Compute and visualize Diffuse Irradiance.
This commit is contained in:
parent
f735b63d7e
commit
ba2e21f52e
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@ -22,7 +22,7 @@ TextureManager::Init(const u32 maxCapacity)
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TextureHandle
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TextureManager::Commit(Texture *texture)
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{
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ERROR_IF(!texture || !texture->IsValid() || !texture->IsOwned(), "Texture must be valid and owned for commital")
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ERROR_IF(!texture || !texture->IsValid(), "Texture must be valid for commital")
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THEN_ABORT(-1);
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if (m_FreeHead != GpuResourceHandle::INVALID_HANDLE)
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@ -19,9 +19,10 @@ add_executable(model_render model_render.cpp
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add_shader(model_render shader/model.vs.hlsl)
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add_shader(model_render shader/model.ps.hlsl)
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add_shader(model_render shader/eqrectToCube.cs.hlsl)
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add_shader(model_render shader/eqrect_to_cube.cs.hlsl)
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add_shader(model_render shader/background.vs.hlsl)
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add_shader(model_render shader/background.ps.hlsl)
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add_shader(model_render shader/diffuse_irradiance.cs.hlsl)
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target_link_libraries(model_render PRIVATE aster_core)
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target_link_libraries(model_render PRIVATE util_helper)
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@ -5,27 +5,41 @@
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#include "ibl_helpers.h"
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#include "EASTL/fixed_vector.h"
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#include "EASTL/tuple.h"
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#include "asset_loader.h"
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#include "device.h"
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#include "gpu_resource_manager.h"
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#include "helpers.h"
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#include "image.h"
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#include "pipeline_utils.h"
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#include "EASTL/tuple.h"
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constexpr cstr EQUIRECT_TO_CUBE_SHADER_FILE = "shader/eqrectToCube.cs.hlsl.spv";
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constexpr cstr EQUIRECT_TO_CUBE_SHADER_FILE = "shader/eqrect_to_cube.cs.hlsl.spv";
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constexpr cstr DIFFUSE_IRRADIANCE_SHADER_FILE = "shader/diffuse_irradiance.cs.hlsl.spv";
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TextureHandle
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eastl::tuple<TextureHandle, TextureHandle>
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CreateCubeFromHdrEnv(AssetLoader *assetLoader, vk::Queue computeQueue, const u32 cubeSide, TextureHandle hdrEnv,
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const cstr name)
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{
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GpuResourceManager *resMan = assetLoader->m_ResourceManager;
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const Device *pDevice = resMan->m_Device;
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StorageTextureCube cubeMap;
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cubeMap.Init(pDevice, cubeSide, vk::Format::eR16G16B16A16Sfloat, true, false, name ? name : "Env CubeMap");
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StorageTextureHandle envStagingHandle = resMan->CommitStorageTexture(&cubeMap);
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StackString<64> skyboxName = "Skybox: ";
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StackString<64> diffuseIrradianceName = "DiffIrr: ";
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skyboxName += name ? name : "";
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diffuseIrradianceName += name ? name : "";
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StorageTextureCube skybox;
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skybox.Init(pDevice, cubeSide, vk::Format::eR16G16B16A16Sfloat, true, false, skyboxName.c_str());
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TextureHandle skyboxHandle = resMan->CommitTexture(&skybox);
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StorageTextureHandle skyboxStorageHandle = resMan->CommitStorageTexture(&skybox);
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StorageTextureCube diffuseIrradiance;
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diffuseIrradiance.Init(pDevice, 64, vk::Format::eR16G16B16A16Sfloat, true, false, diffuseIrradianceName.c_str());
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TextureHandle diffuseIrradianceHandle = resMan->CommitTexture(&diffuseIrradiance);
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StorageTextureHandle diffuseIrradianceStorageHandle = resMan->CommitStorageTexture(&diffuseIrradiance);
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#pragma region Dependencies and Copies
