Adding prefiltered specular reflections
This commit is contained in:
@@ -99,9 +99,6 @@ if(UNIX)
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endif()
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add_executable(Editor "")
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set_target_properties(Editor PROPERTIES
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INSTALL_RPATH "$ORIGIN"
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)
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target_link_libraries(Editor PRIVATE Engine)
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target_include_directories(Editor PRIVATE src/Editor)
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target_include_directories(Editor PRIVATE ${Stb_INCLUDE_DIR})
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@@ -192,4 +192,68 @@ float4 computePrefilteredCubemap(float3 localPos : LOCALPOS) : SV_Target
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prefilteredColor = prefilteredColor / totalWeight;
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return float4(prefilteredColor, 1.0);
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}
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// TODO: this is basically duplicate of Cook-Torrance BRDF
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float a = roughness;
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float k = (a * a) / 2.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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// ----------------------------------------------------------------------------
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float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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float2 integrateBRDF(float nDotV, float roughness) {
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float3 V;
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V.x = sqrt(1.0 - nDotV * nDotV);
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V.y = 0.0f;
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V.z = nDotV;
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float A = 0.0;
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float B = 0.0;
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float3 N = float3(0.0, 0.0, 1.0);
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const uint SAMPLE_COUNT = 1024u;
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for (uint i = 0u; i < SAMPLE_COUNT; ++i)
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{
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float2 Xi = Hammersley(i, SAMPLE_COUNT);
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float3 H = ImportanceSampleGGX(Xi, N, roughness);
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float3 L = normalize(2.0 * dot(V, H) * H - V);
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float nDotL = max(L.z, 0.0);
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float nDotH = max(H.z, 0.0);
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float vDotH = max(dot(V, H), 0.0);
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if (nDotL > 0.0)
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{
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float G = GeometrySmith(N, V, L, roughness);
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float G_Vis = (G * vDotH) / (nDotH * nDotV);
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float Fc = pow(1.0 - vDotH, 5.0);
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A += (1.0 - Fc) * G_Vis;
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B += Fc * G_Vis;
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}
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}
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A /= float(SAMPLE_COUNT);
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B /= float(SAMPLE_COUNT);
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return float2(A, B);
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}
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[shader("pixel")]
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float2 precomputeBRDF(float2 texCoords) : SV_Target
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{
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return integrateBRDF(texCoords.x, texCoords.y);
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}
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@@ -70,8 +70,8 @@ struct LightEnv
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TextureCube irradianceMap;
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SamplerState irradianceSampler;
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TextureCube prefilteredMap;
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SamplerState prefilteredSampler;
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Texture2D brdfLUT;
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SamplerState lutSampler;
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};
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layout(set=3)
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ParameterBlock<LightEnv> pLightEnv;
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@@ -314,15 +314,15 @@ struct CookTorrance : IBRDF
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float G = Smith(n, viewDir_WS, lightDir_WS);
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float3 F = FresnelSchlickRoughness(max(dot(h, viewDir_WS), 0.0), F0, roughness);
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float3 num = NDF * G * F;
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float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
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float3 specular = num / denom;
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float3 k_s = F;
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float3 k_d = float3(1.0) - k_s;
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k_d *= 1.0 - metallic;
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float3 num = NDF * G * F;
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float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
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float3 specular = num / denom;
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float nDotL = max(dot(n, lightDir_WS), 0.0);
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float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
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@@ -340,12 +340,24 @@ struct CookTorrance : IBRDF
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{
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float3 F0 = float3(0.04);
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F0 = lerp(F0, baseColor, metallic);
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float3 k_s = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
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float3 F = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
