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////  Created by Bradley Austin Davis on 2018/01/09//  Copyright 2013-2018 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "RenderCommonTask.h" #include <gpu/Context.h>#include <graphics/ShaderConstants.h> #include "render-utils/ShaderConstants.h"#include "DeferredLightingEffect.h"#include "FadeEffect.h"#include "RenderUtilsLogging.h"#include "RenderViewTask.h"#include "StencilMaskPass.h" namespace ru {    using render_utils::slot::texture::Texture;    using render_utils::slot::buffer::Buffer;} namespace gr {    using graphics::slot::texture::Texture;    using graphics::slot::buffer::Buffer;} using RenderArgsPointer = std::shared_ptr<RenderArgs>; using namespace render;extern void initForwardPipelines(ShapePlumber& plumber);extern void initMirrorPipelines(ShapePlumber& plumber, gpu::StatePointer state, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter, bool forward); void BeginGPURangeTimer::run(const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {    timer = _gpuTimer;    gpu::doInBatch("BeginGPURangeTimer", renderContext->args->_context, [&](gpu::Batch& batch) {        _gpuTimer->begin(batch);    });} void EndGPURangeTimer::run(const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) {    gpu::doInBatch("EndGPURangeTimer", renderContext->args->_context, [&](gpu::Batch& batch) {        timer->end(batch);    });        auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);    config->setGPUBatchRunTime(timer->getGPUAverage(), timer->getBatchAverage());} render::ShapePlumberPointer DrawLayered3D::_shapePlumber = std::make_shared<ShapePlumber>(); DrawLayered3D::DrawLayered3D(bool opaque) :    _opaquePass(opaque) {    static std::once_flag once;    std::call_once(once, [] {        initForwardPipelines(*_shapePlumber);    });} void DrawLayered3D::run(const RenderContextPointer& renderContext, const Inputs& inputs) {    assert(renderContext->args);    assert(renderContext->args->hasViewFrustum());     auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);     const auto& inItems = inputs.get0();    const auto& lightingModel = inputs.get1();    const auto& hazeFrame = inputs.get2();    const auto jitter = inputs.get3();        config->setNumDrawn((int)inItems.size());    emit config->numDrawnChanged();     RenderArgs* args = renderContext->args;     graphics::HazePointer haze;    const auto& hazeStage = renderContext->args->_scene->getStage<HazeStage>();    if (hazeStage && hazeFrame->_hazes.size() > 0) {        // We use _hazes.back() here because the last haze object will always have haze disabled.        haze = hazeStage->getHaze(hazeFrame->_hazes.back());    }     // Clear the framebuffer without stereo    // Needs to be distinct from the other batch because using the clear call     // while stereo is enabled triggers a warning    if (_opaquePass) {        gpu::doInBatch("DrawLayered3D::run::clear", args->_context, [&](gpu::Batch& batch) {            batch.enableStereo(false);            batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, false);        });    }     if (!inItems.empty()) {        auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();         // Render the items        gpu::doInBatch("DrawLayered3D::main", args->_context, [&](gpu::Batch& batch) {            args->_batch = &batch;            batch.setViewportTransform(args->_viewport);            batch.setStateScissorRect(args->_viewport);             glm::mat4 projMat;            Transform viewMat;            args->getViewFrustum().evalProjectionMatrix(projMat);            args->getViewFrustum().evalViewTransform(viewMat);             batch.setProjectionTransform(projMat);            batch.setProjectionJitter(jitter.x, jitter.y);            batch.setViewTransform(viewMat);             // Setup lighting model for all items;            batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());            batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());             if (haze) {                batch.setUniformBuffer(graphics::slot::buffer::Buffer::HazeParams, haze->getHazeParametersBuffer());            }             // Set the light            deferredLightingEffect->setupKeyLightBatch(args, batch);             auto renderMethod = args->_renderMethod;            args->_renderMethod = Args::RenderMethod::FORWARD;            if (_opaquePass) {                renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn);            } else {                renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn);            }             deferredLightingEffect->unsetLocalLightsBatch(batch);             args->_renderMethod = renderMethod;            args->_batch = nullptr;        });    }} void Blit::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {    assert(renderContext->args);    assert(renderContext->args->_context);     RenderArgs* renderArgs = renderContext->args;    auto blitFbo = renderArgs->_blitFramebuffer;     if (!blitFbo) {        qCWarning(renderutils) << "Blit::run - no blit frame buffer.";        return;    }     // Determine size from viewport    int width = renderArgs->_viewport.z;    int height = renderArgs->_viewport.w;     // Blit primary to blit FBO    auto primaryFbo = srcFramebuffer;     gpu::doInBatch("Blit", renderArgs->_context, [&](gpu::Batch& batch) {        batch.setFramebuffer(blitFbo);         gpu::Vec4i rect;        rect.z = width;        rect.w = height;         batch.blit(primaryFbo, rect, blitFbo, rect);    });} NewFramebuffer::NewFramebuffer(gpu::Element pixelFormat) {    _pixelFormat = pixelFormat;} void NewFramebuffer::run(const render::RenderContextPointer& renderContext, Output& output) {    RenderArgs* args = renderContext->args;    glm::uvec2 frameSize(args->_viewport.z, args->_viewport.w);    output.reset();     if (_outputFramebuffer && _outputFramebuffer->getSize() != frameSize) {        _outputFramebuffer.reset();    }     if (!_outputFramebuffer) {        _outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("newFramebuffer.out"));        auto colorFormat = _pixelFormat;        auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);        auto colorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);        _outputFramebuffer->setRenderBuffer(0, colorTexture);    }     output = _outputFramebuffer;} void NewOrDefaultFramebuffer::run(const render::RenderContextPointer& renderContext, const Input& input, Output& output) {    RenderArgs* args = renderContext->args;    // auto frameSize = input;    glm::uvec2 frameSize(args->_viewport.z, args->_viewport.w);    output.reset();     // First if the default Framebuffer is the correct size then use it    auto destBlitFbo = args->_blitFramebuffer;    if (destBlitFbo && destBlitFbo->getSize() == frameSize) {        output = destBlitFbo;        return;    }     // Else use the lodal Framebuffer    if (_outputFramebuffer && _outputFramebuffer->getSize() != frameSize) {        _outputFramebuffer.reset();    }     if (!_outputFramebuffer) {        _outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("newOrDefaultFramebuffer.out"));        auto colorFormat = gpu::Element::COLOR_SRGBA_32;        auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);        auto colorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);        _outputFramebuffer->setRenderBuffer(0, colorTexture);    }     output = _outputFramebuffer;} void ResolveFramebuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {    RenderArgs* args = renderContext->args;    auto srcFbo = inputs.get0();    auto destFbo = inputs.get1();     if (!destFbo) {        destFbo = args->_blitFramebuffer;    }    outputs = destFbo;     // Check valid src and dest    if (!srcFbo || !destFbo) {        return;    }        // Check valid size for sr and dest    auto frameSize(srcFbo->getSize());    if (destFbo->getSize() != frameSize) {        return;    }     gpu::Vec4i rectSrc;    rectSrc.z = frameSize.x;    rectSrc.w = frameSize.y;    gpu::doInBatch("Resolve", args->_context, [&](gpu::Batch& batch) {         batch.blit(srcFbo, rectSrc, destFbo, rectSrc);    });}  void ExtractFrustums::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {    assert(renderContext->args);    assert(renderContext->args->_context);     RenderArgs* args = renderContext->args;     const auto& shadowFrame = inputs;     // Return view frustum    auto& viewFrustum = output[VIEW_FRUSTUM].edit<ViewFrustumPointer>();    if (!viewFrustum) {        viewFrustum = std::make_shared<ViewFrustum>(args->getViewFrustum());    } else {        *viewFrustum = args->getViewFrustum();    }     // Return shadow frustum    LightStage::ShadowPointer globalShadow;    if (shadowFrame && !shadowFrame->_objects.empty() && shadowFrame->_objects[0]) {        globalShadow = shadowFrame->_objects[0];    }    for (auto i = 0; i < SHADOW_CASCADE_FRUSTUM_COUNT; i++) {        auto& shadowFrustum = output[SHADOW_CASCADE0_FRUSTUM+i].edit<ViewFrustumPointer>();        if (globalShadow && i<(int)globalShadow->getCascadeCount()) {            auto& cascade = globalShadow->getCascade(i);            shadowFrustum = cascade.getFrustum();        } else {            shadowFrustum.reset();        }    }} class SetupMirrorTask {public:    using Input = RenderMirrorTask::Inputs;    using Outputs = render::VaryingSet4<render::ItemBound, gpu::FramebufferPointer, RenderArgsPointer, glm::vec2>;    using JobModel = render::Job::ModelIO<SetupMirrorTask, Input, Outputs>;     SetupMirrorTask(size_t mirrorIndex, size_t depth) : _mirrorIndex(mirrorIndex), _depth(depth) {}     void run(const render::RenderContextPointer& renderContext, const Input& inputs, Outputs& outputs) {        auto args = renderContext->args;        auto items = inputs.get0();         if (items.empty() || _mirrorIndex > items.size() - 1) {            renderContext->taskFlow.abortTask();            return;        }         auto inputFramebuffer = inputs.get1();        if (!_mirrorFramebuffer || _mirrorFramebuffer->getWidth() != inputFramebuffer->getWidth() || _mirrorFramebuffer->getHeight() != inputFramebuffer->getHeight()) {            _mirrorFramebuffer.reset(gpu::Framebuffer::create("mirror" + _mirrorIndex, gpu::Element::COLOR_SRGBA_32, inputFramebuffer->getWidth(), inputFramebuffer->getHeight()));        }         render::ItemBound mirror = items[_mirrorIndex];         _cachedArgsPointer->_renderMode = args->_renderMode;        _cachedArgsPointer->_blitFramebuffer = args->_blitFramebuffer;        _cachedArgsPointer->_ignoreItem = args->_ignoreItem;        _cachedArgsPointer->_mirrorDepth = args->_mirrorDepth;        _cachedArgsPointer->_numMirrorFlips = args->_numMirrorFlips;         ViewFrustum srcViewFrustum = args->getViewFrustum();        ItemID portalExitID = args->_scene->getItem(mirror.id).computeMirrorView(srcViewFrustum);         args->_blitFramebuffer = _mirrorFramebuffer;        args->_ignoreItem = portalExitID != Item::INVALID_ITEM_ID ? portalExitID : mirror.id;        args->_mirrorDepth = _depth;        args->_numMirrorFlips += portalExitID != Item::INVALID_ITEM_ID ? 0 : 1;         gpu::doInBatch("SetupMirrorTask::run", args->_context, [&](gpu::Batch& batch) {            bool shouldMirror = args->_numMirrorFlips % 2 == (args->_renderMode != RenderArgs::MIRROR_RENDER_MODE);            batch.setContextMirrorViewCorrection(shouldMirror);        });         // Without calculating the bound planes, the mirror will use the same culling frustum as the main camera,        // which is not what we want here.        srcViewFrustum.calculate();        args->pushViewFrustum(srcViewFrustum);         outputs.edit0() = mirror;        outputs.edit1() = inputFramebuffer;        outputs.edit2() = _cachedArgsPointer;        outputs.edit3() = inputs.get2();    } protected:    gpu::FramebufferPointer _mirrorFramebuffer { nullptr };    RenderArgsPointer _cachedArgsPointer { std::make_shared<RenderArgs>() };    size_t _mirrorIndex;    size_t _depth; }; class DrawMirrorTask {public:    using Inputs = SetupMirrorTask::Outputs;    using JobModel = render::Job::ModelI<DrawMirrorTask, Inputs>;     DrawMirrorTask() {        static std::once_flag once;        std::call_once(once, [this] {            auto state = std::make_shared<gpu::State>();            state->setCullMode(gpu::State::CULL_BACK);            state->setDepthTest(true, true, gpu::LESS_EQUAL);            PrepareStencil::testMaskDrawShape(*state);             auto fadeEffect = DependencyManager::get<FadeEffect>();            initMirrorPipelines(*_forwardPipelines, state, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter(), true);            initMirrorPipelines(*_deferredPipelines, state, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter(), false);        });    }     void run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {        auto args = renderContext->args;        auto mirror = inputs.get0();        auto framebuffer = inputs.get1();        auto cachedArgs = inputs.get2();        auto jitter = inputs.get3();         if (cachedArgs) {            args->_renderMode = cachedArgs->_renderMode;        }        args->popViewFrustum();         gpu::doInBatch("DrawMirrorTask::run", args->_context, [&](gpu::Batch& batch) {            args->_batch = &batch;             if (cachedArgs) {                bool shouldMirror = cachedArgs->_numMirrorFlips % 2 == (args->_renderMode != RenderArgs::MIRROR_RENDER_MODE);                batch.setContextMirrorViewCorrection(shouldMirror);            }             batch.setFramebuffer(framebuffer);            batch.setViewportTransform(args->_viewport);            batch.setStateScissorRect(args->_viewport);             glm::mat4 projMat;            Transform viewMat;            args->getViewFrustum().evalProjectionMatrix(projMat);            args->getViewFrustum().evalViewTransform(viewMat);             batch.setProjectionTransform(projMat);            batch.setProjectionJitter(jitter.x, jitter.y);            batch.setViewTransform(viewMat);             batch.setResourceTexture(gr::Texture::MaterialMirror, args->_blitFramebuffer->getRenderBuffer(0));             renderShapes(renderContext, args->_renderMethod == render::Args::RenderMethod::FORWARD ? _forwardPipelines : _deferredPipelines, { mirror });             args->_batch = nullptr;        });         if (cachedArgs) {            // Restore the blit framebuffer after we've sampled from it            args->_blitFramebuffer = cachedArgs->_blitFramebuffer;            args->_ignoreItem = cachedArgs->_ignoreItem;            args->_mirrorDepth = cachedArgs->_mirrorDepth;            args->_numMirrorFlips = cachedArgs->_numMirrorFlips;        }    } private:    static ShapePlumberPointer _forwardPipelines;    static ShapePlumberPointer _deferredPipelines;}; ShapePlumberPointer DrawMirrorTask::_forwardPipelines = std::make_shared<ShapePlumber>();ShapePlumberPointer DrawMirrorTask::_deferredPipelines = std::make_shared<ShapePlumber>();  void RenderMirrorTask::build(JobModel& task, const render::Varying& inputs, render::Varying& output, size_t mirrorIndex, render::CullFunctor cullFunctor, size_t depth) {    size_t nextDepth = depth + 1;    const auto setupOutput = task.addJob<SetupMirrorTask>("SetupMirror" + std::to_string(mirrorIndex) + "Depth" + std::to_string(depth), inputs, mirrorIndex, nextDepth);     task.addJob<RenderViewTask>("RenderMirrorView" + std::to_string(mirrorIndex) + "Depth" + std::to_string(depth), cullFunctor, render::ItemKey::TAG_BITS_1, render::ItemKey::TAG_BITS_1, nextDepth);     task.addJob<DrawMirrorTask>("DrawMirrorTask" + std::to_string(mirrorIndex) + "Depth" + std::to_string(depth), setupOutput); } void RenderSimulateTask::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {    auto args = renderContext->args;    auto items = inputs.get0();    auto framebuffer = inputs.get1();     gpu::doInBatch("RenderSimulateTask::run", args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;         for (ItemBound& item : items) {            args->_scene->simulate(item.id, args);        }         // Reset render state after each simulate        batch.setFramebuffer(framebuffer);        batch.setViewportTransform(args->_viewport);        batch.setStateScissorRect(args->_viewport);         args->_batch = nullptr;    });}