mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
Added visibility bitmask as an alternative SSAO method (#13454)
Early implementation. I still have to fix the documentation and consider writing a small migration guide. Questions left to answer: * [x] should thickness be an overridable constant? * [x] is there a better way to implement `Eq`/`Hash` for `SSAOMethod`? * [x] do we want to keep the linear sampler for the depth texture? * [x] is there a better way to separate the logic than preprocessor macros? ![vbao](https://github.com/bevyengine/bevy/assets/4136413/2a8a0389-2add-4c2e-be37-e208e52dcd25) ## Migration guide SSAO algorithm was changed from GTAO to VBAO (visibility bitmasks). A new field, `constant_object_thickness`, was added to `ScreenSpaceAmbientOcclusion`. `ScreenSpaceAmbientOcclusion` also lost its `Eq` and `Hash` implementations. --------- Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
This commit is contained in:
parent
c841dd92a1
commit
ba7907cae7
9 changed files with 184 additions and 87 deletions
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@ -10,7 +10,7 @@
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#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
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#import bevy_pbr::mesh_view_bindings::screen_space_ambient_occlusion_texture
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#import bevy_pbr::gtao_utils::gtao_multibounce
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#import bevy_pbr::ssao_utils::ssao_multibounce
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#endif
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struct FullscreenVertexOutput {
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@ -64,7 +64,7 @@ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
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#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
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let ssao = textureLoad(screen_space_ambient_occlusion_texture, vec2<i32>(in.position.xy), 0i).r;
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let ssao_multibounce = gtao_multibounce(ssao, pbr_input.material.base_color.rgb);
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let ssao_multibounce = ssao_multibounce(ssao, pbr_input.material.base_color.rgb);
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pbr_input.diffuse_occlusion = min(pbr_input.diffuse_occlusion, ssao_multibounce);
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// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
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@ -44,7 +44,7 @@ use crate::{
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},
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prepass, EnvironmentMapUniformBuffer, FogMeta, GlobalClusterableObjectMeta,
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GpuClusterableObjects, GpuFog, GpuLights, LightMeta, LightProbesBuffer, LightProbesUniform,
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MeshPipeline, MeshPipelineKey, RenderViewLightProbes, ScreenSpaceAmbientOcclusionTextures,
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MeshPipeline, MeshPipelineKey, RenderViewLightProbes, ScreenSpaceAmbientOcclusionResources,
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ScreenSpaceReflectionsBuffer, ScreenSpaceReflectionsUniform, ShadowSamplers,
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ViewClusterBindings, ViewShadowBindings, CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT,
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};
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@ -462,7 +462,7 @@ pub fn prepare_mesh_view_bind_groups(
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&ViewShadowBindings,
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&ViewClusterBindings,
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&Msaa,
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Option<&ScreenSpaceAmbientOcclusionTextures>,
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Option<&ScreenSpaceAmbientOcclusionResources>,
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Option<&ViewPrepassTextures>,
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Option<&ViewTransmissionTexture>,
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&Tonemapping,
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@ -507,7 +507,7 @@ pub fn prepare_mesh_view_bind_groups(
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shadow_bindings,
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cluster_bindings,
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msaa,
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ssao_textures,
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ssao_resources,
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prepass_textures,
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transmission_texture,
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tonemapping,
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@ -519,7 +519,7 @@ pub fn prepare_mesh_view_bind_groups(
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.image_for_samplecount(1, TextureFormat::bevy_default())
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.texture_view
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.clone();
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let ssao_view = ssao_textures
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let ssao_view = ssao_resources
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.map(|t| &t.screen_space_ambient_occlusion_texture.default_view)
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.unwrap_or(&fallback_ssao);
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@ -15,7 +15,7 @@
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#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
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#import bevy_pbr::mesh_view_bindings::screen_space_ambient_occlusion_texture
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#import bevy_pbr::gtao_utils::gtao_multibounce
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#import bevy_pbr::ssao_utils::ssao_multibounce
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#endif
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#ifdef MESHLET_MESH_MATERIAL_PASS
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@ -344,7 +344,7 @@ fn pbr_input_from_standard_material(
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#endif
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#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
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let ssao = textureLoad(screen_space_ambient_occlusion_texture, vec2<i32>(in.position.xy), 0i).r;
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let ssao_multibounce = gtao_multibounce(ssao, pbr_input.material.base_color.rgb);
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let ssao_multibounce = ssao_multibounce(ssao, pbr_input.material.base_color.rgb);
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diffuse_occlusion = min(diffuse_occlusion, ssao_multibounce);
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// Use SSAO to estimate the specular occlusion.
