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o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/DepthOfFieldBokehBlurPass.cpp

267 lines
11 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <PostProcess/PostProcessFeatureProcessor.h>
#include <PostProcess/DepthOfField/DepthOfFieldSettings.h>
#include <PostProcessing/DepthOfFieldPencilMap.h>
#include <PostProcessing/DepthOfFieldBokehBlurPass.h>
#include <AzCore/Math/MathUtils.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/View.h>
namespace AZ
{
namespace Render
{
RPI::Ptr<DepthOfFieldBokehBlurPass> DepthOfFieldBokehBlurPass::Create(const RPI::PassDescriptor& descriptor)
{
RPI::Ptr<DepthOfFieldBokehBlurPass> pass = aznew DepthOfFieldBokehBlurPass(descriptor);
return pass;
}
DepthOfFieldBokehBlurPass::DepthOfFieldBokehBlurPass(const RPI::PassDescriptor& descriptor)
: RPI::FullscreenTrianglePass(descriptor)
// option names from the azsl file
, m_optionName("o_sampleNumber")
, m_optionValues
{
AZ::Name("SampleNumber::Sample6"),
AZ::Name("SampleNumber::Sample18"),
AZ::Name("SampleNumber::Sample36"),
AZ::Name("SampleNumber::Sample60")
}
{
}
void DepthOfFieldBokehBlurPass::InitializeInternal()
{
FullscreenTrianglePass::InitializeInternal();
m_sampleNumberIndex.Reset();
m_radiusMinIndex.Reset();
m_radiusMaxIndex.Reset();
m_sampleTexcoordsRadiusIndex.Reset();
InitializeShaderVariant();
}
void DepthOfFieldBokehBlurPass::InitializeShaderVariant()
{
AZ_Assert(m_shader != nullptr, "DepthOfFieldBokehBlurPass %s has a null shader when calling InitializeShaderVariant.", GetPathName().GetCStr());
// Caching all pipeline state for each shader variation for performance reason.
auto optionValueCount = m_optionValues.size();
for (auto shaderVariantIndex = 0; shaderVariantIndex < optionValueCount; ++shaderVariantIndex)
{
auto shaderOption = m_shader->CreateShaderOptionGroup();
shaderOption.SetValue(m_optionName, m_optionValues[shaderVariantIndex]);
PreloadShaderVariant(m_shader, shaderOption, GetRenderAttachmentConfiguration(), GetMultisampleState());
}
m_needToUpdateShaderVariant = true;
}
void DepthOfFieldBokehBlurPass::UpdateCurrentShaderVariant()
{
AZ_Assert(m_shader != nullptr, "DepthOfFieldBokehBlurPass %s has a null shader when calling UpdateCurrentShaderVariant.", GetPathName().GetCStr());
// Sample6 == 0
// Sample18 == 1
// Sample36 == 2
// Sample60 == 3
int index = 0;
switch (m_sampleNumber)
{
case 6:
index = 0;
break;
case 18:
index = 1;
break;
case 36:
index = 2;
break;
case 60:
index = 3;
break;
default:
AZ_Assert(false, "%s : sampleNumber is illegal when calling Compile.", GetPathName().GetCStr());
break;
}
RPI::ShaderOptionGroup shaderOption = m_shader->CreateShaderOptionGroup();
shaderOption.SetValue(m_optionName, m_optionValues[index]);
UpdateShaderVariant(shaderOption);
m_needToUpdateShaderVariant = false;
}
void DepthOfFieldBokehBlurPass::FrameBeginInternal(FramePrepareParams params)
{
RPI::Scene* scene = GetScene();
PostProcessFeatureProcessor* fp = scene->GetFeatureProcessor<PostProcessFeatureProcessor>();
AZ::RPI::ViewPtr view = GetRenderPipeline()->GetDefaultView();
if (fp)
{
PostProcessSettings* postProcessSettings = fp->GetLevelSettingsFromView(view);
if (postProcessSettings)
{
DepthOfFieldSettings* dofSettings = postProcessSettings->GetDepthOfFieldSettings();
if (dofSettings)
{
AZ::RHI::Handle<uint32_t> splitSize = dofSettings->GetSplitSizeForPass(GetName());
if (splitSize.IsValid())
{
switch (splitSize.GetIndex())
{
case 2:
UpdateSampleTexcoords(dofSettings->m_sampleRadialDivision2, dofSettings->m_viewAspectRatio);
SetRadiusMinMax(dofSettings->m_minBokehRadiusDivision2, dofSettings->m_maxBokehRadiusDivision2);
break;
case 4:
UpdateSampleTexcoords(dofSettings->m_sampleRadialDivision4, dofSettings->m_viewAspectRatio);
SetRadiusMinMax(dofSettings->m_minBokehRadiusDivision4, dofSettings->m_maxBokehRadiusDivision4);
break;
case 8:
UpdateSampleTexcoords(dofSettings->m_sampleRadialDivision8, dofSettings->m_viewAspectRatio);
SetRadiusMinMax(dofSettings->m_minBokehRadiusDivision8, dofSettings->m_maxBokehRadiusDivision8);
break;
default:
AZ_Assert(false, "DepthOfFieldBokehBlurPass : Failed to get the division number from pass request name for blur.");
