doom3-bfg/neo/renderer/RenderWorld_envprobes.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2020-2021 Robert Beckebans
2022-02-21 16:59:13 +00:00
Copyright (C) 2022 Stephen Pridham
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "../libs/mesa/format_r11g11b10f.h"
#include "RenderCommon.h"
#include "CmdlineProgressbar.h"
#include "../framework/Common_local.h" // commonLocal.WaitGameThread();
#include <sys/DeviceManager.h>
extern DeviceManager* deviceManager;
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/*
=============
R_SetEnvprobeDefViewEnvprobe
If the envprobeDef is not already on the viewEnvprobe list, create
a viewEnvprobe and add it to the list with an empty scissor rect.
=============
*/
viewEnvprobe_t* R_SetEnvprobeDefViewEnvprobe( RenderEnvprobeLocal* probe )
{
if( probe->viewCount == tr.viewCount )
{
// already set up for this frame
return probe->viewEnvprobe;
}
probe->viewCount = tr.viewCount;
// add to the view light chain
viewEnvprobe_t* vProbe = ( viewEnvprobe_t* )R_ClearedFrameAlloc( sizeof( *vProbe ), FRAME_ALLOC_VIEW_LIGHT );
vProbe->envprobeDef = probe;
// the scissorRect will be expanded as the envprobe bounds is accepted into visible portal chains
// and the scissor will be reduced in R_AddSingleEnvprobe based on the screen space projection
vProbe->scissorRect.Clear();
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// copy data used by backend
// RB: this would normaly go into R_AddSingleEnvprobe
vProbe->globalOrigin = probe->parms.origin;
vProbe->globalProbeBounds = probe->globalProbeBounds;
vProbe->inverseBaseProbeProject = probe->inverseBaseProbeProject;
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//if( probe->irradianceImage->IsLoaded() )
{
vProbe->irradianceImage = probe->irradianceImage;
}
//else
//{
// vProbe->irradianceImage = globalImages->defaultUACIrradianceCube;
//}
//if( probe->radianceImage->IsLoaded() )
{
vProbe->radianceImage = probe->radianceImage;
}
//else
//{
// vProbe->radianceImage = globalImages->defaultUACRadianceCube;
//}
// link the view light
vProbe->next = tr.viewDef->viewEnvprobes;
tr.viewDef->viewEnvprobes = vProbe;
probe->viewEnvprobe = vProbe;
return vProbe;
}
/*
================
CullEnvprobeByPortals
Return true if the light frustum does not intersect the current portal chain.
================
*/
bool idRenderWorldLocal::CullEnvprobeByPortals( const RenderEnvprobeLocal* probe, const portalStack_t* ps )
{
if( r_useLightPortalCulling.GetInteger() == 1 )
{
ALIGNTYPE16 frustumCorners_t corners;
idRenderMatrix::GetFrustumCorners( corners, probe->inverseBaseProbeProject, bounds_zeroOneCube );
for( int i = 0; i < ps->numPortalPlanes; i++ )
{
if( idRenderMatrix::CullFrustumCornersToPlane( corners, ps->portalPlanes[i] ) == FRUSTUM_CULL_FRONT )
{
return true;
}
}
}
return false;
}
/*
===================
AddAreaViewEnvprobes
This is the only point where lights get added to the viewLights list.
Any lights that are visible through the current portalStack will have their scissor rect updated.
===================
*/
void idRenderWorldLocal::AddAreaViewEnvprobes( int areaNum, const portalStack_t* ps )
{
portalArea_t* area = &portalAreas[ areaNum ];
for( areaReference_t* lref = area->envprobeRefs.areaNext; lref != &area->envprobeRefs; lref = lref->areaNext )
{
RenderEnvprobeLocal* probe = lref->envprobe;
// debug tool to allow viewing of only one light at a time
if( r_singleEnvprobe.GetInteger() >= 0 && r_singleEnvprobe.GetInteger() != probe->index )
