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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
211 lines
7.9 KiB
C#
211 lines
7.9 KiB
C#
using Sandbox.Rendering;
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namespace Sandbox;
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/// <summary>
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/// Adds an approximation of ambient occlusion using Screen Space Ambient Occlusion (SSAO).
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/// It darkens areas where ambient light is generally occluded from such as corners, crevices
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/// and surfaces that are close to each other.
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/// </summary>
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[Expose]
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[Title( "Ambient Occlusion (SSAO)" )]
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[Category( "Post Processing" )]
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[Icon( "contrast" )]
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public sealed partial class AmbientOcclusion : BasePostProcess<AmbientOcclusion>
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{
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public override int ComponentVersion => 1;
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// This is too high level, the convars should be controlling num samples and that shit
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[ConVar( "r_ao_quality", Min = 0, Max = 3, Help = "Ambient occlusion quality (0: off, 1: low, 2: med, 3: high)" )]
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internal static int UserQuality { get; set; } = 3;
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/// <summary>
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/// The intensity of the darkening effect. Has no impact on performance.
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/// </summary>
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[Property, Range( 0, 1 ), Category( "Properties" )]
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public float Intensity { get; set; } = 1.0f;
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/// <summary>
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/// Maximum distance of samples from pixel when determining its occlusion, in world units.
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/// </summary>
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[Property, Range( 1, 512 ), Category( "Properties" )]
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public int Radius { get; set; } = 128;
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/// <summary>
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/// Gently reduce sample impact as it gets out of the effect's radius bounds
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/// </summary>
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[Property, Range( 0.01f, 1.0f ), Category( "Properties" )]
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public float FalloffRange { get; set; } = 1.0f;
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/// <summary>
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/// How we should denoise the effect
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/// </summary>
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[Property, Category( "Quality" )]
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public DenoiseModes DenoiseMode { get; set; } = DenoiseModes.Temporal;
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/// <summary>
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/// Slightly reduce impact of samples further back to counter the bias from depth-based (incomplete) input scene geometry data
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/// </summary>
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[Property, Category( "Quality" ), Range( 0.0f, 5.0f )]
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public float ThinCompensation { get; set; } = 5.0f;
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int Frame = 0;
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private struct GTAOConstants
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{
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public Vector2Int ViewportSize; // Unused with Command Lists
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public Vector2 ViewportPixelSize; // Unused with Command Lists
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public Vector2 DepthUnpackConsts;
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public Vector2 CameraTanHalfFOV;
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public Vector2 NDCToViewMul;
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public Vector2 NDCToViewAdd;
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public Vector2 NDCToViewMul_x_PixelSize;
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public float EffectRadius; // world (viewspace) maximum size of the shadow
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public float EffectFalloffRange;
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public float RadiusMultiplier = 1.457f;
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public float TAABlendAmount = 0;
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public float FinalValuePower = 2.2f; // modifies the final ambient occlusion value using power function - this allows some of the above heuristics to do different things
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public float DenoiseBlurBeta = 1.5f;
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public float SampleDistributionPower = 2.0f; // small crevices more important than big surfaces
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public float ThinOccluderCompensation = 0.0f; // the new 'thickness heuristic' approach
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public float DepthMIPSamplingOffset = 3.30f; // main trade-off between performance (memory bandwidth) and quality (temporal stability is the first affected, thin objects next)
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public int NoiseIndex = 0; // frameIndex % 64 if using TAA or 0 otherwise
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public GTAOConstants() { }
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};
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enum GTAOPasses
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{
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ViewDepthChain, // XeGTAO depth filter does average depth, a bit similar to our depth chain
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MainPass,
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DenoiseSpatial,
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DenoiseTemporal
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}
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//-------------------------------------------------------------------------
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public enum DenoiseModes
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{
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/// <summary>
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/// Applies spatial denoising to reduce noise by averaging pixel values within a local neighborhood.
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/// This method smooths out noise by considering the spatial relationship between pixels in a single frame.
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/// </summary>
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[Icon( "filter_center_focus" )]
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Spatial,
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/// <summary>
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/// Applies temporal denoising to reduce noise by averaging pixel values over multiple frames.
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/// This method leverages the temporal coherence of consecutive frames to achieve a noise-free result.
