//// RenderDeferredTask.cpp// render-utils/src///// Created by Sam Gateau on 5/29/15.// Copyright 2016 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 "RenderDeferredTask.h" #include <PerfStat.h>#include <PathUtils.h>#include <ViewFrustum.h>#include <gpu/Context.h> #include <render/CullTask.h>#include <render/FilterTask.h>#include <render/SortTask.h>#include <render/DrawTask.h>#include <render/DrawStatus.h>#include <render/DrawSceneOctree.h>#include <render/BlurTask.h> #include "LightingModel.h"#include "StencilMaskPass.h"#include "DebugDeferredBuffer.h"#include "DeferredFramebuffer.h"#include "DeferredLightingEffect.h"#include "SurfaceGeometryPass.h"#include "VelocityBufferPass.h"#include "FramebufferCache.h"#include "TextureCache.h"#include "ZoneRenderer.h"#include "FadeEffect.h" #include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h"#include "ToneMappingEffect.h"#include "SubsurfaceScattering.h" #include <gpu/StandardShaderLib.h> using namespace render;extern void initOverlay3DPipelines(render::ShapePlumber& plumber, bool depthTest = false);extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); RenderDeferredTask::RenderDeferredTask() { DependencyManager::set<FadeEffect>();} void RenderDeferredTask::configure(const Config& config){} void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) { const auto& items = input.get<Input>(); auto fadeEffect = DependencyManager::get<FadeEffect>(); // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>(); initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter()); // Extract opaques / transparents / lights / metas / overlays / background const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT]; const auto& metas = items.get0()[RenderFetchCullSortTask::META]; const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE]; const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE]; //const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND]; const auto& spatialSelection = items[1]; fadeEffect->build(task, opaques); // Prepare deferred, generate the shared Deferred Frame Transform const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform"); const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel"); const auto jitterBuffer = task.addJob<JitterSample>("JitterCam"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer"); const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques"); const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).asVarying(); const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs); const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0); const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1); // draw a stencil mask in hidden regions of the framebuffer. task.addJob<PrepareStencil>("PrepareStencil", primaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).asVarying(); task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber); task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer); // Opaque all rendered // Linear Depth Pass const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs); const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0); // Curvature pass const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs); const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0); const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1); const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2); const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3); // Simply update the scattering resource const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering"); // AO job const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs); const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1); // Velocity const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs); const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0); // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. task.addJob<DrawLight>("DrawLight", lights); // Filter zones from the general metas bucket const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas); // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying(); const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs); // DeferredBuffer is complete, now let's shade it into the LightingBuffer const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters).asVarying(); task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs); // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying(); task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber); // LIght Cluster Grid Debuging job { const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying(); task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs); } const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing"); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer)); task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs); { // Debug the bounds of the rendered items, still look at the zbuffer task.addJob<DrawBounds>("DrawMetaBounds", metas); task.addJob<DrawBounds>("DrawOpaqueBounds", opaques); task.addJob<DrawBounds>("DrawTransparentBounds", transparents); task.addJob<DrawBounds>("DrawLightBounds", lights); task.addJob<DrawBounds>("DrawZones", zones); } // Overlays const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).asVarying(); const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).asVarying(); task.addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false); { // Debug the bounds of the rendered Overlay items, still look at the zbuffer task.addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques); task.addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents); } // Debugging stages { // Debugging Deferred buffer job const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer)); task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers); const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs); const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying(); task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs); // Scene Octree Debugging job { task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection); task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection); } // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatsuJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE); task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap)); } task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform); } // AA job to be revisited const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying(); task.addJob<Antialiasing>("Antialiasing", antialiasingInputs); task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer); // Blit! task.addJob<Blit>("Blit", primaryFramebuffer);} void BeginGPURangeTimer::run(const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) { timer = _gpuTimer; gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) { _gpuTimer->begin(batch); });} void EndGPURangeTimer::run(const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) { gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) { timer->end(batch); }); auto config = std::static_pointer_cast<Config>(renderContext->jobConfig); config->setGPUBatchRunTime(timer->getGPUAverage(), timer->getBatchAverage());} void DrawDeferred::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(); RenderArgs* args = renderContext->args; gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; // Setup camera, projection and viewport for all items 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.setViewTransform(viewMat); // Setup lighting model for all items; batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer()); // From the lighting model define a global shapKey ORED with individiual keys ShapeKey::Builder keyBuilder; if (lightingModel->isWireframeEnabled()) { keyBuilder.withWireframe(); } ShapeKey globalKey = keyBuilder.build(); args->_globalShapeKey = globalKey._flags.to_ulong(); renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); args->_batch = nullptr; args->_globalShapeKey = 0; }); config->setNumDrawn((int)inItems.size());} void DrawStateSortDeferred::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(); RenderArgs* args = renderContext->args; gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; // Setup camera, projection and viewport for all items 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.setViewTransform(viewMat); // Setup