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// Lagarde and Rousiers 2014, "Moving Frostbite to Physically Based Rendering"
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@ -42,9 +42,9 @@ use bevy_utils::{
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use core::mem;
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const PREPROCESS_DEPTH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(102258915420479);
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const GTAO_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(253938746510568);
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const SSAO_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(253938746510568);
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const SPATIAL_DENOISE_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(466162052558226);
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const GTAO_UTILS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(366465052568786);
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const SSAO_UTILS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(366465052568786);
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/// Plugin for screen space ambient occlusion.
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pub struct ScreenSpaceAmbientOcclusionPlugin;
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@ -57,7 +57,7 @@ impl Plugin for ScreenSpaceAmbientOcclusionPlugin {
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"preprocess_depth.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, GTAO_SHADER_HANDLE, "gtao.wgsl", Shader::from_wgsl);
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load_internal_asset!(app, SSAO_SHADER_HANDLE, "ssao.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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SPATIAL_DENOISE_SHADER_HANDLE,
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@ -66,8 +66,8 @@ impl Plugin for ScreenSpaceAmbientOcclusionPlugin {
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);
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load_internal_asset!(
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app,
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GTAO_UTILS_SHADER_HANDLE,
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"gtao_utils.wgsl",
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SSAO_UTILS_SHADER_HANDLE,
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"ssao_utils.wgsl",
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Shader::from_wgsl
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);
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@ -158,13 +158,28 @@ pub struct ScreenSpaceAmbientOcclusionBundle {
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/// TAA ([`bevy_core_pipeline::experimental::taa::TemporalAntiAliasing`]).
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/// Doing so greatly reduces SSAO noise.
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///
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/// SSAO is not supported on `WebGL2`, and is not currently supported on `WebGPU` or `DirectX12`.
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#[derive(Component, ExtractComponent, Reflect, PartialEq, Eq, Hash, Clone, Default, Debug)]
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#[reflect(Component, Debug, Default, Hash, PartialEq)]
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/// SSAO is not supported on `WebGL2`, and is not currently supported on `WebGPU`.
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#[derive(Component, ExtractComponent, Reflect, PartialEq, Clone, Debug)]
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#[reflect(Component, Debug, Default, PartialEq)]
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#[require(DepthPrepass, NormalPrepass)]
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#[doc(alias = "Ssao")]
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pub struct ScreenSpaceAmbientOcclusion {
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/// Quality of the SSAO effect.
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pub quality_level: ScreenSpaceAmbientOcclusionQualityLevel,
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/// A constant estimated thickness of objects.
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///
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/// This value is used to decide how far behind an object a ray of light needs to be in order
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/// to pass behind it. Any ray closer than that will be occluded.
