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| 1 | // | ||
| 2 | // Created by Bradley Austin Davis on 2018/01/09 | ||
| 3 | // Copyright 2013-2018 High Fidelity, Inc. | ||
| 4 | // | ||
| 5 | // Distributed under the Apache License, Version 2.0. | ||
| 6 | // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html | ||
| 7 | // | ||
| 8 | |||
| 9 | #include "RenderCommonTask.h" | ||
| 10 | |||
| 11 | #include <gpu/Context.h> | ||
| 12 | |||
| 13 | #include "DeferredLightingEffect.h" | ||
| 14 | #include "RenderUtilsLogging.h" | ||
| 15 | |||
| 16 | using namespace render; | ||
| 17 | extern void initOverlay3DPipelines(render::ShapePlumber& plumber, bool depthTest = false); | ||
| 18 | |||
| 19 | void BeginGPURangeTimer::run(const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) { | ||
| 20 | timer = _gpuTimer; | ||
| 21 | gpu::doInBatch("BeginGPURangeTimer::run", renderContext->args->_context, [&](gpu::Batch& batch) { | ||
| 22 | _gpuTimer->begin(batch); | ||
| 23 | }); | ||
| 24 | } | ||
| 25 | |||
| 26 | void EndGPURangeTimer::run(const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) { | ||
| 27 | gpu::doInBatch("EndGPURangeTimer::run", renderContext->args->_context, [&](gpu::Batch& batch) { | ||
| 28 | timer->end(batch); | ||
| 29 | }); | ||
| 30 | |||
| 31 | auto config = std::static_pointer_cast<Config>(renderContext->jobConfig); | ||
| 32 | config->setGPUBatchRunTime(timer->getGPUAverage(), timer->getBatchAverage()); | ||
| 33 | } | ||
| 34 | |||
| 35 | DrawOverlay3D::DrawOverlay3D(bool opaque) : | ||
| 36 | _shapePlumber(std::make_shared<ShapePlumber>()), | ||
| 37 | _opaquePass(opaque) { | ||
| 38 | initOverlay3DPipelines(*_shapePlumber); | ||
| 39 | } | ||
| 40 | |||
| 41 | void DrawOverlay3D::run(const RenderContextPointer& renderContext, const Inputs& inputs) { | ||
| 42 | assert(renderContext->args); | ||
| 43 | assert(renderContext->args->hasViewFrustum()); | ||
| 44 | |||
| 45 | auto config = std::static_pointer_cast<Config>(renderContext->jobConfig); | ||
| 46 | |||
| 47 | const auto& inItems = inputs.get0(); | ||
| 48 | const auto& lightingModel = inputs.get1(); | ||
| 49 | |||
| 50 | config->setNumDrawn((int)inItems.size()); | ||
| 51 | emit config->numDrawnChanged(); | ||
| 52 | |||
| 53 | if (!inItems.empty()) { | ||
| 54 | RenderArgs* args = renderContext->args; | ||
| 55 | |||
| 56 | // Clear the framebuffer without stereo | ||
| 57 | // Needs to be distinct from the other batch because using the clear call | ||
| 58 | // while stereo is enabled triggers a warning | ||
| 59 | if (_opaquePass) { | ||
| 60 | gpu::doInBatch("DrawOverlay3D::run::clear", args->_context, [&](gpu::Batch& batch){ | ||
| 61 | batch.enableStereo(false); | ||
| 62 | batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, false); | ||
| 63 | }); | ||
| 64 | } | ||
| 65 | |||
| 66 | // Render the items | ||
| 67 | gpu::doInBatch("DrawOverlay3D::run", args->_context, [&](gpu::Batch& batch) { | ||
| 68 | args->_batch = &batch; | ||
| 69 | batch.setViewportTransform(args->_viewport); | ||
| 70 | batch.setStateScissorRect(args->_viewport); | ||
| 71 | |||
| 72 | glm::mat4 projMat; | ||
| 73 | Transform viewMat; | ||
| 74 | args->getViewFrustum().evalProjectionMatrix(projMat); | ||
| 75 | args->getViewFrustum().evalViewTransform(viewMat); | ||
| 76 | |||
| 77 | batch.setProjectionTransform(projMat); | ||
| 78 | batch.setViewTransform(viewMat); | ||
| 79 | |||
| 80 | // Setup lighting model for all items; | ||
| 81 | batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer()); | ||
| 82 | |||
| 83 | renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn); | ||
| 84 | args->_batch = nullptr; | ||
| 85 | }); | ||
| 86 | } | ||
| 87 | } | ||
| 88 | |||
| 89 | void CompositeHUD::run(const RenderContextPointer& renderContext) { | ||
| 90 | assert(renderContext->args); | ||
| 91 | assert(renderContext->args->_context); | ||
| 92 | |||
| 93 | // We do not want to render HUD elements in secondary camera | ||
| 94 | if (renderContext->args->_renderMode == RenderArgs::RenderMode::SECONDARY_CAMERA_RENDER_MODE) { | ||
| 95 | return; | ||
| 96 | } | ||
| 97 | |||
| 98 | // Grab the HUD texture | ||
| 99 | #if !defined(DISABLE_QML) | ||