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vk::ImageSubresourceRange cubeSubresRange = {
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.aspectMask = vk::ImageAspectFlagBits::eColor,
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.baseMipLevel = 0,
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@ -34,7 +48,7 @@ CreateCubeFromHdrEnv(AssetLoader *assetLoader, vk::Queue computeQueue, const u32
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.layerCount = 6,
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};
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vk::ImageMemoryBarrier2 readyToWriteBarrier = {
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vk::ImageMemoryBarrier2 readyToWriteBarrierTemplate = {
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.srcStageMask = vk::PipelineStageFlagBits2::eTopOfPipe,
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.srcAccessMask = vk::AccessFlagBits2::eNone,
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.dstStageMask = vk::PipelineStageFlagBits2::eComputeShader,
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@ -43,50 +57,73 @@ CreateCubeFromHdrEnv(AssetLoader *assetLoader, vk::Queue computeQueue, const u32
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.newLayout = vk::ImageLayout::eGeneral,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = cubeMap.m_Image,
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.subresourceRange = cubeSubresRange,
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};
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eastl::fixed_vector<vk::ImageMemoryBarrier2, 3> readyToWriteBarriers(2, readyToWriteBarrierTemplate);
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readyToWriteBarriers[0].image = skybox.m_Image;
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readyToWriteBarriers[1].image = diffuseIrradiance.m_Image;
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vk::DependencyInfo readyToWriteDependency = {
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.imageMemoryBarrierCount = 1,
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.pImageMemoryBarriers = &readyToWriteBarrier,
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.imageMemoryBarrierCount = Cast<u32>(readyToWriteBarriers.size()),
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.pImageMemoryBarriers = readyToWriteBarriers.data(),
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};
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vk::ImageMemoryBarrier2 cubemapToRead = {
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vk::ImageMemoryBarrier2 skyboxWriteToReadBarrier = {
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.srcStageMask = vk::PipelineStageFlagBits2::eComputeShader,
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.srcAccessMask = vk::AccessFlagBits2::eShaderStorageWrite,
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.dstStageMask = vk::PipelineStageFlagBits2::eComputeShader,
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.dstAccessMask = vk::AccessFlagBits2::eShaderStorageRead,
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.oldLayout = vk::ImageLayout::eGeneral,
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.newLayout = vk::ImageLayout::eGeneral,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = skybox.m_Image,
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.subresourceRange = cubeSubresRange,
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};
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vk::DependencyInfo skyboxWriteToReadDependency = {
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.imageMemoryBarrierCount = 1,
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.pImageMemoryBarriers = &skyboxWriteToReadBarrier,
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};
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vk::ImageMemoryBarrier2 skyboxToSampleBarrier = {
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.srcStageMask = vk::PipelineStageFlagBits2::eComputeShader,
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.srcAccessMask = vk::AccessFlagBits2::eShaderStorageWrite | vk::AccessFlagBits2::eShaderStorageRead,
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.dstStageMask = vk::PipelineStageFlagBits2::eFragmentShader,
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.dstAccessMask = vk::AccessFlagBits2::eShaderSampledRead,
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.oldLayout = vk::ImageLayout::eGeneral,
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.newLayout = vk::ImageLayout::eShaderReadOnlyOptimal,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = cubeMap.m_Image,
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.image = skybox.m_Image,
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.subresourceRange = cubeSubresRange,
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};
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vk::DependencyInfo cubemapToReadDependency = {
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vk::DependencyInfo skyboxToSampleDependency = {
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.imageMemoryBarrierCount = 1,
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.pImageMemoryBarriers = &cubemapToRead,
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.pImageMemoryBarriers = &skyboxToSampleBarrier,
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};
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struct WorkloadPushConstants
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#pragma endregion
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struct SkyboxPushConstants
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{
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TextureHandle m_HdrEnvHandle;