{
continue;
}
#if 0
// check for being closed off behind a door
// a light that doesn't cast shadows will still light even if it is behind a door
if( r_useLightAreaCulling.GetBool() //&& !envprobe->LightCastsShadows()
&& probe->areaNum != -1 && !tr.viewDef->connectedAreas[ probe->areaNum ] )
{
continue;
}
// cull frustum
if( CullEnvprobeByPortals( probe, ps ) )
{
// we are culled out through this portal chain, but it might
// still be visible through others
continue;
}
#endif
viewEnvprobe_t* vProbe = R_SetEnvprobeDefViewEnvprobe( probe );
// expand the scissor rect
vProbe->scissorRect.Union( ps->rect );
}
}
/*
==================
R_SampleCubeMapHDR
==================
*/
void R_SampleCubeMapHDR( const idVec3& dir, int size, byte* buffers[6], float result[3], float& u, float& v )
{
float adir[3];
int axis, x, y;
adir[0] = fabs( dir[0] );
adir[1] = fabs( dir[1] );
adir[2] = fabs( dir[2] );
if( dir[0] >= adir[1] && dir[0] >= adir[2] )
{
axis = 0;
}
else if( -dir[0] >= adir[1] && -dir[0] >= adir[2] )
{
axis = 1;
}
else if( dir[1] >= adir[0] && dir[1] >= adir[2] )
{
axis = 2;
}
else if( -dir[1] >= adir[0] && -dir[1] >= adir[2] )
{
axis = 3;
}
else if( dir[2] >= adir[1] && dir[2] >= adir[2] )
{
axis = 4;
}
else
{
axis = 5;
}
float fx = ( dir * tr.cubeAxis[axis][1] ) / ( dir * tr.cubeAxis[axis][0] );
float fy = ( dir * tr.cubeAxis[axis][2] ) / ( dir * tr.cubeAxis[axis][0] );
fx = -fx;
fy = -fy;
x = size * 0.5 * ( fx + 1 );
y = size * 0.5 * ( fy + 1 );
if( x < 0 )
{
x = 0;
}
else if( x >= size )
{
x = size - 1;
}
if( y < 0 )
{
y = 0;
}
else if( y >= size )
{
y = size - 1;
}
u = x;
v = y;
// unpack RGBA8 to 3 floats
union
{
uint32 i;
byte b[4];
} tmp;
tmp.b[0] = buffers[axis][( y * size + x ) * 4 + 0];
tmp.b[1] = buffers[axis][( y * size + x ) * 4 + 1];
tmp.b[2] = buffers[axis][( y * size + x ) * 4 + 2];
tmp.b[3] = buffers[axis][( y * size + x ) * 4 + 3];
//uint32_t value = ( *( const uint32_t* )buffers[axis][( y * size + x ) * 4 + 0] );
r11g11b10f_to_float3( tmp.i, result );
}
void R_SampleCubeMapHDR16F( const idVec3& dir, int size, halfFloat_t* buffers[6], float result[3], float& u, float& v )
{
float adir[3];
int axis, x, y;
adir[0] = fabs( dir[0] );
adir[1] = fabs( dir[1] );
adir[2] = fabs( dir[2] );
if( dir[0] >= adir[1] && dir[0] >= adir[2] )
{
axis = 0;
}
else if( -dir[0] >= adir[1] && -dir[0] >= adir[2] )
{
axis = 1;
}
else if( dir[1] >= adir[0] && dir[1] >= adir[2] )
{
axis = 2;
}
else if( -dir[1] >= adir[0] && -dir[1] >= adir[2] )
{
axis = 3;
}
else if( dir[2] >= adir[1] && dir[2] >= adir[2] )
{
axis = 4;
}
else
{
axis = 5;
}
float fx = ( dir * tr.cubeAxis[axis][1] ) / ( dir * tr.cubeAxis[axis][0] );
float fy = ( dir * tr.cubeAxis[axis][2] ) / ( dir * tr.cubeAxis[axis][0] );
fx = -fx;
fy = -fy;
x = size * 0.5 * ( fx + 1 );
y = size * 0.5 * ( fy + 1 );
if( x < 0 )
{
x = 0;
}
else if( x >= size )
{
x = size - 1;
}
if( y < 0 )
{
y = 0;
}
else if( y >= size )
{
y = size - 1;
}
u = x;
v = y;
// unpack RGB16F to 3 floats
result[0] = F16toF32( buffers[axis][( y * size + x ) * 3 + 0] );
result[1] = F16toF32( buffers[axis][( y * size + x ) * 3 + 1] );
result[2] = F16toF32( buffers[axis][( y * size + x ) * 3 + 2] );
}
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
// To implement the Hammersley point set we only need an efficent way to implement the Van der Corput radical inverse phi2(i).
// Since it is in base 2 we can use some basic bit operations to achieve this.
