Esempio n. 1
0
        public void PostProcess(RenderDrawContext drawContext, ShaderSource[] mipmapShaders)
        {
            if (mipmapShaders.Length != LayoutSize)
            {
                return;
            }

            if (VoxelMipmapSimple == null)
            {
                VoxelMipmapSimple = new Stride.Rendering.ComputeEffect.ComputeEffectShader(drawContext.RenderContext)
                {
                    ShaderSourceName = "Voxel2x2x2MipmapEffect"
                };
            }

            if (VoxelMipmapSimpleGroups == null || VoxelMipmapSimpleGroups.Length != LayoutSize || VoxelMipmapSimpleGroups[0].Length != TempMipMaps.Length)
            {
                if (VoxelMipmapSimpleGroups != null)
                {
                    for (int axis = 0; axis < LayoutSize; axis++)
                    {
                        if (VoxelMipmapSimpleGroups[axis] != null)
                        {
                            foreach (var shader in VoxelMipmapSimpleGroups[axis])
                            {
                                shader.Dispose();
                            }
                        }
                    }
                }
                VoxelMipmapSimpleGroups = new Stride.Rendering.ComputeEffect.ComputeEffectShader[LayoutSize][];
                for (int axis = 0; axis < LayoutSize; axis++)
                {
                    VoxelMipmapSimpleGroups[axis] = new Stride.Rendering.ComputeEffect.ComputeEffectShader[TempMipMaps.Length];
                    for (int i = 0; i < VoxelMipmapSimpleGroups[axis].Length; i++)
                    {
                        VoxelMipmapSimpleGroups[axis][i] = new Stride.Rendering.ComputeEffect.ComputeEffectShader(drawContext.RenderContext)
                        {
                            ShaderSourceName = "Voxel2x2x2MipmapEffect"
                        };
                    }
                }
            }

            int offsetIndex = 0;
            //Mipmap detailed clipmaps into less detailed ones
            Vector3 totalResolution   = ClipMapResolution * new Vector3(1, LayoutSize, 1);
            Int3    threadGroupCounts = new Int3(32, 32, 32);

            if (DownsampleFinerClipMaps)
            {
                for (int i = 0; i < ClipMapCount - 1; i++)
                {
                    Vector3 Offset = MippingOffset[offsetIndex];

                    VoxelMipmapSimple.ThreadNumbers     = new Int3(8);
                    VoxelMipmapSimple.ThreadGroupCounts = (Int3)((ClipMapResolution / 2f) / (Vector3)VoxelMipmapSimple.ThreadNumbers);

                    for (int axis = 0; axis < LayoutSize; axis++)
                    {
                        VoxelMipmapSimple.Parameters.Set(Voxel2x2x2MipmapKeys.ReadTex, ClipMaps);
                        VoxelMipmapSimple.Parameters.Set(Voxel2x2x2MipmapKeys.WriteTex, TempMipMaps[0]);
                        VoxelMipmapSimple.Parameters.Set(Voxel2x2x2MipmapKeys.ReadOffset, -(Vector3.Mod(Offset, new Vector3(2))) + new Vector3(0, (int)totalResolution.Y * i + (int)ClipMapResolution.Y * axis, 0));
                        VoxelMipmapSimple.Parameters.Set(Voxel2x2x2MipmapKeys.WriteOffset, new Vector3(0, ClipMapResolution.Y / 2 * axis, 0));
                        VoxelMipmapSimple.Parameters.Set(Voxel2x2x2MipmapKeys.mipmapper, mipmapShaders[axis]);
                        ((RendererBase)VoxelMipmapSimple).Draw(drawContext);
                    }

                    Offset -= Vector3.Mod(Offset, new Vector3(2));
                    //Copy each axis, ignoring the top and bottom plane
                    for (int axis = 0; axis < LayoutSize; axis++)
                    {
                        int axisOffset = axis * (int)ClipMapResolution.Y;

                        Int3 CopySize = new Int3((int)ClipMapResolution.X / 2 - 2, (int)ClipMapResolution.Y / 2 - 2, (int)ClipMapResolution.Z / 2 - 2);