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/// </summary>
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[Icon( "auto_awesome_motion" )]
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Temporal
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}
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GTAOConstants GetGTAOConstants()
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{
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var consts = new GTAOConstants();
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// The above is calculated on shader now
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consts.ViewportSize = Vector2Int.Zero;
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consts.ViewportPixelSize = Vector2.Zero;
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consts.DepthUnpackConsts = Vector2.Zero;
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consts.CameraTanHalfFOV = Vector2.Zero;
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consts.NDCToViewMul = Vector2.Zero;
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consts.NDCToViewAdd = Vector2.Zero;
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consts.NDCToViewMul_x_PixelSize = Vector2.Zero;
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//-------------------------------------------------------------------------
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consts.EffectRadius = GetWeighted( x => x.Radius, 128.0f );
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consts.EffectFalloffRange = GetWeighted( x => x.FalloffRange, 1.0f );
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consts.DenoiseBlurBeta = 1.2f; // Used only on Spatial denoising
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consts.NoiseIndex = DenoiseMode == DenoiseModes.Temporal ? Frame % 64 : 0;
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consts.ThinOccluderCompensation = ThinCompensation;
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consts.FinalValuePower = GetWeighted( x => x.Intensity, 1.0f ) * 5.0f;
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switch ( UserQuality )
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{
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case 1:
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consts.TAABlendAmount = 0.95f;
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break;
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case 2:
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consts.TAABlendAmount = 0.9f;
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break;
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case 3:
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consts.TAABlendAmount = 0.8f;
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break;
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}
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return consts;
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}
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CommandList commands = new CommandList( "Ambient Occlusion" );
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public override void Render()
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{
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commands.Reset();
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RenderTargetHandle ViewDepthChainTexture = commands.GetRenderTarget( "ViewDepthChainTexture", ImageFormat.R32F, numMips: 5 );
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RenderTargetHandle WorkingEdgesTexture = commands.GetRenderTarget( "WorkingEdgesTexture", ImageFormat.R16F );
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RenderTargetHandle WorkingAOTexture = commands.GetRenderTarget( "WorkingAOTexture", ImageFormat.A8 );
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RenderTargetHandle AOTexture0 = commands.GetRenderTarget( "AOTexture0", ImageFormat.A8 );
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RenderTargetHandle AOTexture1 = commands.GetRenderTarget( "AOTexture1", ImageFormat.A8 );
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bool pingPong = (Frame++ % 2) == 0;
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var AOTextureCurrent = pingPong ? AOTexture0 : AOTexture1;
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var AOTexturePrev = pingPong ? AOTexture1 : AOTexture0;
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var csAO = new ComputeShader( "gtao_cs" );
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commands.Attributes.SetData( "GTAOConstants", GetGTAOConstants() );
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//
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// Bind textures to the compute shader
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commands.Attributes.Set( "WorkingDepthMIP0", ViewDepthChainTexture.ColorTexture, 0 );
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commands.Attributes.Set( "WorkingDepthMIP1", ViewDepthChainTexture.ColorTexture, 1 );
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commands.Attributes.Set( "WorkingDepthMIP2", ViewDepthChainTexture.ColorTexture, 2 );
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commands.Attributes.Set( "WorkingDepthMIP3", ViewDepthChainTexture.ColorTexture, 3 );
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commands.Attributes.Set( "WorkingDepthMIP4", ViewDepthChainTexture.ColorTexture, 4 );
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commands.Attributes.Set( "WorkingDepth", ViewDepthChainTexture.ColorTexture );
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commands.Attributes.Set( "WorkingAOTerm", WorkingAOTexture.ColorTexture );
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commands.Attributes.Set( "WorkingEdges", WorkingEdgesTexture.ColorTexture );
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commands.Attributes.Set( "FinalAOTerm", AOTextureCurrent.ColorTexture );
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commands.Attributes.Set( "FinalAOTermPrev", AOTexturePrev.ColorTexture );
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commands.Attributes.SetCombo( "D_QUALITY", (UserQuality - 1).Clamp( 0, 2 ) );
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// View depth chain
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{
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commands.Attributes.SetCombo( "D_PASS", GTAOPasses.ViewDepthChain );
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commands.DispatchCompute( csAO, AOTextureCurrent.Size );
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}
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// Main pass
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{
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commands.Attributes.SetCombo( "D_PASS", GTAOPasses.MainPass );
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commands.DispatchCompute( csAO, AOTextureCurrent.Size );
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}
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// Denoise
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{
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commands.Attributes.SetCombo( "D_PASS", DenoiseMode == DenoiseModes.Temporal ? GTAOPasses.DenoiseTemporal : GTAOPasses.DenoiseSpatial );
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commands.DispatchCompute( csAO, AOTextureCurrent.Size );
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}
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//
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// Finally pass the AO as a texture for the rest of the pipeline
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// Technically uses previous frame texture since it'll be applied next frame
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// We could try to parent rather than merging attributes but it's causing race conditions from managed size and more complex to manage
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//
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commands.GlobalAttributes.Set( "ScreenSpaceAmbientOcclusionTexture", AOTextureCurrent.ColorIndex );
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InsertCommandList( commands, Stage.AfterDepthPrepass, 0, "Ambient Occlusion" );
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}
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}
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