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o3de/Gems/Atom/Feature/Common/Code/Source/PostProcess/DepthOfField/DepthOfFieldSettings.cpp

359 lines
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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 <AzCore/Debug/EventTrace.h>
#include <AzCore/Math/MathUtils.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzFramework/Components/CameraBus.h>
#include <AzFramework/Asset/AssetSystemBus.h>
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
#include <Atom/RPI.Public/Pass/PassFilter.h>
#include <Atom/RPI.Public/Pass/PassSystemInterface.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/View.h>
#include <PostProcess/DepthOfField/DepthOfFieldSettings.h>
#include <PostProcess/PostProcessFeatureProcessor.h>
#include <PostProcessing/DepthOfFieldCompositePass.h>
#include <PostProcessing/DepthOfFieldBokehBlurPass.h>
#include <PostProcessing/DepthOfFieldMaskPass.h>
#include <PostProcessing/DepthOfFieldPencilMap.h>
#include <PostProcessing/DepthOfFieldReadBackFocusDepthPass.h>
namespace AZ
{
namespace Render
{
namespace DepthOfField
{
// Parameters for each quality are listed here.
struct Quality
{
uint32_t sampleRadialDivision2 = 0;
uint32_t sampleRadialDivision4 = 0;
uint32_t sampleRadialDivision8 = 0;
};
static constexpr Quality QualitySet[DepthOfField::QualityLevelMax] =
{
// It is the radial division count of blur kernel.
{2, 3, 4},
{4, 4, 4}
};
}
DepthOfFieldSettings::DepthOfFieldSettings(PostProcessFeatureProcessor* featureProcessor)
: PostProcessBase(featureProcessor)
{
LoadPencilMap();
m_pencilMapIndex = GetSceneSrg()->FindShaderInputImageIndex(Name("m_dofPencilMap"));
// Get default
auto viewSrg = GetDefaultViewSrg();
AZ_Assert(viewSrg, "DepthOfFieldSettings : Failed to get the default render pipeline's default viewSrg.");
m_passListWithHashOfDivisionNumber.Insert(Name("FrontblurDivision2"), AZ::RHI::Handle<uint32_t>(2));
m_passListWithHashOfDivisionNumber.Insert(Name("BackblurDivision2"), AZ::RHI::Handle<uint32_t>(2));
m_passListWithHashOfDivisionNumber.Insert(Name("MaskDivision2"), AZ::RHI::Handle<uint32_t>(2));
m_passListWithHashOfDivisionNumber.Insert(Name("FrontblurDivision4"), AZ::RHI::Handle<uint32_t>(4));
m_passListWithHashOfDivisionNumber.Insert(Name("BackblurDivision4"), AZ::RHI::Handle<uint32_t>(4));
m_passListWithHashOfDivisionNumber.Insert(Name("MaskDivision4"), AZ::RHI::Handle<uint32_t>(4));
m_passListWithHashOfDivisionNumber.Insert(Name("FrontblurDivision8"), AZ::RHI::Handle<uint32_t>(8));
m_passListWithHashOfDivisionNumber.Insert(Name("BackblurDivision8"), AZ::RHI::Handle<uint32_t>(8));
m_passListWithHashOfDivisionNumber.Insert(Name("MaskDivision8"), AZ::RHI::Handle<uint32_t>(8));
}
void DepthOfFieldSettings::LoadPencilMap()
{
m_pencilMap = RPI::LoadStreamingTexture(PencilMap::TextureFilePath);
if (!m_pencilMap)
{
AZ_Error("DepthOfFieldSettings", false, "Failed to find or create an image instance from image asset '%s'", PencilMap::TextureFilePath);
}
}
void DepthOfFieldSettings::OnConfigChanged()
{
m_parentSettings->OnConfigChanged();
}
void DepthOfFieldSettings::ApplySettingsTo(DepthOfFieldSettings* target, float alpha) const
{
AZ_Assert(target != nullptr, "DepthOfFieldSettings::ApplySettingsTo called with nullptr as argument.");
// Auto-gen code to blend individual params based on their override value onto target settings
#define OVERRIDE_TARGET target
#define OVERRIDE_ALPHA alpha
#include <Atom/Feature/ParamMacros/StartOverrideBlend.inl>
#include <Atom/Feature/PostProcess/DepthOfField/DepthOfFieldParams.inl>
#include <Atom/Feature/ParamMacros/EndParams.inl>
#undef OVERRIDE_TARGET
#undef OVERRIDE_ALPHA
}
void DepthOfFieldSettings::Simulate(float deltaTime)
{
m_deltaTime = deltaTime;
UpdatePencilMapTexture();
if (m_cameraEntityId.IsValid() && m_enabled)
{
UpdateCameraParameters();
UpdateAutoFocusDepth(m_enabled);
UpdateBlendFactor();
