//// RenderDeferredTask.cpp// render-utils/src///// Created by Sam Gateau on 5/29/15.// Copyright 20154 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 <PerfStat.h>#include <PathUtils.h>#include <RenderArgs.h>#include <ViewFrustum.h>#include <gpu/Context.h>#include <gpu/StandardShaderLib.h> #include "DebugDeferredBuffer.h"#include "DeferredLightingEffect.h"#include "FramebufferCache.h"#include "HitEffect.h"#include "TextureCache.h" #include "render/DrawTask.h"#include "render/DrawStatus.h"#include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h" #include "RenderDeferredTask.h" #include "model_vert.h"#include "model_shadow_vert.h"#include "model_normal_map_vert.h"#include "model_lightmap_vert.h"#include "model_lightmap_normal_map_vert.h"#include "skin_model_vert.h"#include "skin_model_shadow_vert.h"#include "skin_model_normal_map_vert.h" #include "model_frag.h"#include "model_shadow_frag.h"#include "model_normal_map_frag.h"#include "model_normal_specular_map_frag.h"#include "model_specular_map_frag.h"#include "model_lightmap_frag.h"#include "model_lightmap_normal_map_frag.h"#include "model_lightmap_normal_specular_map_frag.h"#include "model_lightmap_specular_map_frag.h"#include "model_translucent_frag.h" #include "overlay3D_vert.h"#include "overlay3D_frag.h" #include "drawOpaqueStencil_frag.h" using namespace render; void initDeferredPipelines(render::ShapePlumber& plumber); void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->getArgs());} void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { DependencyManager::get<DeferredLightingEffect>()->render(renderContext->getArgs());} void ToneMappingDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("ToneMappingDeferred"); _toneMappingEffect.render(renderContext->getArgs());} RenderDeferredTask::RenderDeferredTask() : Task() { // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>(); initDeferredPipelines(*shapePlumber); // CPU only, create the list of renderedOpaques items addJob<FetchItems>("FetchOpaque", FetchItems([](const RenderContextPointer& context, int count) { context->getItemsConfig().opaque.numFeed = count; })); addJob<CullItems<RenderDetails::OPAQUE_ITEM>>("CullOpaque", _jobs.back().getOutput()); addJob<DepthSortItems>("DepthSortOpaque", _jobs.back().getOutput()); auto& renderedOpaques = _jobs.back().getOutput(); // CPU only, create the list of renderedTransparents items addJob<FetchItems>("FetchTransparent", FetchItems( ItemFilter::Builder::transparentShape().withoutLayered(), [](const RenderContextPointer& context, int count) { context->getItemsConfig().transparent.numFeed = count; } )); addJob<CullItems<RenderDetails::TRANSLUCENT_ITEM>>("CullTransparent", _jobs.back().getOutput()); addJob<DepthSortItems>("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false)); auto& renderedTransparents = _jobs.back().getOutput(); // GPU Jobs: Start preparing the deferred and lighting buffer addJob<PrepareDeferred>("PrepareDeferred"); // Render opaque objects in DeferredBuffer addJob<DrawOpaqueDeferred>("DrawOpaqueDeferred", renderedOpaques, shapePlumber); // Once opaque is all rendered create stencil background addJob<DrawStencilDeferred>("DrawOpaqueStencil"); // Use Stencil and start drawing background in Lighting buffer addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred"); // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. addJob<DrawLight>("DrawLight"); // DeferredBuffer is complete, now let's shade it into the LightingBuffer addJob<RenderDeferred>("RenderDeferred"); // AO job, to be revisited addJob<AmbientOcclusion>("AmbientOcclusion"); _jobs.back().setEnabled(false); _occlusionJobIndex = (int)_jobs.size() - 1; // AA job to be revisited addJob<Antialiasing>("Antialiasing"); _jobs.back().setEnabled(false); _antialiasingJobIndex = (int)_jobs.size() - 1; // Render transparent objects forward in LigthingBuffer addJob<DrawTransparentDeferred>("DrawTransparentDeferred", renderedTransparents, shapePlumber); // Lighting Buffer ready for tone mapping addJob<ToneMappingDeferred>("ToneMapping"); _toneMappingJobIndex = (int)_jobs.size() - 1; // Debugging Deferred buffer job addJob<DebugDeferredBuffer>("DebugDeferredBuffer"); _jobs.back().setEnabled(false); _drawDebugDeferredBufferIndex = (int)_jobs.size() - 1; // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatsuJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath); addJob<DrawStatus>("DrawStatus", renderedOpaques, DrawStatus(statusIconMap)); _jobs.back().setEnabled(false); _drawStatusJobIndex = (int)_jobs.size() - 1; } addJob<DrawOverlay3D>("DrawOverlay3D", shapePlumber); addJob<HitEffect>("HitEffect"); _jobs.back().setEnabled(false); _drawHitEffectJobIndex = (int)_jobs.size() -1; addJob<Blit>("Blit");} void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { // sanity checks assert(sceneContext); if (!sceneContext->_scene) { return; } // Is it possible that we render without a viewFrustum ? if (!(renderContext->getArgs() && renderContext->getArgs()->_viewFrustum)) { return; } // Make sure we turn the deferred buffer debug on/off setDrawDebugDeferredBuffer(renderContext->_deferredDebugMode); // Make sure we turn the displayItemStatus on/off setDrawItemStatus(renderContext->getDrawStatus()); // Make sure we display hit effect on screen, as desired from a script setDrawHitEffect(renderContext->getDrawHitEffect()); // TODO: turn on/off AO through menu item setOcclusionStatus(renderContext->getOcclusionStatus()); setAntialiasingStatus(renderContext->getFxaaStatus()); setToneMappingExposure(renderContext->getTone().exposure); setToneMappingToneCurve(renderContext->getTone().toneCurve); renderContext->getArgs()->_context->syncCache(); for (auto job : _jobs) { job.run(sceneContext, renderContext); } }; void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); RenderArgs* args = renderContext->getArgs(); gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); args->_batch = &batch; auto& opaque = renderContext->getItemsConfig().opaque; opaque.numDrawn = (int)inItems.size(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); renderShapes(sceneContext, renderContext, _shapePlumber, inItems, opaque.maxDrawn); args->_batch = nullptr; });} void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); RenderArgs* args = renderContext->getArgs(); gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); args->_batch = &batch; auto& transparent = renderContext->getItemsConfig().transparent; transparent.numDrawn = (int)inItems.size(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); renderShapes(sceneContext, renderContext, _shapePlumber, inItems, transparent.maxDrawn); args->_batch = nullptr; });} // TODO: Move this to the shapePlumbergpu::PipelinePointer DrawOverlay3D::_opaquePipeline;const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() { if (!_opaquePipeline) { auto vs = gpu::Shader::createVertex(std::string(overlay3D_vert)); auto ps = gpu::Shader::createPixel(std::string(overlay3D_frag)); auto program = gpu::Shader::createProgram(vs, ps); auto state = std::make_shared<gpu::State>(); state->setDepthTest(false); // additive blending state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE); _opaquePipeline = gpu::Pipeline::create(program, state); } return _opaquePipeline;} void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); // render backgrounds auto& scene = sceneContext->_scene; auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withLayered()); ItemIDsBounds inItems; inItems.reserve(items.size()); for (auto id : items) { auto& item = scene->getItem(id); if (item.getKey().isVisible() && (item.getLayer() == 1)) { inItems.emplace_back(id); } } auto& overlay3D = renderContext->getItemsConfig().overlay3D; overlay3D.numFeed = (int)inItems.size(); overlay3D.numDrawn = (int)inItems.size(); if (!inItems.empty()) { RenderArgs* args = renderContext->getArgs(); // Clear the framebuffer without stereo // Needs to be distinct from the other batch because using the clear call // while stereo is enabled triggers a warning { gpu::Batch batch; batch.enableStereo(false); batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true); args->_context->render(batch); } // Render the items gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.setPipeline(getOpaquePipeline()); batch.setResourceTexture(0, args->_whiteTexture); renderShapes(sceneContext, renderContext, _shapePlumber, inItems, renderContext->getItemsConfig().overlay3D.maxDrawn); }); args->_batch = nullptr; args->_whiteTexture.reset(); }} gpu::PipelinePointer DrawStencilDeferred::_opaquePipeline;const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() { if (!