//// RenderDeferredTask.cpp// render-utils/src///// Created by Sam Gateau on 5/29/15.// Copyright 2016 High Fidelity, Inc.// Copyright 2024 Overte e.V.//// 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 <QtCore/qglobal.h> #include <DependencyManager.h> #include <PerfStat.h>#include <PathUtils.h>#include <ViewFrustum.h>#include <gpu/Context.h>#include <graphics/ShaderConstants.h>#include <shaders/Shaders.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 "RenderHifi.h"#include "render-utils/ShaderConstants.h"#include "RenderCommonTask.h"#include "LightingModel.h"#include "StencilMaskPass.h"#include "DebugDeferredBuffer.h"#include "DeferredFramebuffer.h"#include "DeferredLightingEffect.h"#include "SurfaceGeometryPass.h"#include "FramebufferCache.h"#include "TextureCache.h"#include "ZoneRenderer.h"#include "FadeEffect.h"#include "BloomStage.h"#include "RenderUtilsLogging.h"#include "RenderHUDLayerTask.h" #include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h"#include "ToneMapAndResampleTask.h"#include "SubsurfaceScattering.h"#include "DrawHaze.h"#include "BloomEffect.h"#include "HighlightEffect.h" #include <sstream> using namespace render;extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter);extern void initForwardPipelines(render::ShapePlumber& plumber); 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;} class RenderDeferredTaskDebug {public: using ExtraBuffers = render::VaryingSet5<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, gpu::BufferView, SubsurfaceScatteringResourcePointer>; using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output, AssembleLightingStageTask::Output, LightClusteringPass::Output, PrepareDeferred::Outputs, ExtraBuffers, GenerateDeferredFrameTransform::Output, LightingModel, Antialiasing::Outputs>; using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>; void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, uint mainViewTransformSlot);}; void RenderDeferredTask::configure(const Config& config) { // Propagate resolution scale to sub jobs who need it auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred"); assert(preparePrimaryBufferConfig); preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);} void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint transformOffset, size_t depth) { // Prepare the ShapePipelines static ShapePlumberPointer shapePlumberDeferred = std::make_shared<ShapePlumber>(); static ShapePlumberPointer shapePlumberForward = std::make_shared<ShapePlumber>(); static std::once_flag once; std::call_once(once, [] { initDeferredPipelines(*shapePlumberDeferred, FadeEffect::getBatchSetter(), FadeEffect::getItemUniformSetter()); initForwardPipelines(*shapePlumberForward); }); uint backgroundViewTransformSlot = render::RenderEngine::TS_BACKGROUND_VIEW + transformOffset; uint mainViewTransformSlot = render::RenderEngine::TS_MAIN_VIEW + transformOffset; const auto& inputs = input.get<Input>(); // Separate the fetched items const auto& fetchedItems = inputs.get0(); const auto& items = fetchedItems.get0(); // Extract opaques / transparents / lights / metas / layered / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& mirrors = items[RenderFetchCullSortTask::MIRROR]; const auto& simulateItems = items[RenderFetchCullSortTask::SIMULATE]; const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; // Lighting model comes next, the big configuration of the view const auto& lightingModel = inputs[1]; // Extract the Lighting Stages Current frame ( and zones) const auto& lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto currentStageFrames = lightingStageInputs.get0(); const auto& lightFrame = currentStageFrames[0]; const auto& backgroundFrame = currentStageFrames[1]; const auto& hazeFrame = currentStageFrames[2]; const auto& bloomFrame = currentStageFrames[3]; const auto& tonemappingFrame = currentStageFrames[4]; const auto& ambientOcclusionFrame = currentStageFrames[5]; const auto& normalMapAttenuationFrame = currentStageFrames[6]; // Shadow Task Outputs const auto& shadowTaskOutputs = inputs.get3(); // Shadow Stage Frame const auto shadowFrame = shadowTaskOutputs[1]; const auto setNormalMapAttenuationInputs = SetNormalMapAttenuation::Inputs(lightingModel, normalMapAttenuationFrame).asVarying(); task.addJob<SetNormalMapAttenuation>("SetNormalMapAttenuation", setNormalMapAttenuationInputs); const auto antialiasingMode = task.addJob<AntialiasingSetup>("AntialiasingSetup"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred"); // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", mainViewTransformSlot); const auto prepareDeferredInputs = PrepareDeferred::Inputs(scaledPrimaryFramebuffer, 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); const auto mainTargetFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(2); if (depth == 0) { const auto simulateInputs = RenderSimulateTask::Inputs(simulateItems, mainTargetFramebuffer).asVarying(); task.addJob<RenderSimulateTask>("RenderSimulation", simulateInputs); } // draw a stencil mask in hidden regions of