}
}
void DepthOfFieldSettings::SetValuesToViewSrg(AZ::Data::Instance<RPI::ShaderResourceGroup> viewSrg)
{
viewSrg->SetConstant(m_cameraParametersIndex, m_configurationToViewSRG.m_cameraParameters);
viewSrg->SetConstant(m_pencilMapTexcoordToCocRadiusIndex, m_configurationToViewSRG.m_pencilMapTexcoordToCocRadius);
viewSrg->SetConstant(m_pencilMapFocusPointTexcoordUIndex, m_configurationToViewSRG.m_pencilMapFocusPointTexcoordU);
viewSrg->SetConstant(m_cocToScreenRatioIndex, m_configurationToViewSRG.m_cocToScreenRatio);
}
void DepthOfFieldSettings::UpdatePencilMapTexture() const
{
GetSceneSrg()->SetImage(m_pencilMapIndex, m_pencilMap);
}
void DepthOfFieldSettings::UpdateCameraParameters()
{
// get camera parameters
float viewFovRadian = 0.0f;
float viewWidth = 0.0f;
float viewHeight = 0.0f;
float viewNear = 0.0f;
float viewFar = 0.0f;
Camera::CameraRequestBus::EventResult(viewFovRadian, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetFovRadians);
Camera::CameraRequestBus::EventResult(viewWidth, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetFrustumWidth);
Camera::CameraRequestBus::EventResult(viewHeight, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetFrustumHeight);
Camera::CameraRequestBus::EventResult(viewNear, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetNearClipDistance);
Camera::CameraRequestBus::EventResult(viewFar, m_cameraEntityId, &Camera::CameraRequestBus::Events::GetFarClipDistance);
if (m_viewFovRadian != viewFovRadian
|| m_viewWidth != viewWidth
|| m_viewHeight != viewHeight
|| m_viewNear != viewNear
|| m_viewFar != viewFar)
{
m_viewFovRadian = viewFovRadian;
m_viewWidth = viewWidth;
m_viewHeight = viewHeight;
m_viewNear = viewNear;
m_viewFar = viewFar;
}
}
void DepthOfFieldSettings::UpdateBlendFactor()
{
float focusDistance = 0.0f;
if (m_enableAutoFocus)
{
focusDistance = m_viewNear + m_normalizedFocusDistanceForAutoFocus * (m_viewFar - m_viewNear);
focusDistance = GetClamp(focusDistance, m_viewNear, m_viewFar);
}
else
{
focusDistance = GetClamp(m_focusDistance, m_viewNear, m_viewFar);
}
m_configurationToViewSRG.m_cameraParameters[0] = m_viewFar;
m_configurationToViewSRG.m_cameraParameters[1] = m_viewNear;
m_configurationToViewSRG.m_cameraParameters[2] = focusDistance;
m_viewAspectRatio = m_viewWidth / m_viewHeight;
float cameraSensorDiagonalLength = PencilMap::EIS_35mm_DiagonalLength;
float imageSensorHeight = cameraSensorDiagonalLength / sqrt(m_viewAspectRatio * m_viewAspectRatio + 1);
float verticalTanHalfFov = tanf(m_viewFovRadian * 0.5f);
// focalLength : Focusing distance of lens
float focalLength = focusDistance * imageSensorHeight / (verticalTanHalfFov * 2.0f * focusDistance + imageSensorHeight);
float cocToRatio = (focalLength * (focalLength / m_fNumber)) / (focusDistance - focalLength);
m_configurationToViewSRG.m_cocToScreenRatio = cocToRatio / imageSensorHeight;
// Ratio of filter diameter to screen, vertical reference.
constexpr float ScreenApertureDiameter = 0.005f;
// The diameter ratio of the reduced buffer compared to the next larger buffer.
constexpr float DiameterDivisionScaleRatio = 4.0f;
float screenApertureDiameterDivision2 = ScreenApertureDiameter * DiameterDivisionScaleRatio;
float screenApertureDiameterDivision4 = screenApertureDiameterDivision2 * DiameterDivisionScaleRatio;
float screenApertureDiameterDivision8 = screenApertureDiameterDivision4 * DiameterDivisionScaleRatio;
// coc0Ratio : speed of blur end. The smaller the value, blur ends faster and changes suddenly
// coc1Ratio : speed of blur start. The higher the value, blur starts later and changes suddenly
constexpr float Coc0RatioBack = 0.51f;
constexpr float Coc1RatioBack = 0.61f;
constexpr float Coc0RatioFront = 1.0f;
constexpr float Coc1RatioFront = 1.0f;
float scaledDiameter = ScreenApertureDiameter * 0.25f;
// This is the conversion factor for calculating the blend ratio from DofFactor.
