Examples/DeferredShading: Optimize rendering with light meshes

This commit is contained in:
Jérôme Leclercq 2021-05-26 22:23:00 +02:00
parent 58fe411750
commit d2734d4f4b
2 changed files with 111 additions and 54 deletions

View File

@ -4,24 +4,38 @@ struct PointLight
color: vec3<f32>,
position: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
radius: f32,
invRadius: f32,
}
[layout(std140)]
struct SpotLight
{
transformMatrix: mat4<f32>,
color: vec3<f32>,
position: vec3<f32>,
direction: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
radius: f32,
invRadius: f32,
innerAngle: f32,
outerAngle: f32,
outerAngle: f32
}
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
}
external
@ -29,40 +43,41 @@ external
[binding(0)] colorTexture: sampler2D<f32>,
[binding(1)] normalTexture: sampler2D<f32>,
[binding(2)] positionTexture: sampler2D<f32>,
[binding(3)] lightParameters: uniform<SpotLight>
//[binding(3)] lightParameters: uniform<PointLight>
[binding(3)] lightParameters: uniform<SpotLight>,
[binding(4)] viewerData: uniform<ViewerData>
}
struct FragIn
{
[builtin(fragcoord)] fragcoord: vec4<f32>
}
[layout(std140)]
struct FragOut
{
[location(0)] color: vec4<f32>
}
[layout(std140)]
struct VertIn
{
[location(0)] pos: vec3<f32>,
[location(1)] uv: vec2<f32>
[location(0)] pos: vec3<f32>
}
[layout(std140)]
struct VertOut
{
[location(0)] uv: vec2<f32>,
[builtin(position)] position: vec4<f32>
}
[entry(frag)]
fn main(input: VertOut) -> FragOut
fn main(input: FragIn) -> FragOut
{
let normal = normalTexture.Sample(input.uv).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0);
let position = positionTexture.Sample(input.uv).xyz;
let fragcoord = (input.fragcoord).xy * viewerData.invRenderTargetSize;
let normal = normalTexture.Sample(fragcoord).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0);
let position = positionTexture.Sample(fragcoord).xyz;
let attenuation = compute_attenuation(position, normal);
let output: FragOut;
output.color = vec4<f32>(lightParameters.color, 1.0) * attenuation * colorTexture.Sample(input.uv);
output.color = vec4<f32>(lightParameters.color, 1.0) * attenuation * colorTexture.Sample(fragcoord);
return output;
}
@ -71,8 +86,7 @@ fn main(input: VertOut) -> FragOut
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.uv = input.uv;
output.position = vec4<f32>(input.pos, 1.0);
output.position = viewerData.projectionMatrix * viewerData.viewMatrix * lightParameters.transformMatrix * vec4<f32>(input.pos, 1.0);
return output;
}
@ -87,7 +101,7 @@ fn compute_attenuation(worldPos: vec3<f32>, normal: vec3<f32>) -> f32
let curAngle = dot(lightParameters.direction, -posToLight);
let innerMinusOuterAngle = lightParameters.innerAngle - lightParameters.outerAngle;
let attenuation = 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance));
let attenuation = max(1.0 - distance * lightParameters.invRadius, 0.0);
attenuation = attenuation * lambert * max((curAngle - lightParameters.outerAngle) / innerMinusOuterAngle, 0.0);
return attenuation;

View File

@ -1,5 +1,6 @@
#include <Nazara/Core.hpp>
#include <Nazara/Platform.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Renderer.hpp>
@ -46,23 +47,20 @@ struct PointLight
Nz::Color color = Nz::Color::White;
Nz::Vector3f position = Nz::Vector3f::Zero();
float constantAttenuation = 0.2f;
float linearAttenuation = 0.1f;
float quadraticAttenuation = 0.01f;
float radius = 1.f;
};
struct SpotLight
{
Nz::Color color = Nz::Color::White;
Nz::Matrix4f transformMatrix;
Nz::Vector3f position = Nz::Vector3f::Zero();
Nz::Vector3f direction = Nz::Vector3f::Forward();
float constantAttenuation = 1.f;
float linearAttenuation = 0.1f;
float quadraticAttenuation = 0.01f;
float radius = 1.f;
float innerAngle = std::cos(Nz::DegreeToRadian(15.f));
float outerAngle = std::cos(Nz::DegreeToRadian(20.f));
Nz::RadianAnglef innerAngle = Nz::DegreeAnglef(15.f);
Nz::RadianAnglef outerAngle = Nz::DegreeAnglef(20.f);
};
int main()
@ -110,16 +108,26 @@ int main()
texParams.renderDevice = device;
texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
Nz::MeshParams planeParams;
planeParams.storage = Nz::DataStorage::Software;
Nz::MeshParams meshPrimitiveParams;
meshPrimitiveParams.storage = Nz::DataStorage::Software;
std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
planeMesh->CreateStatic();
planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(10.f, 10.f), Nz::Vector2ui(0u), Nz::Matrix4f::Rotate(Nz::EulerAnglesf(180.f, 0.f, 0.f)), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), planeParams);
planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(20.f, 20.f), Nz::Vector2ui(0u), Nz::Matrix4f::Rotate(Nz::EulerAnglesf(180.f, 0.f, 0.f)), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams);
//planeMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), planeParams);
planeMesh->SetMaterialCount(1);
std::shared_ptr<Nz::GraphicalMesh> planeMeshGfx = std::make_shared<Nz::GraphicalMesh>(*planeMesh);
meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ);
std::shared_ptr<Nz::Mesh> coneMesh = std::make_shared<Nz::Mesh>();
coneMesh->CreateStatic();
coneMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), meshPrimitiveParams);
coneMesh->SetMaterialCount(1);
std::shared_ptr<Nz::GraphicalMesh> coneMeshGfx = std::make_shared<Nz::GraphicalMesh>(*coneMesh);
auto customSettings = Nz::BasicMaterial::GetSettings()->GetBuilderData();
customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Fragment)] = std::make_shared<Nz::UberShader>(Nz::ShaderStageType::Fragment, Nz::ShaderLang::Parse(resourceDir / "deferred_frag.nzsl"));
customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Vertex)] = std::make_shared<Nz::UberShader>(Nz::ShaderStageType::Vertex, Nz::ShaderLang::Parse(resourceDir / "deferred_vert.nzsl"));
@ -165,6 +173,7 @@ int main()
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
Nz::AccessByOffset<Nz::Vector2f&>(viewerDataBuffer.data(), viewerUboOffsets.invTargetSizeOffset) = 1.f / Nz::Vector2f(window.GetSize().x, window.GetSize().y);
std::vector<std::uint8_t> instanceDataBuffer(instanceUboOffsets.totalSize);
@ -222,10 +231,16 @@ int main()
lightingPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::UniformBuffer,
Nz::ShaderStageType::Fragment,
Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex,
3
});
lightingPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::UniformBuffer,
Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex,
4
});
/*Nz::FieldOffsets pointLightOffsets(Nz::StructLayout::Std140);
std::size_t colorOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t positionOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3);
@ -253,18 +268,18 @@ int main()
*/
Nz::FieldOffsets spotLightOffsets(Nz::StructLayout::Std140);
std::size_t transformMatrixOffset = spotLightOffsets.AddMatrix(Nz::StructFieldType::Float1, 4, 4, true);
std::size_t colorOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t positionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t directionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t constantOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t linearOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t quadraticOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t radiusOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t invRadiusOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t innerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t outerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t alignedSpotLightSize = Nz::Align(spotLightOffsets.GetSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));
std::size_t alignedSpotLightSize = Nz::Align(spotLightOffsets.GetAlignedSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));
constexpr std::size_t MaxPointLight = 1000;
constexpr std::size_t MaxPointLight = 2000;
std::shared_ptr<Nz::AbstractBuffer> lightUbo = device->InstantiateBuffer(Nz::BufferType::Uniform);
if (!lightUbo->Initialize(MaxPointLight * alignedSpotLightSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
@ -279,16 +294,18 @@ int main()
std::mt19937 randomEngine(rng());
std::uniform_int_distribution<unsigned int> colorDis(0, 255);
std::uniform_real_distribution<float> heightDis(1.5f, 1.95f);
std::uniform_real_distribution<float> posDis(-5.f, 5.f);
std::uniform_real_distribution<float> posDis(-10.f, 10.f);
std::uniform_real_distribution<float> dirDis(-1.f, 1.f);
