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////  Created by Bradley Austin Davis on 2018/01/09//  Copyright 2013-2018 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 "RenderCommonTask.h" #include <gpu/Context.h>#include <graphics/ShaderConstants.h> #include "render-utils/ShaderConstants.h"#include "DeferredLightingEffect.h"#include "RenderUtilsLogging.h" namespace ru {    using render_utils::slot::texture::Texture;    using render_utils::slot::buffer::Buffer;} namespace gr {    using graphics::slot::texture::Texture;    using graphics::slot::buffer::Buffer;}  using namespace render;extern void initForwardPipelines(ShapePlumber& plumber); void BeginGPURangeTimer::run(const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {    timer = _gpuTimer;    gpu::doInBatch("BeginGPURangeTimer", renderContext->args->_context, [&](gpu::Batch& batch) {        _gpuTimer->begin(batch);    });} void EndGPURangeTimer::run(const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) {    gpu::doInBatch("EndGPURangeTimer", renderContext->args->_context, [&](gpu::Batch& batch) {        timer->end(batch);    });        auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);    config->setGPUBatchRunTime(timer->getGPUAverage(), timer->getBatchAverage());} DrawLayered3D::DrawLayered3D(bool opaque) :    _shapePlumber(std::make_shared<ShapePlumber>()),    _opaquePass(opaque) {    initForwardPipelines(*_shapePlumber);} void DrawLayered3D::run(const RenderContextPointer& renderContext, const Inputs& inputs) {    assert(renderContext->args);    assert(renderContext->args->hasViewFrustum());     auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);     const auto& inItems = inputs.get0();    const auto& lightingModel = inputs.get1();    const auto jitter = inputs.get2();        config->setNumDrawn((int)inItems.size());    emit config->numDrawnChanged();     RenderArgs* args = renderContext->args;     // 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    if (_opaquePass) {        gpu::doInBatch("DrawLayered3D::run::clear", args->_context, [&](gpu::Batch& batch) {            batch.enableStereo(false);            batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, false);        });    }     if (!inItems.empty()) {        // Render the items        gpu::doInBatch("DrawLayered3D::main", args->_context, [&](gpu::Batch& batch) {            args->_batch = &batch;            batch.setViewportTransform(args->_viewport);            batch.setStateScissorRect(args->_viewport);             glm::mat4 projMat;            Transform viewMat;            args->getViewFrustum().evalProjectionMatrix(projMat);            args->getViewFrustum().evalViewTransform(viewMat);             batch.setProjectionTransform(projMat);            batch.setProjectionJitter(jitter.x, jitter.y);            batch.setViewTransform(viewMat);             // Setup lighting model for all items;            batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());            batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());             if (_opaquePass) {                renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn);            } else {                renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn);            }            args->_batch = nullptr;        });    }} void CompositeHUD::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& inputs) {    assert(renderContext->args);    assert(renderContext->args->_context);     // We do not want to render HUD elements in secondary camera    if (renderContext->args->_renderMode == RenderArgs::RenderMode::SECONDARY_CAMERA_RENDER_MODE) {        return;    }     // Grab the HUD texture#if !defined(DISABLE_QML)    gpu::doInBatch("CompositeHUD", renderContext->args->_context, [&](gpu::Batch& batch) {        glm::mat4 projMat;        Transform viewMat;        renderContext->args->getViewFrustum().evalProjectionMatrix(projMat);        renderContext->args->getViewFrustum().evalViewTransform(viewMat);        batch.setProjectionTransform(projMat);        batch.setViewTransform(viewMat, true);        if (inputs) {            batch.setFramebuffer(inputs);        }        if (renderContext->args->_hudOperator) {            renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE);        }    });#endif} void Blit::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {    assert(renderContext->args);    assert(renderContext->args->_context);     RenderArgs* renderArgs = renderContext->args;    auto blitFbo = renderArgs->_blitFramebuffer;     if (!blitFbo) {        qCWarning(renderutils) << "Blit::run - no blit frame buffer.";        return;    }     // Determine size from viewport    int width = renderArgs->_viewport.z;    int height = renderArgs->_viewport.w;     // Blit primary to blit FBO    auto primaryFbo = srcFramebuffer;     gpu::doInBatch("Blit", renderArgs->_context, [&](gpu::Batch& batch) {        batch.setFramebuffer(blitFbo);         if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {            if (renderArgs->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 ResolveFramebuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {    RenderArgs* args = renderContext->args;    auto srcFbo = inputs.get0();    auto destFbo = inputs.get1();     if (!destFbo) {        destFbo = args->_blitFramebuffer;    }    outputs = destFbo;     // Check valid src and dest    if (!srcFbo || !destFbo) {        return;    }        // Check valid size for sr and dest    auto frameSize(srcFbo->getSize());    if (destFbo->getSize() != frameSize) {        return;    }     gpu::Vec4i rectSrc;    rectSrc.z = frameSize.x;    rectSrc.w = frameSize.y;    gpu::doInBatch("Resolve", args->_context, [&](gpu::Batch& batch) {         batch.blit(srcFbo, rectSrc, destFbo, rectSrc);    });} void ResolveNewFramebuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {    RenderArgs* args = renderContext->args;    auto srcFbo = inputs;    outputs.reset();     // Check valid src    if (!srcFbo) {        return;    }     // Check valid size for sr and dest    auto frameSize(srcFbo->getSize());     // Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering    if (_outputFramebuffer && _outputFramebuffer->getSize() != frameSize) {        _outputFramebuffer.reset();    }     if (!_outputFramebuffer) {        _outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("resolvedNew.out"));        auto colorFormat = gpu::Element::COLOR_SRGBA_32;        auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);        auto colorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);        _outputFramebuffer->setRenderBuffer(0, colorTexture);    }     gpu::Vec4i rectSrc;    rectSrc.z = frameSize.x;    rectSrc.w = frameSize.y;    gpu::doInBatch("ResolveNew", args->_context, [&](gpu::Batch& batch) { batch.blit(srcFbo, rectSrc, _outputFramebuffer, rectSrc); });     outputs = _outputFramebuffer;}    void ExtractFrustums::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {    assert(renderContext->args);    assert(renderContext->args->_context);     RenderArgs* args = renderContext->args;     const auto& shadowFrame = inputs;     // Return view frustum    auto& viewFrustum = output[VIEW_FRUSTUM].edit<ViewFrustumPointer>();    if (!viewFrustum) {        viewFrustum = std::make_shared<ViewFrustum>(args->getViewFrustum());    } else {        *viewFrustum = args->getViewFrustum();    }     // Return shadow frustum    LightStage::ShadowPointer globalShadow;    if (shadowFrame && !shadowFrame->_objects.empty() && shadowFrame->_objects[0]) {        globalShadow = shadowFrame->_objects[0];    }    for (auto i = 0; i < SHADOW_CASCADE_FRUSTUM_COUNT; i++) {        auto& shadowFrustum = output[SHADOW_CASCADE0_FRUSTUM+i].edit<ViewFrustumPointer>();        if (globalShadow && i<(int)globalShadow->getCascadeCount()) {            auto& cascade = globalShadow->getCascade(i);            shadowFrustum = cascade.getFrustum();        } else {            shadowFrustum.reset();        }    }}