
default_prepass_vertex:
source: default_vertex
target: vertex

View File

@@ -1,7 +1,8 @@
#define REFRACTION 1
#include "manul/math.hlsli"
#include "manul/material.hlsli"
#include "manul/color_transform.hlsli"
#include "manul/random.hlsli"
sampler diffuse_sampler : register(s0);
sampler raindrop_sampler : register(s1);
@@ -9,163 +10,76 @@ sampler wipermask_sampler : register(s2);
Texture2D<float4> diffuse : register(t0);
Texture2D<float4> raindropsatlas : register(t1);
Texture2D<float4> wipermask : register(t2);
Texture2D<float> rain : register(t3);
float4 getDropTex(float choice, float2 uv) {
float2 offset;
if (choice < .25) offset = float2(0.0, 0.0);
else if (choice < .5) offset = float2(0.5, 0.0);
else if (choice < .75) offset = float2(0.0, 0.5);
else offset = float2(0.5, 0.5);
return raindropsatlas.Sample(raindrop_sampler, offset + uv * 0.5);
// Project the surface gradient (dhdx, dhdy) onto the surface (n, dpdx, dpdy)
float3 CalculateSurfaceGradient(float3 n, float3 dpdx, float3 dpdy, float dhdx, float dhdy)
{
float3 r1 = cross(dpdy, n);
float3 r2 = cross(n, dpdx);
return (r1 * dhdx + r2 * dhdy) / dot(dpdx, r1);
}
float GetMixFactor(in float2 co, out float side);
// Move the normal away from the surface normal in the opposite surface gradient direction
float3 PerturbNormal(float3 n, float3 dpdx, float3 dpdy, float dhdx, float dhdy)
{
return normalize(n - CalculateSurfaceGradient(n, dpdx, dpdy, dhdx, dhdy));
}
// Calculate the surface normal using screen-space partial derivatives of the height field
float3 CalculateSurfaceNormal(float3 position, float3 normal, float2 gradient)
{
float3 dpdx = ddx(position);
float3 dpdy = ddy(position);
float dhdx = gradient.x;
float dhdy = gradient.y;
return PerturbNormal(normal, dpdx, dpdy, dhdx, dhdy);
}
void MaterialPass(inout MaterialData material) {
#if PASS & FORWARD_LIGHTING
const float specular_intensity = 1.;
const float wobble_strength = .002;
const float wobble_speed = 30.;
MaterialData material_glass = material;
float4 tex_color = diffuse.Sample(diffuse_sampler, material.m_TexCoord);
if (tex_color.a < .01) discard;
uint2 size;
rain.GetDimensions(size.x, size.y);
float droplet_distance = rain.Sample(raindrop_sampler, material.m_ScreenCoord);
float droplet_distance_x = rain.Sample(raindrop_sampler, material.m_ScreenCoord, int2(1, 0));
float droplet_distance_y = rain.Sample(raindrop_sampler, material.m_ScreenCoord, int2(0, 1));
float2 gradient = float2(droplet_distance_x - droplet_distance, droplet_distance_y - droplet_distance);
material_glass.m_MaterialAlbedoAlpha.xyz = 0.;
material_glass.m_MaterialNormal = material.m_Normal;
material_glass.m_MaterialParams.g = .2;
float3 normal = CalculateSurfaceNormal(material_glass.m_Position, material_glass.m_Normal, gradient * -.005);
material_glass.m_MaterialNormal = normal;
float cosTheta = saturate(dot(-normalize(material_glass.m_Position), normal));
material.m_MaterialAlbedoAlpha.a = lerp(.1, FresnelSchlickRoughness(cosTheta, .04, 0.), smoothstep(0., .15, droplet_distance));
float2 rainCoord = material.m_TexCoord;
float gridSize = ceil(200.);
float3 normal_world = mul((float3x3)g_InverseModelView, material_glass.m_MaterialNormal);
const float numDrops = 20000.;
const float cycleDuration = 4.;
float4 glass_lit;
ApplyMaterialLighting(glass_lit, material_glass, material_glass.m_PixelCoord);
float squareMin = .5 / gridSize;
float squareMax = 1.2 / gridSize;
material.m_MaterialEmission = glass_lit * smoothstep(0., .15, droplet_distance) * saturate(normal_world.y * .5 + .5);
float2 cell = floor(rainCoord * gridSize);