the framebuffer. task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, deferredFrameTransform).asVarying(); task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumberDeferred, mainViewTransformSlot); if (depth < RenderMirrorTask::MAX_MIRROR_DEPTH) { const auto mirrorInputs = RenderMirrorTask::Inputs(mirrors, mainTargetFramebuffer).asVarying(); for (size_t i = 0; i < RenderMirrorTask::MAX_MIRRORS_PER_LEVEL; i++) { task.addJob<RenderMirrorTask>("RenderMirrorTask" + std::to_string(i) + "Depth" + std::to_string(depth), mirrorInputs, i, cullFunctor, transformOffset, depth); } } // 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::Input(lightingModel, deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionFrame).asVarying(); const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs); const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(1); // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Input(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying(); const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs); // DeferredBuffer is complete, now let's shade it into the LightingBuffer const auto extraDeferredBuffer = RenderDeferred::ExtraDeferredBuffer(surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, extraDeferredBuffer, lightingModel, lightClusters, lightFrame, shadowFrame, hazeFrame).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 const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame, hazeFrame).asVarying(); task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs, backgroundViewTransformSlot); const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame)); task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs, depth > 0); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = RenderTransparentDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, shadowFrame, deferredFrameTransform, deferredFramebuffer).asVarying(); task.addJob<RenderTransparentDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumberDeferred, mainViewTransformSlot); // Highlight const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform).asVarying(); task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs, mainViewTransformSlot); // Layered Over (in front) const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, deferredFrameTransform, lightingModel, hazeFrame).asVarying(); task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, shapePlumberForward, true, true, mainViewTransformSlot); const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, deferredFrameTransform, lightingModel, hazeFrame).asVarying(); task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, shapePlumberForward, false, true, mainViewTransformSlot); // AA job before bloom to limit flickering const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, antialiasingMode).asVarying(); const auto antialiasingIntensityTexture = task.addJob<Antialiasing>("Antialiasing", antialiasingInputs); // Add bloom const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame, lightingModel).asVarying(); task.addJob<BloomEffect>("Bloom", bloomInputs); const auto destFramebuffer = static_cast<gpu::FramebufferPointer>(nullptr); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = ToneMapAndResample::Input(lightingFramebuffer, destFramebuffer, tonemappingFrame).asVarying(); const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapping", toneMappingInputs); // Debugging task is happening in the "over" layer after tone mapping and just before HUD if (depth == 0) { // Debug the bounds of the rendered items, still look at the zbuffer const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionUniforms, scatteringResource); const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, shadowTaskOutputs, lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers, deferredFrameTransform, lightingModel, antialiasingIntensityTexture).asVarying(); task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs, mainViewTransformSlot); } // HUD Layer const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(toneMappedBuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame, deferredFrameTransform).asVarying(); task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs, shapePlumberForward, mainViewTransformSlot);} void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs, uint mainViewTransformSlot) { const auto& inputs = input.get<Input>(); // RenderFetchCullSortTask out const auto& fetchCullSortTaskOut = inputs.get0(); const auto& items = fetchCullSortTaskOut.get0(); // Extract opaques / transparents / lights / metas / layered / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items[RenderFetchCullSortTask::LIGHT]; const auto& metas = items[RenderFetchCullSortTask::META]; const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; const auto& spatialSelection = fetchCullSortTaskOut[1]; // RenderShadowTask out const auto& shadowOut = inputs.get1(); const auto& renderShadowTaskOut = shadowOut[0]; const auto& shadowFrame = shadowOut[1]; // Extract the Lighting Stages