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StorageTextureHandle m_OutputTexture;
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u32 m_CubeSide;
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};
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struct DiffuseIrradiancePushConstants
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{
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TextureHandle m_SkyboxHandle;
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StorageTextureHandle m_OutputTexture;
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u32 m_CubeSide;
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};
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#pragma region Pipeline Creation etc
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const auto shaderModule = CreateShader(pDevice, EQUIRECT_TO_CUBE_SHADER_FILE);
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const vk::PipelineShaderStageCreateInfo shaderStageCreateInfo = {
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.stage = vk::ShaderStageFlagBits::eCompute,
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.module = shaderModule,
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.pName = "main",
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};
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vk::PushConstantRange pcr = {
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.stageFlags = vk::ShaderStageFlagBits::eCompute,
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.offset = 0,
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.size = sizeof(WorkloadPushConstants),
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.size = eastl::max(sizeof(SkyboxPushConstants), sizeof(DiffuseIrradiancePushConstants)),
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};
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vk::PipelineLayout pipelineLayout;
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@ -98,21 +135,55 @@ CreateCubeFromHdrEnv(AssetLoader *assetLoader, vk::Queue computeQueue, const u32
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};
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AbortIfFailed(pDevice->m_Device.createPipelineLayout(&layoutCreateInfo, nullptr, &pipelineLayout));
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const vk::ComputePipelineCreateInfo computePipelineCreateInfo = {
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.stage = shaderStageCreateInfo,
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.layout = pipelineLayout,
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const auto eqRectToCubeShader = CreateShader(pDevice, EQUIRECT_TO_CUBE_SHADER_FILE);
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const auto diffuseRadianceShader = CreateShader(pDevice, DIFFUSE_IRRADIANCE_SHADER_FILE);
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eastl::array computePipelineCreateInfo = {
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vk::ComputePipelineCreateInfo{
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.stage =
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{
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.stage = vk::ShaderStageFlagBits::eCompute,
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.module = eqRectToCubeShader,
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.pName = "main",
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},
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.layout = pipelineLayout,
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},
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vk::ComputePipelineCreateInfo{
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.stage =
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{
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.stage = vk::ShaderStageFlagBits::eCompute,
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.module = diffuseRadianceShader,
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.pName = "main",
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},
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.layout = pipelineLayout,
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},
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};
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vk::Pipeline pipeline;
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AbortIfFailed(pDevice->m_Device.createComputePipelines(pDevice->m_PipelineCache, 1, &computePipelineCreateInfo,
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nullptr, &pipeline));
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eastl::array<vk::Pipeline, 2> pipelines;
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static_assert(pipelines.size() == computePipelineCreateInfo.size());
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AbortIfFailed(pDevice->m_Device.createComputePipelines(pDevice->m_PipelineCache, computePipelineCreateInfo.size(),
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computePipelineCreateInfo.data(), nullptr,
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pipelines.data()));
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pDevice->m_Device.destroy(shaderModule, nullptr);
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vk::Pipeline eqRectToCubePipeline = pipelines[0];
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vk::Pipeline diffuseIrradiancePipeline = pipelines[1];
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for (auto &createInfos : computePipelineCreateInfo)
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{
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pDevice->m_Device.destroy(createInfos.stage.module, nullptr);
