/* * Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #include "imgui/imgui_helper.h" #include "nvh/nvprint.hpp" #include "nvvk/shaders_vk.hpp" #include "nvvk/descriptorsets_vk.hpp" #include "nvvk/debug_util_vk.hpp" #include "nvvk/context_vk.hpp" #include "nvvk/resourceallocator_vk.hpp" #include "sky.hpp" #include "nvvkhl/shaders/dh_comp.h" #include "_autogen/sky.comp.h" // clang-format off template inline T square(T a) {return a * a;} // clang-format on namespace nvvkhl { static ProceduralSkyShaderParameters fillShaderParameters(const SkyParameters& input) { ProceduralSkyShaderParameters output{}; float light_angular_size = nvmath::clamp(input.angularSize, nv_to_rad * 0.1F, nv_to_rad * 90.F); float light_solid_angle = 4.0F * nv_pi * square(sinf(light_angular_size * 0.5F)); float light_radiance = input.intensity / light_solid_angle; if(input.maxLightRadiance > 0.F) { light_radiance = std::min(light_radiance, input.maxLightRadiance); } output.directionToLight = nvmath::normalize(-input.direction); output.angularSizeOfLight = light_angular_size; output.lightColor = light_radiance * input.color; output.glowSize = nv_to_rad * nvmath::clamp(input.glowSize, 0.F, 90.F); output.skyColor = input.skyColor * input.brightness; output.glowIntensity = nvmath::clamp(input.glowIntensity, 0.F, 1.F); output.horizonColor = input.horizonColor * input.brightness; output.horizonSize = nv_to_rad * nvmath::clamp(input.horizonSize, 0.F, 90.F); output.groundColor = input.groundColor * input.brightness; output.glowSharpness = nvmath::clamp(input.glowSharpness, 1.F, 10.F); output.directionUp = normalize(input.directionUp); return output; } SkyDome::SkyDome(nvvk::Context* ctx, nvvk::ResourceAllocator* allocator) { setup(ctx->m_device, allocator); } void SkyDome::setup(const VkDevice& device, nvvk::ResourceAllocator* allocator) { m_device = device; m_alloc = allocator; m_debug.setup(device); m_skyInfoBuf = m_alloc->createBuffer(sizeof(ProceduralSkyShaderParameters), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); NAME2_VK(m_skyInfoBuf.buffer, "SkyInfo"); // Descriptor: the output image and parameters nvvk::DescriptorSetBindings bind; bind.addBinding(SkyBindings::eSkyOutImage, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_COMPUTE_BIT); bind.addBinding(SkyBindings::eSkyParam, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_ALL); m_skyDLayout = bind.createLayout(m_device); m_skyDPool = bind.createPool(m_device); m_skyDSet = nvvk::allocateDescriptorSet(m_device, m_skyDPool, m_skyDLayout); // Write parameters information std::vector writes = {}; VkDescriptorBufferInfo buf_info{m_skyInfoBuf.buffer, 0, VK_WHOLE_SIZE}; writes.emplace_back(bind.makeWrite(m_skyDSet, SkyBindings::eSkyParam, &buf_info)); vkUpdateDescriptorSets(m_device, static_cast(writes.size()), writes.data(), 0, nullptr); // Creating the pipeline layout VkPushConstantRange push_constant_ranges = {VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(SkyPushConstant)}; std::vector layouts = {m_skyDLayout}; VkPipelineLayoutCreateInfo create_info{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO}; create_info.setLayoutCount = static_cast(layouts.size()); create_info.pSetLayouts = layouts.data(); create_info.pushConstantRangeCount = 1; create_info.pPushConstantRanges = &push_constant_ranges; vkCreatePipelineLayout(m_device, &create_info, nullptr, &m_skyPipelineLayout); NAME_VK(m_skyPipelineLayout); // HDR Dome compute shader VkPipelineShaderStageCreateInfo stage_info{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO}; stage_info.stage = VK_SHADER_STAGE_COMPUTE_BIT; stage_info.module = nvvk::createShaderModule(m_device, sky_comp, sizeof(sky_comp)); stage_info.pName = "main"; VkComputePipelineCreateInfo comp_info{VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO}; comp_info.layout = m_skyPipelineLayout; comp_info.stage = stage_info; vkCreateComputePipelines(m_device, {}, 1, &comp_info, nullptr, &m_skyPipeline); NAME_VK(m_skyPipeline); // Clean up vkDestroyShaderModule(m_device, comp_info.stage.module, nullptr); } void SkyDome::setOutImage(const VkDescriptorImageInfo& outimage) { VkWriteDescriptorSet wds{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET}; wds.dstSet = m_skyDSet; wds.dstBinding = 0; wds.descriptorCount = 1; wds.