material.m_MaterialAlbedoAlpha.xyz = 0.;
material.m_RefractionOffset = normal.xy * (.005 / (length(material.m_Position) * tan(.5 * g_VerticalFov))) * smoothstep(0., .15, droplet_distance);
float3 dropLayer = 0.;
float dropMaskSum = 0.;
float glass_opacity = FresnelSchlickRoughness(saturate(dot(-normalize(material.m_Position), material.m_Normal)), .2, 0.);
material.m_MaterialEmission = lerp(material.m_MaterialEmission, 0., glass_opacity);
material.m_MaterialAlbedoAlpha.a = lerp(material.m_MaterialAlbedoAlpha.a, 1., glass_opacity);
material.m_MaterialParams.g = .05;
material.m_MaterialNormal = material.m_Normal;
// Grid of 9 droplets in immediate neighbourhood
[unroll]
for (int oy = -1; oy <= 1; ++oy) {
[unroll]
for (int ox = -1; ox <= 1; ++ox) {
float2 neighborCell = cell + float2(ox, oy);
float2 neighborCenter = (neighborCell + .5) / gridSize;
float side;
float mixFactor = GetMixFactor(neighborCenter, side);
uint seed = Hash(uint3(neighborCell, side));
if(mixFactor < RandF(seed)) {
continue;
}
// Show a percentage of droplets given by rain intensity param
float activationSeed = RandF(seed);
if (activationSeed > g_RainParams.x)
continue; // kropla nieaktywna
// Randomly modulate droplet center & size
float2 dropCenter = (neighborCell + float2(RandF(seed), RandF(seed))) / gridSize;
float squareSize = lerp(squareMin, squareMax, RandF(seed));
float lifeTime = g_Time + RandF(seed) * cycleDuration;
float phase = frac(lifeTime / cycleDuration);
float active = saturate(1. - phase);
// Gravity influence (TODO add vehicle speed & wind here!)
float gravityStart = .5;
float gravityPhase = smoothstep(gravityStart, 1., phase);
float dropMass = lerp(.3, 1.2, RandF(seed));
float gravitySpeed = .15 * dropMass;
float2 gravityOffset = float2(0., gravityPhase * gravitySpeed * phase);
// Random wobble
bool hasWobble = (RandF(seed) < .10);
float2 wobbleOffset = 0.;
if (hasWobble && gravityPhase > 0.) {
float intensity = sin(g_Time * wobble_speed + RandF(seed) * 100.) * wobble_strength * gravityPhase;
wobbleOffset = float2(intensity, 0.);
}
float2 slideOffset = gravityOffset + wobbleOffset;
// Flatten droplets influenced by gravity
float flattenAmount = smoothstep(0.1, 0.5, gravityPhase);
float flattenX = lerp(1.0, 0.4, flattenAmount);
float stretchY = lerp(1.0, 1.6, flattenAmount);
// Droplet local position & mask
float2 diff = (rainCoord + slideOffset) - dropCenter;
diff.x *= 1.0 / flattenX;
diff.y *= 1.0 / stretchY;
float mask = smoothstep(squareSize * 0.5, squareSize * 0.45, max(abs(diff.x), abs(diff.y)));
if (mask > .001) {
float2 localUV = (diff + squareSize * 0.5) / squareSize;
float choice = RandF(seed);
float4 dropTex = getDropTex(choice, localUV);
float sharpAlpha = smoothstep(0.3, 0.9, dropTex.a);
float colorLuma = length(dropTex.rgb);
float alphaRange = smoothstep(0.1, 0.3, colorLuma);
float blackAlpha = lerp(0.25, 0.85, alphaRange);
dropLayer += dropTex.rgb * sharpAlpha * active * blackAlpha * mask;
dropMaskSum += sharpAlpha * active * blackAlpha * mask;
}
}
}
float3 finalMix = dropLayer;
float alphaOut = clamp(dropMaskSum, 0.0, 1.0);
material.m_MaterialAlbedoAlpha = float4(finalMix, alphaOut);
{ // Overlay windshield texture with alpha
material.m_MaterialAlbedoAlpha.xyz = lerp(material.m_MaterialAlbedoAlpha.xyz, tex_color.xyz, tex_color.a);
material.m_MaterialAlbedoAlpha.a = lerp(material.m_MaterialAlbedoAlpha.a, 1., tex_color.a);
material.m_MaterialEmission.xyz = lerp(material.m_MaterialEmission.xyz, 0., tex_color.a);
material.m_MaterialParams.g = lerp(material.m_MaterialParams.g, float4(0., .5, 1., .5), tex_color.a);
}