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}
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#pragma endregion
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WorkloadPushConstants pushConstants = {
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.m_HdrEnvHandle = hdrEnv, .m_OutputTexture = envStagingHandle, .m_CubeSide = cubeSide};
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SkyboxPushConstants skyboxPushConstant = {
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.m_HdrEnvHandle = hdrEnv,
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.m_OutputTexture = skyboxStorageHandle,
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.m_CubeSide = cubeSide,
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};
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DiffuseIrradiancePushConstants diffuseIrradiancePushConstants = {
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.m_SkyboxHandle = skyboxHandle,
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.m_OutputTexture = diffuseIrradianceStorageHandle,
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.m_CubeSide = diffuseIrradiance.m_Extent.width,
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};
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resMan->Update();
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@ -133,11 +204,19 @@ CreateCubeFromHdrEnv(AssetLoader *assetLoader, vk::Queue computeQueue, const u32
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cmd.pipelineBarrier2(&readyToWriteDependency);
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eCompute, pipelineLayout, 0, 1, &resMan->m_DescriptorSet, 0, nullptr);
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cmd.bindPipeline(vk::PipelineBindPoint::eCompute, pipeline);
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cmd.pushConstants(pipelineLayout, vk::ShaderStageFlagBits::eCompute, 0, sizeof pushConstants, &pushConstants);
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cmd.bindPipeline(vk::PipelineBindPoint::eCompute, eqRectToCubePipeline);
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cmd.pushConstants(pipelineLayout, vk::ShaderStageFlagBits::eCompute, 0, sizeof skyboxPushConstant,
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&skyboxPushConstant);
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cmd.dispatch(cubeSide / 16, cubeSide / 16, 6);
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cmd.pipelineBarrier2(&cubemapToReadDependency);
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cmd.pipelineBarrier2(&skyboxWriteToReadDependency);
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cmd.pushConstants(pipelineLayout, vk::ShaderStageFlagBits::eCompute, 0, sizeof skyboxPushConstant,
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&diffuseIrradiancePushConstants);
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cmd.bindPipeline(vk::PipelineBindPoint::eCompute, diffuseIrradiancePipeline);
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cmd.dispatch(cubeSide / 16, cubeSide / 16, 6);
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cmd.pipelineBarrier2(&skyboxToSampleDependency);
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#if !defined(NDEBUG)
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cmd.endDebugUtilsLabelEXT();
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@ -161,10 +240,14 @@ CreateCubeFromHdrEnv(AssetLoader *assetLoader, vk::Queue computeQueue, const u32
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AbortIfFailed(pDevice->m_Device.resetCommandPool(assetLoader->m_CommandPool, {}));
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cubeMap = {};
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resMan->Release(&cubeMap, envStagingHandle);
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pDevice->m_Device.destroy(pipeline, nullptr);
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skybox = {};
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resMan->Release(skyboxStorageHandle);
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resMan->Release(diffuseIrradianceStorageHandle);
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for (auto &pipeline : pipelines)
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{
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pDevice->m_Device.destroy(pipeline, nullptr);
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}
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pDevice->m_Device.destroy(pipelineLayout, nullptr);
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return resMan->CommitTexture(&cubeMap);
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return {skyboxHandle, diffuseIrradianceHandle};
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}
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@ -8,10 +8,13 @@
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#include "global.h"
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#include "gpu_resource_manager.h"
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#include <EASTL/tuple.h>
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struct Pipeline;
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struct Texture;
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struct TextureCube;
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struct AssetLoader;
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TextureHandle CreateCubeFromHdrEnv(AssetLoader *assetLoader, vk::Queue computeQueue, u32 cubeSide, TextureHandle hdrEnv,
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eastl::tuple<TextureHandle, TextureHandle>
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CreateCubeFromHdrEnv(AssetLoader *assetLoader, vk::Queue computeQueue, u32 cubeSide, TextureHandle hdrEnv,