Current frame ( and zones) const auto lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto stageCurrentFrames = lightingStageInputs.get0(); const auto lightFrame = stageCurrentFrames[0]; const auto backgroundFrame = stageCurrentFrames[1]; const auto hazeFrame = stageCurrentFrames[2]; const auto bloomFrame = stageCurrentFrames[3]; // Zones const auto& zones = lightingStageInputs[1]; // Light CLuster const auto& lightClusters = inputs[3]; // PrepareDeferred out const auto& prepareDeferredOutputs = inputs.get4(); const auto& deferredFramebuffer = prepareDeferredOutputs[0]; // extraDeferredBuffer const auto& extraDeferredBuffer = inputs.get5(); const auto& linearDepthTarget = extraDeferredBuffer[0]; const auto& surfaceGeometryFramebuffer = extraDeferredBuffer[1]; const auto& ambientOcclusionFramebuffer = extraDeferredBuffer[2]; const auto& ambientOcclusionUniforms = extraDeferredBuffer[3]; const auto& scatteringResource = extraDeferredBuffer[4]; // GenerateDeferredFrameTransform out const auto& deferredFrameTransform = inputs[6]; // Lighting Model out const auto& lightingModel = inputs[7]; // Antialiasing out const auto& antialiasingIntensityTexture = inputs[8]; // Light Cluster Grid Debuging job { const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget, lightClusters).asVarying(); task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs, mainViewTransformSlot); } { // Debug the bounds of the rendered items, still look at the zbuffer task.addJob<DrawBounds>("DrawMetaBounds", metas, mainViewTransformSlot); task.addJob<DrawBounds>("DrawOpaqueBounds", opaques, mainViewTransformSlot); task.addJob<DrawBounds>("DrawTransparentBounds", transparents, mainViewTransformSlot); task.addJob<DrawBounds>("DrawLightBounds", lights, mainViewTransformSlot); task.addJob<DrawBounds>("DrawZones", zones, mainViewTransformSlot); const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums", shadowFrame); const auto viewFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::VIEW_FRUSTUM); task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f)); for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) { const auto shadowFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i); float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1); char jobName[64]; sprintf(jobName, "DrawShadowFrustum%d", i); task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f)); if (!renderShadowTaskOut.isNull()) { const auto& shadowCascadeSceneBBoxes = renderShadowTaskOut.get<RenderShadowTask::CascadeBoxes>(); const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i]; sprintf(jobName, "DrawShadowBBox%d", i); task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f)); } } } { // Debug Selection... // TODO: It s busted // Select items that need to be outlined and show them const auto selectionBaseName = "contextOverlayHighlightList"; const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying(); const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionBaseName); const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying(); const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionBaseName); const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying(); const auto selectedItems = task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionBaseName); // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems, mainViewTransformSlot); } { // Debug the bounds of the layered objects, still look at the zbuffer task.addJob<DrawBounds>("DrawInFrontOpaqueBounds", inFrontOpaque, mainViewTransformSlot); task.addJob<DrawBounds>("DrawInFrontTransparentBounds", inFrontTransparent, mainViewTransformSlot); } { // Debug the bounds of the layered objects, still look at the zbuffer task.addJob<DrawBounds>("DrawHUDOpaqueBounds", hudOpaque, mainViewTransformSlot); task.addJob<DrawBounds>("DrawHUDTransparentBounds", hudTransparent, mainViewTransformSlot); } // Debugging stages { // Debugging Deferred buffer job const auto debugFramebuffers = DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, deferredFrameTransform, shadowFrame, antialiasingIntensityTexture).asVarying(); task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers, mainViewTransformSlot); 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, mainViewTransformSlot); task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection, mainViewTransformSlot); } // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatusJob static gpu::TexturePointer statusIconMap; static std::once_flag once; std::call_once(once, [] { auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE); }); task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap, mainViewTransformSlot)); } const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying(); task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs); }} gpu::FramebufferPointer PreparePrimaryFramebuffer::createFramebuffer(const char* name, const glm::uvec2& frameSize) { gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name)); auto colorFormat = gpu::Element::COLOR_SRGBA_32; auto