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pub constant_object_thickness: f32,
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}
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impl Default for ScreenSpaceAmbientOcclusion {
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fn default() -> Self {
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Self {
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quality_level: ScreenSpaceAmbientOcclusionQualityLevel::default(),
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constant_object_thickness: 0.25,
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}
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}
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}
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#[deprecated(since = "0.15.0", note = "Renamed to `ScreenSpaceAmbientOcclusion`")]
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@ -224,7 +239,7 @@ impl ViewNode for SsaoNode {
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Some(camera_size),
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Some(preprocess_depth_pipeline),
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Some(spatial_denoise_pipeline),
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Some(gtao_pipeline),
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Some(ssao_pipeline),
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) = (
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camera.physical_viewport_size,
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pipeline_cache.get_compute_pipeline(pipelines.preprocess_depth_pipeline),
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}
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{
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let mut gtao_pass =
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let mut ssao_pass =
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render_context
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.command_encoder()
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.begin_compute_pass(&ComputePassDescriptor {
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label: Some("ssao_gtao_pass"),
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label: Some("ssao_ssao_pass"),
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timestamp_writes: None,
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});
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gtao_pass.set_pipeline(gtao_pipeline);
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gtao_pass.set_bind_group(0, &bind_groups.gtao_bind_group, &[]);
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gtao_pass.set_bind_group(
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ssao_pass.set_pipeline(ssao_pipeline);
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ssao_pass.set_bind_group(0, &bind_groups.ssao_bind_group, &[]);
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ssao_pass.set_bind_group(
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1,
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&bind_groups.common_bind_group,
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&[view_uniform_offset.offset],
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);
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gtao_pass.dispatch_workgroups(
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ssao_pass.dispatch_workgroups(
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div_ceil(camera_size.x, 8),
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div_ceil(camera_size.y, 8),
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1,
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@ -315,11 +330,12 @@ struct SsaoPipelines {
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common_bind_group_layout: BindGroupLayout,
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preprocess_depth_bind_group_layout: BindGroupLayout,
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gtao_bind_group_layout: BindGroupLayout,
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ssao_bind_group_layout: BindGroupLayout,
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spatial_denoise_bind_group_layout: BindGroupLayout,
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hilbert_index_lut: TextureView,
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point_clamp_sampler: Sampler,
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linear_clamp_sampler: Sampler,
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}
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impl FromWorld for SsaoPipelines {
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address_mode_v: AddressMode::ClampToEdge,
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..Default::default()
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});
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let linear_clamp_sampler = render_device.create_sampler(&SamplerDescriptor {
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min_filter: FilterMode::Linear,
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mag_filter: FilterMode::Linear,
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mipmap_filter: FilterMode::Nearest,
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address_mode_u: AddressMode::ClampToEdge,
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address_mode_v: AddressMode::ClampToEdge,
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..Default::default()
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});
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let common_bind_group_layout = render_device.create_bind_group_layout(
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"ssao_common_bind_group_layout",
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ShaderStages::COMPUTE,
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(
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sampler(SamplerBindingType::NonFiltering),
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sampler(SamplerBindingType::Filtering),
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uniform_buffer::<ViewUniform>(true),
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),
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),
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@ -385,17 +410,18 @@ impl FromWorld for SsaoPipelines {
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),
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);
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let gtao_bind_group_layout = render_device.create_bind_group_layout(
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"ssao_gtao_bind_group_layout",
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let ssao_bind_group_layout = render_device.create_bind_group_layout(
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"ssao_ssao_bind_group_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::COMPUTE,
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(
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texture_2d(TextureSampleType::Float { filterable: false }),
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texture_2d(TextureSampleType::Float { filterable: true }),
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texture_2d(TextureSampleType::Float { filterable: false }),
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texture_2d(TextureSampleType::Uint),
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texture_storage_2d(TextureFormat::R16Float, StorageTextureAccess::WriteOnly),
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texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::WriteOnly),
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uniform_buffer::<GlobalsUniform>(false),
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uniform_buffer::<f32>(false),
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),
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),
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);
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common_bind_group_layout,
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preprocess_depth_bind_group_layout,
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gtao_bind_group_layout,
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ssao_bind_group_layout,
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spatial_denoise_bind_group_layout,
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hilbert_index_lut,
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point_clamp_sampler,
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linear_clamp_sampler,
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}
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}
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}
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#[derive(PartialEq, Eq, Hash, Clone)]
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struct SsaoPipelineKey {
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ssao_settings: ScreenSpaceAmbientOcclusion,
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quality_level: ScreenSpaceAmbientOcclusionQualityLevel,
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temporal_jitter: bool,
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}
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@ -463,7 +490,7 @@ impl SpecializedComputePipeline for SsaoPipelines {
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type Key = SsaoPipelineKey;
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fn specialize(&self, key: Self::Key) -> ComputePipelineDescriptor {
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let (slice_count, samples_per_slice_side) = key.ssao_settings.quality_level.sample_counts();
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let (slice_count, samples_per_slice_side) = key.quality_level.sample_counts();
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let mut shader_defs = vec![
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ShaderDefVal::Int("SLICE_COUNT".to_string(), slice_count as i32),
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@ -478,15 +505,15 @@ impl SpecializedComputePipeline for SsaoPipelines {
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}
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ComputePipelineDescriptor {
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label: Some("ssao_gtao_pipeline".into()),
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label: Some("ssao_ssao_pipeline".into()),
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layout: vec![
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self.gtao_bind_group_layout.clone(),