// The brilliant book Hacker's Delight [warren01] provides us a a simple way to reverse the bits in a given 32bit integer. Using this, the following code then implements phi2(i)
// RB: radical inverse implementation from the Mitsuba PBR system
// Van der Corput radical inverse in base 2 with single precision
inline float RadicalInverse_VdC( uint32_t n, uint32_t scramble = 0U )
{
/* Efficiently reverse the bits in 'n' using binary operations */
#if (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 2))) || defined(__clang__)
n = __builtin_bswap32( n );
#else
n = ( n << 16 ) | ( n >> 16 );
n = ( ( n & 0x00ff00ff ) << 8 ) | ( ( n & 0xff00ff00 ) >> 8 );
#endif
n = ( ( n & 0x0f0f0f0f ) << 4 ) | ( ( n & 0xf0f0f0f0 ) >> 4 );
n = ( ( n & 0x33333333 ) << 2 ) | ( ( n & 0xcccccccc ) >> 2 );
n = ( ( n & 0x55555555 ) << 1 ) | ( ( n & 0xaaaaaaaa ) >> 1 );
// Account for the available precision and scramble
n = ( n >> ( 32 - 24 ) ) ^ ( scramble & ~ -( 1 << 24 ) );
return ( float ) n / ( float )( 1U << 24 );
}
// The ith point xi is then computed by
inline idVec2 Hammersley2D( uint i, uint N )
{
return idVec2( float( i ) / float( N ), RadicalInverse_VdC( i ) );
}
idVec3 ImportanceSampleGGX( const idVec2& Xi, const idVec3& N, float roughness )
{
float a = roughness * roughness;
// cosinus distributed direction (Z-up or tangent space) from the hammersley point xi
float Phi = 2 * idMath::PI * Xi.x;
float cosTheta = idMath::Sqrt( ( 1 - Xi.y ) / ( 1 + ( a * a - 1 ) * Xi.y ) );
float sinTheta = idMath::Sqrt( 1 - cosTheta * cosTheta );
idVec3 H;
H.x = sinTheta * idMath::Cos( Phi );
H.y = sinTheta * idMath::Sin( Phi );
H.z = cosTheta;
// rotate from tangent space to world space along N
idVec3 upVector = abs( N.z ) < 0.999f ? idVec3( 0, 0, 1 ) : idVec3( 1, 0, 0 );
idVec3 tangentX = upVector.Cross( N );
tangentX.Normalize();
idVec3 tangentY = N.Cross( tangentX );
idVec3 sampleVec = tangentX * H.x + tangentY * H.y + N * H.z;
sampleVec.Normalize();
return sampleVec;
}
float Geometry_SchlickGGX( float NdotV, float roughness )
{
// note that we use a different k for IBL
float a = roughness;
float k = ( a * a ) / 2.0;
float nom = NdotV;
float denom = NdotV * ( 1.0 - k ) + k;
return nom / denom;
}
float Geometry_Smith( idVec3 N, idVec3 V, idVec3 L, float roughness )
{
float NdotV = Max( ( N * V ), 0.0f );
float NdotL = Max( ( N * L ), 0.0f );
float ggx2 = Geometry_SchlickGGX( NdotV, roughness );
float ggx1 = Geometry_SchlickGGX( NdotL, roughness );
return ggx1 * ggx2;
}
idVec2 IntegrateBRDF( float NdotV, float roughness, int sampleCount )
{
idVec3 V;
V.x = sqrt( 1.0 - NdotV * NdotV );
V.y = 0.0;
V.z = NdotV;
float A = 0.0;
float B = 0.0;
idVec3 N( 0.0f, 0.0f, 1.0f );
for( int i = 0; i < sampleCount; ++i )
{
// generates a sample vector that's biased towards the
// preferred alignment direction (importance sampling).
idVec2 Xi = Hammersley2D( i, sampleCount );
idVec3 H = ImportanceSampleGGX( Xi, N, roughness );
idVec3 L = ( 2.0 * ( V * H ) * H - V );
L.Normalize();
float NdotL = Max( L.z, 0.0f );
float NdotH = Max( H.z, 0.0f );
float VdotH = Max( ( V * H ), 0.0f );
if( NdotL > 0.0 )
{
float G = Geometry_Smith( N, V, L, roughness );
float G_Vis = ( G * VdotH ) / ( NdotH * NdotV );
float Fc = idMath::Pow( 1.0 - VdotH, 5.0 );
A += ( 1.0 - Fc ) * G_Vis;
B += Fc * G_Vis;
}
}
A /= float( sampleCount );
B /= float( sampleCount );
return idVec2( A, B );
}
// Compute normalized oct coord, mapping top left of top left pixel to (-1,-1)
idVec2 NormalizedOctCoord( int x, int y, const int probeWithBorderSide )
{
#if 0
// 1 pixel border
const int margin = 1;
int probeSideLength = Max( 2, probeWithBorderSide - ( margin * 2 ) );
idVec2 octFragCoord;
octFragCoord.x = idMath::ClampInt( 0, probeSideLength - 1, x - margin );
octFragCoord.y = idMath::ClampInt( 0, probeSideLength - 1, y - margin );
return ( idVec2( octFragCoord ) ) * ( 2.0f / float( probeSideLength ) ) - idVec2( 1.0f, 1.0f );
#else
const int margin = 2;
// RB: FIXME - margin * 2 is wrong but looks better
// figure out why
int probeSideLength = Max( 2, probeWithBorderSide - ( margin * 2 ) );
idVec2 octFragCoord = idVec2( ( x - margin ) % probeWithBorderSide, ( y - margin ) % probeWithBorderSide );
// Add back the half pixel to get pixel center normalized coordinates
return ( idVec2( octFragCoord ) + idVec2( 0.5f, 0.5f ) ) * ( 2.0f / float( probeSideLength ) ) - idVec2( 1.0f, 1.0f );
#endif
}
static inline idVec2 NormalizedOctCoordNoBorder( int x, int y, const int probeWithBorderSide )
{
int probeSideLength = probeWithBorderSide;
idVec2 octFragCoord = idVec2( x % probeWithBorderSide, y % probeWithBorderSide );
// Add back the half pixel to get pixel center normalized coordinates
return ( idVec2( octFragCoord ) + idVec2( 0.5f, 0.5f ) ) * ( 2.0f / float( probeSideLength ) ) - idVec2( 1.0f, 1.0f );
}
/*
static inline float LatLongTexelArea( const idVec2i& pos, const idVec2i& imageSize )
{
idVec2 uv0;
uv0.x = pos.x / imageSize.x;
uv0.y = pos.y / imageSize.y;
idVec2 uv1;
uv1.x = ( pos.x + 1 ) / imageSize.x;
uv1.y = ( pos.y + 1 ) / imageSize.y;
float theta0 = idMath::PI * ( uv0.x * 2.0f - 1.0f );
float theta1 = idMath::PI * ( uv1.x * 2.0f - 1.0f );
float phi0 = idMath::PI * ( uv0.y - 0.5f );
float phi1 = idMath::PI * ( uv1.y - 0.5f );
return abs( theta1 - theta0 ) * abs( sin( phi1 ) - sin( phi0 ) );
}
static inline idVec2 CartesianToLatLongTexcoord( const idVec3& p )
{
// http://gl.ict.usc.edu/Data/HighResProbes
float u = ( 1.0f + idMath::ATan( p.x, -p.z ) / idMath::PI );
float v = idMath::ACos( p.y ) / idMath::PI;
return idVec2( u * 0.5f, v );
}
*/
/// http://www.mpia-hd.mpg.de/~mathar/public/mathar20051002.pdf
/// http://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/
static inline float AreaElement( float _x, float _y )
{
return atan2f( _x * _y, sqrtf( _x * _x + _y * _y + 1.0f ) );
}
/// u and v should be center adressing and in [-1.0 + invSize.. 1.0 - invSize] range.