defaultSampler = Sampler(Sampler::FILTER_MIN_MAG_LINEAR); auto primaryColorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler); framebuffer->setRenderBuffer(0, primaryColorTexture); auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format auto primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler); framebuffer->setDepthStencilBuffer(primaryDepthTexture, depthFormat); return framebuffer;} void PreparePrimaryFramebuffer::configure(const Config& config) { _resolutionScale = config.getResolutionScale();} void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, Output& primaryFramebuffer) { glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w); glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale); // Resizing framebuffers instead of re-building them seems to cause issues with threaded // rendering if (!_primaryFramebuffer || _primaryFramebuffer->getSize() != scaledFrameSize) { _primaryFramebuffer = createFramebuffer("deferredPrimary", scaledFrameSize); } primaryFramebuffer = _primaryFramebuffer; // Set viewport for the rest of the scaled passes renderContext->args->_viewport.z = scaledFrameSize.x; renderContext->args->_viewport.w = scaledFrameSize.y;} void RenderTransparentDeferred::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& hazeFrame = inputs.get1(); const auto& lightFrame = inputs.get2(); const auto& lightingModel = inputs.get3(); const auto& lightClusters = inputs.get4(); // Not needed yet: const auto& shadowFrame = inputs.get5(); const auto& deferredFrameTransform = inputs.get6(); auto &deferredFramebuffer = inputs.get7(); auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>(); RenderArgs* args = renderContext->args; gpu::doInBatch("RenderTransparentDeferred::run", args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; batch.setFramebuffer(deferredFramebuffer->getLightingFramebuffer()); // Setup camera, projection and viewport for all items batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.setProjectionJitterEnabled(true); batch.setSavedViewProjectionTransform(_transformSlot); // Setup lighting model for all items; batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer()); batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT()); batch.setUniformBuffer(ru::Buffer::DeferredFrameTransform, deferredFrameTransform->getFrameTransformBuffer()); // Set the light deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame); deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters); Lines 1–500 of 600. Load more
// // RenderDeferredTask.cpp // render-utils/src/ // // Created by Sam Gateau on 5/29/15. // Copyright 2016 High Fidelity, Inc. // Copyright 2024 Overte e.V. // // 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 <QtCore/qglobal.h> #include <DependencyManager.h> #include <PerfStat.h> #include <PathUtils.h> #include <ViewFrustum.h> #include <gpu/Context.h> #include <graphics/ShaderConstants.h> #include <shaders/Shaders.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 "RenderHifi.h" #include "render-utils/ShaderConstants.h" #include "RenderCommonTask.h" #include "LightingModel.h" #include "StencilMaskPass.h" #include "DebugDeferredBuffer.h" #include "DeferredFramebuffer.h" #include "DeferredLightingEffect.h" #include "SurfaceGeometryPass.h" #include "FramebufferCache.h" #include "TextureCache.h" #include "ZoneRenderer.h" #include "FadeEffect.h" #include "BloomStage.h" #include "RenderUtilsLogging.h" #include "RenderHUDLayerTask.h" #include "AmbientOcclusionEffect.h" #include "AntialiasingEffect.h" #include "ToneMapAndResampleTask.h" #include "SubsurfaceScattering.h" #include "DrawHaze.h" #include "BloomEffect.h" #include "HighlightEffect.h" #include <sstream> using namespace render; extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); extern void initForwardPipelines(render::ShapePlumber& plumber); 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; } class RenderDeferredTaskDebug { public: using ExtraBuffers = render::VaryingSet5<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, gpu::BufferView, SubsurfaceScatteringResourcePointer>; using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output, AssembleLightingStageTask::Output, LightClusteringPass::Output, PrepareDeferred::Outputs, ExtraBuffers, GenerateDeferredFrameTransform::Output, LightingModel, Antialiasing::Outputs>; using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>; void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, uint mainViewTransformSlot); }; void RenderDeferredTask::configure(const Config& config) { // Propagate resolution scale to sub jobs who need it auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred"); assert(preparePrimaryBufferConfig); preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale); } void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint transformOffset, size_t depth) { // Prepare the ShapePipelines static ShapePlumberPointer shapePlumberDeferred = std::make_shared<ShapePlumber>(); static ShapePlumberPointer shapePlumberForward = std::make_shared<ShapePlumber>(); static std::once_flag once; std::call_once(once, [] { initDeferredPipelines(*shapePlumberDeferred, FadeEffect::getBatchSetter(), FadeEffect::getItemUniformSetter()); initForwardPipelines(*shapePlumberForward); }); uint backgroundViewTransformSlot = render::RenderEngine::TS_BACKGROUND_VIEW + transformOffset; uint mainViewTransformSlot = render::RenderEngine::TS_MAIN_VIEW + transformOffset; const auto& inputs = input.get<Input>(); // Separate the fetched items const auto& fetchedItems = inputs.get0(); const auto& items = fetchedItems.get0(); // Extract opaques / transparents / lights / metas / layered / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& mirrors = items[RenderFetchCullSortTask::MIRROR]; const auto& simulateItems = items[RenderFetchCullSortTask::SIMULATE]; const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; // Lighting model comes next, the big configuration of the view const auto& lightingModel = inputs[1]; // Extract the Lighting Stages Current frame ( and zones) const auto& lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto currentStageFrames = lightingStageInputs.get0(); const auto& lightFrame = currentStageFrames[0]; const auto& backgroundFrame = currentStageFrames[1]; const auto& hazeFrame = currentStageFrames[2]; const auto& bloomFrame = currentStageFrames[3]; const auto& tonemappingFrame = currentStageFrames[4]; const auto& ambientOcclusionFrame = currentStageFrames[5]; const auto& normalMapAttenuationFrame = currentStageFrames[6]; // Shadow Task Outputs const auto& shadowTaskOutputs = inputs.get3(); // Shadow Stage Frame const auto shadowFrame = shadowTaskOutputs[1]; const auto setNormalMapAttenuationInputs = SetNormalMapAttenuation::Inputs(lightingModel, normalMapAttenuationFrame).asVarying(); task.addJob<SetNormalMapAttenuation>("SetNormalMapAttenuation", setNormalMapAttenuationInputs); const auto antialiasingMode = task.addJob<AntialiasingSetup>("AntialiasingSetup"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred"); // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", mainViewTransformSlot); const auto prepareDeferredInputs = PrepareDeferred::Inputs(scaledPrimaryFramebuffer, 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); const auto mainTargetFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(2); if (depth == 0) { const auto simulateInputs = RenderSimulateTask::Inputs(simulateItems, mainTargetFramebuffer).asVarying(); task.addJob<RenderSimulateTask>("RenderSimulation", simulateInputs); } // draw a stencil mask in hidden regions of the framebuffer. task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, deferredFrameTransform).asVarying(); task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumberDeferred, mainViewTransformSlot); if (depth < RenderMirrorTask::MAX_MIRROR_DEPTH) { const auto mirrorInputs = RenderMirrorTask::Inputs(mirrors, mainTargetFramebuffer).asVarying(); for (size_t i = 0; i < RenderMirrorTask::MAX_MIRRORS_PER_LEVEL; i++) { task.addJob<RenderMirrorTask>("RenderMirrorTask" + std::to_string(i) + "Depth" + std::to_string(depth), mirrorInputs, i, cullFunctor, transformOffset, depth); } } // 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::Input(lightingModel, deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionFrame).asVarying(); const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs); const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(1); // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Input(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying(); const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs); // DeferredBuffer is complete, now let's shade it into the LightingBuffer const auto extraDeferredBuffer = RenderDeferred::ExtraDeferredBuffer(surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, extraDeferredBuffer, lightingModel, lightClusters, lightFrame, shadowFrame, hazeFrame).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 const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame, hazeFrame).asVarying(); task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs, backgroundViewTransformSlot); const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame)); task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs, depth > 0); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = RenderTransparentDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, shadowFrame, deferredFrameTransform, deferredFramebuffer).asVarying(); task.addJob<RenderTransparentDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumberDeferred, mainViewTransformSlot); // Highlight const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform).asVarying(); task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs, mainViewTransformSlot); // Layered Over (in front) const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, deferredFrameTransform, lightingModel, hazeFrame).asVarying(); task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, shapePlumberForward, true, true, mainViewTransformSlot); const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, deferredFrameTransform, lightingModel, hazeFrame).asVarying(); task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, shapePlumberForward, false, true, mainViewTransformSlot); // AA