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self.ssao_bind_group_layout.clone(),
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self.common_bind_group_layout.clone(),
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],
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push_constant_ranges: vec![],
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shader: GTAO_SHADER_HANDLE,
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shader: SSAO_SHADER_HANDLE,
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shader_defs,
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entry_point: "gtao".into(),
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entry_point: "ssao".into(),
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}
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}
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}
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@ -517,20 +544,21 @@ fn extract_ssao_settings(
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}
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#[derive(Component)]
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pub struct ScreenSpaceAmbientOcclusionTextures {
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pub struct ScreenSpaceAmbientOcclusionResources {
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preprocessed_depth_texture: CachedTexture,
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ssao_noisy_texture: CachedTexture, // Pre-spatially denoised texture
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pub screen_space_ambient_occlusion_texture: CachedTexture, // Spatially denoised texture
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depth_differences_texture: CachedTexture,
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thickness_buffer: Buffer,
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}
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fn prepare_ssao_textures(
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mut commands: Commands,
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mut texture_cache: ResMut<TextureCache>,
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render_device: Res<RenderDevice>,
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views: Query<(Entity, &ExtractedCamera), With<ScreenSpaceAmbientOcclusion>>,
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views: Query<(Entity, &ExtractedCamera, &ScreenSpaceAmbientOcclusion)>,
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) {
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for (entity, camera) in &views {
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for (entity, camera, ssao_settings) in &views {
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let Some(physical_viewport_size) = camera.physical_viewport_size else {
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continue;
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};
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|
@ -596,13 +624,20 @@ fn prepare_ssao_textures(
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},
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);
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let thickness_buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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label: Some("thickness_buffer"),
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contents: &ssao_settings.constant_object_thickness.to_le_bytes(),
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usage: BufferUsages::UNIFORM,
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});
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commands
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.entity(entity)
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.insert(ScreenSpaceAmbientOcclusionTextures {
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.insert(ScreenSpaceAmbientOcclusionResources {
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preprocessed_depth_texture,
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ssao_noisy_texture,
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screen_space_ambient_occlusion_texture: ssao_texture,
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depth_differences_texture,
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thickness_buffer,
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});
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}
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}
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|
@ -622,7 +657,7 @@ fn prepare_ssao_pipelines(
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&pipeline_cache,
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&pipeline,
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SsaoPipelineKey {
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ssao_settings: ssao_settings.clone(),
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quality_level: ssao_settings.quality_level,
|
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temporal_jitter,
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},
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);
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|
@ -635,7 +670,7 @@ fn prepare_ssao_pipelines(
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struct SsaoBindGroups {