// coc0 : Confusion circle diameter screen ratio
// coc1 : Confusion circle diameter screen ratio of one lower blur level;
float backCoc0_Division2 = screenApertureDiameterDivision2 * Coc0RatioBack + scaledDiameter;
float backCoc0_Division4 = screenApertureDiameterDivision4 * Coc0RatioBack + scaledDiameter;
float backCoc0_Division8 = screenApertureDiameterDivision8 * Coc0RatioBack + scaledDiameter;
float backCoc1_Division2 = ScreenApertureDiameter * Coc1RatioBack + scaledDiameter;
float backCoc1_Division4 = screenApertureDiameterDivision2 * Coc1RatioBack + scaledDiameter;
float backCoc1_Division8 = screenApertureDiameterDivision4 * Coc1RatioBack + scaledDiameter;
float frontCoc0_Division2 = screenApertureDiameterDivision2 * Coc0RatioFront + scaledDiameter;
float frontCoc0_Division4 = screenApertureDiameterDivision4 * Coc0RatioFront + scaledDiameter;
float frontCoc0_Division8 = screenApertureDiameterDivision8 * Coc0RatioFront + scaledDiameter;
float frontCoc1_Division2 = ScreenApertureDiameter * Coc1RatioFront + scaledDiameter;
float frontCoc1_Division4 = screenApertureDiameterDivision2 * Coc1RatioFront + scaledDiameter;
float frontCoc1_Division8 = screenApertureDiameterDivision4 * Coc1RatioFront + scaledDiameter;
m_configurationToViewSRG.m_backBlendFactorDivision2[0] = m_configurationToViewSRG.m_cocToScreenRatio / (backCoc0_Division2 - backCoc1_Division2);
m_configurationToViewSRG.m_backBlendFactorDivision2[1] = -backCoc1_Division2 / (backCoc0_Division2 - backCoc1_Division2);
m_configurationToViewSRG.m_frontBlendFactorDivision2[0] = -m_configurationToViewSRG.m_cocToScreenRatio / (frontCoc0_Division2 - frontCoc1_Division2);
m_configurationToViewSRG.m_frontBlendFactorDivision2[1] = -frontCoc1_Division2 / (frontCoc0_Division2 - frontCoc1_Division2);
m_configurationToViewSRG.m_backBlendFactorDivision4[0] = m_configurationToViewSRG.m_cocToScreenRatio / (backCoc0_Division4 - backCoc1_Division4);
m_configurationToViewSRG.m_backBlendFactorDivision4[1] = -backCoc1_Division4 / (backCoc0_Division4 - backCoc1_Division4);
m_configurationToViewSRG.m_frontBlendFactorDivision4[0] = -m_configurationToViewSRG.m_cocToScreenRatio / (frontCoc0_Division4 - frontCoc1_Division4);
m_configurationToViewSRG.m_frontBlendFactorDivision4[1] = -frontCoc1_Division4 / (frontCoc0_Division4 - frontCoc1_Division4);
m_configurationToViewSRG.m_backBlendFactorDivision8[0] = m_configurationToViewSRG.m_cocToScreenRatio / (backCoc0_Division8 - backCoc1_Division8);
m_configurationToViewSRG.m_backBlendFactorDivision8[1] = -backCoc1_Division8 / (backCoc0_Division8 - backCoc1_Division8);
m_configurationToViewSRG.m_frontBlendFactorDivision8[0] = -m_configurationToViewSRG.m_cocToScreenRatio / (frontCoc0_Division8 - frontCoc1_Division8);
m_configurationToViewSRG.m_frontBlendFactorDivision8[1] = -frontCoc1_Division8 / (frontCoc0_Division8 - frontCoc1_Division8);
// max: radius x 2.0
// min: radius x 0.5
// Determine the maximum and minimum radius values so that the blurs in the front and back buffers are connected smoothly.
m_maxBokehRadiusDivision2 = screenApertureDiameterDivision2;
m_minBokehRadiusDivision2 = screenApertureDiameterDivision2 * 0.25f;
m_maxBokehRadiusDivision4 = screenApertureDiameterDivision4;
m_minBokehRadiusDivision4 = screenApertureDiameterDivision4 * 0.25f;
m_maxBokehRadiusDivision8 = screenApertureDiameterDivision8;
m_minBokehRadiusDivision8 = screenApertureDiameterDivision8 * 0.25f;
// The ratio of the texcoord U of the pencil map to circle of confusion radius.