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float3 k_s = F;
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float3 k_d = 1 - k_s;
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k_d *= 1 - metallic;
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float3 irradiance = pLightEnv.irradianceMap.SampleLevel(pLightEnv.irradianceSampler, normal, 4).rgb;
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float3 diffuse = irradiance * baseColor;
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return (k_d * diffuse) * ambientOcclusion;
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float3 r = reflect(-viewDir_WS, normal);
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const float MAX_REFLECTION_LOD = 4;
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float3 prefilteredColor = pLightEnv.prefilteredMap.SampleLevel(pLightEnv.irradianceSampler, r, roughness * MAX_REFLECTION_LOD).xyz;
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float2 envBRDF = pLightEnv.brdfLUT.Sample(pLightEnv.lutSampler, float2(max(dot(normal, viewDir_WS), 0), roughness)).rg;
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float3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
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return (k_d * diffuse + specular) * ambientOcclusion;
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}
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float getAlpha()
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{
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@@ -2,6 +2,10 @@
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#include "Asset/AssetRegistry.h"
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#include "Asset/EnvironmentMapAsset.h"
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#include "Graphics/Descriptor.h"
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#include "Graphics/Enums.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/RenderTarget.h"
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#include "stb_image.h"
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using namespace Seele;
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@@ -80,11 +84,16 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
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graphics->beginShaderCompilation(ShaderCompilationInfo{
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.name = "CubeRenderPipeline",
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.modules = {"EnvironmentMapping"},
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.entryPoints = {{"vertMain", "EnvironmentMapping"},
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{"computeCubemap", "EnvironmentMapping"},
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{"convolveCubemap", "EnvironmentMapping"},
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{"computePrefilteredCubemap", "EnvironmentMapping"}},
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.modules = {"FullScreenQuad", "EnvironmentMapping"},
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.entryPoints =
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{
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{"vertMain", "EnvironmentMapping"},
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{"computeCubemap", "EnvironmentMapping"},
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{"convolveCubemap", "EnvironmentMapping"},
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{"computePrefilteredCubemap", "EnvironmentMapping"},
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{"quadMain", "FullScreenQuad"},
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{"precomputeBRDF", "EnvironmentMapping"},
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},
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.rootSignature = cubePipelineLayout,
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});
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cubePipelineLayout->create();
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@@ -93,6 +102,65 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
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cubeRenderFrag = graphics->createFragmentShader({1});
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convolutionFrag = graphics->createFragmentShader({2});
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prefilterFrag = graphics->createFragmentShader({3});
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lutVert = graphics->createVertexShader({4});
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lutFrag = graphics->createFragmentShader({5});
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Gfx::OPipelineLayout emptyLayout = graphics->createPipelineLayout("LUTlayout");
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{
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graphics->beginDebugRegion("PrecomputeBRDF");
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lutTexture = graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R16G16_SFLOAT,
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.width = 512,
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.height = 512,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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});
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lutSampler = graphics->createSampler(SamplerCreateInfo{
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.magFilter = Gfx::SE_FILTER_LINEAR,
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.minFilter = Gfx::SE_FILTER_LINEAR,
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.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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});
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lutViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
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.dimensions =
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{
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.size = {512, 512},
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.offset = {0, 0},
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},
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.fieldOfView = glm::radians(90.0f),
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});
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Gfx::ORenderPass lutPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments = {Gfx::RenderTargetAttachment(lutTexture->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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},
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{Gfx::SubPassDependency{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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.srcAccess = Gfx::SE_ACCESS_NONE,
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.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
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}},
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URect{{512, 512}, {0, 0}}, "LUTGeneration");