static inline float CubemapTexelSolidAngle( float u, float v, float _invFaceSize )
{
// Specify texel area.
const float x0 = u - _invFaceSize;
const float x1 = u + _invFaceSize;
const float y0 = v - _invFaceSize;
const float y1 = v + _invFaceSize;
// Compute solid angle of texel area.
const float solidAngle = AreaElement( x1, y1 )
- AreaElement( x0, y1 )
- AreaElement( x1, y0 )
+ AreaElement( x0, y0 )
;
return solidAngle;
}
static inline idVec3 MapXYSToDirection( uint64 x, uint64 y, uint64 s, uint64 width, uint64 height )
{
float u = ( ( x + 0.5f ) / float( width ) ) * 2.0f - 1.0f;
float v = ( ( y + 0.5f ) / float( height ) ) * 2.0f - 1.0f;
v *= -1.0f;
idVec3 dir( 0, 0, 0 );
// +x, -x, +y, -y, +z, -z
switch( s )
{
case 0:
dir = idVec3( 1.0f, v, -u );
break;
case 1:
dir = idVec3( -1.0f, v, u );
break;
case 2:
dir = idVec3( u, 1.0f, -v );
break;
case 3:
dir = idVec3( u, -1.0f, v );
break;
case 4:
dir = idVec3( u, v, 1.0f );
break;
case 5:
dir = idVec3( -u, v, -1.0f );
break;
}
dir.Normalize();
return dir;
}
void CalculateIrradianceJob( calcEnvprobeParms_t* parms )
{
halfFloat_t* buffers[6];
int start = Sys_Milliseconds();
for( int i = 0; i < 6; i++ )
{
buffers[ i ] = ( halfFloat_t* ) parms->radiance[ i ];
}
const float invDstSize = 1.0f / float( ENVPROBE_CAPTURE_SIZE );
const idVec2i sourceImageSize( ENVPROBE_CAPTURE_SIZE, ENVPROBE_CAPTURE_SIZE );
CommandlineProgressBar progressBar( R_CalculateUsedAtlasPixels( parms->outHeight ), parms->printWidth, parms->printHeight );
if( parms->printProgress )
{
progressBar.Start();
}
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// build L4 Spherical Harmonics from source image
SphericalHarmonicsT<idVec3, 4> shRadiance;
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for( int i = 0; i < shSize( 4 ); i++ )
{
shRadiance[i].Zero();
}
// build SH by iterating over all cubemap pixels
idVec4 dstRect = R_CalculateMipRect( parms->outHeight, 0 );
for( int side = 0; side < 6; side++ )
{
for( int x = 0; x < sourceImageSize.x; x++ )
{
for( int y = 0; y < sourceImageSize.y; y++ )
{
// convert UV coord to 3D direction
idVec3 dir = MapXYSToDirection( x, y, side, sourceImageSize.x, sourceImageSize.y );
float u, v;
idVec3 radiance;
R_SampleCubeMapHDR16F( dir, ENVPROBE_CAPTURE_SIZE, buffers, &radiance[0], u, v );
//radiance = dir * 0.5 + idVec3( 0.5f, 0.5f, 0.5f );
// convert from [0 .. size-1] to [-1.0 + invSize .. 1.0 - invSize]
const float uu = 2.0f * ( u * invDstSize ) - 1.0f;
const float vv = 2.0f * ( v * invDstSize ) - 1.0f;
float texelArea = CubemapTexelSolidAngle( uu, vv, invDstSize );
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const SphericalHarmonicsT<float, 4>& sh = shEvaluate<4>( dir );
bool shValid = true;
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for( int i = 0; i < shSize( 4 ); i++ )
{
if( IsNAN( sh[i] ) )
{
shValid = false;
break;
}
}
if( shValid )
{
shAddWeighted( shRadiance, sh, radiance * texelArea );
}
}
}
}
// reset image to black
for( int x = 0; x < parms->outWidth; x++ )
{
for( int y = 0; y < parms->outHeight; y++ )
{
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 0] = F32toF16( 0 );
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 1] = F32toF16( 0 );
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 2] = F32toF16( 0 );
}
}
const int numMips = idMath::BitsForInteger( parms->outHeight );
for( int mip = 0; mip < numMips; mip++ )
{
idVec4 dstRect = R_CalculateMipRect( parms->outHeight, mip );
for( int x = dstRect.x; x < ( dstRect.x + dstRect.z ); x++ )
{
for( int y = dstRect.y; y < ( dstRect.y + dstRect.w ); y++ )