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cstr name = nullptr);
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@ -18,10 +18,10 @@
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#include "helpers.h"
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#include "light_manager.h"
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#include "asset_loader.h"
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#include "gpu_resource_manager.h"
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#include "gui.h"
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#include "ibl_helpers.h"
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#include "asset_loader.h"
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#include "pipeline_utils.h"
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#include <EASTL/array.h>
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@ -180,7 +180,7 @@ main(int, char **)
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assetLoader.LoadHdrImage(&environment, BACKDROP_FILE);
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auto envHandle = resourceManager.CommitTexture(&environment);
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TextureHandle texCube = CreateCubeFromHdrEnv(&assetLoader, graphicsQueue, 1024, envHandle, "Cube Env");
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auto [texCube, diffuseIrr] = CreateCubeFromHdrEnv(&assetLoader, graphicsQueue, 1024, envHandle, "Cube Env");
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resourceManager.Release(envHandle);
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@ -371,6 +371,7 @@ main(int, char **)
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queueAllocation.m_Family, graphicsQueue);
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bool rotating = false;
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bool lockToScreen = true;
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bool showDiffuse = false;
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i32 height = Cast<i32>(internalResolution.height);
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f32 camPitch = glm::degrees(cameraController.m_Pitch);
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f32 camYaw = glm::degrees(cameraController.m_Yaw);
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@ -445,6 +446,7 @@ main(int, char **)
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{
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cameraController.SetPosition(camPosition);
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}
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gui::Checkbox("Show DiffIrr", &showDiffuse);
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gui::Checkbox("Rotate", &rotating);
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gui::PopItemWidth();
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if (gui::Button("Exit"))
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@ -546,8 +548,18 @@ main(int, char **)
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cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof model.m_Handles,
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&model.m_Handles);
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pcbOffset += sizeof model.m_Handles;
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cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof texCube, &texCube);
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pcbOffset += sizeof texCube;
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if (showDiffuse)
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{
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cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof diffuseIrr,
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&diffuseIrr);
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pcbOffset += sizeof diffuseIrr;
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}
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else
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{
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cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof texCube, &texCube);
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pcbOffset += sizeof texCube;
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}
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static_assert(sizeof texCube == sizeof diffuseIrr);
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cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof lightManager.m_MetaInfo,
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&lightManager.m_MetaInfo);
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pcbOffset += sizeof lightManager.m_MetaInfo;
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@ -626,6 +638,7 @@ main(int, char **)
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AbortIfFailed(device.m_Device.waitIdle());
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resourceManager.Release(texCube);
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resourceManager.Release(diffuseIrr);
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pipelineCacheData = device.DumpPipelineCache();
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ERROR_IF(!WriteFileBytes(PIPELINE_CACHE_FILE, pipelineCacheData), "Pipeline Cache incorrectly written");
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@ -48,7 +48,9 @@ struct DirectionalLight
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#define INVALID_HANDLE 0xFFFFFFFF
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static const float HALF_PI = 1.57079633f;
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static const float PI = 3.14159265f;
