//// 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 <PerfStat.h> using namespace render; template <> void render::jobRun(const PrepareDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("PrepareDeferred"); DependencyManager::get<DeferredLightingEffect>()->prepare();} template <> void render::jobRun(const RenderDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("RenderDeferred"); DependencyManager::get<DeferredLightingEffect>()->render();// renderContext->args->_context->syncCache();} template <> void render::jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("ResolveDeferred"); DependencyManager::get<DeferredLightingEffect>()->copyBack(renderContext->args); renderContext->args->_context->syncCache(); } RenderDeferredTask::RenderDeferredTask() : Task() { _jobs.push_back(Job(PrepareDeferred())); _jobs.push_back(Job(DrawBackground())); _jobs.push_back(Job(DrawOpaqueDeferred())); _jobs.push_back(Job(DrawLight())); _jobs.push_back(Job(ResetGLState())); _jobs.push_back(Job(RenderDeferred())); _jobs.push_back(Job(ResolveDeferred())); _jobs.push_back(Job(DrawTransparentDeferred())); _jobs.push_back(Job(ResetGLState()));} 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; } renderContext->args->_context->syncCache(); for (auto job : _jobs) { job.run(sceneContext, renderContext); }}; template <> void render::jobRun(const DrawOpaqueDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("DrawOpaqueDeferred"); assert(renderContext->args); assert(renderContext->args->_viewFrustum); // render opaques auto& scene = sceneContext->_scene; auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape()); auto& renderDetails = renderContext->args->_details; ItemIDsBounds inItems; inItems.reserve(items.size()); for (auto id : items) { inItems.emplace_back(ItemIDAndBounds(id)); } ItemIDsBounds& renderedItems = inItems; renderContext->_numFeedOpaqueItems = renderedItems.size(); ItemIDsBounds culledItems; culledItems.reserve(inItems.size()); if (renderContext->_cullOpaque) { renderDetails.pointTo(RenderDetails::OPAQUE_ITEM); cullItems(sceneContext, renderContext, renderedItems, culledItems); renderDetails.pointTo(RenderDetails::OTHER_ITEM); renderedItems = culledItems; } renderContext->_numDrawnOpaqueItems = renderedItems.size(); ItemIDsBounds sortedItems; sortedItems.reserve(culledItems.size()); if (renderContext->_sortOpaque) { depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items! renderedItems = sortedItems; } // ItemIDsBounds sortedItems; ItemMaterialBucketMap stateSortedItems; stateSortedItems.allocateStandardMaterialBuckets(); if (true) { for (auto& itemIDAndBound : renderedItems) { stateSortedItems.insert(itemIDAndBound.id, scene->getItem(itemIDAndBound.id).getMaterialKey()); } } if (renderContext->_renderOpaque) { RenderArgs* args = renderContext->args; gpu::Batch batch; args->_batch = &batch; glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); renderContext->args->_renderMode = RenderArgs::NORMAL_RENDER_MODE; { 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); } renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnOpaqueItems); args->_context->render((*args->_batch)); args->_batch = nullptr; }} template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("DrawTransparentDeferred"); assert(renderContext->args); assert(renderContext->args->_viewFrustum); // render transparents auto& scene = sceneContext->_scene; auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape()); auto& renderDetails = renderContext->args->_details; ItemIDsBounds inItems; inItems.reserve(items.size()); for (auto id : items) { inItems.push_back(id); } ItemIDsBounds& renderedItems = inItems; renderContext->_numFeedTransparentItems = renderedItems.size(); ItemIDsBounds culledItems; if (renderContext->_cullTransparent) { renderDetails.pointTo(RenderDetails::TRANSLUCENT_ITEM); cullItems(sceneContext, renderContext, inItems, culledItems); renderDetails.pointTo(RenderDetails::OTHER_ITEM); renderedItems = culledItems; } renderContext->_numDrawnTransparentItems = renderedItems.size(); ItemIDsBounds sortedItems; if (renderContext->_sortTransparent) { depthSortItems(sceneContext, renderContext, false, renderedItems, sortedItems); // Sort Back to front transparent items! renderedItems = sortedItems; } if (renderContext->_renderTransparent) { RenderArgs* args = renderContext->args; gpu::Batch batch; args->_batch = &batch; glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); args->_renderMode = RenderArgs::NORMAL_RENDER_MODE; 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, renderedItems, renderContext->_maxDrawnTransparentItems); 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); }}
//
// 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 <PerfStat.h>
using namespace render;
template <> void render::jobRun(const PrepareDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("PrepareDeferred");
DependencyManager::get<DeferredLightingEffect>()->prepare();
}
template <> void render::jobRun(const RenderDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("RenderDeferred");
DependencyManager::get<DeferredLightingEffect>()->render();
// renderContext->args->_context->syncCache();
}
template <> void render::jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("ResolveDeferred");
DependencyManager::get<DeferredLightingEffect>()->copyBack(renderContext->args);
renderContext->args->_context->syncCache();
}
RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(PrepareDeferred()));
_jobs.push_back(Job(DrawBackground()));
_jobs.push_back(Job(DrawOpaqueDeferred()));
_jobs.push_back(Job(DrawLight()));
_jobs.push_back(Job(ResetGLState()));
_jobs.push_back(Job(RenderDeferred()));
_jobs.push_back(Job(ResolveDeferred()));
_jobs.push_back(Job(DrawTransparentDeferred()));
_jobs.push_back(Job(ResetGLState()));
}
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;
}
renderContext->args->_context->syncCache();
for (auto job : _jobs) {
job.run(sceneContext, renderContext);
}
};
template <> void render::jobRun(const DrawOpaqueDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("DrawOpaqueDeferred");
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
// render opaques
auto& scene = sceneContext->_scene;
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape());
auto& renderDetails = renderContext->args->_details;
ItemIDsBounds inItems;
inItems.reserve(items.size());
for (auto id : items) {
inItems.emplace_back(ItemIDAndBounds(id));
}
ItemIDsBounds& renderedItems = inItems;
renderContext->_numFeedOpaqueItems = renderedItems.size();
ItemIDsBounds culledItems;
culledItems.reserve(inItems.size());
if (renderContext->_cullOpaque) {
renderDetails.pointTo(RenderDetails::OPAQUE_ITEM);
cullItems(sceneContext, renderContext, renderedItems, culledItems);
renderDetails.pointTo(RenderDetails::OTHER_ITEM);
renderedItems = culledItems;
}
renderContext->_numDrawnOpaqueItems = renderedItems.size();
ItemIDsBounds sortedItems;
sortedItems.reserve(culledItems.size());
if (renderContext->_sortOpaque) {
depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items!
renderedItems = sortedItems;
}
// ItemIDsBounds sortedItems;
ItemMaterialBucketMap stateSortedItems;
stateSortedItems.allocateStandardMaterialBuckets();
if (true) {
for (auto& itemIDAndBound : renderedItems) {
stateSortedItems.insert(itemIDAndBound.id, scene->getItem(itemIDAndBound.id).getMaterialKey());
}
}
if (renderContext->_renderOpaque) {
RenderArgs* args = renderContext->args;
gpu::Batch batch;
args->_batch = &batch;
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
renderContext->args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
{
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);
}
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnOpaqueItems);
args->_context->render((*args->_batch));
args->_batch = nullptr;
}
}
template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("DrawTransparentDeferred");
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
// render transparents
auto& scene = sceneContext->_scene;
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape());
auto& renderDetails = renderContext->args->_details;
ItemIDsBounds inItems;
inItems.reserve(items.size());
for (auto id : items) {
inItems.push_back(id);
}
ItemIDsBounds& renderedItems = inItems;
renderContext->_numFeedTransparentItems = renderedItems.size();
ItemIDsBounds culledItems;
if (renderContext->_cullTransparent) {
renderDetails.pointTo(RenderDetails::TRANSLUCENT_ITEM);
cullItems(sceneContext, renderContext, inItems, culledItems);
renderDetails.pointTo(RenderDetails::OTHER_ITEM);
renderedItems = culledItems;
}
renderContext->_numDrawnTransparentItems = renderedItems.size();
ItemIDsBounds sortedItems;
if (renderContext->_sortTransparent) {
depthSortItems(sceneContext, renderContext, false, renderedItems, sortedItems); // Sort Back to front transparent items!
renderedItems = sortedItems;
}
if (renderContext->_renderTransparent) {
RenderArgs* args = renderContext->args;
gpu::Batch batch;
args->_batch = &batch;
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
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, renderedItems, renderContext->_maxDrawnTransparentItems);
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);
}
}