Пример #1
0
        protected override void DrawCore(RenderDrawContext context)
        {
            // Inputs:
            Texture colorBuffer             = GetSafeInput(0);
            Texture depthBuffer             = GetSafeInput(1);
            Texture normalsBuffer           = GetSafeInput(2);
            Texture specularRoughnessBuffer = GetSafeInput(3);

            // Output:
            Texture outputBuffer = GetSafeOutput(0);

            // Prepare
            var temporalCache = Prepare(context, outputBuffer);

            FlushCache(context.RenderContext.Time.FrameCount);

            // Get temporary buffers
            var     rayTraceBuffersSize = GetBufferResolution(outputBuffer, RayTracePassResolution);
            var     resolveBuffersSize  = GetBufferResolution(outputBuffer, ResolvePassResolution);
            Texture rayTraceBuffer      = NewScopedRenderTarget2D(rayTraceBuffersSize.Width, rayTraceBuffersSize.Height, RayTraceTargetFormat, 1);
            Texture resolveBuffer       = NewScopedRenderTarget2D(resolveBuffersSize.Width, resolveBuffersSize.Height, ReflectionsFormat, 1);

            // Check if resize depth
            Texture smallerDepthBuffer = depthBuffer;

            if (DepthResolution != ResolutionMode.Full)
            {
                // Smaller depth buffer improves ray tracing performance.

                var depthBuffersSize = GetBufferResolution(depthBuffer, DepthResolution);
                smallerDepthBuffer = NewScopedRenderTarget2D(depthBuffersSize.Width, depthBuffersSize.Height, PixelFormat.R32_Float, 1);

                depthPassShader.SetInput(0, depthBuffer);
                depthPassShader.SetOutput(smallerDepthBuffer);
                depthPassShader.Draw(context, "Downscale Depth");
            }

            // Blur Pass
            Texture blurPassBuffer;

            if (UseColorBufferMips)
            {
                // Note: using color buffer mips maps helps with reducing artifacts
                // and improves resolve pass performance (faster color texture lookups, less cache misses)
                // Also for high surface roughness values it adds more blur to the reflection tail which looks more realistic.

                // Get temp targets
                var     colorBuffersSize      = new Size2(outputBuffer.Width / 2, outputBuffer.Height / 2);
                int     colorBuffersMips      = Texture.CalculateMipMapCount(MipMapCount.Auto, colorBuffersSize.Width, colorBuffersSize.Height);
                Texture colorBuffer0          = NewScopedRenderTarget2D(colorBuffersSize.Width, colorBuffersSize.Height, ReflectionsFormat, colorBuffersMips);
                Texture colorBuffer1          = NewScopedRenderTarget2D(colorBuffersSize.Width / 2, colorBuffersSize.Height / 2, ReflectionsFormat, colorBuffersMips - 1);
                int     colorBuffer1MipOffset = 1; // For colorBuffer1 we could use one mip less (optimized)

                // Cache per color buffer mip views
                int colorBuffer0Mips = colorBuffer0.MipLevels;
                if (cachedColorBuffer0Mips == null || cachedColorBuffer0Mips.Length != colorBuffer0Mips || cachedColorBuffer0Mips[0].ParentTexture != colorBuffer0)
                {
                    cachedColorBuffer0Mips?.ForEach(view => view?.Dispose());
                    cachedColorBuffer0Mips = new Texture[colorBuffer0Mips];
                    for (int mipIndex = 0; mipIndex < colorBuffer0Mips; mipIndex++)
                    {
                        cachedColorBuffer0Mips[mipIndex] = colorBuffer0.ToTextureView(ViewType.Single, 0, mipIndex);
                    }
                }
                int colorBuffer1Mips = colorBuffer1.MipLevels;
                if (cachedColorBuffer1Mips == null || cachedColorBuffer1Mips.Length != colorBuffer1Mips || cachedColorBuffer1Mips[0].ParentTexture != colorBuffer1)
                {
                    cachedColorBuffer1Mips?.ForEach(view => view?.Dispose());
                    cachedColorBuffer1Mips = new Texture[colorBuffer1Mips];
                    for (int mipIndex = 0; mipIndex < colorBuffer1Mips; mipIndex++)
                    {
                        cachedColorBuffer1Mips[mipIndex] = colorBuffer1.ToTextureView(ViewType.Single, 0, mipIndex);
                    }
                }

                // Clone scene frame to mip 0 of colorBuffer0
                Scaler.SetInput(0, colorBuffer);
                Scaler.SetOutput(cachedColorBuffer0Mips[0]);
                Scaler.Draw(context, "Copy frame");