| 100 | gpu::doInBatch("CompositeHUD::run", renderContext->args->_context, [&](gpu::Batch& batch) { | ||
| 101 | if (renderContext->args->_hudOperator) { | ||
| 102 | renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE); | ||
| 103 | } | ||
| 104 | }); | ||
| 105 | #endif | ||
| 106 | } | ||
| 107 | |||
| 108 | void Blit::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) { | ||
| 109 | assert(renderContext->args); | ||
| 110 | assert(renderContext->args->_context); | ||
| 111 | |||
| 112 | RenderArgs* renderArgs = renderContext->args; | ||
| 113 | auto blitFbo = renderArgs->_blitFramebuffer; | ||
| 114 | |||
| 115 | if (!blitFbo) { | ||
| 116 | qCWarning(renderutils) << "Blit::run - no blit frame buffer."; | ||
| 117 | return; | ||
| 118 | } | ||
| 119 | |||
| 120 | // Determine size from viewport | ||
| 121 | int width = renderArgs->_viewport.z; | ||
| 122 | int height = renderArgs->_viewport.w; | ||
| 123 | |||
| 124 | // Blit primary to blit FBO | ||
| 125 | auto primaryFbo = srcFramebuffer; | ||
| 126 | |||
| 127 | gpu::doInBatch("Blit::run", renderArgs->_context, [&](gpu::Batch& batch) { | ||
| 128 | batch.setFramebuffer(blitFbo); | ||
| 129 | |||
| 130 | if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { | ||
| 131 | if (renderArgs->isStereo()) { | ||
| 132 | gpu::Vec4i srcRectLeft; | ||
| 133 | srcRectLeft.z = width / 2; | ||
| 134 | srcRectLeft.w = height; | ||
| 135 | |||
| 136 | gpu::Vec4i srcRectRight; | ||
| 137 | srcRectRight.x = width / 2; | ||
| 138 | srcRectRight.z = width; | ||
| 139 | srcRectRight.w = height; | ||
| 140 | |||
| 141 | gpu::Vec4i destRectLeft; | ||
| 142 | destRectLeft.x = srcRectLeft.z; | ||
| 143 | destRectLeft.z = srcRectLeft.x; | ||
| 144 | destRectLeft.y = srcRectLeft.y; | ||
| 145 | destRectLeft.w = srcRectLeft.w; | ||
| 146 | |||
| 147 | gpu::Vec4i destRectRight; | ||
| 148 | destRectRight.x = srcRectRight.z; | ||
| 149 | destRectRight.z = srcRectRight.x; | ||
| 150 | destRectRight.y = srcRectRight.y; | ||
| 151 | destRectRight.w = srcRectRight.w; | ||
| 152 | |||
| 153 | // Blit left to right and right to left in stereo | ||
| 154 | batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft); | ||
| 155 | batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight); | ||
| 156 | } else { | ||
| 157 | gpu::Vec4i srcRect; | ||
| 158 | srcRect.z = width; | ||
| 159 | srcRect.w = height; | ||
| 160 | |||
| 161 | gpu::Vec4i destRect; | ||
| 162 | destRect.x = width; | ||
| 163 | destRect.y = 0; | ||
| 164 | destRect.z = 0; | ||
| 165 | destRect.w = height; | ||
| 166 | |||
| 167 | batch.blit(primaryFbo, srcRect, blitFbo, destRect); | ||
| 168 | } | ||
| 169 | } else { | ||
| 170 | gpu::Vec4i rect; | ||
| 171 | rect.z = width; | ||
| 172 | rect.w = height; | ||
| 173 | |||
| 174 | batch.blit(primaryFbo, rect, blitFbo, rect); | ||
| 175 | } | ||
| 176 | }); | ||
| 177 | } | ||
| 178 | |||
| 179 | void ExtractFrustums::run(const render::RenderContextPointer& renderContext, Output& output) { | ||
| 180 | assert(renderContext->args); | ||
| 181 | assert(renderContext->args->_context); | ||
| 182 | |||
| 183 | RenderArgs* args = renderContext->args; | ||
| 184 | |||
| 185 | // Return view frustum | ||
| 186 | auto& viewFrustum = output[VIEW_FRUSTUM].edit<ViewFrustumPointer>(); | ||
| 187 | if (!viewFrustum) { | ||
| 188 | viewFrustum = std::make_shared<ViewFrustum>(args->getViewFrustum()); | ||
| 189 | } else { | ||
| 190 | *viewFrustum = args->getViewFrustum(); | ||
| 191 | } | ||
| 192 | |||
| 193 | // Return shadow frustum | ||
| 194 | auto lightStage = args->_scene->getStage<LightStage>(LightStage::getName()); | ||
| 195 | for (auto i = 0; i < SHADOW_CASCADE_FRUSTUM_COUNT; i++) { | ||
| 196 | auto& shadowFrustum = output[SHADOW_CASCADE0_FRUSTUM+i].edit<ViewFrustumPointer>(); | ||
| 197 | if (lightStage) { | ||
| 198 | auto globalShadow = lightStage->getCurrentKeyShadow(); | ||
| 199 | |||
| 200 | if (globalShadow && i<(int)globalShadow->getCascadeCount()) { | ||
| 201 | auto& cascade = globalShadow->getCascade(i); | ||
| 202 | shadowFrustum = cascade.getFrustum(); | ||
| 203 | } else { | ||
| 204 | shadowFrustum.reset(); | ||
| 205 | } | ||
| 206 | } else { | ||
| 207 | shadowFrustum.reset(); | ||
| 208 | } | ||
| 209 | } | ||
| 210 | } | ||