//// DebugDeferredBuffer.cpp// libraries/render-utils/src//// Created by Clement on 12/3/15.// Copyright 2015 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 "DebugDeferredBuffer.h" #include <QtCore/QFile>#include <QtCore/QDateTime> #include <gpu/Batch.h>#include <gpu/Context.h>#include <render/Scene.h>#include <ViewFrustum.h>#include <shaders/Shaders.h>#include "render-utils/ShaderConstants.h" #include "GeometryCache.h"#include "TextureCache.h"#include "DeferredLightingEffect.h" using namespace render; void DebugDeferredBufferConfig::setMode(int newMode) { if (newMode == mode) { return; } else if (newMode > DebugDeferredBuffer::CustomMode || newMode < 0) { mode = 0; } else { mode = newMode; } emit dirty();} static const std::string DEFAULT_ALBEDO_SHADER{ "vec4 getFragmentColor() {" " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" " return vec4(pow(frag.albedo, vec3(1.0 / 2.2)), 1.0);" " }"}; static const std::string DEFAULT_METALLIC_SHADER{ "vec4 getFragmentColor() {" " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" " return vec4(vec3(pow(frag.metallic, 1.0 / 2.2)), 1.0);" " }"}; static const std::string DEFAULT_ROUGHNESS_SHADER{ "vec4 getFragmentColor() {" " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" " return vec4(vec3(pow(frag.roughness, 1.0 / 2.2)), 1.0);" // " return vec4(vec3(pow(colorRamp(frag.roughness), vec3(1.0 / 2.2))), 1.0);" " }"};static const std::string DEFAULT_NORMAL_SHADER{ "vec4 getFragmentColor() {" " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" " return vec4(vec3(0.5) + (frag.normal * 0.5), 1.0);" " }"}; static const std::string DEFAULT_OCCLUSION_SHADER{ "vec4 getFragmentColor() {" // " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" // " return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);" " return vec4(vec3(pow(texture(specularMap, uv).a, 1.0 / 2.2)), 1.0);" " }"}; static const std::string DEFAULT_EMISSIVE_SHADER{ "vec4 getFragmentColor() {" " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" " return (frag.mode == FRAG_MODE_SHADED ? vec4(pow(texture(specularMap, uv).rgb, vec3(1.0 / 2.2)), 1.0) : " "vec4(vec3(0.0), 1.0));" " }"}; static const std::string DEFAULT_UNLIT_SHADER{ "vec4 getFragmentColor() {" " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" " return (frag.mode == FRAG_MODE_UNLIT ? vec4(pow(frag.albedo, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));" " }"}; static const std::string DEFAULT_LIGHTMAP_SHADER{ "vec4 getFragmentColor() {" " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" " return (frag.mode == FRAG_MODE_LIGHTMAPPED ? vec4(pow(texture(specularMap, uv).rgb, vec3(1.0 / 2.2)), 1.0) : " "vec4(vec3(0.0), 1.0));" " }"}; static const std::string DEFAULT_SCATTERING_SHADER{ "vec4 getFragmentColor() {" " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" " return (frag.mode == FRAG_MODE_SCATTERING ? vec4(vec3(pow(frag.scattering, 1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));" " }"}; static const std::string DEFAULT_DEPTH_SHADER{ "vec4 getFragmentColor() {" " return vec4(vec3(texture(depthMap, uv).x), 1.0);" " }"}; static const std::string DEFAULT_LIGHTING_SHADER{ "vec4 getFragmentColor() {" " return vec4(pow(texture(lightingMap, uv).xyz, vec3(1.0 / 2.2)), 1.0);" " }"}; static const std::string DEFAULT_SHADOW_DEPTH_SHADER{ "vec4 getFragmentColor() {" " for (int i = 255; i >= 0; --i) {" " float depth = i / 255.0;" " if (texture(shadowMaps, vec4(uv, parameters._shadowCascadeIndex, depth)) > 0.5) {" " return vec4(vec3(depth), 1.0);" " }" " }" " return vec4(vec3(0.0), 1.0);" " }"}; static const std::string DEFAULT_SHADOW_CASCADE_SHADER{ "vec3 cascadeColors[4] = vec3[4]( vec3(0,1,0), vec3(0,0,1), vec3(1,0,0), vec3(1) );" "vec4 getFragmentColor() {" " DeferredFrameTransform deferredTransform = getDeferredFrameTransform();" " DeferredFragment frag = unpackDeferredFragment(deferredTransform, uv);" " vec4 viewPosition = vec4(frag.position.xyz, 1.0);" " float viewDepth = -viewPosition.z;" " vec4 worldPosition = getViewInverse() * viewPosition;" " vec4 cascadeShadowCoords[2];" " ivec2 cascadeIndices;" " float cascadeMix = determineShadowCascadesOnPixel(worldPosition, viewDepth, cascadeShadowCoords, cascadeIndices);" " vec3 firstCascadeColor = cascadeColors[cascadeIndices.x];" " vec3 secondCascadeColor = cascadeColors[cascadeIndices.x];" " if (cascadeMix > 0.0 && cascadeIndices.y < getShadowCascadeCount()) {" " secondCascadeColor = cascadeColors[cascadeIndices.y];" " }" " vec3 color = mix(firstCascadeColor, secondCascadeColor, cascadeMix);" " return vec4(mix(vec3(0.0), color, evalShadowFalloff(viewDepth)), 1.0);" "}"}; static const std::string DEFAULT_LINEAR_DEPTH_SHADER{ "vec4 getFragmentColor() {" " return vec4(vec3(1.0 - texture(debugTexture0, uv).x * 0.01), 1.0);" "}"}; static const std::string DEFAULT_HALF_LINEAR_DEPTH_SHADER{ "vec4 getFragmentColor() {" " return vec4(vec3(1.0 - texture(debugTexture0, uv).x * 0.01), 1.0);" " }"}; static const std::string DEFAULT_HALF_NORMAL_SHADER{ "vec4 getFragmentColor() {" " return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);" " }"}; static const std::string DEFAULT_CURVATURE_SHADER{ "vec4 getFragmentColor() {" " return vec4(pow(vec3(texture(curvatureMap, uv).a), vec3(1.0 / 2.2)), 1.0);" // " return vec4(pow(vec3(texture(curvatureMap, uv).xyz), vec3(1.0 / 2.2)), 1.0);" //" return vec4(vec3(1.0 - textureLod(pyramidMap, uv, 3).x * 0.01), 1.0);" " }"}; static const std::string DEFAULT_NORMAL_CURVATURE_SHADER{ "vec4 getFragmentColor() {" //" return vec4(pow(vec3(texture(curvatureMap, uv).a), vec3(1.0 / 2.2)), 1.0);" " return vec4(vec3(texture(curvatureMap, uv).xyz), 1.0);" //" return vec4(vec3(1.0 - textureLod(pyramidMap, uv, 3).x * 0.01), 1.0);" " }"}; static const std::string DEFAULT_DIFFUSED_CURVATURE_SHADER{ "vec4 getFragmentColor() {" " return vec4(pow(vec3(texture(diffusedCurvatureMap, uv).a), vec3(1.0 / 2.2)), 1.0);" // " return vec4(pow(vec3(texture(curvatureMap, uv).xyz), vec3(1.0 / 2.2)), 1.0);" //" return vec4(vec3(1.0 - textureLod(pyramidMap, uv, 3).x * 0.01), 1.0);" " }"}; static const std::string DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER{ "vec4 getFragmentColor() {" //" return vec4(pow(vec3(texture(curvatureMap, uv).a), vec3(1.0 / 2.2)), 1.0);" " return vec4(vec3(texture(diffusedCurvatureMap, uv).xyz), 1.0);" //" return vec4(vec3(1.0 - textureLod(pyramidMap, uv, 3).x * 0.01), 1.0);" " }"}; static const std::string DEFAULT_CURVATURE_OCCLUSION_SHADER{ "vec4 getFragmentColor() {" " vec4 midNormalCurvature;" " vec4 lowNormalCurvature;" " unpackMidLowNormalCurvature(uv, midNormalCurvature, lowNormalCurvature);" " float ambientOcclusion = curvatureAO(lowNormalCurvature.a * 20.0f) * 0.5f;" " float ambientOcclusionHF = curvatureAO(midNormalCurvature.a * 8.0f) * 0.5f;" " ambientOcclusion = min(ambientOcclusion, ambientOcclusionHF);" " return vec4(vec3(ambientOcclusion), 1.0);" " }"}; static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{ "vec4 getFragmentColor() {" " return vec4(pow(vec3(texture(debugTexture0, uv).xyz), vec3(1.0 / 2.2)), 1.0);" // " return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);" " }"}; static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{ "vec4 getFragmentColor() {" " return vec4(vec3(texture(debugTexture0, uv).x), 1.0);" " }"};static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{ "vec4 getFragmentColor() {" " return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);" " }"}; static const std::string DEFAULT_VELOCITY_SHADER{ "vec4 getFragmentColor() {" " return vec4(vec2(texture(debugTexture0, uv).xy), 0.0, 1.0);" " }"}; static const std::string DEFAULT_CUSTOM_SHADER{ "vec4 getFragmentColor() {" " return vec4(1.0, 0.0, 0.0, 1.0);" " }"}; static std::string getFileContent(std::string fileName, std::string defaultContent = std::string()) { QFile customFile(QString::fromStdString(fileName)); if (customFile.open(QIODevice::ReadOnly)) { return customFile.readAll().toStdString(); } qWarning() << "DebugDeferredBuffer::getFileContent(): Could not open" << QString::fromStdString(fileName); return defaultContent;} #include <QStandardPaths> // TODO REMOVE: Temporary until UIDebugDeferredBuffer::DebugDeferredBuffer() { // TODO REMOVE: Temporary until UI static const auto DESKTOP_PATH = QStandardPaths::writableLocation(QStandardPaths::DesktopLocation); static const auto CUSTOM_FILE = DESKTOP_PATH.toStdString() + "/custom.slh"; CustomPipeline pipeline; pipeline.info = QFileInfo(QString::fromStdString(CUSTOM_FILE)); _customPipelines.emplace(CUSTOM_FILE, pipeline); _geometryId = DependencyManager::get<GeometryCache>()->allocateID();} DebugDeferredBuffer::~DebugDeferredBuffer() { auto geometryCache = DependencyManager::get<GeometryCache>(); if (geometryCache) { geometryCache->releaseID(_geometryId); }} std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string customFile) { switch (mode) { case AlbedoMode: return DEFAULT_ALBEDO_SHADER; case MetallicMode: return DEFAULT_METALLIC_SHADER; case RoughnessMode: return DEFAULT_ROUGHNESS_SHADER; case NormalMode: return DEFAULT_NORMAL_SHADER; case DepthMode: return DEFAULT_DEPTH_SHADER; case EmissiveMode: return DEFAULT_EMISSIVE_SHADER; case UnlitMode: return DEFAULT_UNLIT_SHADER; case OcclusionMode: return DEFAULT_OCCLUSION_SHADER; case LightmapMode: return DEFAULT_LIGHTMAP_SHADER; case ScatteringMode: return DEFAULT_SCATTERING_SHADER; case LightingMode: return DEFAULT_LIGHTING_SHADER; case ShadowCascade0Mode: case ShadowCascade1Mode: case ShadowCascade2Mode: case ShadowCascade3Mode: return DEFAULT_SHADOW_DEPTH_SHADER; case ShadowCascadeIndicesMode: return DEFAULT_SHADOW_CASCADE_SHADER; case LinearDepthMode: return DEFAULT_LINEAR_DEPTH_SHADER; case HalfLinearDepthMode: return DEFAULT_HALF_LINEAR_DEPTH_SHADER; case HalfNormalMode: return DEFAULT_HALF_NORMAL_SHADER; case CurvatureMode: return DEFAULT_CURVATURE_SHADER; case NormalCurvatureMode: return DEFAULT_NORMAL_CURVATURE_SHADER; case DiffusedCurvatureMode: return DEFAULT_DIFFUSED_CURVATURE_SHADER; case DiffusedNormalCurvatureMode: return DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER; case CurvatureOcclusionMode: return DEFAULT_CURVATURE_OCCLUSION_SHADER; case ScatteringDebugMode: return DEFAULT_DEBUG_SCATTERING_SHADER; case AmbientOcclusionMode: return DEFAULT_AMBIENT_OCCLUSION_SHADER; case AmbientOcclusionBlurredMode: return DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER; case VelocityMode: return DEFAULT_VELOCITY_SHADER; case CustomMode: return getFileContent(customFile, DEFAULT_CUSTOM_SHADER); default: return DEFAULT_ALBEDO_SHADER; } Q_UNREACHABLE(); return std::string();} bool DebugDeferredBuffer::pipelineNeedsUpdate(Mode mode, std::string customFile) const { if (mode != CustomMode) { return !_pipelines[mode]; } auto it = _customPipelines.find(customFile); if (it != _customPipelines.end() && it->second.pipeline) { auto& info = it->second.info; auto lastModified = info.lastModified(); info.refresh(); return lastModified != info.lastModified(); } return true;} const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::string customFile) { if (pipelineNeedsUpdate(mode, customFile)) { static const auto FRAGMENT_SHADER_SOURCE = gpu::Shader::createPixel(shader::render_utils::fragment::debug_deferred_buffer)->getSource(); static const std::string SOURCE_PLACEHOLDER{ "//SOURCE_PLACEHOLDER" }; static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER_SOURCE.getCode().find(SOURCE_PLACEHOLDER); Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO, "Could not find source placeholder"); auto bakedFragmentShader = FRAGMENT_SHADER_SOURCE.getCode(); bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(), getShaderSourceCode(mode, customFile)); const auto vs = gpu::Shader::createVertex(shader::render_utils::vertex::debug_deferred_buffer); const auto ps = gpu::Shader::createPixel({ bakedFragmentShader, FRAGMENT_SHADER_SOURCE.getReflection() }); const auto program = gpu::Shader::createProgram(vs, ps); auto pipeline = gpu::Pipeline::create(program, std::make_shared<gpu::State>()); // Good to go add the brand new pipeline if (mode != CustomMode) { _pipelines[mode] = pipeline; } else { _customPipelines[customFile].pipeline = pipeline; } } if (mode != CustomMode) { return _pipelines[mode]; } else { return _customPipelines[customFile].pipeline; }} void DebugDeferredBuffer::configure(const Config& config) { auto& parameters = _parameters.edit(); _mode = (Mode)config.mode; _size = glm::vec4{config.debugCursorTexcoord.x*2.0f - 1.0f, -1.0f, 1.0f, 1.0f}; parameters._shadowCascadeIndex = glm::clamp(_mode - Mode::ShadowCascade0Mode, 0, (int)SHADOW_CASCADE_MAX_COUNT - 1);} void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const