                // Downscale with gaussian blur
                for (int mipLevel = 1; mipLevel < colorBuffersMips; mipLevel++)
                {
                    // Blur H
                    var srcMip = cachedColorBuffer0Mips[mipLevel - 1];
                    var dstMip = cachedColorBuffer1Mips[mipLevel - colorBuffer1MipOffset];
                    blurPassShaderH.SetInput(0, srcMip);
                    blurPassShaderH.SetOutput(dstMip);
                    blurPassShaderH.Draw(context, "Blur H");

                    // Blur V
                    srcMip = dstMip;
                    dstMip = cachedColorBuffer0Mips[mipLevel];
                    blurPassShaderV.SetInput(0, srcMip);
                    blurPassShaderV.SetOutput(dstMip);
                    blurPassShaderV.Draw(context, "Blur V");
                }

                blurPassBuffer = colorBuffer0;
            }
            else
            {
                // Don't use color buffer with mip maps
                blurPassBuffer = colorBuffer;

                cachedColorBuffer0Mips?.ForEach(view => view?.Dispose());
                cachedColorBuffer1Mips?.ForEach(view => view?.Dispose());
            }

            // Ray Trace Pass
            rayTracePassShader.SetInput(0, colorBuffer);
            rayTracePassShader.SetInput(1, smallerDepthBuffer);
            rayTracePassShader.SetInput(2, normalsBuffer);
            rayTracePassShader.SetInput(3, specularRoughnessBuffer);
            rayTracePassShader.SetOutput(rayTraceBuffer);
            rayTracePassShader.Draw(context, "Ray Trace");

            // Resolve Pass
            resolvePassShader.SetInput(0, blurPassBuffer);
            resolvePassShader.SetInput(1, ResolvePassResolution == ResolutionMode.Full ? depthBuffer : smallerDepthBuffer);
            resolvePassShader.SetInput(2, normalsBuffer);
            resolvePassShader.SetInput(3, specularRoughnessBuffer);
            resolvePassShader.SetInput(4, rayTraceBuffer);
            resolvePassShader.SetOutput(resolveBuffer);
            resolvePassShader.Draw(context, "Resolve");

            // Temporal Pass
            Texture reflectionsBuffer = resolveBuffer;

            if (TemporalEffect)
            {
                var temporalSize = outputBuffer.Size;
                temporalCache.Resize(GraphicsDevice, ref temporalSize);
                Texture temporalBuffer0 = NewScopedRenderTarget2D(temporalSize.Width, temporalSize.Height, ReflectionsFormat, 1);

                temporalPassShader.SetInput(0, resolveBuffer);
                temporalPassShader.SetInput(1, temporalCache.TemporalBuffer);
                temporalPassShader.SetInput(2, depthBuffer);
                temporalPassShader.SetOutput(temporalBuffer0);
                temporalPassShader.Draw(context, "Temporal");

                context.CommandList.Copy(temporalBuffer0, temporalCache.TemporalBuffer); // TODO: use Texture.Swap from ContentStreaming branch to make it faster!

                reflectionsBuffer = temporalCache.TemporalBuffer;
            }

            // Combine Pass
            combinePassShader.SetInput(0, colorBuffer);
            combinePassShader.SetInput(1, depthBuffer);
            combinePassShader.SetInput(2, normalsBuffer);
            combinePassShader.SetInput(3, specularRoughnessBuffer);
            combinePassShader.SetInput(4, reflectionsBuffer);
            combinePassShader.SetOutput(outputBuffer);
            combinePassShader.Draw(context, "Combine");

#if SSLR_DEBUG
            if (DebugMode != DebugModes.None)
            {
                // Debug preview of temp targets
                switch (DebugMode)
                {
                case DebugModes.RayTrace:
                    Scaler.SetInput(0, rayTraceBuffer);
                    break;

                case DebugModes.Resolve:
                    Scaler.SetInput(0, resolveBuffer);
                    break;

                case DebugModes.Temporal:
                    if (temporalCache != null)
                    {
                        Scaler.SetInput(0, temporalCache.TemporalBuffer);
                    }
                    break;
                }
                Scaler.SetOutput(outputBuffer);
                Scaler.Draw(context);
            }
#endif
        }
Пример #2
0
        // Naive approach: 6 passes
        protected void DrawCoreNaive(RenderDrawContext context)
        {
            var originalTexture = GetSafeInput(0);
            var outputTexture   = GetSafeOutput(0);

            if (rhombiTapOffsetsDirty)
            {
                calculateRhombiOffsets();
            }

            var tapNumber = 2 * tapCount - 1;

            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurKeys.Count, tapCount);
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurKeys.TotalTap, tapNumber);
            directionalBlurEffect.EffectInstance.UpdateEffect(context.GraphicsDevice);
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.Radius, Radius);
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.TapWeights, tapWeights);
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.CoCReference, CoCStrength);