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static const float TAU = 6.28318530f;
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[[vk::binding(0, 0)]] StructuredBuffer<float4> VertexBuffer[];
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[[vk::binding(0, 0)]] StructuredBuffer<VertexData> VertexDataBuffer[];
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@ -0,0 +1,51 @@
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#include "ibl_common.hlsli"
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struct Block
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{
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uint SkyboxHandle;
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uint OutputTextureHandle;
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int CubeSide;
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};
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[[vk::push_constant]]
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Block pcb;
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/*
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| Axis | Layer | Up |
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|:----:|:-----:|:--:|
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| +x | 0 | -y |
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| -x | 1 | -y |
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| +y | 2 | +z |
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| -y | 3 | -z |
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| -z | 4 | -y |
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| +z | 5 | -y |
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*/
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[numthreads(16, 16, 1)]
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void main(uint3 GlobalInvocationID : SV_DispatchThreadID)
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{
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float3 Forward, Up, Right;
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Forward = GetLocalDir(pcb.CubeSide, GlobalInvocationID);
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Up = float3(0.0f, 1.0f, 0.0f); // 0.01f offset to
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Right = normalize(cross(Up, Forward));
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Up = normalize(cross(Forward, Right));
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float3 Irradiance = 0.0f.xxx;
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float3 IrrDirr = 0.0f.xxx;
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float SampleStep = 0.025f;
|
||||
float SampleCount = 0.0f;
|
||||
|
||||
for (float Azimuth = 0.0f; Azimuth < TAU; Azimuth += SampleStep)
|
||||
{
|
||||
for (float Zenith = 0.0f; Zenith < HALF_PI; Zenith += SampleStep)
|
||||
{
|
||||
float3 DirectionTanSpace = float3(sin(Zenith) * cos(Azimuth), sin(Zenith) * sin(Azimuth), cos(Zenith));
|
||||
float3 DirectionWorld = DirectionTanSpace.x * Right + DirectionTanSpace.y * Up + DirectionTanSpace.z * Forward;
|
||||
Irradiance += TextureCubes[pcb.SkyboxHandle].SampleLevel(ImmutableSamplers[pcb.SkyboxHandle], DirectionWorld, 0).xyz * (cos(Zenith) * sin(Zenith));
|
||||
SampleCount++;
|
||||
}
|
||||
}
|
||||
|
||||
StorageTextureArrays[pcb.OutputTextureHandle][GlobalInvocationID.xyz] = PI * float4(Irradiance * (1.0f / SampleCount), 1.0f);
|
||||
}
|
||||
|
|
@ -1,10 +1,10 @@
|
|||
#include "bindless_structs.hlsli"
|
||||
#include "ibl_common.hlsli"
|
||||
|
||||
struct Block
|
||||
{
|
||||
uint HdrEnvHandle;
|
||||
uint OutputTextureHandle;
|
||||
int CubeSize;
|
||||
int CubeSide;
|
||||
};
|
||||
|
||||
[[vk::push_constant]]
|
||||
|
|
@ -33,23 +33,8 @@ float2 SampleSphericalMap(float3 v)
|
|||
[numthreads(16, 16, 1)]
|
||||
void main(uint3 GlobalInvocationID : SV_DispatchThreadID)
|
||||
{
|
||||
float3 LocalDir;
|
||||
float HalfSide = pcb.CubeSize / 2;
|
||||
float AxisSign = 2.0f * (0.5f - (GlobalInvocationID.z % 2));
|
||||
float3 LocalDir = GetLocalDir(pcb.CubeSide, GlobalInvocationID);
|
||||
|
||||
if (GlobalInvocationID.z < 2)
|
||||
{
|
||||
LocalDir = float3(AxisSign * HalfSide, HalfSide - GlobalInvocationID.y, (HalfSide - GlobalInvocationID.x) * AxisSign);
|
||||
}
|
||||
else if (GlobalInvocationID.z < 4)
|
||||
{
|
||||
LocalDir = float3(GlobalInvocationID.x - HalfSide, AxisSign * HalfSide, AxisSign * (GlobalInvocationID.y - HalfSide));
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalDir = float3((GlobalInvocationID.x - HalfSide) * AxisSign, HalfSide - GlobalInvocationID.y, HalfSide * AxisSign);
|
||||
}
|
||||
|
||||
float2 UV = SampleSphericalMap(normalize(LocalDir));
|
||||
float2 UV = SampleSphericalMap(LocalDir);
|
||||
StorageTextureArrays[pcb.OutputTextureHandle][GlobalInvocationID.xyz] = Textures[pcb.HdrEnvHandle].SampleLevel(ImmutableSamplers[pcb.HdrEnvHandle], UV, 0);
|
||||
}
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
#include "bindless_structs.hlsli"
|
||||
|
||||
float3 GetLocalDir(float Side, float3 GlobalInvocationID)
|
||||
{
|
||||
float HalfSide = Side / 2;
|
||||
float AxisSign = 2.0f * (0.5f - (GlobalInvocationID.z % 2));
|
||||
|
||||
float3 LocalDir;
|
||||
if (GlobalInvocationID.z < 2)
|
||||
{
|
||||
LocalDir = float3(AxisSign * HalfSide, HalfSide - GlobalInvocationID.y, (HalfSide - GlobalInvocationID.x) * AxisSign);
|
||||
}
|
||||
else if (GlobalInvocationID.z < 4)
|
||||
{
|
||||
LocalDir = float3(GlobalInvocationID.x - HalfSide, AxisSign * HalfSide, AxisSign * (GlobalInvocationID.y - HalfSide));
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalDir = float3((GlobalInvocationID.x - HalfSide) * AxisSign, HalfSide - GlobalInvocationID.y, HalfSide * AxisSign);
|
||||
}
|
||||
return normalize(LocalDir);
|
||||
}
|
||||
Loading…
Reference in New Issue