_opaquePipeline) { const gpu::int8 STENCIL_OPAQUE = 1; auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS(); auto ps = gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag)); auto program = gpu::Shader::createProgram(vs, ps); gpu::Shader::makeProgram((*program)); auto state = std::make_shared<gpu::State>(); state->setDepthTest(true, false, gpu::LESS_EQUAL); state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE)); state->setColorWriteMask(0); _opaquePipeline = gpu::Pipeline::create(program, state); } return _opaquePipeline;} void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); // from the touched pixel generate the stencil buffer RenderArgs* args = renderContext->getArgs(); doInBatch(args->_context, [=](gpu::Batch& batch) { args->_batch = &batch; auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor(); batch.enableStereo(false); batch.setFramebuffer(deferredFboColorDepthStencil); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.setPipeline(getOpaquePipeline()); batch.draw(gpu::TRIANGLE_STRIP, 4); batch.setResourceTexture(0, nullptr); }); args->_batch = nullptr;} void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); // render backgrounds auto& scene = sceneContext->_scene; auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background()); ItemIDsBounds inItems; inItems.reserve(items.size()); for (auto id : items) { inItems.emplace_back(id); } RenderArgs* args = renderContext->getArgs(); doInBatch(args->_context, [=](gpu::Batch& batch) { args->_batch = &batch; auto lightingFBO = DependencyManager::get<FramebufferCache>()->getLightingFramebuffer(); batch.enableSkybox(true); batch.setFramebuffer(lightingFBO); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); renderLights(sceneContext, renderContext, inItems); }); args->_batch = nullptr;} void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_context); RenderArgs* renderArgs = renderContext->getArgs(); auto blitFbo = renderArgs->_blitFramebuffer; if (!blitFbo) { return; } // Determine size from viewport int width = renderArgs->_viewport.z; int height = renderArgs->_viewport.w; // Blit primary to blit FBO auto framebufferCache = DependencyManager::get<FramebufferCache>(); auto primaryFbo = framebufferCache->getPrimaryFramebuffer(); gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) { batch.setFramebuffer(blitFbo); if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { if (renderArgs->_context->isStereo()) { gpu::Vec4i srcRectLeft; srcRectLeft.z = width / 2; srcRectLeft.w = height; gpu::Vec4i srcRectRight; srcRectRight.x = width / 2; srcRectRight.z = width; srcRectRight.w = height; gpu::Vec4i destRectLeft; destRectLeft.x = srcRectLeft.z; destRectLeft.z = srcRectLeft.x; destRectLeft.y = srcRectLeft.y; destRectLeft.w = srcRectLeft.w; gpu::Vec4i destRectRight; destRectRight.x = srcRectRight.z; destRectRight.z = srcRectRight.x; destRectRight.y = srcRectRight.y; destRectRight.w = srcRectRight.w; // Blit left to right and right to left in stereo batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft); batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight); } else { gpu::Vec4i srcRect; srcRect.z = width; srcRect.w = height; gpu::Vec4i destRect; destRect.x = width; destRect.y = 0; destRect.z = 0; destRect.w = height; batch.blit(primaryFbo, srcRect, blitFbo, destRect); } } else { gpu::Vec4i rect; rect.z = width; rect.w = height; batch.blit(primaryFbo, rect, blitFbo, rect); } });} void RenderDeferredTask::setToneMappingExposure(float exposure) { if (_toneMappingJobIndex >= 0) { _jobs[_toneMappingJobIndex].edit<ToneMappingDeferred>()._toneMappingEffect.setExposure(exposure); }} float RenderDeferredTask::getToneMappingExposure() const { if (_toneMappingJobIndex >= 0) { return _jobs[_toneMappingJobIndex].get<ToneMappingDeferred>()._toneMappingEffect.getExposure(); } else { return 0.0f; }} void RenderDeferredTask::setToneMappingToneCurve(int toneCurve) { if (_toneMappingJobIndex >= 0) { _jobs[_toneMappingJobIndex].edit<ToneMappingDeferred>()._toneMappingEffect.setToneCurve((ToneMappingEffect::ToneCurve)toneCurve); }Lines 1–500 of 672. 