                        Int3 DstMinBound = new Int3((int)ClipMapResolution.X / 4 + (int)Offset.X / 2 + 1, (int)totalResolution.Y * (i + 1) + axisOffset + (int)ClipMapResolution.Y / 4 + 1 + (int)Offset.Y / 2, (int)ClipMapResolution.Z / 4 + (int)Offset.Z / 2 + 1);
                        Int3 DstMaxBound = DstMinBound + CopySize;

                        DstMaxBound = Int3.Min(DstMaxBound, new Int3((int)totalResolution.X, (int)totalResolution.Y * (i + 2), (int)totalResolution.Z));
                        DstMinBound = Int3.Min(DstMinBound, new Int3((int)totalResolution.X, (int)totalResolution.Y * (i + 2), (int)totalResolution.Z));
                        DstMaxBound = Int3.Max(DstMaxBound, new Int3(0, (int)totalResolution.Y * (i + 1), 0));
                        DstMinBound = Int3.Max(DstMinBound, new Int3(0, (int)totalResolution.Y * (i + 1), 0));

                        Int3 SizeBound = DstMaxBound - DstMinBound;

                        Int3 SrcMinBound = new Int3(1, axisOffset / 2 + 1, 1);
                        Int3 SrcMaxBound = SrcMinBound + SizeBound;

                        if (SizeBound.X > 0 && SizeBound.Y > 0 && SizeBound.Z > 0)
                        {
                            drawContext.CommandList.CopyRegion(TempMipMaps[0], 0,
                                                               new ResourceRegion(
                                                                   SrcMinBound.X, SrcMinBound.Y, SrcMinBound.Z,
                                                                   SrcMaxBound.X, SrcMaxBound.Y, SrcMaxBound.Z
                                                                   ),
                                                               ClipMaps, 0,
                                                               DstMinBound.X, DstMinBound.Y, DstMinBound.Z);
                        }
                    }
                    offsetIndex++;
                }
            }
            Vector3 resolution = ClipMapResolution;

            offsetIndex = ClipMapCount - 1;
            //Mipmaps for the largest clipmap
            for (int i = 0; i < TempMipMaps.Length - 1; i++)
            {
                Vector3 Offset = MippingOffset[offsetIndex];
                resolution /= 2;

                Vector3 threadNums = Vector3.Min(resolution, new Vector3(8));

                for (int axis = 0; axis < LayoutSize; axis++)
                {
                    var mipmapShader = VoxelMipmapSimpleGroups[axis][i];
                    mipmapShader.ThreadNumbers     = (Int3)(threadNums);
                    mipmapShader.ThreadGroupCounts = (Int3)(resolution / threadNums);
                    if (i == 0)
                    {
                        mipmapShader.Parameters.Set(Voxel2x2x2MipmapKeys.ReadTex, ClipMaps);
                        mipmapShader.Parameters.Set(Voxel2x2x2MipmapKeys.ReadOffset, -Offset + new Vector3(0, (int)ClipMapResolution.Y * LayoutSize * (ClipMapCount - 1) + (int)ClipMapResolution.Y * axis, 0));
                        mipmapShader.Parameters.Set(Voxel2x2x2MipmapKeys.WriteOffset, new Vector3(0, resolution.Y * axis, 0));
                    }
                    else
                    {
                        mipmapShader.Parameters.Set(Voxel2x2x2MipmapKeys.ReadTex, TempMipMaps[i - 1]);
                        mipmapShader.Parameters.Set(Voxel2x2x2MipmapKeys.ReadOffset, -Offset + new Vector3(0, resolution.Y * axis * 2, 0));
                        mipmapShader.Parameters.Set(Voxel2x2x2MipmapKeys.WriteOffset, new Vector3(0, resolution.Y * axis, 0));
                    }
                    mipmapShader.Parameters.Set(Voxel2x2x2MipmapKeys.WriteTex, TempMipMaps[i]);
                    mipmapShader.Parameters.Set(Voxel2x2x2MipmapKeys.mipmapper, mipmapShaders[axis]);
                    ((RendererBase)mipmapShader).Draw(drawContext);
                }
                //Don't seem to be able to read and write to the same texture, even if the views
                //point to different mipmaps.
                drawContext.CommandList.CopyRegion(TempMipMaps[i], 0, null, MipMaps, i);
                offsetIndex++;
            }
            Array.Copy(PerMapOffsetScale, PerMapOffsetScaleCurrent, PerMapOffsetScale.Length);
        }
Esempio n. 2
0
        public void PostProcess(VoxelStorageContext storageContext, RenderDrawContext drawContext, ProcessedVoxelVolume data)
        {
            if (Math.Max(Math.Max(ClipMapResolution.X, ClipMapResolution.Y), ClipMapResolution.Z) < 32)
            {
                return;
            }
            if (FragmentsBuffer == null)
            {
                return;
            }
            var context = drawContext.RenderContext;

            if (ClearBuffer == null)
            {
                ClearBuffer = new Stride.Rendering.ComputeEffect.ComputeEffectShader(context)
                {
                    ShaderSourceName = "ClearBuffer"
                };
                BufferToTexture = new Stride.Rendering.ComputeEffect.ComputeEffectShader(context)
                {
                    ShaderSourceName = "BufferToTextureEffect"
                };
                BufferToTextureColumns = new Stride.Rendering.ComputeEffect.ComputeEffectShader(context)
                {
                    ShaderSourceName = "BufferToTextureColumnsEffect"
                };
            }

            bool VoxelsAreIndependent = true;

            List <VoxelAttribute>  IndirectVoxels = new List <VoxelAttribute>();
            List <VoxelAttribute>  TempVoxels     = new List <VoxelAttribute>();
            ShaderSourceCollection Indirect       = new ShaderSourceCollection();
            ShaderSourceCollection Temp           = new ShaderSourceCollection();

            //Assign sample indices and check whether voxels can be calculated independently
            int sampleIndex = 0;

            foreach (var attr in data.Attributes)
            {
                attr.Attribute.LocalSamplerID = sampleIndex;
                VoxelsAreIndependent         &= !attr.Attribute.RequiresColumns();
                sampleIndex++;
            }

            //Populate ShaderSourceCollections and temp lists
            foreach (var attr in data.Attributes)
            {
                if (attr.Stage != VoxelizationStage.Post)
                {
                    continue;
                }
                if (attr.Output)
                {
                    Indirect.Add(attr.Attribute.GetVoxelizationShader());
                    IndirectVoxels.Add(attr.Attribute);
                }
                else
                {
                    Temp.Add(attr.Attribute.GetVoxelizationShader());
                    TempVoxels.Add(attr.Attribute);
                }
            }

            var BufferWriter = VoxelsAreIndependent ? BufferToTexture : BufferToTextureColumns;

            for (int i = 0; i < IndirectVoxels.Count; i++)
            {
                var attr = IndirectVoxels[i];
                attr.UpdateVoxelizationLayout($"AttributesIndirect[{i}]");
            }
            for (int i = 0; i < TempVoxels.Count; i++)
            {
                var attr = TempVoxels[i];
                attr.UpdateVoxelizationLayout($"AttributesTemp[{i}]");
            }
            foreach (var attr in data.Attributes)
            {
                attr.Attribute.ApplyVoxelizationParameters(BufferWriter.Parameters);
            }


            int processYSize = VoxelsAreIndependent ? (int)ClipMapResolution.Y : 1;

            processYSize *= (UpdatesPerFrame == UpdateMethods.SingleClipmap) ? 1 : ClipMapCount;

            BufferWriter.ThreadGroupCounts = VoxelsAreIndependent ? new Int3(32, 32, 32) : new Int3(32, 1, 32);
            BufferWriter.ThreadNumbers     = new Int3((int)ClipMapResolution.X / BufferWriter.ThreadGroupCounts.X, processYSize / BufferWriter.ThreadGroupCounts.Y, (int)ClipMapResolution.Z / BufferWriter.ThreadGroupCounts.Z);

            BufferWriter.Parameters.Set(BufferToTextureKeys.VoxelFragments, FragmentsBuffer);
            BufferWriter.Parameters.Set(BufferToTextureKeys.clipMapResolution, ClipMapResolution);
            BufferWriter.Parameters.Set(BufferToTextureKeys.storageUints, storageUints);

