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SsaoPass.h
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112 lines (97 loc) · 3.57 KB
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#pragma once
#include <donut/core/math/math.h>
#include <nvrhi/nvrhi.h>
#include <memory>
namespace donut::engine
{
class ShaderFactory;
class ShadowMap;
class CommonRenderPasses;
class FramebufferFactory;
class ICompositeView;
}
namespace donut::render
{
struct SsaoParameters
{
float amount = 2.f;
float backgroundViewDepth = 100.f;
float radiusWorld = 0.5f;
float surfaceBias = 0.1f;
float powerExponent = 2.f;
bool enableBlur = true;
float blurSharpness = 16.f;
};
class SsaoPass
{
private:
struct SubPass
{
nvrhi::ShaderHandle Shader;
nvrhi::BindingLayoutHandle BindingLayout;
std::vector<nvrhi::BindingSetHandle> BindingSets;
nvrhi::ComputePipelineHandle Pipeline;
};
SubPass m_Deinterleave;
SubPass m_Compute;
SubPass m_Blur;
nvrhi::DeviceHandle m_Device;
nvrhi::BufferHandle m_ConstantBuffer;
nvrhi::TextureHandle m_DeinterleavedDepth;
nvrhi::TextureHandle m_DeinterleavedOcclusion;
dm::float2 m_QuantizedGbufferTextureSize;
std::shared_ptr<engine::CommonRenderPasses> m_CommonPasses;
public:
struct CreateParameters
{
dm::int2 dimensions = 0;
bool inputLinearDepth = false;
bool octEncodedNormals = false;
bool directionalOcclusion = false;
int numBindingSets = 1;
};
SsaoPass(
nvrhi::IDevice* device,
std::shared_ptr<engine::ShaderFactory> shaderFactory,
std::shared_ptr<engine::CommonRenderPasses> commonPasses,
const CreateParameters& params);
SsaoPass(
nvrhi::IDevice* device,
std::shared_ptr<engine::ShaderFactory> shaderFactory,
std::shared_ptr<engine::CommonRenderPasses> commonPasses,
nvrhi::ITexture* gbufferDepth,
nvrhi::ITexture* gbufferNormals,
nvrhi::ITexture* destinationTexture);
void CreateBindingSet(
nvrhi::ITexture* gbufferDepth,
nvrhi::ITexture* gbufferNormals,
nvrhi::ITexture* destinationTexture,
int bindingSetIndex = 0);
void Render(
nvrhi::ICommandList* commandList,
const SsaoParameters& params,
const engine::ICompositeView& compositeView,
int bindingSetIndex = 0);
};
}