            // Vertical blur
            var blurAngle = MathUtil.PiOverTwo + Phase;

            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.Direction, new Vector2((float)Math.Cos(blurAngle), (float)Math.Sin(blurAngle)));

            var verticalBlurTexture = NewScopedRenderTarget2D(originalTexture.Description);

            directionalBlurEffect.SetInput(0, originalTexture);
            directionalBlurEffect.SetOutput(verticalBlurTexture);
            directionalBlurEffect.Draw(context, "TripleRhombiBokeh_RhombiABVertical_tap{0}_radius{1}", tapNumber, (int)Radius);

            // Rhombi A (top left)
            blurAngle = 7f * MathUtil.Pi / 6f + Phase;
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.Direction, new Vector2((float)Math.Cos(blurAngle), (float)Math.Sin(blurAngle)));

            var rhombiA = NewScopedRenderTarget2D(originalTexture.Description);

            directionalBlurEffect.SetInput(0, verticalBlurTexture);
            directionalBlurEffect.SetOutput(rhombiA);
            directionalBlurEffect.Draw(context, "TripleRhombiBokeh_RhombiA_tap{0}_radius{1}", tapNumber, (int)Radius);

            // Rhombi B (top right)
            blurAngle = -MathUtil.Pi / 6f + Phase;
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.Direction, new Vector2((float)Math.Cos(blurAngle), (float)Math.Sin(blurAngle)));

            var rhombiB = NewScopedRenderTarget2D(originalTexture.Description);

            directionalBlurEffect.SetInput(0, verticalBlurTexture);
            directionalBlurEffect.SetOutput(rhombiB);
            directionalBlurEffect.Draw(context, "TripleRhombiBokeh_RhombiB_tap{0}_radius{1}", tapNumber, (int)Radius);

            //Rhombi C (bottom)
            blurAngle = 7f * MathUtil.Pi / 6f + Phase;
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.Direction, new Vector2((float)Math.Cos(blurAngle), (float)Math.Sin(blurAngle)));

            var rhombiCTmp = NewScopedRenderTarget2D(originalTexture.Description);

            directionalBlurEffect.SetInput(0, originalTexture);
            directionalBlurEffect.SetOutput(rhombiCTmp);
            directionalBlurEffect.Draw(context, "TripleRhombiBokeh_RhombiCTmp_tap{0}_radius{1}", tapNumber, (int)Radius);

            blurAngle = -MathUtil.Pi / 6f + Phase;
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.Direction, new Vector2((float)Math.Cos(blurAngle), (float)Math.Sin(blurAngle)));

            var rhombiC = NewScopedRenderTarget2D(originalTexture.Description);

            directionalBlurEffect.SetInput(0, rhombiCTmp);
            directionalBlurEffect.SetOutput(rhombiC);
            directionalBlurEffect.Draw(context, "TripleRhombiBokeh_RhombiC_tap{0}_radius{1}", tapNumber, (int)Radius);

            // Final pass outputting the average of the 3 blurs
            finalCombineEffect.SetInput(0, rhombiA);
            finalCombineEffect.SetInput(1, rhombiB);
            finalCombineEffect.SetInput(2, rhombiC);
            finalCombineEffect.SetOutput(outputTexture);
            finalCombineEffect.Parameters.Set(TripleRhombiCombineShaderKeys.RhombiTapOffsets, rhombiTapOffsets);
            finalCombineEffect.Draw(context, name: "TripleRhombiBokehCombine");
        }
Пример #3
0
        protected override void DrawCore(RenderDrawContext contextParameters)
        {
            var input  = GetInput(0);
            var output = GetOutput(0) ?? input;

            if (input == null || StreakCount == 0 || IterationCount == 0)
            {
                return;
            }

            // Downscale to 1 / 4
            var halfSize             = input.Size.Down2();
            var halfSizeRenderTarget = NewScopedRenderTarget2D(halfSize.Width, halfSize.Height, input.Format);

            Scaler.SetInput(input);
            Scaler.SetOutput(halfSizeRenderTarget);
            Scaler.Draw(contextParameters, "Downsize to 0.5");

            var fourthSize             = halfSize.Down2();
            var fourthSizeRenderTarget = NewScopedRenderTarget2D(fourthSize.Width, fourthSize.Height, input.Format);

            Scaler.SetInput(halfSizeRenderTarget);
            Scaler.SetOutput(fourthSizeRenderTarget);
            Scaler.Draw(contextParameters, "Downsize to 0.25");

            var originalDownsize = fourthSizeRenderTarget;