            BufferWriter.Parameters.Set(BufferToTextureKeys.clipOffset, (uint)(UpdatesPerFrame == UpdateMethods.SingleClipmap ? ClipMapCurrent : 0));


            //Modifiers are stored within attributes, yet need to be able to query their results.
            //Ideally a stage stream could resolve this, however due to the lack of pointers, there would be a cyclic dependency of AttributesList->Attribute->Modifier->AttributesList->...
            //So instead the results will be stored within a second array that only contains float4s. Unfortunately the only way to iterate through the AttributesList is by foreach, which
            //makes it difficult to access the results array (AttributeLocalSamples) by index. So instead it's just all done through this macro...
            string IndirectReadAndStoreMacro = "";
            string IndirectStoreMacro        = "";

            for (int i = 0; i < Temp.Count; i++)
            {
                string iStr           = i.ToString();
                string sampleIndexStr = TempVoxels[i].LocalSamplerID.ToString();
                IndirectReadAndStoreMacro += $"AttributesTemp[{iStr}].InitializeFromBuffer(VoxelFragments, VoxelFragmentsIndex + {TempVoxels[i].BufferOffset}, uint2({TempVoxels[i].BufferOffset} + initialVoxelFragmentsIndex, yStride));\n" +
                                             $"streams.LocalSample[{sampleIndexStr}] = AttributesTemp[{iStr}].SampleLocal();\n\n";
                IndirectStoreMacro += $"streams.LocalSample[{sampleIndexStr}] = AttributesTemp[{iStr}].SampleLocal();\n";
            }
            for (int i = 0; i < Indirect.Count; i++)
            {
                string iStr           = i.ToString();
                string sampleIndexStr = IndirectVoxels[i].LocalSamplerID.ToString();
                IndirectReadAndStoreMacro += $"AttributesIndirect[{iStr}].InitializeFromBuffer(VoxelFragments, VoxelFragmentsIndex + {IndirectVoxels[i].BufferOffset}, uint2({IndirectVoxels[i].BufferOffset} + initialVoxelFragmentsIndex, yStride));\n" +
                                             $"streams.LocalSample[{sampleIndexStr}] = AttributesIndirect[{iStr}].SampleLocal();\n\n";
                IndirectStoreMacro += $"streams.LocalSample[{sampleIndexStr}] = AttributesIndirect[{iStr}].SampleLocal();\n";
            }



            BufferWriter.Parameters.Set(BufferToTextureKeys.AttributesIndirect, Indirect);
            BufferWriter.Parameters.Set(BufferToTextureKeys.AttributesTemp, Temp);
            BufferWriter.Parameters.Set(BufferToTextureKeys.IndirectReadAndStoreMacro, IndirectReadAndStoreMacro);
            BufferWriter.Parameters.Set(BufferToTextureKeys.IndirectStoreMacro, IndirectStoreMacro);

            ((RendererBase)BufferWriter).Draw(drawContext);



            ClearBuffer.Parameters.Set(ClearBufferKeys.buffer, FragmentsBuffer);

            if (UpdatesPerFrame != UpdateMethods.SingleClipmap)
            {
                //Clear all
                ClearBuffer.ThreadNumbers     = new Int3(1024, 1, 1);
                ClearBuffer.ThreadGroupCounts = new Int3(FragmentsBuffer.ElementCount / 1024, 1, 1);
                ClearBuffer.Parameters.Set(ClearBufferKeys.offset, 0);
            }
            else
            {
                //Clear next clipmap buffer
                ClearBuffer.ThreadNumbers     = new Int3(1024, 1, 1);
                ClearBuffer.ThreadGroupCounts = new Int3((int)(ClipMapResolution.X * ClipMapResolution.Y * ClipMapResolution.Z * storageUints) / 1024, 1, 1);
                ClearBuffer.Parameters.Set(ClearBufferKeys.offset, (int)(((ClipMapCurrent + 1) % ClipMapCount) * ClipMapResolution.X * ClipMapResolution.Y * ClipMapResolution.Z * storageUints));
            }
            ((RendererBase)ClearBuffer).Draw(drawContext);
        }