Inputs& inputs) { if (_mode == Off) { return; } assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); RenderArgs* args = renderContext->args; auto& deferredFramebuffer = inputs.get0(); auto& linearDepthTarget = inputs.get1(); auto& surfaceGeometryFramebuffer = inputs.get2(); auto& ambientOcclusionFramebuffer = inputs.get3(); auto& velocityFramebuffer = inputs.get4(); auto& frameTransform = inputs.get5(); gpu::doInBatch("DebugDeferredBuffer::run", args->_context, [&](gpu::Batch& batch) { batch.enableStereo(false); batch.setViewportTransform(args->_viewport); const auto geometryBuffer = DependencyManager::get<GeometryCache>(); const auto textureCache = DependencyManager::get<TextureCache>(); glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat, true); batch.setModelTransform(Transform()); using Textures = render_utils::slot::texture::Texture; using UBOs = render_utils::slot::buffer::Buffer; // TODO REMOVE: Temporary until UI auto first = _customPipelines.begin()->first; auto pipeline = getPipeline(_mode, first); batch.setPipeline(pipeline); if (deferredFramebuffer) { batch.setResourceTexture(Textures::DeferredColor, deferredFramebuffer->getDeferredColorTexture()); batch.setResourceTexture(Textures::DeferredNormal, deferredFramebuffer->getDeferredNormalTexture()); batch.setResourceTexture(Textures::DeferredSpecular, deferredFramebuffer->getDeferredSpecularTexture()); batch.setResourceTexture(Textures::DeferredDepth, deferredFramebuffer->getPrimaryDepthTexture()); batch.setResourceTexture(Textures::DeferredLighting, deferredFramebuffer->getLightingTexture()); } if (velocityFramebuffer && _mode == VelocityMode) { batch.setResourceTexture(Textures::DebugTexture0, velocityFramebuffer->getVelocityTexture()); } auto lightStage = renderContext->_scene->getStage<LightStage>(); assert(lightStage); assert(lightStage->getNumLights() > 0); auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow(); const auto& globalShadow = lightAndShadow.second; if (globalShadow) { batch.setResourceTexture(Textures::Shadow, globalShadow->map); batch.setUniformBuffer(UBOs::ShadowParams, globalShadow->getBuffer()); batch.setUniformBuffer(UBOs::DeferredFrameTransform, frameTransform->getFrameTransformBuffer()); batch.setUniformBuffer(UBOs::DebugDeferredParams, _parameters); } if (linearDepthTarget) { if (_mode == DepthMode) { batch.setResourceTexture(Textures::DebugTexture0, linearDepthTarget->getLinearDepthTexture()); } else if (_mode == HalfLinearDepthMode) { batch.setResourceTexture(Textures::DebugTexture0, linearDepthTarget->getHalfLinearDepthTexture()); } else if (_mode == HalfNormalMode) { batch.setResourceTexture(Textures::DebugTexture0, linearDepthTarget->getHalfNormalTexture()); } } if (surfaceGeometryFramebuffer) { batch.setResourceTexture(Textures::DeferredCurvature, surfaceGeometryFramebuffer->getCurvatureTexture()); batch.setResourceTexture(Textures::DeferredDiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture()); } if (ambientOcclusionFramebuffer) { if (_mode == AmbientOcclusionMode) { batch.setResourceTexture(Textures::DebugTexture0, ambientOcclusionFramebuffer->getOcclusionTexture()); } else if (_mode == AmbientOcclusionBlurredMode) { batch.setResourceTexture(Textures::DebugTexture0, ambientOcclusionFramebuffer->getOcclusionBlurredTexture()); } } const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f); const glm::vec2 bottomLeft(_size.x, _size.y); const glm::vec2 topRight(_size.z, _size.w); geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryId); batch.setResourceTexture(Textures::DeferredColor, nullptr); batch.setResourceTexture(Textures::DeferredNormal, nullptr); batch.setResourceTexture(Textures::DeferredSpecular, nullptr); batch.setResourceTexture(Textures::DeferredDepth, nullptr); batch.setResourceTexture(Textures::DeferredCurvature, nullptr); batch.setResourceTexture(Textures::DeferredDiffusedCurvature, nullptr); batch.setResourceTexture(Textures::DeferredLighting, nullptr); for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) { batch.setResourceTexture(Textures::Shadow + i, nullptr); } batch.setResourceTexture(Textures::DebugTexture0, nullptr); });}
//
// DebugDeferredBuffer.cpp
// libraries/render-utils/src
//
// Created by Clement on 12/3/15.