{
idVec2 octCoord;
if( mip > 0 )
{
// move back to [0, 1] coords
octCoord = NormalizedOctCoordNoBorder( x - dstRect.x, y - dstRect.y, dstRect.z );
}
else
{
octCoord = NormalizedOctCoordNoBorder( x, y, dstRect.z );
}
// convert UV coord to 3D direction
idVec3 dir;
dir.FromOctahedral( octCoord );
idVec3 outColor( 0, 0, 0 );
#if 1
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// generate ambient colors by evaluating the L4 Spherical Harmonics
SphericalHarmonicsT<float, 4> shDirection = shEvaluate<4>( dir );
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idVec3 sampleIrradianceSh = shEvaluateDiffuse<idVec3, 4>( shRadiance, dir ) / idMath::PI;
outColor[0] = Max( 0.0f, sampleIrradianceSh.x );
outColor[1] = Max( 0.0f, sampleIrradianceSh.y );
outColor[2] = Max( 0.0f, sampleIrradianceSh.z );
#else
// generate ambient colors using Monte Carlo method
for( int s = 0; s < parms->samples; s++ )
{
idVec2 Xi = Hammersley2D( s, parms->samples );
idVec3 H = ImportanceSampleGGX( Xi, dir, 0.95f );
float u, v;
idVec3 radiance;
R_SampleCubeMapHDR( H, parms->outHeight, buffers, &radiance[0], u, v );
outColor[0] += radiance[0];
outColor[1] += radiance[1];
outColor[2] += radiance[2];
}
outColor[0] /= parms->samples;
outColor[1] /= parms->samples;
outColor[2] /= parms->samples;
#endif
//outColor = dir * 0.5 + idVec3( 0.5f, 0.5f, 0.5f );
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 0] = F32toF16( outColor[0] );
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 1] = F32toF16( outColor[1] );
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 2] = F32toF16( outColor[2] );
if( parms->printProgress )
{
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progressBar.Increment( true );
}
}
}
}
int end = Sys_Milliseconds();
parms->time = end - start;
}
void CalculateRadianceJob( calcEnvprobeParms_t* parms )
{
halfFloat_t* buffers[6];
int start = Sys_Milliseconds();
for( int i = 0; i < 6; i++ )
{
buffers[ i ] = ( halfFloat_t* ) parms->radiance[ i ];
}
const float invDstSize = 1.0f / float( parms->outHeight );
const int numMips = idMath::BitsForInteger( parms->outHeight );
const int numOctahedronMips = numMips - 3; // the last 3 mips are too low quality for filtering
CommandlineProgressBar progressBar( R_CalculateUsedAtlasPixels( parms->outHeight ), parms->printWidth, parms->printHeight );
if( parms->printProgress )
{
progressBar.Start();
}
// reset output image to black
for( int x = 0; x < parms->outWidth; x++ )
{
for( int y = 0; y < parms->outHeight; y++ )
{
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 0] = F32toF16( 0 );
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 1] = F32toF16( 0 );
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 2] = F32toF16( 0 );
}
}
for( int mip = 0; mip < numOctahedronMips; mip++ )
{
float roughness = ( float )mip / ( float )( numOctahedronMips - 1 );
idVec4 dstRect = R_CalculateMipRect( parms->outHeight, mip );
for( int x = dstRect.x; x < ( dstRect.x + dstRect.z ); x++ )
{
for( int y = dstRect.y; y < ( dstRect.y + dstRect.w ); y++ )
{
idVec2 octCoord;
if( mip > 0 )
{
// move back to [0, 1] coords
octCoord = NormalizedOctCoordNoBorder( x - dstRect.x, y - dstRect.y, dstRect.z );
}
else
{
octCoord = NormalizedOctCoordNoBorder( x, y, dstRect.z );
}
// convert UV coord to 3D direction
idVec3 N;
N.FromOctahedral( octCoord );
idVec3 outColor( 0, 0, 0 );
// RB: Split Sum approximation explanation
// Epic Games makes a further approximation by assuming the view direction
// (and thus the specular reflection direction) to be equal to the output sample direction ωo.