// experimentally adjusted value.
constexpr float PencilMapTexcoordToCocRadiusScale = 5.0f;
float pencilMapTexcoordToCocRadius =
PencilMapTexcoordToCocRadiusScale * m_fNumber * sqrt(m_viewFovRadian * 2.0f)
/ (focalLength / (focusDistance - focalLength) + 1.0f);
m_configurationToViewSRG.m_pencilMapTexcoordToCocRadius = pencilMapTexcoordToCocRadius;
m_configurationToViewSRG.m_pencilMapFocusPointTexcoordU = PencilMap::PencilMapFocusPointTexcoordU;
}
// [GFX TODO][ATOM-3035]This function is temporary and will change with improvement to the draw list tag system
void DepthOfFieldSettings::UpdateAutoFocusDepth(bool enabled)
{
const Name TemplateNameReadBackFocusDepth = Name("DepthOfFieldReadBackFocusDepthTemplate");
// [GFX TODO][ATOM-4908] multiple camera should be distingushed.
RPI::PassFilter passFilter = RPI::PassFilter::CreateWithTemplateName(TemplateNameReadBackFocusDepth, GetParentScene());
RPI::PassSystemInterface::Get()->ForEachPass(passFilter, [this, enabled](RPI::Pass* pass) -> RPI::PassFilterExecutionFlow
{
auto* dofPass = azrtti_cast<AZ::Render::DepthOfFieldReadBackFocusDepthPass*>(pass);
if (enabled)
{
m_normalizedFocusDistanceForAutoFocus = dofPass->GetNormalizedFocusDistanceForAutoFocus();
}
return RPI::PassFilterExecutionFlow::ContinueVisitingPasses;
});
}
void DepthOfFieldSettings::SetCameraEntityId(EntityId cameraEntityId)
{
m_cameraEntityId = cameraEntityId;
}
void DepthOfFieldSettings::SetEnabled(bool enabled)
{
m_enabled = enabled && m_cameraEntityId.IsValid();
}
void DepthOfFieldSettings::SetQualityLevel(uint32_t qualityLevel)
{
m_qualityLevel = qualityLevel;
m_sampleRadialDivision2 = DepthOfField::QualitySet[qualityLevel].sampleRadialDivision2;
m_sampleRadialDivision4 = DepthOfField::QualitySet[qualityLevel].sampleRadialDivision4;
m_sampleRadialDivision8 = DepthOfField::QualitySet[qualityLevel].sampleRadialDivision8;
}
void DepthOfFieldSettings::SetApertureF(float apertureF)
{
m_apertureF = apertureF;
UpdateFNumber();
}
void DepthOfFieldSettings::UpdateFNumber()
{
// convert from [0, 1] to [1/256 - 1/0.12]
constexpr float Min = DepthOfField::ApertureFMin;
constexpr float Max = DepthOfField::ApertureFMax;
float apertureF = 1.0f / Max + (1.0f / Min - 1.0f / Max) * m_apertureF;
// convert from [1/256 - 1/0.12] to [256 - 0.12]
m_fNumber = 1.0f / apertureF;
}
void DepthOfFieldSettings::SetFNumber([[maybe_unused]] float fNumber)
{
// FNumber is inferred from ApertureF
}
void DepthOfFieldSettings::SetFocusDistance(float focusDistance)
{
m_focusDistance = focusDistance;
}
void DepthOfFieldSettings::SetEnableAutoFocus(bool enableAutoFocus)
{
m_enableAutoFocus = enableAutoFocus;
}
void DepthOfFieldSettings::SetAutoFocusScreenPosition(Vector2 screenPosition)
{
m_autoFocusScreenPosition = screenPosition;
}
void DepthOfFieldSettings::SetAutoFocusSensitivity(float sensitivity)
{
m_autoFocusSensitivity = sensitivity;
}
void DepthOfFieldSettings::SetAutoFocusSpeed(float speed)
{
m_autoFocusSpeed = speed;
}
void DepthOfFieldSettings::SetAutoFocusDelay(float delay)
{
m_autoFocusDelay = delay;
}
void DepthOfFieldSettings::SetEnableDebugColoring(bool enabled)
{
m_enableDebugColoring = enabled;
}
AZ::RHI::Handle<uint32_t> DepthOfFieldSettings::GetSplitSizeForPass(const Name& passName) const
{
return m_passListWithHashOfDivisionNumber.Find(passName);
}
} // namespace Render
} // namespace AZ