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; wds.pImageInfo = &outimage; vkUpdateDescriptorSets(m_device, 1, &wds, 0, nullptr); } void SkyDome::draw(const VkCommandBuffer& cmd, const nvmath::mat4f& view, const nvmath::mat4f& proj, const VkExtent2D& size) { LABEL_SCOPE_VK(cmd); // This will be to have a world direction vector pointing to the pixel nvmath::mat4f m = nvmath::invert(proj); m.a30 = m.a31 = m.a32 = m.a33 = 0.0F; m = nvmath::invert(view) * m; // Information to the compute shader SkyPushConstant pc{}; pc.mvp = m; // Execution std::vector dst_sets = {m_skyDSet}; vkCmdPushConstants(cmd, m_skyPipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(SkyPushConstant), &pc); vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_skyPipelineLayout, 0, static_cast(dst_sets.size()), dst_sets.data(), 0, nullptr); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_skyPipeline); VkExtent2D group_counts = getGroupCounts(size); vkCmdDispatch(cmd, group_counts.width, group_counts.height, 1); } void SkyDome::destroy() { m_alloc->destroy(m_skyInfoBuf); vkDestroyPipeline(m_device, m_skyPipeline, nullptr); vkDestroyPipelineLayout(m_device, m_skyPipelineLayout, nullptr); vkDestroyDescriptorSetLayout(m_device, m_skyDLayout, nullptr); vkDestroyDescriptorPool(m_device, m_skyDPool, nullptr); } void SkyDome::updateParameterBuffer(VkCommandBuffer cmd) const { ProceduralSkyShaderParameters output = fillShaderParameters(m_skyParams); vkCmdUpdateBuffer(cmd, m_skyInfoBuf.buffer, 0, sizeof(ProceduralSkyShaderParameters), &output); // Make sure the buffer is available when using it VkMemoryBarrier mb{VK_STRUCTURE_TYPE_MEMORY_BARRIER}; mb.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT | VK_ACCESS_MEMORY_READ_BIT; mb.dstAccessMask = VK_ACCESS_MEMORY_WRITE_BIT | VK_ACCESS_MEMORY_READ_BIT; vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1, &mb, 0, nullptr, 0, nullptr); } Light SkyDome::getSun() const { Light sun{}; sun.type = eLightTypeDirectional; sun.angularSizeOrInvRange = m_skyParams.angularSize; sun.direction = m_skyParams.direction; sun.color = m_skyParams.color; sun.intensity = m_skyParams.intensity; return sun; } bool SkyDome::onUI() { using PE = ImGuiH::PropertyEditor; bool changed{false}; nvmath::vec3f dir = m_skyParams.direction; changed |= ImGuiH::azimuthElevationSliders(dir, true, m_skyParams.directionUp.y == 1.0F); m_skyParams.direction = dir; // clang-format off changed |= PE::entry("Color", [&]() { return ImGui::ColorEdit3("##1", &m_skyParams.color.x, ImGuiColorEditFlags_Float); }); changed |= PE::entry("Irradiance", [&]() { return ImGui::SliderFloat("##1", &m_skyParams.intensity, 0.F, 100.F, "%.2f", ImGuiSliderFlags_Logarithmic); }); changed |= PE::entry("Angular Size", [&]() { return ImGui::SliderAngle("##1", &m_skyParams.angularSize, 0.1F, 20.F); }); // clang-format on if(PE::treeNode("Extra")) { // clang-format off changed |= PE::entry("Brightness", [&]() { return ImGui::SliderFloat("Brightness", &m_skyParams.brightness, 0.F, 1.F); }); changed |= PE::entry("Glow Size", [&]() { return ImGui::SliderFloat("Glow Size", &m_skyParams.glowSize, 0.F, 90.F); }); changed |= PE::entry("Glow Sharpness", [&]() { return ImGui::SliderFloat("Glow Sharpness", &m_skyParams.glowSharpness, 1.F, 10.F); }); changed |= PE::entry("Glow Intensity", [&]() { return ImGui::SliderFloat("Glow Intensity", &m_skyParams.glowIntensity, 0.F, 1.F); }); changed |= PE::entry("Horizon Size", [&]() { return ImGui::SliderFloat("Horizon Size", &m_skyParams.horizonSize, 0.F, 90.F); }); changed |= PE::entry("Sky Color", [&]() { return ImGui::ColorEdit3("Sky Color", &m_skyParams.skyColor.x, ImGuiColorEditFlags_Float); }); changed |= PE::entry("Horizon Color", [&]() { return ImGui::ColorEdit3("Horizon Color", &m_skyParams.horizonColor.x, ImGuiColorEditFlags_Float); }); changed |= PE::entry("Ground Color", [&]() { return ImGui::ColorEdit3("Ground Color", &m_skyParams.groundColor.x, ImGuiColorEditFlags_Float); }); // clang-format on PE::treePop(); } return changed; } } // namespace nvvkhl