// Copyright 2015 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 "DebugDeferredBuffer.h"
#include <QtCore/QFile>
#include <QtCore/QDateTime>
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <render/Scene.h>
#include <ViewFrustum.h>
#include <shaders/Shaders.h>
#include "render-utils/ShaderConstants.h"
#include "GeometryCache.h"
#include "TextureCache.h"
#include "DeferredLightingEffect.h"
using namespace render;
void DebugDeferredBufferConfig::setMode(int newMode) {
if (newMode == mode) {
return;
} else if (newMode > DebugDeferredBuffer::CustomMode || newMode < 0) {
mode = 0;
} else {
mode = newMode;
}
emit dirty();
}
static const std::string DEFAULT_ALBEDO_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return vec4(pow(frag.albedo, vec3(1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_METALLIC_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return vec4(vec3(pow(frag.metallic, 1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_ROUGHNESS_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return vec4(vec3(pow(frag.roughness, 1.0 / 2.2)), 1.0);"
// " return vec4(vec3(pow(colorRamp(frag.roughness), vec3(1.0 / 2.2))), 1.0);"
" }"
};
static const std::string DEFAULT_NORMAL_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return vec4(vec3(0.5) + (frag.normal * 0.5), 1.0);"
" }"
};
static const std::string DEFAULT_OCCLUSION_SHADER{
"vec4 getFragmentColor() {"
// " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
// " return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);"
" return vec4(vec3(pow(texture(specularMap, uv).a, 1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_EMISSIVE_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return (frag.mode == FRAG_MODE_SHADED ? vec4(pow(texture(specularMap, uv).rgb, vec3(1.0 / 2.2)), 1.0) : "
"vec4(vec3(0.0), 1.0));"
" }"
};
static const std::string DEFAULT_UNLIT_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return (frag.mode == FRAG_MODE_UNLIT ? vec4(pow(frag.albedo, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
" }"
};
static const std::string DEFAULT_LIGHTMAP_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return (frag.mode == FRAG_MODE_LIGHTMAPPED ? vec4(pow(texture(specularMap, uv).rgb, vec3(1.0 / 2.2)), 1.0) : "
"vec4(vec3(0.0), 1.0));"
" }"
};
static const std::string DEFAULT_SCATTERING_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return (frag.mode == FRAG_MODE_SCATTERING ? vec4(vec3(pow(frag.scattering, 1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
" }"
};
static const std::string DEFAULT_DEPTH_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(depthMap, uv).x), 1.0);"
" }"
};
static const std::string DEFAULT_LIGHTING_SHADER{
"vec4 getFragmentColor() {"
" return vec4(pow(texture(lightingMap, uv).xyz, vec3(1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_SHADOW_DEPTH_SHADER{
"vec4 getFragmentColor() {"
" for (int i = 255; i >= 0; --i) {"
" float depth = i / 255.0;"
" if (texture(shadowMaps, vec4(uv, parameters._shadowCascadeIndex, depth)) > 0.5) {"
" return vec4(vec3(depth), 1.0);"
" }"
" }"
" return vec4(vec3(0.0), 1.0);"
" }"
};
static const std::string DEFAULT_SHADOW_CASCADE_SHADER{
"vec3 cascadeColors[4] = vec3[4]( vec3(0,1,0), vec3(0,0,1), vec3(1,0,0), vec3(1) );"
"vec4 getFragmentColor() {"
" DeferredFrameTransform deferredTransform = getDeferredFrameTransform();"
" DeferredFragment frag = unpackDeferredFragment(deferredTransform, uv);"
" vec4 viewPosition = vec4(frag.position.xyz, 1.0);"
" float viewDepth = -viewPosition.z;"
" vec4 worldPosition = getViewInverse() * viewPosition;"
" vec4 cascadeShadowCoords[2];"
" ivec2 cascadeIndices;"
" float cascadeMix = determineShadowCascadesOnPixel(worldPosition, viewDepth, cascadeShadowCoords, cascadeIndices);"
" vec3 firstCascadeColor = cascadeColors[cascadeIndices.x];"
" vec3 secondCascadeColor = cascadeColors[cascadeIndices.x];"
" if (cascadeMix > 0.0 && cascadeIndices.y < getShadowCascadeCount()) {"
" secondCascadeColor = cascadeColors[cascadeIndices.y];"
" }"
" vec3 color = mix(firstCascadeColor, secondCascadeColor, cascadeMix);"
" return vec4(mix(vec3(0.0), color, evalShadowFalloff(viewDepth)), 1.0);"
"}"
};
static const std::string DEFAULT_LINEAR_DEPTH_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(1.0 - texture(debugTexture0, uv).x * 0.01), 1.0);"
"}"
};
static const std::string DEFAULT_HALF_LINEAR_DEPTH_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(1.0 - texture(debugTexture0, uv).x * 0.01), 1.0);"
" }"
};
static const std::string DEFAULT_HALF_NORMAL_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);"
" }"
};
static const std::string DEFAULT_CURVATURE_SHADER{
"vec4 getFragmentColor() {"
" return vec4(pow(vec3(texture(curvatureMap, uv).a), vec3(1.0 / 2.2)), 1.0);"
// " return vec4(pow(vec3(texture(curvatureMap, uv).xyz), vec3(1.0 / 2.2)), 1.0);"
//" return vec4(vec3(1.0 - textureLod(pyramidMap, uv, 3).x * 0.01), 1.0);"
" }"
};
static const std::string DEFAULT_NORMAL_CURVATURE_SHADER{
"vec4 getFragmentColor() {"
//" return vec4(pow(vec3(texture(curvatureMap, uv).a), vec3(1.0 / 2.2)), 1.0);"
" return vec4(vec3(texture(curvatureMap, uv).xyz), 1.0);"
//" return vec4(vec3(1.0 - textureLod(pyramidMap, uv, 3).x * 0.01), 1.0);"
" }"
};
static const std::string DEFAULT_DIFFUSED_CURVATURE_SHADER{
"vec4 getFragmentColor() {"
" return vec4(pow(vec3(texture(diffusedCurvatureMap, uv).a), vec3(1.0 / 2.2)), 1.0);"
// " return vec4(pow(vec3(texture(curvatureMap, uv).xyz), vec3(1.0 / 2.2)), 1.0);"
//" return vec4(vec3(1.0 - textureLod(pyramidMap, uv, 3).x * 0.01), 1.0);"
" }"
};
static const std::string DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER{
"vec4 getFragmentColor() {"
//" return vec4(pow(vec3(texture(curvatureMap, uv).a), vec3(1.0 / 2.2)), 1.0);"
" return vec4(vec3(texture(diffusedCurvatureMap, uv).xyz), 1.0);"
//" return vec4(vec3(1.0 - textureLod(pyramidMap, uv, 3).x * 0.01), 1.0);"
" }"
};
static const std::string DEFAULT_CURVATURE_OCCLUSION_SHADER{
"vec4 getFragmentColor() {"
" vec4 midNormalCurvature;"
" vec4 lowNormalCurvature;"
" unpackMidLowNormalCurvature(uv, midNormalCurvature, lowNormalCurvature);"
" float ambientOcclusion = curvatureAO(lowNormalCurvature.a * 20.0f) * 0.5f;"
" float ambientOcclusionHF = curvatureAO(midNormalCurvature.a * 8.0f) * 0.5f;"
" ambientOcclusion = min(ambientOcclusion, ambientOcclusionHF);"
" return vec4(vec3(ambientOcclusion), 1.0);"
" }"
};
static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{
"vec4 getFragmentColor() {"
" return vec4(pow(vec3(texture(debugTexture0, uv).xyz), vec3(1.0 / 2.2)), 1.0);"
// " return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);"
" }"
};
static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(debugTexture0, uv).x), 1.0);"
" }"
};
static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);"
" }"
};
static const std::string DEFAULT_VELOCITY_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec2(texture(debugTexture0, uv).xy), 0.0, 1.0);"
" }"
};
static const std::string DEFAULT_CUSTOM_SHADER{
"vec4 getFragmentColor() {"
" return vec4(1.0, 0.0, 0.0, 1.0);"
" }"
};
static std::string getFileContent(std::string fileName, std::string defaultContent = std::string()) {
QFile customFile(QString::fromStdString(fileName));
if (customFile.open(QIODevice::ReadOnly)) {
return customFile.readAll().toStdString();
}
qWarning() << "DebugDeferredBuffer::getFileContent(): Could not open" << QString::fromStdString(fileName);
return defaultContent;
}
#include <QStandardPaths> // TODO REMOVE: Temporary until UI
DebugDeferredBuffer::DebugDeferredBuffer() {
// TODO REMOVE: Temporary until UI
static const auto DESKTOP_PATH = QStandardPaths::writableLocation(QStandardPaths::DesktopLocation);
static const auto CUSTOM_FILE = DESKTOP_PATH.toStdString() + "/custom.slh";
CustomPipeline pipeline;
pipeline.info = QFileInfo(QString::fromStdString(CUSTOM_FILE));
_customPipelines.emplace(CUSTOM_FILE, pipeline);
_geometryId = DependencyManager::get<GeometryCache>()->allocateID();
}
DebugDeferredBuffer::~DebugDeferredBuffer() {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (geometryCache) {
geometryCache->releaseID(_geometryId);
}
}
std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string customFile) {
switch (mode) {
case AlbedoMode:
return DEFAULT_ALBEDO_SHADER;
case MetallicMode:
return DEFAULT_METALLIC_SHADER;
case RoughnessMode:
return DEFAULT_ROUGHNESS_SHADER;
case NormalMode:
return DEFAULT_NORMAL_SHADER;
case DepthMode:
return DEFAULT_DEPTH_SHADER;
case EmissiveMode:
return DEFAULT_EMISSIVE_SHADER;
case UnlitMode:
return DEFAULT_UNLIT_SHADER;
case OcclusionMode:
return DEFAULT_OCCLUSION_SHADER;
case LightmapMode:
return DEFAULT_LIGHTMAP_SHADER;
case ScatteringMode:
return DEFAULT_SCATTERING_SHADER;
case LightingMode:
return DEFAULT_LIGHTING_SHADER;
case ShadowCascade0Mode:
case ShadowCascade1Mode:
case ShadowCascade2Mode:
case ShadowCascade3Mode:
return DEFAULT_SHADOW_DEPTH_SHADER;
case ShadowCascadeIndicesMode:
return DEFAULT_SHADOW_CASCADE_SHADER;
case LinearDepthMode:
return DEFAULT_LINEAR_DEPTH_SHADER;
case HalfLinearDepthMode:
return DEFAULT_HALF_LINEAR_DEPTH_SHADER;
case HalfNormalMode:
return DEFAULT_HALF_NORMAL_SHADER;
case CurvatureMode:
return DEFAULT_CURVATURE_SHADER;
case NormalCurvatureMode:
return DEFAULT_NORMAL_CURVATURE_SHADER;
case DiffusedCurvatureMode:
return DEFAULT_DIFFUSED_CURVATURE_SHADER;
case DiffusedNormalCurvatureMode:
return DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER;
case CurvatureOcclusionMode:
return DEFAULT_CURVATURE_OCCLUSION_SHADER;
case ScatteringDebugMode:
return DEFAULT_DEBUG_SCATTERING_SHADER;
case AmbientOcclusionMode:
return DEFAULT_AMBIENT_OCCLUSION_SHADER;
case AmbientOcclusionBlurredMode:
return DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER;
case VelocityMode:
return DEFAULT_VELOCITY_SHADER;
case CustomMode:
return getFileContent(customFile, DEFAULT_CUSTOM_SHADER);
default:
return DEFAULT_ALBEDO_SHADER;
}
Q_UNREACHABLE();
return std::string();
}
bool DebugDeferredBuffer::pipelineNeedsUpdate(Mode mode, std::string customFile) const {
if (mode != CustomMode) {
return !_pipelines[mode];
}
auto it = _customPipelines.find(customFile);
if (it != _customPipelines.end() && it->second.pipeline) {
auto& info = it->second.info;
auto lastModified = info.lastModified();
info.refresh();
return lastModified != info.lastModified();
}
return true;
}
const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::string customFile) {
if (pipelineNeedsUpdate(mode, customFile)) {
static const auto FRAGMENT_SHADER_SOURCE =
gpu::Shader::createPixel(shader::render_utils::fragment::debug_deferred_buffer)->getSource();
static const std::string SOURCE_PLACEHOLDER{ "//SOURCE_PLACEHOLDER" };
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER_SOURCE.getCode().find(SOURCE_PLACEHOLDER);
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO, "Could not find source placeholder");
auto bakedFragmentShader = FRAGMENT_SHADER_SOURCE.getCode();
bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(), getShaderSourceCode(mode, customFile));
const auto vs = gpu::Shader::createVertex(shader::render_utils::vertex::debug_deferred_buffer);
const auto ps = gpu::Shader::createPixel({ bakedFragmentShader, FRAGMENT_SHADER_SOURCE.getReflection() });
const auto program = gpu::Shader::createProgram(vs, ps);
auto pipeline = gpu::Pipeline::create(program, std::make_shared<gpu::State>());
// Good to go add the brand new pipeline
if (mode != CustomMode) {
_pipelines[mode] = pipeline;
} else {
_customPipelines[customFile].pipeline = pipeline;
}
}
if (mode != CustomMode) {
return _pipelines[mode];
} else {
return _customPipelines[customFile].pipeline;
}
}
void DebugDeferredBuffer::configure(const Config& config) {
auto& parameters = _parameters.edit();
_mode = (Mode)config.mode;
_size = glm::vec4{config.debugCursorTexcoord.x*2.0f - 1.0f, -1.0f, 1.0f, 1.0f};
parameters._shadowCascadeIndex = glm::clamp(_mode - Mode::ShadowCascade0Mode, 0, (int)SHADOW_CASCADE_MAX_COUNT - 1);
}
void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