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common_bind_group: BindGroup,
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preprocess_depth_bind_group: BindGroup,
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gtao_bind_group: BindGroup,
|
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ssao_bind_group: BindGroup,
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spatial_denoise_bind_group: BindGroup,
|
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}
|
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|
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|
@ -647,7 +682,7 @@ fn prepare_ssao_bind_groups(
|
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global_uniforms: Res<GlobalsBuffer>,
|
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views: Query<(
|
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Entity,
|
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&ScreenSpaceAmbientOcclusionTextures,
|
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&ScreenSpaceAmbientOcclusionResources,
|
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&ViewPrepassTextures,
|
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)>,
|
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) {
|
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|
@ -658,15 +693,19 @@ fn prepare_ssao_bind_groups(
|
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return;
|
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};
|
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|
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for (entity, ssao_textures, prepass_textures) in &views {
|
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for (entity, ssao_resources, prepass_textures) in &views {
|
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let common_bind_group = render_device.create_bind_group(
|
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"ssao_common_bind_group",
|
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&pipelines.common_bind_group_layout,
|
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&BindGroupEntries::sequential((&pipelines.point_clamp_sampler, view_uniforms.clone())),
|
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&BindGroupEntries::sequential((
|
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&pipelines.point_clamp_sampler,
|
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&pipelines.linear_clamp_sampler,
|
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view_uniforms.clone(),
|
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)),
|
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);
|
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|
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let create_depth_view = |mip_level| {
|
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ssao_textures
|
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ssao_resources
|
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.preprocessed_depth_texture
|
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.texture
|
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.create_view(&TextureViewDescriptor {
|
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|
@ -692,16 +731,17 @@ fn prepare_ssao_bind_groups(
|
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)),
|
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);
|
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|
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let gtao_bind_group = render_device.create_bind_group(
|
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"ssao_gtao_bind_group",
|
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&pipelines.gtao_bind_group_layout,
|
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let ssao_bind_group = render_device.create_bind_group(
|
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"ssao_ssao_bind_group",
|
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&pipelines.ssao_bind_group_layout,
|
||||
&BindGroupEntries::sequential((
|
||||
&ssao_textures.preprocessed_depth_texture.default_view,
|
||||
&ssao_resources.preprocessed_depth_texture.default_view,
|
||||
prepass_textures.normal_view().unwrap(),
|
||||
&pipelines.hilbert_index_lut,
|
||||
&ssao_textures.ssao_noisy_texture.default_view,
|
||||
&ssao_textures.depth_differences_texture.default_view,
|
||||
&ssao_resources.ssao_noisy_texture.default_view,
|
||||
&ssao_resources.depth_differences_texture.default_view,
|
||||
globals_uniforms.clone(),
|
||||
ssao_resources.thickness_buffer.as_entire_binding(),
|
||||
)),
|
||||
);
|
||||
|
||||
|
@ -709,9 +749,9 @@ fn prepare_ssao_bind_groups(
|
|||
"ssao_spatial_denoise_bind_group",
|
||||
&pipelines.spatial_denoise_bind_group_layout,
|
||||
&BindGroupEntries::sequential((
|
||||
&ssao_textures.ssao_noisy_texture.default_view,
|
||||
&ssao_textures.depth_differences_texture.default_view,
|
||||
&ssao_textures
|
||||
&ssao_resources.ssao_noisy_texture.default_view,
|
||||
&ssao_resources.depth_differences_texture.default_view,
|
||||
&ssao_resources
|
||||
.screen_space_ambient_occlusion_texture
|
||||
.default_view,
|
||||
)),
|
||||
|
@ -720,7 +760,7 @@ fn prepare_ssao_bind_groups(
|
|||
commands.entity(entity).insert(SsaoBindGroups {
|
||||
common_bind_group,
|
||||
preprocess_depth_bind_group,
|
||||
gtao_bind_group,
|
||||
ssao_bind_group,
|
||||
spatial_denoise_bind_group,