std::uniform_real_distribution<float> dirYDis(0.f, 0.75f);
std::uniform_real_distribution<float> radiusDis(1.f, 5.f);
for (std::size_t i = 0; i < 100; ++i)
for (std::size_t i = 0; i < 1000; ++i)
{
auto& light = spotLights.emplace_back();
light.color = Nz::Color(colorDis(randomEngine), colorDis(randomEngine), colorDis(randomEngine));
light.position = Nz::Vector3f(posDis(randomEngine), heightDis(randomEngine), posDis(randomEngine));
light.direction = Nz::Vector3f(dirDis(randomEngine), dirYDis(randomEngine), dirDis(randomEngine)).GetNormal();
light.radius = radiusDis(randomEngine);
}
@ -312,19 +329,24 @@ int main()
fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.vert.shader", {}));
const std::shared_ptr<const Nz::VertexDeclaration>& lightingVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
std::shared_ptr<Nz::RenderPipeline> fullscreenPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfo);
Nz::RenderPipelineInfo lightingPipelineInfo;
lightingPipelineInfo.blending = true;
lightingPipelineInfo.blend.dstColor = Nz::BlendFunc::One;
lightingPipelineInfo.blend.srcColor = Nz::BlendFunc::One;
lightingPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleStrip;
lightingPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
lightingPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(lightingPipelineLayoutInfo);
lightingPipelineInfo.vertexBuffers.push_back({
0,
vertexDeclaration
meshPrimitiveParams.vertexDeclaration
});
lightingPipelineInfo.faceCulling = true;
lightingPipelineInfo.cullingSide = Nz::FaceSide::Front;
lightingPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
std::shared_ptr<Nz::RenderPipeline> lightingPipeline = device->InstantiateRenderPipeline(lightingPipelineInfo);
@ -473,12 +495,14 @@ int main()
builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.BindPipeline(*lightingPipeline);
builder.BindVertexBuffer(0, vertexBuffer.get());
//builder.BindVertexBuffer(0, vertexBuffer.get());
builder.BindIndexBuffer(coneMeshGfx->GetIndexBuffer(0).get());
builder.BindVertexBuffer(0, coneMeshGfx->GetVertexBuffer(0).get());
for (std::size_t i = 0; i < spotLights.size(); ++i)
{
builder.BindShaderBinding(*lightingShaderBindings[i]);
builder.Draw(3);
builder.DrawIndexed(coneMeshGfx->GetIndexCount(0));
}
});
@ -527,7 +551,14 @@ int main()
3,
Nz::ShaderBinding::UniformBufferBinding {
lightUbo.get(),
i * alignedSpotLightSize, spotLightOffsets.GetSize()
i * alignedSpotLightSize, spotLightOffsets.GetAlignedSize()
}
},
{
4,
Nz::ShaderBinding::UniformBufferBinding {
viewerDataUBO.get(),
0, viewerDataUBO->GetSize()
}
}
});
@ -592,8 +623,15 @@ int main()
Nz::Mouse::SetRelativeMouseMode(true);
float elapsedTime = 0.f;
Nz::UInt64 time = Nz::GetElapsedMicroseconds();
while (window.IsOpen())
{
Nz::UInt64 now = Nz::GetElapsedMicroseconds();
elapsedTime += (now - time) / 1'000'000.f;
time = now;
Nz::WindowEvent event;
while (window.PollEvent(&event))
{
@ -625,7 +663,7 @@ int main()
if (event.key.scancode == Nz::Keyboard::Scancode::Space)
{
auto& whiteLight = spotLights.emplace_back();
whiteLight.constantAttenuation = 0.8f;
whiteLight.radius = 5.f;
whiteLight.position = viewerPos;
whiteLight.direction = camQuat * Nz::Vector3f::Forward();
@ -685,7 +723,7 @@ int main()
if (frame.IsFramebufferInvalidated())
RebuildCommandBuffer();
if (viewerUboUpdate)
//if (viewerUboUpdate)
{
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::ViewMatrix(viewerPos, camAngles);
@ -709,14 +747,19 @@ int main()
Nz::UInt8* lightDataPtr = static_cast<Nz::UInt8*>(lightDataAllocation.mappedPtr);
for (const SpotLight& spotLight : spotLights)
{
Nz::Vector3f direction = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, elapsedTime * 90.f, 0.f)) * spotLight.direction;
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, colorOffset) = Nz::Vector3f(spotLight.color.r / 255.f, spotLight.color.g / 255.f, spotLight.color.b / 255.f);
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, positionOffset) = spotLight.position;
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, directionOffset) = spotLight.direction;
Nz::AccessByOffset<float&>(lightDataPtr, constantOffset) = spotLight.constantAttenuation;
Nz::AccessByOffset<float&>(lightDataPtr, linearOffset) = spotLight.linearAttenuation;
Nz::AccessByOffset<float&>(lightDataPtr, quadraticOffset) = spotLight.quadraticAttenuation;
Nz::AccessByOffset<float&>(lightDataPtr, innerAngleOffset) = spotLight.innerAngle;
Nz::AccessByOffset<float&>(lightDataPtr, outerAngleOffset) = spotLight.outerAngle;
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, directionOffset) = direction;
Nz::AccessByOffset<float&>(lightDataPtr, radiusOffset) = spotLight.radius;
Nz::AccessByOffset<float&>(lightDataPtr, invRadiusOffset) = 1.f / spotLight.radius;
Nz::AccessByOffset<float&>(lightDataPtr, innerAngleOffset) = spotLight.innerAngle.GetCos();
Nz::AccessByOffset<float&>(lightDataPtr, outerAngleOffset) = spotLight.outerAngle.GetCos();
float baseRadius = spotLight.radius * spotLight.outerAngle.GetTan() * 1.1f;
Nz::Matrix4f transformMatrix = Nz::Matrix4f::Transform(spotLight.position, Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), direction), Nz::Vector3f(baseRadius, baseRadius, spotLight.radius));
Nz::AccessByOffset<Nz::Matrix4f&>(lightDataPtr, transformMatrixOffset) = transformMatrix;
lightDataPtr += alignedSpotLightSize;
}