Anthony J. Thibaultfix for mirror rendering on windows1be0e7e11 years agoHistory
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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 "RenderDeferredTask.h" #include "gpu/Batch.h"#include "gpu/Context.h"#include "DeferredLightingEffect.h"#include "ViewFrustum.h"#include "RenderArgs.h"#include "TextureCache.h" #include "render/DrawStatus.h" #include <PerfStat.h> #include "overlay3D_vert.h"#include "overlay3D_frag.h" using namespace render; void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->args);} void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    DependencyManager::get<DeferredLightingEffect>()->render(renderContext->args);} void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    PerformanceTimer perfTimer("ResolveDeferred");    DependencyManager::get<DeferredLightingEffect>()->copyBack(renderContext->args);} RenderDeferredTask::RenderDeferredTask() : Task() {    _jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));    _jobs.push_back(Job(new DrawBackground::JobModel("DrawBackground")));    _jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",        FetchItems(            [] (const RenderContextPointer& context, int count) {                context->_numFeedOpaqueItems = count;             }        )    )));    _jobs.push_back(Job(new CullItems::JobModel("CullOpaque", _jobs.back().getOutput())));    _jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));    auto& renderedOpaques = _jobs.back().getOutput();    _jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));    _jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));    _jobs.push_back(Job(new ResetGLState::JobModel()));    _jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));    _jobs.push_back(Job(new ResolveDeferred::JobModel("ResolveDeferred")));    _jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",         FetchItems(            ItemFilter::Builder::transparentShape().withoutLayered(),            [] (const RenderContextPointer& context, int count) {                context->_numFeedTransparentItems = count;             }         )     )));    _jobs.push_back(Job(new CullItems::JobModel("CullTransparent", _jobs.back().getOutput())));    _jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));    _jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", _jobs.back().getOutput())));        _jobs.push_back(Job(new render::DrawStatus::JobModel("DrawStatus", renderedOpaques)));    _jobs.back().setEnabled(false);    _drawStatusJobIndex = _jobs.size() - 1;     _jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));    _jobs.push_back(Job(new ResetGLState::JobModel()));} RenderDeferredTask::~RenderDeferredTask() {} 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->args && renderContext->args->_viewFrustum)) {        return;    }     // Make sure we turn the displayItemStatus on/off    setDrawItemStatus(renderContext->_drawItemStatus);     renderContext->args->_context->syncCache();     for (auto job : _jobs) {        job.run(sceneContext, renderContext);    }}; void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {    assert(renderContext->args);    assert(renderContext->args->_viewFrustum);     RenderArgs* args = renderContext->args;    gpu::Batch batch;    args->_batch = &batch;     renderContext->_numDrawnOpaqueItems = inItems.size();     glm::mat4 projMat;    Transform viewMat;    args->_viewFrustum->evalProjectionMatrix(projMat);    args->_viewFrustum->evalViewTransform(viewMat);    if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {        viewMat.preScale(glm::vec3(-1.0f, 1.0f, 1.0f));    }    batch.setProjectionTransform(projMat);    batch.setViewTransform(viewMat);     {        GLenum buffers[3];        int bufferCount = 0;        buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;        buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;        buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;        batch._glDrawBuffers(bufferCount, buffers);        const float OPAQUE_ALPHA_THRESHOLD = 0.5f;        args->_alphaThreshold = OPAQUE_ALPHA_THRESHOLD;    }     renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOpaqueItems);     // Before rendering the batch make sure we re in sync with gl state    args->_context->syncCache();    renderContext->args->_context->syncCache();    args->_context->render((*args->_batch));    args->_batch = nullptr;} void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {    assert(renderContext->args);    assert(renderContext->args->_viewFrustum);     RenderArgs* args = renderContext->args;    gpu::Batch batch;    args->_batch = &batch;        renderContext->_numDrawnTransparentItems = inItems.size();     glm::mat4 projMat;    Transform viewMat;    args->_viewFrustum->evalProjectionMatrix(projMat);    args->_viewFrustum->evalViewTransform(viewMat);    if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {        viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));    }    batch.setProjectionTransform(projMat);    batch.setViewTransform(viewMat);    const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;        {        GLenum buffers[3];        int bufferCount = 0;        buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;        batch._glDrawBuffers(bufferCount, buffers);        args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;    }            renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnTransparentItems);        // Before rendering the batch make sure we re in sync with gl state    args->_context->syncCache();    args->_context->render((*args->_batch));    args->_batch = nullptr;        // reset blend function to standard...    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);} gpu::PipelinePointer DrawOverlay3D::_opaquePipeline;const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() {    if (!_opaquePipeline) {        auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(overlay3D_vert)));        auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(overlay3D_frag)));        auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));         auto state = gpu::StatePointer(new gpu::State());        state->setDepthTest(true, true, gpu::LESS_EQUAL);         _opaquePipeline.reset(gpu::Pipeline::create(program, state));    }    return _opaquePipeline;} void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    assert(renderContext->args);    assert(renderContext->args->_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);        }    }    renderContext->_numFeedOverlay3DItems = inItems.size();    renderContext->_numDrawnOverlay3DItems = inItems.size();     RenderArgs* args = renderContext->args;    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);    if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {        viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));    }    batch.setProjectionTransform(projMat);    batch.setViewTransform(viewMat);     batch.setPipeline(getOpaquePipeline());    batch.setUniformTexture(0, args->_whiteTexture);     if (!inItems.empty()) {        batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);        renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);    }     // Before rendering the batch make sure we re in sync with gl state    args->_context->syncCache();    args->_context->render((*args->_batch));    args->_batch = nullptr;    args->_whiteTexture.reset();}