// This translates itself to the following code:
const idVec3 R = N;
const idVec3 V = R;
float totalWeight = 0.0f;
for( int s = 0; s < parms->samples; s++ )
{
idVec2 Xi = Hammersley2D( s, parms->samples );
idVec3 H = ImportanceSampleGGX( Xi, N, roughness );
idVec3 L = ( 2.0 * ( H * ( V * H ) ) - V );
float NdotL = Max( ( N * L ), 0.0f );
if( NdotL > 0.0 )
{
float sample[3];
float u, v;
R_SampleCubeMapHDR16F( H, ENVPROBE_CAPTURE_SIZE, buffers, sample, u, v );
outColor[0] += sample[0] * NdotL;
outColor[1] += sample[1] * NdotL;
outColor[2] += sample[2] * NdotL;
totalWeight += NdotL;
}
}
outColor[0] /= totalWeight;
outColor[1] /= totalWeight;
outColor[2] /= totalWeight;
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 0] = F32toF16( outColor[0] );
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 1] = F32toF16( outColor[1] );
parms->outBuffer[( y * parms->outWidth + x ) * 3 + 2] = F32toF16( outColor[2] );
if( parms->printProgress )
{
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progressBar.Increment( true );
}
}
}
}
int end = Sys_Milliseconds();
parms->time = end - start;
}
REGISTER_PARALLEL_JOB( CalculateIrradianceJob, "CalculateIrradianceJob" );
REGISTER_PARALLEL_JOB( CalculateRadianceJob, "CalculateRadianceJob" );
void R_MakeAmbientMap( const char* baseName, byte* buffers[6], const char* suffix, int outSize, bool specular, bool useThreads )
{
idStr fullname;
renderView_t ref;
viewDef_t primary;
//byte* buffers[6];
//int width = 0, height = 0;
// set up the job
calcEnvprobeParms_t* jobParms = new calcEnvprobeParms_t;
for( int i = 0; i < 6; i++ )
{
jobParms->radiance[ i ] = buffers[ i ];
}
jobParms->freeRadiance = specular ? 1 : 0;
jobParms->samples = 1000;
jobParms->filename.Format( "env/%s%s.exr", baseName, suffix );
jobParms->printProgress = !useThreads;
jobParms->printWidth = renderSystem->GetWidth();
jobParms->printHeight = renderSystem->GetHeight();
jobParms->outWidth = int( outSize * 1.5f );
jobParms->outHeight = outSize;
jobParms->outBuffer = ( halfFloat_t* )R_StaticAlloc( idMath::Ceil( outSize * outSize * 3 * sizeof( halfFloat_t ) * 1.5f ), TAG_IMAGE );
tr.envprobeJobs.Append( jobParms );
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if( useThreads )
{
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if( specular )
{
tr.envprobeJobList->AddJob( ( jobRun_t )CalculateRadianceJob, jobParms );
}
else
{
tr.envprobeJobList->AddJob( ( jobRun_t )CalculateIrradianceJob, jobParms );
}
}
else
{
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if( specular )
{
CalculateRadianceJob( jobParms );
}
else
{
CalculateIrradianceJob( jobParms );
}
}
}
CONSOLE_COMMAND_SHIP( bakeEnvironmentProbes, "Bake environment probes", NULL )
{
idStr fullname;
idStr baseName;
renderView_t ref;
int captureSize;
if( !tr.primaryWorld )
{
common->Printf( "No primary world loaded.\n" );
return;
}
int sysWidth = renderSystem->GetWidth();
int sysHeight = renderSystem->GetHeight();
bool useThreads = true;
baseName = tr.primaryWorld->mapName;
baseName.StripFileExtension();
captureSize = ENVPROBE_CAPTURE_SIZE;
if( !tr.primaryView )
{
common->Printf( "No primary view.\n" );
return;
}
const viewDef_t primary = *tr.primaryView;
//--------------------------------------------
// CONVOLVE CUBEMAPS
//--------------------------------------------
// make sure the game / draw thread has completed
commonLocal.WaitGameThread();
// turn vsync off for faster capturing of the probes
int oldVsync = r_swapInterval.GetInteger();
r_swapInterval.SetInteger( 0 );
// turn off clear in between views so we keep the progress bar visible
int oldClear = r_clear.GetInteger();
r_clear.SetInteger( 0 );
// disable scissor, so we don't need to adjust all those rects
r_useScissor.SetBool( false );
// RB: this really sucks but prevents a crash I couldn't track down
extern idCVar r_useParallelAddModels;
extern idCVar r_useParallelAddShadows;
extern idCVar r_useParallelAddLights;
r_useParallelAddModels.SetBool( false );
r_useParallelAddShadows.SetBool( false );
r_useParallelAddLights.SetBool( false );
// discard anything currently on the list (this triggers SwapBuffers)
tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL );
tr.takingEnvprobe = true;
int totalProcessedProbes = 0;
int totalStart = Sys_Milliseconds();