job before bloom to limit flickering const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, antialiasingMode).asVarying(); const auto antialiasingIntensityTexture = task.addJob<Antialiasing>("Antialiasing", antialiasingInputs); // Add bloom const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame, lightingModel).asVarying(); task.addJob<BloomEffect>("Bloom", bloomInputs); const auto destFramebuffer = static_cast<gpu::FramebufferPointer>(nullptr); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = ToneMapAndResample::Input(lightingFramebuffer, destFramebuffer, tonemappingFrame).asVarying(); const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapping", toneMappingInputs); // Debugging task is happening in the "over" layer after tone mapping and just before HUD if (depth == 0) { // Debug the bounds of the rendered items, still look at the zbuffer const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionUniforms, scatteringResource); const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, shadowTaskOutputs, lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers, deferredFrameTransform, lightingModel, antialiasingIntensityTexture).asVarying(); task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs, mainViewTransformSlot); } // HUD Layer const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(toneMappedBuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame, deferredFrameTransform).asVarying(); task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs, shapePlumberForward, mainViewTransformSlot); } void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs, uint mainViewTransformSlot) { const auto& inputs = input.get<Input>(); // RenderFetchCullSortTask out const auto& fetchCullSortTaskOut = inputs.get0(); const auto& items = fetchCullSortTaskOut.get0(); // Extract opaques / transparents / lights / metas / layered / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items[RenderFetchCullSortTask::LIGHT]; const auto& metas = items[RenderFetchCullSortTask::META]; const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; const auto& spatialSelection = fetchCullSortTaskOut[1]; // RenderShadowTask out const auto& shadowOut = inputs.get1(); const auto& renderShadowTaskOut = shadowOut[0]; const auto& shadowFrame = shadowOut[1]; // Extract the Lighting Stages Current frame ( and zones) const auto lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto stageCurrentFrames = lightingStageInputs.get0(); const auto lightFrame = stageCurrentFrames[0]; const auto backgroundFrame = stageCurrentFrames[1]; const auto hazeFrame = stageCurrentFrames[2]; const auto bloomFrame = stageCurrentFrames[3]; // Zones const auto& zones = lightingStageInputs[1]; // Light CLuster const auto& lightClusters = inputs[3]; // PrepareDeferred out const auto& prepareDeferredOutputs = inputs.get4(); const auto& deferredFramebuffer = prepareDeferredOutputs[0]; // extraDeferredBuffer const auto& extraDeferredBuffer = inputs.get5(); const auto& linearDepthTarget = extraDeferredBuffer[0]; const auto& surfaceGeometryFramebuffer = extraDeferredBuffer[1]; const auto& ambientOcclusionFramebuffer = extraDeferredBuffer[2]; const auto& ambientOcclusionUniforms = extraDeferredBuffer[3]; const auto& scatteringResource = extraDeferredBuffer[4]; // GenerateDeferredFrameTransform out const auto& deferredFrameTransform = inputs[6]; // Lighting Model out const auto& lightingModel = inputs[7]; // Antialiasing out const auto& antialiasingIntensityTexture = inputs[8]; // Light Cluster Grid Debuging job { const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget, lightClusters).asVarying(); task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs, mainViewTransformSlot); } { // Debug the bounds of the rendered items, still look at the zbuffer task.addJob<DrawBounds>("DrawMetaBounds", metas, mainViewTransformSlot); task.addJob<DrawBounds>("DrawOpaqueBounds", opaques, mainViewTransformSlot); task.addJob<DrawBounds>("DrawTransparentBounds", transparents, mainViewTransformSlot); task.addJob<DrawBounds>("DrawLightBounds", lights, mainViewTransformSlot); task.addJob<DrawBounds>("DrawZones", zones, mainViewTransformSlot); const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums", shadowFrame); const auto viewFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::VIEW_FRUSTUM); task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f)); for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) { const auto shadowFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i); float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1); char jobName[64]; sprintf(jobName, "DrawShadowFrustum%d", i); task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f)); if (!renderShadowTaskOut.isNull()) { const auto& shadowCascadeSceneBBoxes = renderShadowTaskOut.get<RenderShadowTask::CascadeBoxes>(); const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i]; sprintf(jobName, "DrawShadowBBox%d", i); task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f)); } } } { // Debug Selection... // TODO: It s busted // Select items that need to be outlined and show them const auto selectionBaseName = "contextOverlayHighlightList"; const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying(); const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionBaseName); const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying(); const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionBaseName); const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying(); const auto selectedItems = task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionBaseName); // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems, mainViewTransformSlot); } { // Debug the bounds of the layered objects, still look at the zbuffer task.addJob<DrawBounds>("DrawInFrontOpaqueBounds", inFrontOpaque, mainViewTransformSlot); task.addJob<DrawBounds>("DrawInFrontTransparentBounds", inFrontTransparent, mainViewTransformSlot); } { // Debug the bounds of the layered objects, still look at the zbuffer task.addJob<DrawBounds>("DrawHUDOpaqueBounds", hudOpaque, mainViewTransformSlot); task.addJob<DrawBounds>("DrawHUDTransparentBounds", hudTransparent, mainViewTransformSlot); } // Debugging stages { // Debugging Deferred buffer job const auto debugFramebuffers = DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, deferredFrameTransform, shadowFrame, antialiasingIntensityTexture).asVarying(); task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers, mainViewTransformSlot); 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, mainViewTransformSlot); task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection, mainViewTransformSlot); } // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatusJob static gpu::TexturePointer statusIconMap; static std::once_flag once; std::call_once(once, [] { auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE); }); task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap, mainViewTransformSlot)); } const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying(); task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs); } } gpu::FramebufferPointer PreparePrimaryFramebuffer::createFramebuffer(const char* name, const glm::uvec2& frameSize) { gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name)); auto colorFormat = gpu::Element::COLOR_SRGBA_32; auto defaultSampler = Sampler(Sampler::FILTER_MIN_MAG_LINEAR); auto primaryColorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler); framebuffer->setRenderBuffer(0, primaryColorTexture); auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format auto primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler); framebuffer->setDepthStencilBuffer(primaryDepthTexture, depthFormat); return framebuffer; } void PreparePrimaryFramebuffer::configure(const Config& config) { _resolutionScale = config.getResolutionScale(); } void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, Output& primaryFramebuffer) { glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w); glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale); // Resizing framebuffers instead of re-building them seems to cause issues with threaded // rendering if (!_primaryFramebuffer || _primaryFramebuffer->getSize() != scaledFrameSize) { _primaryFramebuffer = createFramebuffer("deferredPrimary", scaledFrameSize); } primaryFramebuffer = _primaryFramebuffer; // Set viewport for the rest of the scaled passes renderContext->args->_viewport.z = scaledFrameSize.x; renderContext->args->_viewport.w = scaledFrameSize.y; } void RenderTransparentDeferred::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& hazeFrame = inputs.get1(); const auto& lightFrame = inputs.get2(); const auto& lightingModel = inputs.get3(); const auto& lightClusters = inputs.get4(); // Not needed yet: const auto& shadowFrame = inputs.get5(); const auto& deferredFrameTransform = inputs.get6(); auto &deferredFramebuffer = inputs.get7(); auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>(); RenderArgs* args = renderContext->args; gpu::doInBatch("RenderTransparentDeferred::run", args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; batch.setFramebuffer(deferredFramebuffer->getLightingFramebuffer()); // Setup camera, projection and viewport for all items batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.setProjectionJitterEnabled(true); batch.setSavedViewProjectionTransform(_transformSlot); // Setup lighting model for all items; batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer()); batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT()); batch.setUniformBuffer(ru::Buffer::DeferredFrameTransform, deferredFrameTransform->getFrameTransformBuffer()); // Set the light deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame); deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters);