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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 "RenderUtilsLogging.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 namespace render;extern void initForwardPipelines(ShapePlumber& plumber); 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());} DrawLayered3D::DrawLayered3D(bool opaque) :    _shapePlumber(std::make_shared<ShapePlumber>()),    _opaquePass(opaque) {    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()) {        // 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());            }             if (_opaquePass) {                renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn);            } else {                renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn);            }            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();        }    }} 

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