Files
maszyna/betterRenderer/renderer/source/windshield_rain.cpp

247 lines
9.9 KiB
C++

#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);
}