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// // RenderDeferredTask.cpp // render-utils/src/ // // Created by Sam Gateau on 5/29/15. // Copyright 20154 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 <PerfStat.h> #include <PathUtils.h> #include <RenderArgs.h> #include <ViewFrustum.h> #include <gpu/Context.h> #include <gpu/StandardShaderLib.h> #include "DebugDeferredBuffer.h" #include "DeferredLightingEffect.h" #include "FramebufferCache.h" #include "HitEffect.h" #include "TextureCache.h" #include "render/DrawTask.h" #include "render/DrawStatus.h" #include "AmbientOcclusionEffect.h" #include "AntialiasingEffect.h" #include "RenderDeferredTask.h" #include "model_vert.h" #include "model_shadow_vert.h" #include "model_normal_map_vert.h" #include "model_lightmap_vert.h" #include "model_lightmap_normal_map_vert.h" #include "skin_model_vert.h" #include "skin_model_shadow_vert.h" #include "skin_model_normal_map_vert.h" #include "model_frag.h" #include "model_shadow_frag.h" #include "model_normal_map_frag.h" #include "model_normal_specular_map_frag.h" #include "model_specular_map_frag.h" #include "model_lightmap_frag.h" #include "model_lightmap_normal_map_frag.h" #include "model_lightmap_normal_specular_map_frag.h" #include "model_lightmap_specular_map_frag.h" #include "model_translucent_frag.h" #include "overlay3D_vert.h" #include "overlay3D_frag.h" #include "drawOpaqueStencil_frag.h" using namespace render; void initDeferredPipelines(render::ShapePlumber& plumber); void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->getArgs()); } void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { DependencyManager::get<DeferredLightingEffect>()->render(renderContext->getArgs()); } void ToneMappingDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("ToneMappingDeferred"); _toneMappingEffect.render(renderContext->getArgs()); } RenderDeferredTask::RenderDeferredTask() : Task() { // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>(); initDeferredPipelines(*shapePlumber); // CPU only, create the list of renderedOpaques items addJob<FetchItems>("FetchOpaque", FetchItems([](const RenderContextPointer& context, int count) { context->getItemsConfig().opaque.numFeed = count; })); addJob<CullItems<RenderDetails::OPAQUE_ITEM>>("CullOpaque", _jobs.back().getOutput()); addJob<DepthSortItems>("DepthSortOpaque", _jobs.back().getOutput()); auto& renderedOpaques = _jobs.back().getOutput(); // CPU only, create the list of renderedTransparents items addJob<FetchItems>("FetchTransparent", FetchItems( ItemFilter::Builder::transparentShape().withoutLayered(), [](const RenderContextPointer& context, int count) { context->getItemsConfig().transparent.numFeed = count; } )); addJob<CullItems<RenderDetails::TRANSLUCENT_ITEM>>("CullTransparent", _jobs.back().getOutput()); addJob<DepthSortItems>("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false)); auto& renderedTransparents = _jobs.back().getOutput(); // GPU Jobs: Start preparing the deferred and lighting buffer addJob<PrepareDeferred>("PrepareDeferred"); // Render opaque objects in DeferredBuffer addJob<DrawOpaqueDeferred>("DrawOpaqueDeferred", renderedOpaques, shapePlumber); // Once opaque is all rendered create stencil background addJob<DrawStencilDeferred>("DrawOpaqueStencil"); // Use Stencil and start drawing background in Lighting buffer addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred"); // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. addJob<DrawLight>("DrawLight"); // DeferredBuffer is complete, now let's shade it into the LightingBuffer addJob<RenderDeferred>("RenderDeferred"); // AO job, to be revisited addJob<AmbientOcclusion>("AmbientOcclusion"); _jobs.back().setEnabled(false); _occlusionJobIndex = (int)_jobs.size() - 1; // AA job to be revisited addJob<Antialiasing>("Antialiasing"); _jobs.back().setEnabled(false); _antialiasingJobIndex = (int)_jobs.size() - 1; // Render transparent objects forward in LigthingBuffer addJob<DrawTransparentDeferred>("DrawTransparentDeferred", renderedTransparents, shapePlumber); // Lighting Buffer ready for tone mapping addJob<ToneMappingDeferred>("ToneMapping"); _toneMappingJobIndex = (int)_jobs.size() - 1; // Debugging Deferred buffer job addJob<DebugDeferredBuffer>("DebugDeferredBuffer"); _jobs.back().setEnabled(false); _drawDebugDeferredBufferIndex = (int)_jobs.size() - 1; // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatsuJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath); addJob<DrawStatus>("DrawStatus", renderedOpaques, DrawStatus(statusIconMap)); _jobs.back().setEnabled(false); _drawStatusJobIndex = (int)_jobs.size() - 1; } addJob<DrawOverlay3D>("DrawOverlay3D", shapePlumber); addJob<HitEffect>("HitEffect"); _jobs.back().setEnabled(false); _drawHitEffectJobIndex = (int)_jobs.size() -1; addJob<Blit>("Blit"); } void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { // sanity checks assert(sceneContext); if (!sceneContext->_scene) { return; } // Is it possible that we render without a viewFrustum ? if (!(renderContext->getArgs() && renderContext->getArgs()->_viewFrustum)) { return; } // Make sure we turn the deferred buffer debug on/off setDrawDebugDeferredBuffer(renderContext->_deferredDebugMode); // Make sure we turn the displayItemStatus on/off setDrawItemStatus(renderContext->getDrawStatus()); // Make sure we display hit effect on screen, as desired from a script setDrawHitEffect(renderContext->getDrawHitEffect()); // TODO: turn on/off AO through menu item setOcclusionStatus(renderContext->getOcclusionStatus()); setAntialiasingStatus(renderContext->getFxaaStatus()); setToneMappingExposure(renderContext->getTone().exposure); setToneMappingToneCurve(renderContext->getTone().toneCurve); renderContext->getArgs()->_context->syncCache(); for (auto job : _jobs) { job.run(sceneContext, renderContext); } }; void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); RenderArgs* args = renderContext->getArgs(); gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); args->_batch = &batch; auto& opaque = renderContext->getItemsConfig().opaque; opaque.numDrawn = (int)inItems.size(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); renderShapes(sceneContext, renderContext, _shapePlumber, inItems, opaque.maxDrawn); args->_batch = nullptr; }); } void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); RenderArgs* args = renderContext->getArgs(); gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); args->_batch = &batch; auto& transparent = renderContext->getItemsConfig().transparent; transparent.numDrawn = (int)inItems.size(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); renderShapes(sceneContext, renderContext, _shapePlumber, inItems, transparent.maxDrawn); args->_batch = nullptr; }); } // TODO: Move this to the shapePlumber gpu::PipelinePointer DrawOverlay3D::_opaquePipeline; const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() { if (!_opaquePipeline) { auto vs = gpu::Shader::createVertex(std::string(overlay3D_vert)); auto ps = gpu::Shader::createPixel(std::string(overlay3D_frag)); auto program = gpu::Shader::createProgram(vs, ps); auto state = std::make_shared<gpu::State>(); state->setDepthTest(false); // additive blending state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE); _opaquePipeline = gpu::Pipeline::create(program, state); } return _opaquePipeline; } void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); // render backgrounds auto& scene = sceneContext->_scene; auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withLayered()); ItemIDsBounds inItems; inItems.reserve(items.size()); for (auto id : items) { auto& item = scene->getItem(id); if (item.getKey().isVisible() && (item.getLayer() == 1)) { inItems.emplace_back(id); } } auto& overlay3D = renderContext->getItemsConfig().overlay3D; overlay3D.numFeed = (int)inItems.size(); overlay3D.numDrawn = (int)inItems.size(); if (!inItems.empty()) { RenderArgs* args = renderContext->getArgs(); // Clear the framebuffer without stereo // Needs to be distinct from the other batch because using the clear call // while stereo is enabled triggers a warning { gpu::Batch batch; batch.enableStereo(false); batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true); args->_context->render(batch); } // Render the items gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.setPipeline(getOpaquePipeline()); batch.setResourceTexture(0, args->_whiteTexture); renderShapes(sceneContext, renderContext, _shapePlumber, inItems, renderContext->getItemsConfig().overlay3D.maxDrawn); }); args->_batch = nullptr; args->_whiteTexture.reset(); } } gpu::PipelinePointer DrawStencilDeferred::_opaquePipeline; const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() { if (!_opaquePipeline) { const gpu::int8 STENCIL_OPAQUE = 1; auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS(); auto ps = gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag)); auto program = gpu::Shader::createProgram(vs, ps); gpu::Shader::makeProgram((*program)); auto state = std::make_shared<gpu::State>(); state->setDepthTest(true, false, gpu::LESS_EQUAL); state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE)); state->setColorWriteMask(0); _opaquePipeline = gpu::Pipeline::create(program, state); } return _opaquePipeline; } void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); // from the touched pixel generate the stencil buffer RenderArgs* args = renderContext->getArgs(); doInBatch(args->_context, [=](gpu::Batch& batch) { args->_batch = &batch; auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor(); batch.enableStereo(false); batch.setFramebuffer(deferredFboColorDepthStencil); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.setPipeline(getOpaquePipeline()); batch.draw(gpu::TRIANGLE_STRIP, 4); batch.setResourceTexture(0, nullptr); }); args->_batch = nullptr; } void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); // render backgrounds auto& scene = sceneContext->_scene; auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background()); ItemIDsBounds inItems; inItems.reserve(items.size()); for (auto id : items) { inItems.emplace_back(id); } RenderArgs* args = renderContext->getArgs(); doInBatch(args->_context, [=](gpu::Batch& batch) { args->_batch = &batch; auto lightingFBO = DependencyManager::get<FramebufferCache>()->getLightingFramebuffer(); batch.enableSkybox(true); batch.setFramebuffer(lightingFBO); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); renderLights(sceneContext, renderContext, inItems); }); args->_batch = nullptr; } void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_context); RenderArgs* renderArgs = renderContext->getArgs(); auto blitFbo = renderArgs->_blitFramebuffer; if (!blitFbo) { return; } // Determine size from viewport int width = renderArgs->_viewport.z; int height = renderArgs->_viewport.w; // Blit primary to blit FBO auto framebufferCache = DependencyManager::get<FramebufferCache>(); auto primaryFbo = framebufferCache->getPrimaryFramebuffer(); gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) { batch.setFramebuffer(blitFbo); if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { if (renderArgs->_context->isStereo()) { gpu::Vec4i srcRectLeft; srcRectLeft.z = width / 2; srcRectLeft.w = height; gpu::Vec4i srcRectRight; srcRectRight.x = width / 2; srcRectRight.z = width; srcRectRight.w = height; gpu::Vec4i destRectLeft; destRectLeft.x = srcRectLeft.z; destRectLeft.z = srcRectLeft.x; destRectLeft.y = srcRectLeft.y; destRectLeft.w = srcRectLeft.w; gpu::Vec4i destRectRight; destRectRight.x = srcRectRight.z; destRectRight.z = srcRectRight.x; destRectRight.y = srcRectRight.y; destRectRight.w = srcRectRight.w; // Blit left to right and right to left in stereo batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft); batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight); } else { gpu::Vec4i srcRect; srcRect.z = width; srcRect.w = height; gpu::Vec4i destRect; destRect.x = width; destRect.y = 0; destRect.z = 0; destRect.w = height; batch.blit(primaryFbo, srcRect, blitFbo, destRect); } } else { gpu::Vec4i rect; rect.z = width; rect.w = height; batch.blit(primaryFbo, rect, blitFbo, rect); } }); } void RenderDeferredTask::setToneMappingExposure(float exposure) { if (_toneMappingJobIndex >= 0) { _jobs[_toneMappingJobIndex].edit<ToneMappingDeferred>()._toneMappingEffect.setExposure(exposure); } } float RenderDeferredTask::getToneMappingExposure() const { if (_toneMappingJobIndex >= 0) { return _jobs[_toneMappingJobIndex].get<ToneMappingDeferred>()._toneMappingEffect.getExposure(); } else { return 0.0f; } } void RenderDeferredTask::setToneMappingToneCurve(int toneCurve) { if (_toneMappingJobIndex >= 0) { _jobs[_toneMappingJobIndex].edit<ToneMappingDeferred>()._toneMappingEffect.setToneCurve((ToneMappingEffect::ToneCurve)toneCurve); }