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = lutVert,
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.fragmentShader = lutFrag,
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.renderPass = lutPass,
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.pipelineLayout = emptyLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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});
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graphics->beginRenderPass(lutPass);
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Gfx::ORenderCommand cmd = graphics->createRenderCommand("LUT");
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cmd->setViewport(lutViewport);
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cmd->bindPipeline(pipeline);
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cmd->draw(3, 1, 0, 0);
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graphics->executeCommands(std::move(cmd));
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graphics->endRenderPass();
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graphics->endDebugRegion();
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}
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}
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EnvironmentLoader::~EnvironmentLoader() {}
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@@ -146,56 +214,60 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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.height = SOURCE_RESOLUTION,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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});
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Array<Gfx::OTextureView> cubeViews;
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cubeViews.add(cubeMap->createTextureView(0, 1, 0, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 1, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 2, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 3, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 4, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 5, 1));
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for (uint32 i = 0; i < 6; ++i) {
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Gfx::ORenderPass cubeRenderPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments =
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{
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Gfx::RenderTargetAttachment(cubeViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE,
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Gfx::SE_ATTACHMENT_STORE_OP_STORE),
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},
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},
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{
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Gfx::SubPassDependency{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
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{
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graphics->beginDebugRegion("CubemapGeneration");
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Array<Gfx::OTextureView> cubeViews;
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cubeViews.add(cubeMap->createTextureView(0, 1, 0, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 1, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 2, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 3, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 4, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 5, 1));
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for (uint32 i = 0; i < 6; ++i) {
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Gfx::ORenderPass cubeRenderPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments =
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{
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Gfx::RenderTargetAttachment(cubeViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE,
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Gfx::SE_ATTACHMENT_STORE_OP_STORE),
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},
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},
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},
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{
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.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
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.offset = {0, 0},
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},
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"EnvironmentRenderPass");
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Gfx::PGraphicsPipeline cubeRenderPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = cubeRenderFrag,
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.renderPass = cubeRenderPass,
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.pipelineLayout = cubePipelineLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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Gfx::SubPassDependency{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
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},
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},
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});
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graphics->beginRenderPass(cubeRenderPass);
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Gfx::ORenderCommand renderCommand = graphics->createRenderCommand("CubeMapRender");
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renderCommand->bindPipeline(cubeRenderPipeline);
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renderCommand->bindDescriptor({set});
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renderCommand->setViewport(cubeRenderViewport);
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renderCommand->draw(6, 1, i * 6, 0);
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graphics->executeCommands(std::move(renderCommand));
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graphics->endRenderPass();
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{
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.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
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.offset = {0, 0},
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},
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"EnvironmentRenderPass");
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Gfx::PGraphicsPipeline cubeRenderPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = cubeRenderFrag,
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.renderPass = cubeRenderPass,
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.pipelineLayout = cubePipelineLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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});
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graphics->beginRenderPass(cubeRenderPass);
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Gfx::ORenderCommand renderCommand = graphics->createRenderCommand("CubeMapRender");