|
||||
});
|
||||
}
|
||||
|
|
|
@ -14,7 +14,8 @@
|
|||
@group(0) @binding(4) var preprocessed_depth_mip3: texture_storage_2d<r16float, write>;
|
||||
@group(0) @binding(5) var preprocessed_depth_mip4: texture_storage_2d<r16float, write>;
|
||||
@group(1) @binding(0) var point_clamp_sampler: sampler;
|
||||
@group(1) @binding(1) var<uniform> view: View;
|
||||
@group(1) @binding(1) var linear_clamp_sampler: sampler;
|
||||
@group(1) @binding(2) var<uniform> view: View;
|
||||
|
||||
|
||||
// Using 4 depths from the previous MIP, compute a weighted average for the depth of the current MIP
|
||||
|
|
|
@ -15,7 +15,8 @@
|
|||
@group(0) @binding(1) var depth_differences: texture_2d<u32>;
|
||||
@group(0) @binding(2) var ambient_occlusion: texture_storage_2d<r16float, write>;
|
||||
@group(1) @binding(0) var point_clamp_sampler: sampler;
|
||||
@group(1) @binding(1) var<uniform> view: View;
|
||||
@group(1) @binding(1) var linear_clamp_sampler: sampler;
|
||||
@group(1) @binding(2) var<uniform> view: View;
|
||||
|
||||
@compute
|
||||
@workgroup_size(8, 8, 1)
|
||||
|
|
|
@ -1,11 +1,16 @@
|
|||
// Ground Truth-based Ambient Occlusion (GTAO)
|
||||
// Paper: https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
|
||||
// Presentation: https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
|
||||
// Visibility Bitmask Ambient Occlusion (VBAO)
|
||||
// Paper: ttps://ar5iv.labs.arxiv.org/html/2301.11376
|
||||
|
||||
// Source code heavily based on XeGTAO v1.30 from Intel
|
||||
// https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli
|
||||
|
||||
#import bevy_pbr::gtao_utils::fast_acos
|
||||
// Source code based on the existing XeGTAO implementation and
|
||||
// https://cdrinmatane.github.io/posts/ssaovb-code/
|
||||
|
||||
// Source code base on SSRT3 implementation
|
||||
// https://github.com/cdrinmatane/SSRT3
|
||||
|
||||
#import bevy_pbr::ssao_utils::fast_acos
|
||||
|
||||
#import bevy_render::{
|
||||
view::View,
|
||||
|
@ -19,8 +24,10 @@
|
|||
@group(0) @binding(3) var ambient_occlusion: texture_storage_2d<r16float, write>;
|
||||
@group(0) @binding(4) var depth_differences: texture_storage_2d<r32uint, write>;
|
||||
@group(0) @binding(5) var<uniform> globals: Globals;
|
||||
@group(0) @binding(6) var<uniform> thickness: f32;
|
||||
@group(1) @binding(0) var point_clamp_sampler: sampler;
|
||||
@group(1) @binding(1) var<uniform> view: View;
|
||||
@group(1) @binding(1) var linear_clamp_sampler: sampler;
|
||||
@group(1) @binding(2) var<uniform> view: View;
|
||||
|
||||
fn load_noise(pixel_coordinates: vec2<i32>) -> vec2<f32> {
|
||||
var index = textureLoad(hilbert_index_lut, pixel_coordinates % 64, 0).r;
|
||||
|
@ -81,13 +88,46 @@ fn reconstruct_view_space_position(depth: f32, uv: vec2<f32>) -> vec3<f32> {
|
|||
}
|
||||
|
||||
fn load_and_reconstruct_view_space_position(uv: vec2<f32>, sample_mip_level: f32) -> vec3<f32> {
|
||||
let depth = textureSampleLevel(preprocessed_depth, point_clamp_sampler, uv, sample_mip_level).r;
|
||||
let depth = textureSampleLevel(preprocessed_depth, linear_clamp_sampler, uv, sample_mip_level).r;
|
||||
return reconstruct_view_space_position(depth, uv);
|
||||
}
|
||||
|
||||
fn updateSectors(
|
||||
min_horizon: f32,
|
||||
max_horizon: f32,
|
||||
samples_per_slice: f32,
|
||||
bitmask: u32,
|
||||
) -> u32 {
|
||||
let start_horizon = u32(min_horizon * samples_per_slice);
|
||||
let angle_horizon = u32(ceil((max_horizon - min_horizon) * samples_per_slice));
|
||||
|
||||
return insertBits(bitmask, 0xFFFFFFFFu, start_horizon, angle_horizon);
|
||||
}
|
||||
|
||||
fn processSample(
|
||||
delta_position: vec3<f32>,
|
||||
view_vec: vec3<f32>,
|
||||
sampling_direction: f32,
|
||||
n: vec2<f32>,
|
||||
samples_per_slice: f32,
|
||||
bitmask: ptr<function, u32>,
|
||||
) {
|
||||
let delta_position_back_face = delta_position - view_vec * thickness;
|
||||
|
||||
var front_back_horizon = vec2(
|
||||
fast_acos(dot(normalize(delta_position), view_vec)),
|
||||
fast_acos(dot(normalize(delta_position_back_face), view_vec)),
|
||||
);
|
||||
|
||||
front_back_horizon = saturate(fma(vec2(sampling_direction), -front_back_horizon, n));
|
||||
front_back_horizon = select(front_back_horizon.xy, front_back_horizon.yx, sampling_direction >= 0.0);
|
||||
|
||||
*bitmask = updateSectors(front_back_horizon.x, front_back_horizon.y, samples_per_slice, *bitmask);
|
||||
}
|
||||
|
||||
@compute
|
||||
@workgroup_size(8, 8, 1)
|
||||
fn gtao(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
||||
fn ssao(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
||||
let slice_count = f32(#SLICE_COUNT);
|
||||
let samples_per_slice_side = f32(#SAMPLES_PER_SLICE_SIDE);
|
||||
let effect_radius = 0.5 * 1.457;
|
||||
|
@ -110,6 +150,7 @@ fn gtao(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
let sample_scale = (-0.5 * effect_radius * view.clip_from_view[0][0]) / pixel_position.z;
|
||||
|
||||
var visibility = 0.0;
|
||||
var occluded_sample_count = 0u;
|
||||
for (var slice_t = 0.0; slice_t < slice_count; slice_t += 1.0) {
|
||||
let slice = slice_t + noise.x;
|
||||
let phi = (PI / slice_count) * slice;
|
||||
|
@ -123,12 +164,10 @@ fn gtao(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
|
||||
let sign_norm = sign(dot(orthographic_direction, projected_normal));
|
||||
let cos_norm = saturate(dot(projected_normal, view_vec) / projected_normal_length);
|
||||
