1 /*
2 Copyright (c) 2019-2020 Timur Gafarov
3 
4 Boost Software License - Version 1.0 - August 17th, 2003
5 Permission is hereby granted, free of charge, to any person or organization
6 obtaining a copy of the software and accompanying documentation covered by
7 this license (the "Software") to use, reproduce, display, distribute,
8 execute, and transmit the Software, and to prepare derivative works of the
9 Software, and to permit third-parties to whom the Software is furnished to
10 do so, all subject to the following:
11 
12 The copyright notices in the Software and this entire statement, including
13 the above license grant, this restriction and the following disclaimer,
14 must be included in all copies of the Software, in whole or in part, and
15 all derivative works of the Software, unless such copies or derivative
16 works are solely in the form of machine-executable object code generated by
17 a source language processor.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
25 DEALINGS IN THE SOFTWARE.
26 */
27 
28 module dagon.game.deferredrenderer;
29 
30 import dlib.core.memory;
31 import dlib.core.ownership;
32 
33 import dagon.core.event;
34 import dagon.core.time;
35 import dagon.resource.scene;
36 import dagon.render.deferred;
37 import dagon.render.gbuffer;
38 import dagon.render.view;
39 import dagon.render.framebuffer;
40 import dagon.render.shadowpass;
41 import dagon.postproc.filterpass;
42 import dagon.postproc.shaders.denoise;
43 import dagon.game.renderer;
44 
45 class DeferredRenderer: Renderer
46 {
47     GBuffer gbuffer;
48 
49     DenoiseShader denoiseShader;
50 
51     ShadowPass passShadow;
52     DeferredClearPass passClear;
53     DeferredBackgroundPass passBackground;
54     DeferredGeometryPass passStaticGeometry;
55     DeferredDecalPass passDecals;
56     DeferredGeometryPass passDynamicGeometry;
57     DeferredOcclusionPass passOcclusion;
58     FilterPass passOcclusionDenoise;
59     DeferredEnvironmentPass passEnvironment;
60     DeferredLightPass passLight;
61     DeferredParticlesPass passParticles;
62     DeferredForwardPass passForward;
63     DeferredDebugOutputPass passDebug;
64 
65     RenderView occlusionView;
66     Framebuffer occlusionNoisyBuffer;
67     Framebuffer occlusionBuffer;
68 
69     DebugOutputMode outputMode = DebugOutputMode.Radiance;
70 
71     bool _ssaoEnabled = true;
72 
73     int ssaoSamples = 10;
74     float ssaoRadius = 0.2f;
75     float ssaoPower = 7.0f;
76     float ssaoDenoise = 1.0f;
77     
78     float _occlusionBufferDetail = 1.0;
79     
80     void occlusionBufferDetail(float value) @property
81     {
82         _occlusionBufferDetail = value;
83         occlusionView.resize(cast(uint)(view.width * _occlusionBufferDetail), cast(uint)(view.height * _occlusionBufferDetail));
84         occlusionNoisyBuffer.resize(occlusionView.width, occlusionView.height);
85         occlusionBuffer.resize(occlusionView.width, occlusionView.height);
86     }
87     float occlusionBufferDetail() @property
88     {
89         return _occlusionBufferDetail;
90     }
91 
92     this(EventManager eventManager, Owner owner)
93     {
94         super(eventManager, owner);
95 
96         occlusionView = New!RenderView(0, 0, cast(uint)(view.width * _occlusionBufferDetail), cast(uint)(view.height * _occlusionBufferDetail), this);
97         occlusionNoisyBuffer = New!Framebuffer(occlusionView.width, occlusionView.height, FrameBufferFormat.R8, false, this);
98         occlusionBuffer = New!Framebuffer(occlusionView.width, occlusionView.height, FrameBufferFormat.R8, false, this);
99 
100         // HDR buffer
101         auto radianceBuffer = New!Framebuffer(eventManager.windowWidth, eventManager.windowHeight, FrameBufferFormat.RGBA16F, true, this);
102         outputBuffer = radianceBuffer;
103 
104         gbuffer = New!GBuffer(view.width, view.height, radianceBuffer, this);
105 
106         passShadow = New!ShadowPass(pipeline);
107 
108         passClear = New!DeferredClearPass(pipeline, gbuffer);
109 
110         passBackground = New!DeferredBackgroundPass(pipeline, gbuffer);
111         passBackground.view = view;
112 
113         passStaticGeometry = New!DeferredGeometryPass(pipeline, gbuffer);
114         passStaticGeometry.view = view;
115 
116         passDecals = New!DeferredDecalPass(pipeline, gbuffer);
117         passDecals.view = view;
118 
119         passDynamicGeometry = New!DeferredGeometryPass(pipeline, gbuffer);
120         passDynamicGeometry.view = view;