if (_mode == Off) {
return;
}
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
auto& deferredFramebuffer = inputs.get0();
auto& linearDepthTarget = inputs.get1();
auto& surfaceGeometryFramebuffer = inputs.get2();
auto& ambientOcclusionFramebuffer = inputs.get3();
auto& velocityFramebuffer = inputs.get4();
auto& frameTransform = inputs.get5();
gpu::doInBatch("DebugDeferredBuffer::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
const auto geometryBuffer = DependencyManager::get<GeometryCache>();
const auto textureCache = DependencyManager::get<TextureCache>();
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat, true);
batch.setModelTransform(Transform());
using Textures = render_utils::slot::texture::Texture;
using UBOs = render_utils::slot::buffer::Buffer;
// TODO REMOVE: Temporary until UI
auto first = _customPipelines.begin()->first;
auto pipeline = getPipeline(_mode, first);
batch.setPipeline(pipeline);
if (deferredFramebuffer) {
batch.setResourceTexture(Textures::DeferredColor, deferredFramebuffer->getDeferredColorTexture());
batch.setResourceTexture(Textures::DeferredNormal, deferredFramebuffer->getDeferredNormalTexture());
batch.setResourceTexture(Textures::DeferredSpecular, deferredFramebuffer->getDeferredSpecularTexture());
batch.setResourceTexture(Textures::DeferredDepth, deferredFramebuffer->getPrimaryDepthTexture());
batch.setResourceTexture(Textures::DeferredLighting, deferredFramebuffer->getLightingTexture());
}
if (velocityFramebuffer && _mode == VelocityMode) {
batch.setResourceTexture(Textures::DebugTexture0, velocityFramebuffer->getVelocityTexture());
}
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
assert(lightStage->getNumLights() > 0);
auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow();
const auto& globalShadow = lightAndShadow.second;
if (globalShadow) {
batch.setResourceTexture(Textures::Shadow, globalShadow->map);
batch.setUniformBuffer(UBOs::ShadowParams, globalShadow->getBuffer());
batch.setUniformBuffer(UBOs::DeferredFrameTransform, frameTransform->getFrameTransformBuffer());
batch.setUniformBuffer(UBOs::DebugDeferredParams, _parameters);
}
if (linearDepthTarget) {
if (_mode == DepthMode) {
batch.setResourceTexture(Textures::DebugTexture0, linearDepthTarget->getLinearDepthTexture());
} else if (_mode == HalfLinearDepthMode) {
batch.setResourceTexture(Textures::DebugTexture0, linearDepthTarget->getHalfLinearDepthTexture());
} else if (_mode == HalfNormalMode) {
batch.setResourceTexture(Textures::DebugTexture0, linearDepthTarget->getHalfNormalTexture());
}
}
if (surfaceGeometryFramebuffer) {
batch.setResourceTexture(Textures::DeferredCurvature, surfaceGeometryFramebuffer->getCurvatureTexture());
batch.setResourceTexture(Textures::DeferredDiffusedCurvature,
surfaceGeometryFramebuffer->getLowCurvatureTexture());
}
if (ambientOcclusionFramebuffer) {
if (_mode == AmbientOcclusionMode) {
batch.setResourceTexture(Textures::DebugTexture0, ambientOcclusionFramebuffer->getOcclusionTexture());
} else if (_mode == AmbientOcclusionBlurredMode) {
batch.setResourceTexture(Textures::DebugTexture0, ambientOcclusionFramebuffer->getOcclusionBlurredTexture());
}
}
const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
const glm::vec2 bottomLeft(_size.x, _size.y);
const glm::vec2 topRight(_size.z, _size.w);
geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryId);
batch.setResourceTexture(Textures::DeferredColor, nullptr);
batch.setResourceTexture(Textures::DeferredNormal, nullptr);
batch.setResourceTexture(Textures::DeferredSpecular, nullptr);
batch.setResourceTexture(Textures::DeferredDepth, nullptr);
batch.setResourceTexture(Textures::DeferredCurvature, nullptr);
batch.setResourceTexture(Textures::DeferredDiffusedCurvature, nullptr);
batch.setResourceTexture(Textures::DeferredLighting, nullptr);
for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
batch.setResourceTexture(Textures::Shadow + i, nullptr);
}
batch.setResourceTexture(Textures::DebugTexture0, nullptr);
});
}