            // Put all the streaks in an accumulation buffer
            var accumulationBuffer = NewScopedRenderTarget2D(fourthSizeRenderTarget.Description);

            // 2 scratch textures to ping-pong between
            var scratchTextureA = NewScopedRenderTarget2D(fourthSizeRenderTarget.Description);
            var scratchTextureB = NewScopedRenderTarget2D(fourthSizeRenderTarget.Description);
            var writeToScratchA = true;

            Vector2 direction;
            Texture currentInput = null, currentOutput = null;

            Vector3 colorAberration;

            colorAberration.X = (float)MathUtil.Lerp(1.0, ColorAberrationCoefficients.X, ColorAberrationStrength);
            colorAberration.Y = (float)MathUtil.Lerp(1.0, ColorAberrationCoefficients.Y, ColorAberrationStrength);
            colorAberration.Z = (float)MathUtil.Lerp(1.0, ColorAberrationCoefficients.Z, ColorAberrationStrength);

            lightStreakEffect.Parameters.Set(LightStreakShaderKeys.ColorAberrationCoefficients, colorAberration);

            for (int streak = 0; streak < StreakCount; streak++)
            {
                // Treats one streak

                // Direction vector
                float angle = MathUtil.DegreesToRadians(Phase) + streak * MathUtil.TwoPi / StreakCount;
                direction.X = (float)Math.Cos(angle);
                direction.Y = (float)Math.Sin(angle);

                // Extends the length recursively
                for (int level = 0; level < IterationCount; level++)
                {
                    // Calculates weights and attenuation factors for all the taps
                    float totalWeight = 0;
                    float passLength  = (float)Math.Pow(TapsPerIteration, level);
                    for (int i = 0; i < TapsPerIteration; i++)
                    {
                        tapOffsetsWeights[i].X = i * passLength;
                        tapOffsetsWeights[i].Y = (float)Math.Pow(MathUtil.Lerp(0.7f, 1.0f, Attenuation), i * passLength);
                        totalWeight           += tapOffsetsWeights[i].Y;
                    }
                    // Normalizes the weights
                    for (int i = 0; i < TapsPerIteration; i++)
                    {
                        tapOffsetsWeights[i].Y /= totalWeight;
                    }

                    currentInput = writeToScratchA ? scratchTextureB : scratchTextureA;
                    if (level == 0)
                    {
                        currentInput = originalDownsize;
                    }
                    currentOutput = writeToScratchA ? scratchTextureA : scratchTextureB;

                    lightStreakEffect.Parameters.Set(LightStreakKeys.Count, TapsPerIteration);
                    lightStreakEffect.Parameters.Set(LightStreakKeys.AnamorphicCount, AnamorphicOffsetsWeights.Length);
                    lightStreakEffect.Parameters.Set(LightStreakShaderKeys.TapOffsetsWeights, tapOffsetsWeights);
                    lightStreakEffect.Parameters.Set(LightStreakShaderKeys.AnamorphicOffsetsWeight, AnamorphicOffsetsWeights);
                    lightStreakEffect.Parameters.Set(LightStreakShaderKeys.Direction, direction);
                    lightStreakEffect.SetInput(0, currentInput);
                    lightStreakEffect.SetOutput(currentOutput);
                    lightStreakEffect.Draw(contextParameters, lightStreakDebugStrings[(streak * IterationCount) + level]);

                    writeToScratchA = !writeToScratchA;
                }

                // Writes this streak to the accumulation buffer
                if (streak > 0)
                {
                    combiner.BlendState = BlendStates.Additive;
                }

                combiner.SetInput(0, currentOutput);
                combiner.Factors[0] = (1f / StreakCount) * 0.2f * Amount;
                combiner.SetOutput(accumulationBuffer);
                ((RendererBase)combiner).Draw(contextParameters);
                combiner.BlendState = BlendStates.Default;
            }

            // All the light streaks have been drawn to the accumulation buffer.
            // Upscales and blurs the accumulation buffer.
            var accumulationUpscaled = NewScopedRenderTarget2D(halfSizeRenderTarget.Description);

            Scaler.SetInput(accumulationBuffer);
            Scaler.SetOutput(accumulationUpscaled);
            ((RendererBase)Scaler).Draw(contextParameters);

            blur.Radius = 3;
            blur.SetInput(accumulationUpscaled);
            blur.SetOutput(accumulationUpscaled);
            ((RendererBase)blur).Draw(contextParameters);

            // Adds the result to the original color buffer.
            Scaler.BlendState = BlendStates.Additive;
            Scaler.SetInput(accumulationUpscaled);
            Scaler.SetOutput(output);
            ((RendererBase)Scaler).Draw(contextParameters);
            Scaler.BlendState = BlendStates.Default;
        }