break;
}
}
}
}
}
RPI::FullscreenTrianglePass::FrameBeginInternal(params);
}
void DepthOfFieldBokehBlurPass::CompileResources(const RHI::FrameGraphCompileContext& context)
{
AZ_Assert(m_shaderResourceGroup, "DepthOfFieldBokehBlurPass %s has a null shader resource group when calling FrameBeginInternal.", GetPathName().GetCStr());
if (m_needToUpdateShaderVariant)
{
UpdateCurrentShaderVariant();
}
CompileShaderVariant(m_shaderResourceGroup);
m_shaderResourceGroup->SetConstant(m_radiusMinIndex, m_radiusMin);
m_shaderResourceGroup->SetConstant(m_radiusMaxIndex, m_radiusMax);
m_shaderResourceGroup->SetConstantArray(m_sampleTexcoordsRadiusIndex, m_sampleTexcoords);
BindPassSrg(context, m_shaderResourceGroup);
m_shaderResourceGroup->Compile();
}
void DepthOfFieldBokehBlurPass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
{
AZ_Assert(m_shaderResourceGroup != nullptr, "DepthOfFieldBokehBlurPass %s has a null shader resource group when calling Execute.", GetPathName().GetCStr());
RHI::CommandList* commandList = context.GetCommandList();
commandList->SetViewport(m_viewportState);
commandList->SetScissor(m_scissorState);
SetSrgsForDraw(commandList);
m_item.m_pipelineState = GetPipelineStateFromShaderVariant();
commandList->Submit(m_item);
}
void DepthOfFieldBokehBlurPass::SetRadiusMinMax(float min, float max)
{
m_radiusMin = min;
m_radiusMax = max;
}
void DepthOfFieldBokehBlurPass::UpdateSampleTexcoords(uint32_t radialDivisionCount, float viewAspectRatio)
{
// calculate sampling texcoords.
// sample 6 points around center pixel.
// Similarly, sample around it as 12,18,24 points.
AZ_Assert(radialDivisionCount >= 1 && radialDivisionCount <= 4, "DepthOfFieldBokehBlurPass : radialDivisionCount is illegal value.");
// radialDivisionCount | sampleNumber |
// 1 | 6 |
// 2 | 6 + 12 |
// 3 | 6 + 12 + 18 |
// 4 | 6 + 12 + 18 + 24 |
uint32_t newSampleNumber = 3 * radialDivisionCount * (radialDivisionCount + 1);
// Switch shader variant when value changes.
m_needToUpdateShaderVariant = m_needToUpdateShaderVariant || (m_sampleNumber != newSampleNumber);
m_sampleNumber = newSampleNumber;
AZ_Assert(m_sampleNumber <= SampleMax, "DepthOfFieldBokehBlurPass : sampleNumber is over.");
// It is possible that copying this whole function in shader, may execute faster than passing the baked result as a memory-bound resource.
// Doing the verification depends on how much we want to invest in optimization investigation.
for (uint32_t index = 0; index < m_sampleNumber; index++)
{
// index[ 0- 5] -> radiusStep[1], angleStep[0- 5]
// index[ 6-17] -> radiusStep[2], angleStep[0-11]
// index[18-35] -> radiusStep[3], angleStep[0-17]
// index[36-59] -> radiusStep[4], angleStep[0-23]
uint32_t radiusStep = 0;
if (index < 6)
{
radiusStep = 1;
}
else if (index < 18)
{
radiusStep = 2;
}
else if (index < 36)
{
radiusStep = 3;
}
else if (index < 60)
{
radiusStep = 4;
}
else
{
AZ_Assert(false, "DepthOfFieldBokehBlurPass : index is illegal.");
}
uint32_t angleStep = index - 3 * radiusStep * (radiusStep - 1);
AZ_Assert(radiusStep >= 1 && radiusStep <= 4, "DepthOfFieldBokehBlurPass : radiusStep is illegal value.");
// Divide by 'sampleRadial + 1' instead of 'sampleRadial' to shift the sampling inwards and increase useful sampling.
float radius = static_cast<float>(radiusStep) / static_cast<float>(radialDivisionCount + 1);
constexpr float AngleOffset = 0.5f;
float angle = static_cast<float>(angleStep + AngleOffset) * (2.0f * AZ::Constants::Pi) / static_cast<float>(radius * 6);
// The coordinates of the color buffer to be sampled.
float colorTexcoordU = cosf(angle) * radius;
float colorTexcoordV = sinf(angle) * radius;
colorTexcoordU /= viewAspectRatio;
m_sampleTexcoords[index][0] = colorTexcoordU;
m_sampleTexcoords[index][1] = colorTexcoordV;
// pencilmap
// texcoord U is calculated based on depth in shader. It is not calculated here.
// texcoord V is based on radius. The coordinate is radius 0 at the bottom and radius 1 at the top.
float pencilmapTexcoordV = 1.0f - radius;
m_sampleTexcoords[index][2] = pencilmapTexcoordV;
m_sampleTexcoords[index][3] = 0.0f;
}
}
} // namespace Render
} // namespace AZ