#endif
}
#if PASS & FORWARD_LIGHTING
float GetMixFactor(in float2 co, out float side) {
float4 movePhase = g_WiperPos;
bool4 is_out = movePhase <= 1.;
movePhase = select(is_out, movePhase, 2. - movePhase);
float4 mask = wipermask.Sample(wipermask_sampler, co);
float4 areaMask = step(.001, mask);
float4 maskVal = select(is_out, mask, 1. - mask);
float4 wipeWidth = smoothstep(1., .9, movePhase) * .25;
float4 cleaned = smoothstep(movePhase - wipeWidth, movePhase, maskVal) * areaMask;
float4 side_v = step(maskVal, movePhase);
cleaned *= side_v;
side_v = select(is_out, 1. - side_v, side_v);
// "regeneration", raindrops gradually returning after wiper pass:
float4 regenPhase = saturate((g_Time - lerp(g_WiperTimerOut, g_WiperTimerReturn, side_v) - .2) / g_RainParams.y);
side_v = lerp(0., 1. - side_v, areaMask);
float4 factor_v = lerp(1., regenPhase * (1. - cleaned), areaMask);
side = 0.;
float out_factor = 1.;
// Find out the wiper blade that influences given grid cell the most
[unroll]
for(int i = 0; i < 4; ++i)
{
bool is_candidate = factor_v[i] < out_factor;
out_factor = select(is_candidate, factor_v[i], out_factor);
side = select(is_candidate, side_v[i], side);
}
return out_factor;
}
#endif

View File

@@ -0,0 +1,162 @@
#include "manul/draw_constants.hlsli"
#include "manul/random.hlsli"
#include "manul/view_data.hlsli"
struct PixelInput {
float3 m_Position : Position;
float3 m_Normal : Normal;
float2 m_TexCoord : TexCoord;
float4 m_Tangent : Tangent;
float4 m_PositionSV : SV_Position;
float4 m_PositionCS : PositionCS;
};
sampler raindrop_sampler : register(s0);
sampler wipermask_sampler : register(s1);
Texture2D<float> raindropsatlas : register(t0);
Texture2D<float4> wipermask : register(t1);
float getDropTex(float choice, float2 uv) {
float2 offset;
if (choice < .25) offset = float2(0.0, 0.0);
else if (choice < .5) offset = float2(0.5, 0.0);
else if (choice < .75) offset = float2(0.0, 0.5);
else offset = float2(0.5, 0.5);
return raindropsatlas.Sample(raindrop_sampler, offset + uv * 0.5);
}
float GetMixFactor(in float2 co, out float side);
float main(in PixelInput input) : SV_Target0 {
const float specular_intensity = 1.;
const float wobble_strength = .002;
const float wobble_speed = 30.;
//float4 tex_color = diffuse.Sample(diffuse_sampler, material.m_TexCoord);
//if (tex_color.a < .01) discard;
float2 rainCoord = input.m_TexCoord;
float gridSize = ceil(200.);
const float numDrops = 20000.;
const float cycleDuration = 4.;
float squareMin = 1. / gridSize;
float squareMax = 2.5 / gridSize;
float2 cell = floor(rainCoord * gridSize);
float3 dropLayer = 0.;
float dropMaskSum = 0.;
float output = 0.;
// Grid of 9 droplets in immediate neighbourhood
[unroll]
for (int oy = -1; oy <= 1; ++oy) {
[unroll]
for (int ox = -1; ox <= 1; ++ox) {
float2 neighborCell = cell + float2(ox, oy);
float2 neighborCenter = (neighborCell + .5) / gridSize;
float side;
float mixFactor = GetMixFactor(neighborCenter, side);
uint seed = Hash(uint3(neighborCell, side));
if(mixFactor < RandF(seed)) {
continue;
}
// Show a percentage of droplets given by rain intensity param
float activationSeed = RandF(seed);
if (activationSeed > g_RainParams.x)
continue; // kropla nieaktywna
// Randomly modulate droplet center & size
float2 dropCenter = (neighborCell + float2(RandF(seed), RandF(seed))) / gridSize;
float squareSize = lerp(squareMin, squareMax, RandF(seed));
float lifeTime = g_Time + RandF(seed) * cycleDuration;
float phase = frac(lifeTime / cycleDuration);
float active = saturate(1. - phase);
// Gravity influence (TODO add vehicle speed & wind here!)