for( int i = 0; i < tr.primaryWorld->envprobeDefs.Num(); i++ )
{
RenderEnvprobeLocal* def = tr.primaryWorld->envprobeDefs[i];
if( def == NULL )
{
continue;
}
totalProcessedProbes++;
}
idLib::Printf( "Deleting old probes...\n" );
fullname.Format( "env/%s", baseName.c_str() );
idFileList* files = fileSystem->ListFilesTree( fullname, "envprobe*.exr", true );
for( int i = 0; i < files->GetNumFiles(); i++ )
{
idLib::Printf( "deleting old envprobe data '%s'\n", files->GetFile( i ) );
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
idLib::Printf( "Shooting %i environment probes...\n", totalProcessedProbes );
CommandlineProgressBar progressBar( totalProcessedProbes, sysWidth, sysHeight );
progressBar.Start();
int start = Sys_Milliseconds();
for( int i = 0; i < tr.primaryWorld->envprobeDefs.Num(); i++ )
{
RenderEnvprobeLocal* def = tr.primaryWorld->envprobeDefs[i];
if( def == NULL )
{
continue;
}
byte* buffers[6];
int areaNum = tr.primaryWorld->PointInArea( def->parms.origin );
idVec3 point = def->parms.origin;
point.SnapInt();
for( int j = 0; j < 6; j++ )
{
ref = primary.renderView;
ref.rdflags = RDF_NOAMBIENT | RDF_IRRADIANCE;
ref.fov_x = ref.fov_y = 90;
ref.vieworg = def->parms.origin;
ref.viewaxis = tr.cubeAxis[j];
// discard anything currently on the list
//tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL );
// build commands to render the scene
tr.primaryWorld->RenderScene( &ref );
// finish off these commands
const emptyCommand_t* cmd = tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL );
// issue the commands to the GPU
tr.RenderCommandBuffers( cmd );
// discard anything currently on the list (this triggers SwapBuffers)
tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL );
byte* floatRGB16F = NULL;
//if( point.x == 0 && point.y == 64 && point.z == 56 && j == 1 )
//{
// floatRGB16F = NULL;
//}
//bool validCapture =
R_ReadPixelsRGB16F( deviceManager->GetDevice(), &tr.backend.GetCommonPasses(), globalImages->envprobeHDRImage->GetTextureHandle(), nvrhi::ResourceStates::RenderTarget, &floatRGB16F, captureSize, captureSize );
#if 0
idStr testName;
testName.Format( "env/test/%s/area%i_envprobe_%i_%i_%i_side_%i.exr", baseName.c_str(), areaNum, int( point.x ), int( point.y ), int( point.z ), j );
R_WriteEXR( testName, floatRGB16F, 3, captureSize, captureSize, "fs_basepath" );
if( !validCapture )
{
common->Printf( "failed to capture side %s\n", testName.c_str() );
}
#endif
buffers[ j ] = floatRGB16F;
}
tr.takingEnvprobe = false;
progressBar.Increment( true );
tr.takingEnvprobe = true;
fullname.Format( "%s/area%i_envprobe_%i_%i_%i", baseName.c_str(), areaNum, int( point.x ), int( point.y ), int( point.z ) );
fullname.ReplaceChar( '-', '_' );
// create 2 jobs
R_MakeAmbientMap( fullname.c_str(), buffers, "_amb", IRRADIANCE_OCTAHEDRON_SIZE, false, useThreads );
R_MakeAmbientMap( fullname.c_str(), buffers, "_spec", RADIANCE_OCTAHEDRON_SIZE, true, useThreads );
}
int end = Sys_Milliseconds();
tr.takingEnvprobe = false;
r_useScissor.SetBool( true );
r_useParallelAddModels.SetBool( true );
r_useParallelAddShadows.SetBool( true );
r_useParallelAddLights.SetBool( true );
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common->Printf( "captured environment probes %5.1f seconds\n\n", ( end - start ) * 0.001f );
if( useThreads )
{
idLib::Printf( "Processing probes on all available cores... Please wait.\n" );
common->UpdateScreen( false );
common->UpdateScreen( false );
//tr.envprobeJobList->Submit();
tr.envprobeJobList->Submit( NULL, JOBLIST_PARALLELISM_MAX_CORES );
tr.envprobeJobList->Wait();
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}
for( int j = 0; j < tr.envprobeJobs.Num(); j++ )
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{
calcEnvprobeParms_t* job = tr.envprobeJobs[ j ];
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R_WriteEXR( job->filename, ( byte* )job->outBuffer, 3, job->outWidth, job->outHeight, "fs_basepath" );
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common->Printf( "%s convolved in %5.1f seconds\n\n", job->filename.c_str(), job->time * 0.001f );
if( job->freeRadiance > 0 )
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{
for( int i = 0; i < 6; i++ )
{
if( job->radiance[i] )
{
Mem_Free( job->radiance[i] );
}
}
}
// generate .bimage file