lighting model for all items; batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer()); // From the lighting model define a global shapeKey ORED with individiual keys ShapeKey::Builder keyBuilder; if (lightingModel->isWireframeEnabled()) { keyBuilder.withWireframe(); } ShapeKey globalKey = keyBuilder.build(); args->_globalShapeKey = globalKey._flags.to_ulong(); if (_stateSort) { renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); } else { renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); } args->_batch = nullptr; args->_globalShapeKey = 0; }); config->setNumDrawn((int)inItems.size());} DrawOverlay3D::DrawOverlay3D(bool opaque) : _shapePlumber(std::make_shared<ShapePlumber>()), _opaquePass(opaque) { initOverlay3DPipelines(*_shapePlumber);} void DrawOverlay3D::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(); config->setNumDrawn((int)inItems.size()); emit config->numDrawnChanged(); if (!inItems.empty()) { RenderArgs* args = renderContext->args; // 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(args->_context, [&](gpu::Batch& batch){ batch.enableStereo(false); batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, false); }); } // Render the items gpu::doInBatch(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.setViewTransform(viewMat); // Setup lighting model for all items; batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer()); 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) { 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(renderArgs->_context, [&](gpu::Batch& batch) { batch.setFramebuffer(blitFbo); if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { if (renderArgs->isStereo()) { gpu::Vec4i srcRectLeft; srcRectLeft.z = width / 2; srcRectLeft.w = height; gpu::Vec4i srcRectRight; srcRectRight.x = width / 2; srcRectRight.z = width; srcRectRight.w = height; gpu::Vec4i destRectLeft; destRectLeft.x = srcRectLeft.z; destRectLeft.z = srcRectLeft.x; destRectLeft.y = srcRectLeft.y; destRectLeft.w = srcRectLeft.w; gpu::Vec4i destRectRight; destRectRight.x = srcRectRight.z; destRectRight.z = srcRectRight.x; destRectRight.y = srcRectRight.y; destRectRight.w = srcRectRight.w; // Blit left to right and right to left in stereo batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft); batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight); } else { gpu::Vec4i srcRect; srcRect.z = width; srcRect.w = height; gpu::Vec4i destRect; destRect.x = width; destRect.y = 0; destRect.z = 0; destRect.w = height; batch.blit(primaryFbo, srcRect, blitFbo, destRect); } } else { gpu::Vec4i rect; rect.z = width; rect.w = height; batch.blit(primaryFbo, rect, blitFbo, rect); } });}
//
// RenderDeferredTask.cpp
// render-utils/src/
//
// Created by Sam Gateau on 5/29/15.
// Copyright 2016 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 "RenderDeferredTask.h"
#include <PerfStat.h>
#include <PathUtils.h>
#include <ViewFrustum.h>
#include <gpu/Context.h>
#include <render/CullTask.h>
#include <render/FilterTask.h>
#include <render/SortTask.h>
#include <render/DrawTask.h>
#include <render/DrawStatus.h>
#include <render/DrawSceneOctree.h>
#include <render/BlurTask.h>
#include "LightingModel.h"
#include "StencilMaskPass.h"
#include "DebugDeferredBuffer.h"
#include "DeferredFramebuffer.h"
#include "DeferredLightingEffect.h"
#include "SurfaceGeometryPass.h"
#include "VelocityBufferPass.h"
#include "FramebufferCache.h"
#include "TextureCache.h"
#include "ZoneRenderer.h"
#include "FadeEffect.h"
#include "AmbientOcclusionEffect.h"
#include "AntialiasingEffect.h"
#include "ToneMappingEffect.h"
#include "SubsurfaceScattering.h"
#include <gpu/StandardShaderLib.h>
using namespace render;
extern void initOverlay3DPipelines(render::ShapePlumber& plumber, bool depthTest = false);
extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter);
RenderDeferredTask::RenderDeferredTask() {
DependencyManager::set<FadeEffect>();
}
void RenderDeferredTask::configure(const Config& config)
{
}
void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
const auto& items = input.get<Input>();
auto fadeEffect = DependencyManager::get<FadeEffect>();
// Prepare the ShapePipelines
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter());
// Extract opaques / transparents / lights / metas / overlays / background
const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
const auto& metas = items.get0()[RenderFetchCullSortTask::META];
const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
const auto& spatialSelection = items[1];
fadeEffect->build(task, opaques);
// Prepare deferred, generate the shared Deferred Frame Transform
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
const auto jitterBuffer = task.addJob<JitterSample>("JitterCam");
// GPU jobs: Start preparing the primary, deferred and lighting buffer
const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).asVarying();
const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
// draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", primaryFramebuffer);
// Render opaque objects in DeferredBuffer
const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).asVarying();
task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
// Opaque all rendered
// Linear Depth Pass
const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);
// Curvature pass
const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();
const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);
const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);
const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);
const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);
// Simply update the scattering resource
const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering");
// AO job
const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();
const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
// Velocity
const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);
const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
task.addJob<DrawLight>("DrawLight", lights);
// Filter zones from the general metas bucket
const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
// Light Clustering
// Create the cluster grid of lights, cpu job for now
const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying();
const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters).asVarying();
task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
// Render transparent objects forward in LightingBuffer
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying();
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
// LIght Cluster Grid Debuging job
{
const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying();
task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
}
const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
// Lighting Buffer ready for tone mapping
const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
{ // Debug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas);
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
task.addJob<DrawBounds>("DrawLightBounds", lights);
task.addJob<DrawBounds>("DrawZones", zones);
}
// Overlays
const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).asVarying();
const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).asVarying();
task.addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
task.addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
{ // Debug the bounds of the rendered Overlay items, still look at the zbuffer
task.addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
task.addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
}
// Debugging stages
{
// Debugging Deferred buffer job
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer));
task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying();
task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();
task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
// Scene Octree Debugging job
{
task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
}
// Status icon rendering job
{
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE);
task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
}
task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
}
// AA job to be revisited
const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
// Blit!
task.addJob<Blit>("Blit", primaryFramebuffer);
}
void BeginGPURangeTimer::run(const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {
timer = _gpuTimer;
gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {
_gpuTimer->begin(batch);
});
}
void EndGPURangeTimer::run(const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) {
gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {
timer->end(batch);
});
auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
config->setGPUBatchRunTime(timer->getGPUAverage(), timer->getBatchAverage());
}
void DrawDeferred::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();
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
// Setup camera, projection and viewport for all items
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.setViewTransform(viewMat);
// Setup lighting model for all items;
batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
// From the lighting model define a global shapKey ORED with individiual keys
ShapeKey::Builder keyBuilder;
if (lightingModel->isWireframeEnabled()) {
keyBuilder.withWireframe();
}
ShapeKey globalKey = keyBuilder.build();
args->_globalShapeKey = globalKey._flags.to_ulong();
renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
args->_batch = nullptr;
args->_globalShapeKey = 0;
});
config->setNumDrawn((int)inItems.size());
}
void DrawStateSortDeferred::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();
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
// Setup camera, projection and viewport for all items
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.setViewTransform(viewMat);
// Setup lighting model for all items;
batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
// From the lighting model define a global shapeKey ORED with individiual keys
ShapeKey::Builder keyBuilder;
if (lightingModel->isWireframeEnabled()) {
keyBuilder.withWireframe();
}
ShapeKey globalKey = keyBuilder.build();
args->_globalShapeKey = globalKey._flags.to_ulong();
if (_stateSort) {
renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
} else {
renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
}
args->_batch = nullptr;
args->_globalShapeKey = 0;
});
config->setNumDrawn((int)inItems.size());
}
DrawOverlay3D::DrawOverlay3D(bool opaque) :
_shapePlumber(std::make_shared<ShapePlumber>()),
_opaquePass(opaque) {
initOverlay3DPipelines(*_shapePlumber);
}
void DrawOverlay3D::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();
config->setNumDrawn((int)inItems.size());
emit config->numDrawnChanged();
if (!inItems.empty()) {
RenderArgs* args = renderContext->args;
// 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(args->_context, [&](gpu::Batch& batch){
batch.enableStereo(false);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, false);
});
}
// Render the items
gpu::doInBatch(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.setViewTransform(viewMat);
// Setup lighting model for all items;
batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
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) {
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(renderArgs->_context, [&](gpu::Batch& batch) {
batch.setFramebuffer(blitFbo);
if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
if (renderArgs->isStereo()) {
gpu::Vec4i srcRectLeft;
srcRectLeft.z = width / 2;
srcRectLeft.w = height;
gpu::Vec4i srcRectRight;
srcRectRight.x = width / 2;
srcRectRight.z = width;
srcRectRight.w = height;
gpu::Vec4i destRectLeft;
destRectLeft.x = srcRectLeft.z;
destRectLeft.z = srcRectLeft.x;
destRectLeft.y = srcRectLeft.y;
destRectLeft.w = srcRectLeft.w;
gpu::Vec4i destRectRight;
destRectRight.x = srcRectRight.z;
destRectRight.z = srcRectRight.x;
destRectRight.y = srcRectRight.y;
destRectRight.w = srcRectRight.w;
// Blit left to right and right to left in stereo
batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft);
batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight);
} else {
gpu::Vec4i srcRect;
srcRect.z = width;
srcRect.w = height;
gpu::Vec4i destRect;
destRect.x = width;
destRect.y = 0;
destRect.z = 0;
destRect.w = height;
batch.blit(primaryFbo, srcRect, blitFbo, destRect);
}
} else {
gpu::Vec4i rect;
rect.z = width;
rect.w = height;
batch.blit(primaryFbo, rect, blitFbo, rect);
}
});
}