let n = sign_norm * fast_acos(cos_norm);
|
||||
let n = vec2((HALF_PI - sign_norm * fast_acos(cos_norm)) * (1.0 / PI));
|
||||
|
||||
var bitmask = 0u;
|
||||
|
||||
let min_cos_horizon_1 = cos(n + HALF_PI);
|
||||
let min_cos_horizon_2 = cos(n - HALF_PI);
|
||||
var cos_horizon_1 = min_cos_horizon_1;
|
||||
var cos_horizon_2 = min_cos_horizon_2;
|
||||
let sample_mul = vec2<f32>(omega.x, -omega.y) * sample_scale;
|
||||
for (var sample_t = 0.0; sample_t < samples_per_slice_side; sample_t += 1.0) {
|
||||
var sample_noise = (slice_t + sample_t * samples_per_slice_side) * 0.6180339887498948482;
|
||||
|
@ -145,27 +184,16 @@ fn gtao(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
|
||||
let sample_difference_1 = sample_position_1 - pixel_position;
|
||||
let sample_difference_2 = sample_position_2 - pixel_position;
|
||||
let sample_distance_1 = length(sample_difference_1);
|
||||
let sample_distance_2 = length(sample_difference_2);
|
||||
var sample_cos_horizon_1 = dot(sample_difference_1 / sample_distance_1, view_vec);
|
||||
var sample_cos_horizon_2 = dot(sample_difference_2 / sample_distance_2, view_vec);
|
||||
|
||||
let weight_1 = saturate(sample_distance_1 * falloff_mul + falloff_add);
|
||||
let weight_2 = saturate(sample_distance_2 * falloff_mul + falloff_add);
|
||||
sample_cos_horizon_1 = mix(min_cos_horizon_1, sample_cos_horizon_1, weight_1);
|
||||
sample_cos_horizon_2 = mix(min_cos_horizon_2, sample_cos_horizon_2, weight_2);
|
||||
|
||||
cos_horizon_1 = max(cos_horizon_1, sample_cos_horizon_1);
|
||||
cos_horizon_2 = max(cos_horizon_2, sample_cos_horizon_2);
|
||||
processSample(sample_difference_1, view_vec, -1.0, n, samples_per_slice_side * 2.0, &bitmask);
|
||||
processSample(sample_difference_2, view_vec, 1.0, n, samples_per_slice_side * 2.0, &bitmask);
|
||||
}
|
||||
|
||||
let horizon_1 = fast_acos(cos_horizon_1);
|
||||
let horizon_2 = -fast_acos(cos_horizon_2);
|
||||
let v1 = (cos_norm + 2.0 * horizon_1 * sin(n) - cos(2.0 * horizon_1 - n)) / 4.0;
|
||||
let v2 = (cos_norm + 2.0 * horizon_2 * sin(n) - cos(2.0 * horizon_2 - n)) / 4.0;
|
||||
visibility += projected_normal_length * (v1 + v2);
|
||||
occluded_sample_count += countOneBits(bitmask);
|
||||
}
|
||||
visibility /= slice_count;
|
||||
|
||||
visibility = 1.0 - f32(occluded_sample_count) / (slice_count * 2.0 * samples_per_slice_side);
|
||||
|
||||
visibility = clamp(visibility, 0.03, 1.0);
|
||||
|
||||
textureStore(ambient_occlusion, pixel_coordinates, vec4<f32>(visibility, 0.0, 0.0, 0.0));
|
|
@ -1,10 +1,10 @@
|
|||
#define_import_path bevy_pbr::gtao_utils
|
||||
#define_import_path bevy_pbr::ssao_utils
|
||||
|
||||
#import bevy_render::maths::{PI, HALF_PI}
|
||||
|
||||
// Approximates single-bounce ambient occlusion to multi-bounce ambient occlusion
|
||||
// https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf#page=78
|
||||
fn gtao_multibounce(visibility: f32, base_color: vec3<f32>) -> vec3<f32> {
|
||||
fn ssao_multibounce(visibility: f32, base_color: vec3<f32>) -> vec3<f32> {
|
||||
let a = 2.0404 * base_color - 0.3324;
|
||||
let b = -4.7951 * base_color + 0.6417;
|
||||
let c = 2.7552 * base_color + 0.6903;
|
|
@ -109,32 +109,52 @@ fn update(
|
|||
sphere.translation.y = ops::sin(time.elapsed_seconds() / 1.7) * 0.7;
|
||||
|
||||
let (camera_entity, ssao, temporal_jitter) = camera.single();
|
||||
let current_ssao = ssao.cloned().unwrap_or_default();
|
||||
|
||||
let mut commands = commands.entity(camera_entity);
|
||||
commands
|
||||
.insert_if(
|
||||
ScreenSpaceAmbientOcclusion {
|
||||
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Low,
|
||||
..current_ssao
|
||||
},
|
||||
|| keycode.just_pressed(KeyCode::Digit2),
|
||||
)
|
||||
.insert_if(
|
||||
ScreenSpaceAmbientOcclusion {
|
||||
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Medium,
|
||||
..current_ssao
|
||||
},
|
||||
|| keycode.just_pressed(KeyCode::Digit3),
|
||||
)
|
||||
.insert_if(
|
||||
ScreenSpaceAmbientOcclusion {
|
||||
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::High,
|
||||
..current_ssao
|
||||
},
|
||||
|| keycode.just_pressed(KeyCode::Digit4),
|
||||
)
|
||||
.insert_if(
|
||||
ScreenSpaceAmbientOcclusion {
|
||||
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Ultra,
|
||||
..current_ssao
|
||||
},
|
||||
|| keycode.just_pressed(KeyCode::Digit5),
|
||||
)
|
||||
.insert_if(
|
||||
ScreenSpaceAmbientOcclusion {
|
||||
constant_object_thickness: (current_ssao.constant_object_thickness * 2.0).min(4.0),
|
||||
..current_ssao
|
||||
},
|
||||
|| keycode.just_pressed(KeyCode::ArrowUp),
|
||||
)
|
||||
.insert_if(
|
||||
ScreenSpaceAmbientOcclusion {
|
||||
constant_object_thickness: (current_ssao.constant_object_thickness * 0.5)
|
||||
.max(0.0625),
|
||||
..current_ssao
|
||||
},
|
||||
|| keycode.just_pressed(KeyCode::ArrowDown),
|
||||
);
|
||||
if keycode.just_pressed(KeyCode::Digit1) {
|
||||
commands.remove::<ScreenSpaceAmbientOcclusion>();
|
||||
|
@ -160,6 +180,13 @@ fn update(
|
|||
_ => unreachable!(),
|
||||
};
|
||||
|
||||
if let Some(thickness) = ssao.map(|s| s.constant_object_thickness) {
|
||||
text.push_str(&format!(
|
||||
"Constant object thickness: {} (Up/Down)\n\n",
|
||||
thickness
|
||||
));
|
||||
}
|
||||
|
||||
text.push_str("SSAO Quality:\n");
|
||||
text.push_str(&format!("(1) {o}Off{o}\n"));
|
||||
text.push_str(&format!("(2) {l}Low{l}\n"));
|
||||
|
|
Loading…
Reference in a new issue