float gravityStart = .5;
float gravityPhase = smoothstep(gravityStart, 1., phase);
float dropMass = lerp(.3, 1.2, RandF(seed));
float gravitySpeed = .15 * dropMass;
float2 gravityOffset = float2(0., gravityPhase * gravitySpeed * phase);
// Random wobble
bool hasWobble = (RandF(seed) < .10);
float2 wobbleOffset = 0.;
if (hasWobble && gravityPhase > 0.) {
float intensity = sin(g_Time * wobble_speed + RandF(seed) * 100.) * wobble_strength * gravityPhase;
wobbleOffset = float2(intensity, 0.);
}
float2 slideOffset = gravityOffset + wobbleOffset;
// Flatten droplets influenced by gravity
float flattenAmount = smoothstep(0.1, 0.5, gravityPhase);
float flattenX = lerp(1.0, 0.4, flattenAmount);
float stretchY = lerp(1.0, 1.6, flattenAmount);
// Droplet local position & mask
float2 diff = (rainCoord + slideOffset) - dropCenter;
diff.x *= 1.0 / flattenX;
diff.y *= 1.0 / stretchY;
float mask = smoothstep(squareSize * 0.5, squareSize * 0.45, max(abs(diff.x), abs(diff.y)));
if (mask > .001) {
float2 localUV = (diff + squareSize * 0.5) / squareSize;
float choice = RandF(seed);
float dropTex = getDropTex(choice, localUV) * mask;
output = max(output, dropTex);
}
}
}
return output;
}
float GetMixFactor(in float2 co, out float side) {
float4 movePhase = g_WiperPos;
bool4 is_out = movePhase <= 1.;
movePhase = select(is_out, movePhase, 2. - movePhase);
float4 mask = wipermask.Sample(wipermask_sampler, co);
float4 areaMask = step(.001, mask);
float4 maskVal = select(is_out, mask, 1. - mask);
float4 wipeWidth = smoothstep(1., .9, movePhase) * .25;
float4 cleaned = smoothstep(movePhase - wipeWidth, movePhase, maskVal) * areaMask;
float4 side_v = step(maskVal, movePhase);
cleaned *= side_v;
side_v = select(is_out, 1. - side_v, side_v);
// "regeneration", raindrops gradually returning after wiper pass:
float4 regenPhase = saturate((g_Time - lerp(g_WiperTimerOut, g_WiperTimerReturn, side_v) - .2) / g_RainParams.y);
side_v = lerp(0., 1. - side_v, areaMask);
float4 factor_v = lerp(1., regenPhase * (1. - cleaned), areaMask);
side = 0.;
float out_factor = 1.;
// Find out the wiper blade that influences given grid cell the most
[unroll]
for(int i = 0; i < 4; ++i)
{
bool is_candidate = factor_v[i] < out_factor;
out_factor = select(is_candidate, factor_v[i], out_factor);
side = select(is_candidate, side_v[i], side);
}
return out_factor;
}