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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 <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/DrawStatus.h"#include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h" #include "overlay3D_vert.h"#include "overlay3D_frag.h" #include "drawOpaqueStencil_frag.h" using namespace render;  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() {    // CPU only, create the list of renderedOpaques items    _jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",        FetchItems([](const RenderContextPointer& context, int count) {            context->getItemsConfig().opaque.numFeed = count;        })    )));    _jobs.push_back(Job(new CullItemsOpaque::JobModel("CullOpaque", _jobs.back().getOutput())));    _jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));    auto& renderedOpaques = _jobs.back().getOutput();     // CPU only, create the list of renderedTransparents items    _jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",        FetchItems(ItemFilter::Builder::transparentShape().withoutLayered(),            [](const RenderContextPointer& context, int count) {                context->getItemsConfig().transparent.numFeed = count;        })     )));    _jobs.push_back(Job(new CullItemsTransparent::JobModel("CullTransparent", _jobs.back().getOutput())));    _jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));    auto& renderedTransparents = _jobs.back().getOutput();     // GPU Jobs: Start preparing the deferred and lighting buffer    _jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));     // Render opaque objects in DeferredBuffer    _jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", renderedOpaques)));     // Once opaque is all rendered create stencil background    _jobs.push_back(Job(new DrawStencilDeferred::JobModel("DrawOpaqueStencil")));     // Use Stencil and start drawing background in Lighting buffer    _jobs.push_back(Job(new DrawBackgroundDeferred::JobModel("DrawBackgroundDeferred")));     // AO job, to be revisited    _jobs.push_back(Job(new AmbientOcclusionEffect::JobModel("AmbientOcclusion")));    _jobs.back().setEnabled(false);    _occlusionJobIndex = (int)_jobs.size() - 1;     // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.    _jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));     // DeferredBuffer is complete, now let's shade it into the LightingBuffer    _jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));     // AA job to be revisited    _jobs.push_back(Job(new Antialiasing::JobModel("Antialiasing")));    _jobs.back().setEnabled(false);    _antialiasingJobIndex = (int)_jobs.size() - 1;     // Render transparent objects forward in LigthingBuffer    _jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", renderedTransparents)));        // Lighting Buffer ready for tone mapping    _jobs.push_back(Job(new ToneMappingDeferred::JobModel("ToneMapping")));    _toneMappingJobIndex = (int)_jobs.size() - 1;     // Debugging Deferred buffer job    _jobs.push_back(Job(new DebugDeferredBuffer::JobModel("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);        _jobs.push_back(Job(new render::DrawStatus::JobModel("DrawStatus", renderedOpaques, DrawStatus(statusIconMap))));        _jobs.back().setEnabled(false);        _drawStatusJobIndex = (int)_jobs.size() - 1;    }     _jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));     _jobs.push_back(Job(new HitEffect::JobModel("HitEffect")));    _jobs.back().setEnabled(false);    _drawHitEffectJobIndex = (int)_jobs.size() -1;     _jobs.push_back(Job(new Blit::JobModel("Blit")));} 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->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());    if (_occlusionJobIndex >= 0) {        _jobs[_occlusionJobIndex].edit<AmbientOcclusionEffect>().setRadius(renderContext->getAmbientOcclusion().radius);        _jobs[_occlusionJobIndex].edit<AmbientOcclusionEffect>().setLevel(renderContext->getAmbientOcclusion().level);    }        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);         renderItems(sceneContext, renderContext, 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);         renderItems(sceneContext, renderContext, inItems, transparent.maxDrawn);        args->_batch = nullptr;    });} 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);            renderItems(sceneContext, renderContext, 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);         renderItems(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);    }} int RenderDeferredTask::getToneMappingToneCurve() const {    if (_toneMappingJobIndex >= 0) {        return _jobs[_toneMappingJobIndex].get<ToneMappingDeferred>()._toneMappingEffect.getToneCurve();    } else {        return 0.0f;    }}