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renderCommand->bindPipeline(cubeRenderPipeline);
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renderCommand->bindDescriptor({set});
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renderCommand->setViewport(cubeRenderViewport);
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renderCommand->draw(6, 1, i * 6, 0);
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graphics->executeCommands(std::move(renderCommand));
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graphics->endRenderPass();
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}
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graphics->endDebugRegion();
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}
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set = cubeRenderLayout->allocateDescriptorSet();
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@@ -211,45 +283,49 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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.height = CONVOLUTED_RESOLUTION,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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});
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Array<Gfx::OTextureView> convolutedViews;
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 0, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 1, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 2, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 3, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 4, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 5, 1));
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for (uint32 i = 0; i < 6; ++i) {
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Gfx::ORenderPass convolutionPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments = {Gfx::RenderTargetAttachment(convolutedViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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},
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{},
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{
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.size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION},
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.offset = {0, 0},
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},
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"EnvironmentRenderPass");
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Gfx::PGraphicsPipeline convolutionPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = convolutionFrag,
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.renderPass = convolutionPass,
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.pipelineLayout = cubePipelineLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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{
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graphics->beginDebugRegion("Convolution");
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Array<Gfx::OTextureView> convolutedViews;
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 0, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 1, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 2, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 3, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 4, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 5, 1));
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for (uint32 i = 0; i < 6; ++i) {
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Gfx::ORenderPass convolutionPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments = {Gfx::RenderTargetAttachment(
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convolutedViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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},
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});
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{},
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{
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.size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION},
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.offset = {0, 0},
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},
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"EnvironmentRenderPass");
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Gfx::PGraphicsPipeline convolutionPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
|
||||
.vertexShader = cubeRenderVertex,
|
||||
.fragmentShader = convolutionFrag,
|
||||
.renderPass = convolutionPass,
|
||||
.pipelineLayout = cubePipelineLayout,
|
||||
.colorBlend =
|
||||
{
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
});
|
||||
|
||||
graphics->beginRenderPass(convolutionPass);
|
||||
Gfx::ORenderCommand cmd = graphics->createRenderCommand("ConvolutionPass");
|
||||
cmd->bindPipeline(convolutionPipeline);
|
||||
cmd->bindDescriptor({set});
|
||||
cmd->setViewport(convolutionViewport);
|
||||
cmd->draw(6, 1, i * 6, 0);
|
||||
graphics->executeCommands(std::move(cmd));
|
||||
graphics->endRenderPass();
|
||||
graphics->beginRenderPass(convolutionPass);
|
||||
Gfx::ORenderCommand cmd = graphics->createRenderCommand("ConvolutionPass");
|
||||
cmd->bindPipeline(convolutionPipeline);
|
||||
cmd->bindDescriptor({set});
|
||||
cmd->setViewport(convolutionViewport);
|
||||
cmd->draw(6, 1, i * 6, 0);
|
||||
graphics->executeCommands(std::move(cmd));
|
||||
graphics->endRenderPass();
|
||||
}
|
||||
graphics->endDebugRegion();
|
||||
}
|
||||
|
||||
Gfx::OTextureCube prefilteredCubeMap = graphics->createTextureCube(TextureCreateInfo{
|
||||
@@ -259,53 +335,59 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
|
||||
.useMip = true,
|
||||
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
|
||||
});
|
||||
for (uint32 mip = 0; mip < prefilteredCubeMap->getMipLevels(); ++mip) {
|
||||
Array<Gfx::OTextureView> views;
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 0, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 1, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 2, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 3, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 4, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 5, 1));
|
||||
for (uint32 i = 0; i < 6; ++i) {
|
||||
Gfx::ORenderPass prefilterPass = graphics->createRenderPass(
|
||||
Gfx::RenderTargetLayout{
|
||||
.colorAttachments = {Gfx::RenderTargetAttachment(
|
||||
views[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
|
||||
},
|
||||
{},
|
||||
{
|
||||
.size = {prefilterViewports[mip]->getWidth(), prefilterViewports[mip]->getHeight()},
|
||||
.offset = {0, 0},
|
||||
},
|
||||
"PrefilterPass");
|
||||
Gfx::PGraphicsPipeline prefilterPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
|
||||
.vertexShader = cubeRenderVertex,
|
||||
.fragmentShader = prefilterFrag,
|
||||
.renderPass = prefilterPass,
|
||||
.pipelineLayout = cubePipelineLayout,
|
||||
.colorBlend =
|
||||
{
|
||||
.attachmentCount = 1,
|
||||
{
|