121 
122         passOcclusion = New!DeferredOcclusionPass(pipeline, gbuffer);
123         passOcclusion.view = occlusionView;
124         passOcclusion.outputBuffer = occlusionNoisyBuffer;
125 
126         denoiseShader = New!DenoiseShader(this);
127         passOcclusionDenoise = New!FilterPass(pipeline, denoiseShader);
128         passOcclusionDenoise.view = occlusionView;
129         passOcclusionDenoise.inputBuffer = occlusionNoisyBuffer;
130         passOcclusionDenoise.outputBuffer = occlusionBuffer;
131 
132         passEnvironment = New!DeferredEnvironmentPass(pipeline, gbuffer);
133         passEnvironment.view = view;
134         passEnvironment.outputBuffer = radianceBuffer;
135         passEnvironment.occlusionBuffer = occlusionBuffer;
136 
137         passLight = New!DeferredLightPass(pipeline, gbuffer);
138         passLight.view = view;
139         passLight.outputBuffer = radianceBuffer;
140         passLight.occlusionBuffer = occlusionBuffer;
141 
142         passForward = New!DeferredForwardPass(pipeline, gbuffer);
143         passForward.view = view;
144         passForward.outputBuffer = radianceBuffer;
145 
146         passParticles = New!DeferredParticlesPass(pipeline, gbuffer);
147         passParticles.view = view;
148         passParticles.outputBuffer = radianceBuffer;
149         passParticles.gbuffer = gbuffer;
150 
151         passDebug = New!DeferredDebugOutputPass(pipeline, gbuffer);
152         passDebug.view = view;
153         passDebug.active = false;
154         passDebug.outputBuffer = radianceBuffer;
155         passDebug.occlusionBuffer = occlusionBuffer;
156     }
157 
158     void ssaoEnabled(bool mode) @property
159     {
160         _ssaoEnabled = mode;
161         passOcclusion.active = mode;
162         passOcclusionDenoise.active = mode;
163         if (_ssaoEnabled)
164         {
165             passEnvironment.occlusionBuffer = occlusionBuffer;
166             passLight.occlusionBuffer = occlusionBuffer;
167         }
168         else
169         {
170             passEnvironment.occlusionBuffer = null;
171             passLight.occlusionBuffer = null;
172         }
173     }
174 
175     bool ssaoEnabled() @property
176     {
177         return _ssaoEnabled;
178     }
179 
180     override void scene(Scene s)
181     {
182         passShadow.group = s.spatial;
183         passShadow.lightGroup = s.lights;
184         passBackground.group = s.background;
185         passStaticGeometry.group = s.spatialOpaqueStatic;
186         passDecals.group = s.decals;
187         passDynamicGeometry.group = s.spatialOpaqueDynamic;
188         passLight.groupSunLights = s.sunLights;
189         passLight.groupAreaLights = s.areaLights;
190         passForward.group = s.spatialTransparent;
191         passParticles.group = s.spatial;
192         
193         passBackground.state.environment = s.environment;
194         passStaticGeometry.state.environment = s.environment;
195         passDecals.state.environment = s.environment;
196         passDynamicGeometry.state.environment = s.environment;
197         passEnvironment.state.environment = s.environment;
198         passLight.state.environment = s.environment;
199         passForward.state.environment = s.environment;
200         passParticles.state.environment = s.environment;
201         passDebug.state.environment = s.environment;
202     }
203 
204     override void update(Time t)
205     {
206         passShadow.camera = activeCamera;
207         passDebug.active = (outputMode != DebugOutputMode.Radiance);
208         passDebug.outputMode = outputMode;
209 
210         passOcclusion.ssaoShader.samples = ssaoSamples;
211         passOcclusion.ssaoShader.radius = ssaoRadius;
212         passOcclusion.ssaoShader.power = ssaoPower;
213         denoiseShader.factor = ssaoDenoise;
214 
215         super.update(t);
216     }
217 
218     override void setViewport(uint x, uint y, uint w, uint h)
219     {
220         super.setViewport(x, y, w, h);
221 
222         outputBuffer.resize(view.width, view.height);
223         gbuffer.resize(view.width, view.height);
224 
225         occlusionView.resize(cast(uint)(view.width * _occlusionBufferDetail), cast(uint)(view.height * _occlusionBufferDetail));
226         occlusionNoisyBuffer.resize(occlusionView.width, occlusionView.height);
227         occlusionBuffer.resize(occlusionView.width, occlusionView.height);
228         
229         passForward.resize(w, h);
230     }
231 }