globalImages->ImageFromFile( job->filename, TF_LINEAR, TR_CLAMP, TD_R11G11B10F, CF_2D_PACKED_MIPCHAIN );
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Mem_Free( job->outBuffer );
delete job;
}
tr.envprobeJobs.Clear();
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int totalEnd = Sys_Milliseconds();
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nvrhi::CommandListHandle commandList = deviceManager->GetDevice()->createCommandList();
commandList->open();
//--------------------------------------------
// LOAD CONVOLVED OCTAHEDRONS INTO THE GPU
//--------------------------------------------
for( int i = 0; i < tr.primaryWorld->envprobeDefs.Num(); i++ )
{
RenderEnvprobeLocal* def = tr.primaryWorld->envprobeDefs[i];
if( def == NULL )
{
continue;
}
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def->irradianceImage->Reload( true, commandList );
def->radianceImage->Reload( true, commandList );
}
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commandList->close();
deviceManager->GetDevice()->executeCommandList( commandList );
idLib::Printf( "----------------------------------\n" );
idLib::Printf( "Processed %i light probes\n", totalProcessedProbes );
common->Printf( "Baked SH irradiance and GGX mip maps in %5.1f minutes\n\n", ( totalEnd - totalStart ) / ( 1000.0f * 60 ) );
// restore vsync setting
r_swapInterval.SetInteger( oldVsync );
r_clear.SetInteger( oldClear );
}
CONSOLE_COMMAND( makeBrdfLUT, "make a GGX BRDF lookup table", NULL )
{
int outSize = 256;
int width = 0, height = 0;
//if( args.Argc() != 2 )
//{
// common->Printf( "USAGE: makeBrdfLut [size]\n" );
// return;
//}
//if( args.Argc() == 2 )
//{
// outSize = atoi( args.Argv( 1 ) );
//}
// resample with hemispherical blending
int samples = 1024;
int ldrBufferSize = outSize * outSize * 4;
byte* ldrBuffer = ( byte* )Mem_Alloc( ldrBufferSize, TAG_TEMP );
int hdrBufferSize = outSize * outSize * 2 * sizeof( halfFloat_t );
halfFloat_t* hdrBuffer = ( halfFloat_t* )Mem_Alloc( hdrBufferSize, TAG_TEMP );
int sysWidth = renderSystem->GetWidth();
int sysHeight = renderSystem->GetHeight();
CommandlineProgressBar progressBar( outSize * outSize, sysWidth, sysHeight );
int start = Sys_Milliseconds();
for( int x = 0 ; x < outSize ; x++ )
{
float NdotV = ( x + 0.5f ) / outSize;
for( int y = 0 ; y < outSize ; y++ )
{
float roughness = ( y + 0.5f ) / outSize;
idVec2 output = IntegrateBRDF( NdotV, roughness, samples );
ldrBuffer[( y * outSize + x ) * 4 + 0] = byte( output.x * 255 );
ldrBuffer[( y * outSize + x ) * 4 + 1] = byte( output.y * 255 );
ldrBuffer[( y * outSize + x ) * 4 + 2] = 0;
ldrBuffer[( y * outSize + x ) * 4 + 3] = 255;
halfFloat_t half1 = F32toF16( output.x );
halfFloat_t half2 = F32toF16( output.y );
hdrBuffer[( y * outSize + x ) * 2 + 0] = half1;
hdrBuffer[( y * outSize + x ) * 2 + 1] = half2;
//hdrBuffer[( y * outSize + x ) * 4 + 2] = 0;
//hdrBuffer[( y * outSize + x ) * 4 + 3] = 1;
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progressBar.Increment( true );
}
}
idStr fullname = "env/_brdfLut.png";
idLib::Printf( "writing %s\n", fullname.c_str() );
R_WritePNG( fullname, ldrBuffer, 4, outSize, outSize, "fs_basepath" );
//R_WriteEXR( "env/_brdfLut.exr", hdrBuffer, 4, outSize, outSize, "fs_basepath" );
idFileLocal headerFile( fileSystem->OpenFileWrite( "env/Image_brdfLut.h", "fs_basepath" ) );
static const char* intro = R"(
#ifndef BRDFLUT_TEX_H
#define BRDFLUT_TEX_H
#define BRDFLUT_TEX_WIDTH 256
#define BRDFLUT_TEX_HEIGHT 256
#define BRDFLUT_TEX_PITCH (BRDFLUT_TEX_WIDTH * 2)
#define BRDFLUT_TEX_SIZE (BRDFLUT_TEX_WIDTH * BRDFLUT_TEX_PITCH)
// Stored in R16G16F format
static const unsigned char brfLutTexBytes[] =
{
)";
headerFile->Printf( "%s\n", intro );
const byte* hdrBytes = (const byte* ) hdrBuffer;
for( int i = 0; i < hdrBufferSize; i++ )
{
byte b = hdrBytes[i];
if( i < ( hdrBufferSize - 1 ) )
{
headerFile->Printf( "0x%02hhx, ", b );
}
else
{
headerFile->Printf( "0x%02hhx", b );
}
if( i % 12 == 0 )
{
headerFile->Printf( "\n" );
}
}
headerFile->Printf( "\n};\n#endif\n" );
int end = Sys_Milliseconds();
common->Printf( "%s integrated in %5.1f seconds\n\n", fullname.c_str(), ( end - start ) * 0.001f );
Mem_Free( ldrBuffer );
Mem_Free( hdrBuffer );
}
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