||||
graphics->beginDebugRegion("Prefiltering");
|
||||
for (uint32 mip = 0; mip < prefilteredCubeMap->getMipLevels(); ++mip) {
|
||||
Array<Gfx::OTextureView> views;
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 0, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 1, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 2, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 3, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 4, 1));
|
||||
views.add(prefilteredCubeMap->createTextureView(mip, 1, 5, 1));
|
||||
for (uint32 i = 0; i < 6; ++i) {
|
||||
Gfx::ORenderPass prefilterPass = graphics->createRenderPass(
|
||||
Gfx::RenderTargetLayout{
|
||||
.colorAttachments = {Gfx::RenderTargetAttachment(
|
||||
views[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
|
||||
},
|
||||
});
|
||||
{},
|
||||
{
|
||||
.size = {prefilterViewports[mip]->getWidth(), prefilterViewports[mip]->getHeight()},
|
||||
.offset = {0, 0},
|
||||
},
|
||||
"PrefilterPass");
|
||||
Gfx::PGraphicsPipeline prefilterPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
|
||||
.vertexShader = cubeRenderVertex,
|
||||
.fragmentShader = prefilterFrag,
|
||||
.renderPass = prefilterPass,
|
||||
.pipelineLayout = cubePipelineLayout,
|
||||
.colorBlend =
|
||||
{
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
});
|
||||
|
||||
graphics->beginRenderPass(prefilterPass);
|
||||
Gfx::ORenderCommand cmd = graphics->createRenderCommand("PrefilterPass");
|
||||
cmd->bindPipeline(prefilterPipeline);
|
||||
cmd->bindDescriptor({set});
|
||||
float roughness = (float)mip / (float)(prefilteredCubeMap->getMipLevels() - 1);
|
||||
cmd->pushConstants(Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float), &roughness);
|
||||
cmd->setViewport(prefilterViewports[mip]);
|
||||
cmd->draw(6, 1, i * 6, 0);
|
||||
graphics->executeCommands(std::move(cmd));
|
||||
graphics->endRenderPass();
|
||||
graphics->beginRenderPass(prefilterPass);
|
||||
Gfx::ORenderCommand cmd = graphics->createRenderCommand("PrefilterPass");
|
||||
cmd->bindPipeline(prefilterPipeline);
|
||||
cmd->bindDescriptor({set});
|
||||
float roughness = (float)mip / (float)(prefilteredCubeMap->getMipLevels() - 1);
|
||||
cmd->pushConstants(Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float), &roughness);
|
||||
cmd->setViewport(prefilterViewports[mip]);
|
||||
cmd->draw(6, 1, i * 6, 0);
|
||||
graphics->executeCommands(std::move(cmd));
|
||||
graphics->endRenderPass();
|
||||
}
|
||||
}
|
||||
graphics->endDebugRegion();
|
||||
}
|
||||
|
||||
asset->skybox = std::move(cubeMap);
|
||||
asset->irradianceMap = std::move(convolutedMap);
|
||||
asset->prefilteredMap = std::move(prefilteredCubeMap);
|
||||
asset->brdfLUT = lutTexture;
|
||||
asset->lutSampler = lutSampler;
|
||||
graphics->waitDeviceIdle();
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
#include "Graphics/Descriptor.h"
|
||||
#include "MinimalEngine.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "Graphics/Shader.h"
|
||||
@@ -20,12 +21,22 @@ class EnvironmentLoader {
|
||||
private:
|
||||
void import(EnvironmentImportArgs args, PEnvironmentMapAsset asset);
|
||||
Gfx::PGraphics graphics;
|
||||
|
||||
Gfx::OTexture2D lutTexture;
|
||||
Gfx::OSampler lutSampler;
|
||||
Gfx::OViewport lutViewport;
|
||||
Gfx::OVertexShader lutVert;
|
||||
Gfx::OFragmentShader lutFrag;
|
||||
|
||||
Gfx::OVertexShader cubeRenderVertex;
|
||||
Gfx::OFragmentShader cubeRenderFrag;
|
||||
Gfx::ODescriptorLayout cubeRenderLayout;
|
||||
Gfx::OPipelineLayout cubePipelineLayout;
|
||||
|
||||
Gfx::OFragmentShader convolutionFrag;
|
||||
|
||||
Gfx::OFragmentShader prefilterFrag;
|
||||
|
||||
Gfx::OViewport cubeRenderViewport;
|
||||
Gfx::OViewport convolutionViewport;
|
||||
// for now we hardcode 128x128 as mip 0, so we have 8 roughness levels
|
||||
|
||||
@@ -14,10 +14,14 @@ class EnvironmentMapAsset : public Asset {
|
||||
Gfx::PTextureCube getSkybox() const { return skybox; }
|
||||
Gfx::PTextureCube getIrradianceMap() const { return irradianceMap; }
|
||||
Gfx::PTextureCube getPrefilteredMap() const { return prefilteredMap; }
|
||||
Gfx::PTexture2D getBrdfLUT() const { return brdfLUT; }
|
||||
Gfx::PSampler getLUTSampler() const { return lutSampler; }
|
||||
private:
|
||||
Gfx::OTextureCube skybox;
|
||||
Gfx::OTextureCube irradianceMap;
|
||||
Gfx::OTextureCube prefilteredMap;
|
||||
Gfx::PTexture2D brdfLUT;
|
||||
Gfx::PSampler lutSampler;
|
||||
friend class EnvironmentLoader;
|
||||
};
|
||||
} // namespace Seele
|
||||
@@ -79,8 +79,8 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
|
||||
});
|
||||
}
|
||||
skybox = Seele::Component::Skybox{
|
||||
.day = scene->getLightEnvironment()->getEnvironmentMap()->getPrefilteredMap(),
|
||||
.night = scene->getLightEnvironment()->getEnvironmentMap()->getPrefilteredMap(),
|
||||
.day = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
|
||||
.night = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
|
||||
.fogColor = Vector(0, 0, 0),
|
||||
.blendFactor = 0,
|
||||
};
|
||||
|
||||
@@ -60,7 +60,7 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
|
||||
.useMaterial = true,
|
||||
.rayTracing = true,
|
||||
});
|
||||
skyBox = AssetRegistry::findEnvironmentMap("", "newport_loft")->getIrradianceMap();
|
||||
skyBox = AssetRegistry::findEnvironmentMap("", "newport_loft")->getSkybox();
|
||||
skyBoxSampler = graphics->createSampler({});
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#include "LightEnvironment.h"
|
||||
#include "Asset/AssetRegistry.h"
|
||||
#include "Asset/EnvironmentMapAsset.h"
|
||||
#include "Graphics/Descriptor.h"
|
||||
#include "Graphics/Enums.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
|
||||
using namespace Seele;
|
||||
@@ -40,6 +42,18 @@ LightEnvironment::LightEnvironment(Gfx::PGraphics graphics)
|
||||
.name = "irradianceSampler",
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
|
||||
});
|
||||
layout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.name = "prefilteredMap",
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
|
||||
});
|
||||
layout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.name = "brdfLUT",
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
|
||||
});
|
||||
layout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.name = "lutSampler",
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
|
||||
});
|
||||
layout->create();
|
||||
|
||||
directionalLights = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
@@ -128,6 +142,9 @@ void LightEnvironment::commit() {
|
||||
set->updateBuffer("pointLights", 0, pointLights);
|
||||
set->updateTexture("irradianceMap", 0, environment->getIrradianceMap()->getDefaultView());
|
||||
set->updateSampler("irradianceSampler", 0, environmentSampler);
|
||||
set->updateTexture("prefilteredMap", 0, environment->getPrefilteredMap()->getDefaultView());
|
||||
set->updateTexture("brdfLUT", 0, environment->getBrdfLUT()->getDefaultView());
|
||||
set->updateSampler("lutSampler", 0, environment->getLUTSampler());
|
||||
set->writeChanges();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user