//// RenderDeferredTask.cpp// render-utils/src///// Created by Sam Gateau on 5/29/15.// Copyright 2016 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 <QtCore/qglobal.h> #include <DependencyManager.h> #include <PerfStat.h>#include <PathUtils.h>#include <ViewFrustum.h>#include <gpu/Context.h>#include <graphics/ShaderConstants.h> #include <render/CullTask.h>#include <render/FilterTask.h>#include <render/SortTask.h>#include <render/DrawTask.h>#include <render/DrawStatus.h>#include <render/DrawSceneOctree.h>#include <render/BlurTask.h>#include <render/ResampleTask.h> #include "RenderHifi.h"#include "render-utils/ShaderConstants.h"#include "RenderCommonTask.h"#include "LightingModel.h"#include "StencilMaskPass.h"#include "DebugDeferredBuffer.h"#include "DeferredFramebuffer.h"#include "DeferredLightingEffect.h"#include "SurfaceGeometryPass.h"#include "VelocityBufferPass.h"#include "FramebufferCache.h"#include "TextureCache.h"#include "ZoneRenderer.h"#include "FadeEffect.h"#include "BloomStage.h"#include "RenderUtilsLogging.h" #include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h"#include "ToneMappingEffect.h"#include "SubsurfaceScattering.h"#include "DrawHaze.h"#include "BloomEffect.h"#include "HighlightEffect.h" #include <sstream> using namespace render;extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); 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;} class RenderDeferredTaskDebug {public: using ExtraBuffers = render::VaryingSet6<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, gpu::BufferView, SubsurfaceScatteringResourcePointer, VelocityFramebufferPointer>; using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output, AssembleLightingStageTask::Output, LightClusteringPass::Output, PrepareDeferred::Outputs, ExtraBuffers, GenerateDeferredFrameTransform::Output, JitterSample::Output, LightingModel>; using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>; RenderDeferredTaskDebug(); void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);private:}; RenderDeferredTask::RenderDeferredTask(){} void RenderDeferredTask::configure(const Config& config) { // Propagate resolution scale to sub jobs who need it auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBuffer"); auto upsamplePrimaryBufferConfig = config.getConfig<Upsample>("PrimaryBufferUpscale"); assert(preparePrimaryBufferConfig); assert(upsamplePrimaryBufferConfig); preparePrimaryBufferConfig->setProperty("resolutionScale", config.resolutionScale); upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale);} void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) { auto fadeEffect = DependencyManager::get<FadeEffect>(); // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>(); initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter()); const auto& inputs = input.get<Input>(); // Separate the fetched items const auto& fetchedItems = inputs.get0(); const auto& items = fetchedItems.get0(); // Extract opaques / transparents / lights / metas / overlays / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; // Lighting model comes next, the big configuration of the view const auto& lightingModel = inputs[1]; // Extract the Lighting Stages Current frame ( and zones) const auto& lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto currentStageFrames = lightingStageInputs.get0(); const auto lightFrame = currentStageFrames[0]; const auto backgroundFrame = currentStageFrames[1]; const auto& hazeFrame = currentStageFrames[2]; const auto& bloomFrame = currentStageFrames[3]; // Shadow Task Outputs const auto& shadowTaskOutputs = inputs.get3(); // Shadow Stage Frame const auto shadowFrame = shadowTaskOutputs[1]; fadeEffect->build(task, opaques); const auto jitter = task.addJob<JitterSample>("JitterCam"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer"); // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", jitter); const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques"); const auto prepareDeferredInputs = PrepareDeferred::Inputs(scaledPrimaryFramebuffer, lightingModel).asVarying(); const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs); const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0); const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1); // draw a stencil mask in hidden regions of the framebuffer. task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, jitter).asVarying(); task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber); task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer); // Opaque all rendered // Linear Depth Pass const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs); const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0); // Curvature pass const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs); const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0); const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1); const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2); const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3); // Simply update the scattering resource const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering"); // AO job const auto ambientOcclusionInputs = AmbientOcclusionEffect::Input(lightingModel, deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs); const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(1); // Velocity const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs); const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0); // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Input(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying(); const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs); // DeferredBuffer is complete, now let's shade it into the LightingBuffer const auto extraDeferredBuffer = RenderDeferred::ExtraDeferredBuffer(surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, extraDeferredBuffer, lightingModel, lightClusters, lightFrame, shadowFrame, hazeFrame).asVarying(); task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs); // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame).asVarying(); task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs); const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame)); task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = DrawDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, shadowFrame, jitter).asVarying(); task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber); const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight"); const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying(); task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs); task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer); // Layered Over (in front) const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying(); const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying(); task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false); const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing"); // AA job before bloom to limit flickering const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying(); task.addJob<Antialiasing>("Antialiasing", antialiasingInputs); // Add bloom const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame).asVarying(); task.addJob<BloomEffect>("Bloom", bloomInputs); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying(); task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs); // Debugging task is happening in the "over" layer after tone mapping and just before HUD { // Debug the bounds of the rendered items, still look at the zbuffer const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionFramebuffer, scatteringResource, velocityBuffer); const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs.get2(), lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers, deferredFrameTransform, jitter, lightingModel).asVarying(); task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs); } // Upscale to finale resolution const auto primaryFramebuffer = task.addJob<render::Upsample>("PrimaryBufferUpscale", scaledPrimaryFramebuffer); // Composite the HUD and HUD overlays task.addJob<CompositeHUD>("HUD"); const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f)); const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel, nullJitter).asVarying(); const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel, nullJitter).asVarying(); task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false); task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer); // Blit! task.addJob<Blit>("Blit", primaryFramebuffer);} RenderDeferredTaskDebug::RenderDeferredTaskDebug() {} void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs) { const auto& inputs = input.get<Input>(); // RenderFetchCullSortTask out const auto& fetchCullSortTaskOut = inputs.get0(); const auto& items = fetchCullSortTaskOut.get0(); // Extract opaques / transparents / lights / metas / overlays InFront and HUD / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items[RenderFetchCullSortTask::LIGHT]; const auto& metas = items[RenderFetchCullSortTask::META]; const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; const auto& spatialSelection = fetchCullSortTaskOut[1]; // RenderShadowTask out const auto& shadowOut = inputs.get1(); const auto& renderShadowTaskOut = shadowOut[0]; // Extract the Lighting Stages Current frame ( and zones) const auto lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto stageCurrentFrames = lightingStageInputs.get0(); const auto lightFrame = stageCurrentFrames[0]; const auto backgroundFrame = stageCurrentFrames[1]; const auto hazeFrame = stageCurrentFrames[2]; const auto bloomFrame = stageCurrentFrames[3]; // Zones const auto& zones = lightingStageInputs[1]; // Light CLuster const auto& lightClusters = inputs[3]; // PrepareDeferred out const auto& prepareDeferredOutputs = inputs.get4(); const auto& deferredFramebuffer = prepareDeferredOutputs[0]; // extraDeferredBuffer const auto& extraDeferredBuffer = inputs.get5(); const auto& linearDepthTarget = extraDeferredBuffer[0]; const auto& surfaceGeometryFramebuffer = extraDeferredBuffer[1]; const auto& ambientOcclusionFramebuffer = extraDeferredBuffer[2]; const auto& ambientOcclusionUniforms = extraDeferredBuffer[3]; const auto& scatteringResource = extraDeferredBuffer[4]; const auto& velocityBuffer = extraDeferredBuffer[5]; // GenerateDeferredFrameTransform out const auto& deferredFrameTransform = inputs[6]; // Jitter out const auto& jitter = inputs[7]; // Lighting Model out const auto& lightingModel = inputs[8]; // Light Cluster Grid Debuging job { const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget, lightClusters).asVarying(); task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs); } { // Debug the bounds of the rendered items, still look at the zbuffer task.addJob<DrawBounds>("DrawMetaBounds", metas); task.addJob<DrawBounds>("DrawOpaqueBounds", opaques); task.addJob<DrawBounds>("DrawTransparentBounds", transparents); task.addJob<DrawBounds>("DrawLightBounds", lights); task.addJob<DrawBounds>("DrawZones", zones); const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums", lightFrame); const auto viewFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::VIEW_FRUSTUM); task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f)); for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) { const auto shadowFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i); float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1); char jobName[64]; sprintf(jobName, "DrawShadowFrustum%d", i); task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f)); if (!renderShadowTaskOut.isNull()) { const auto& shadowCascadeSceneBBoxes = renderShadowTaskOut; const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i]; sprintf(jobName, "DrawShadowBBox%d", i); task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f)); } } } { // Debug Selection... // TODO: It s busted // Select items that need to be outlined and show them const auto selectionBaseName = "contextOverlayHighlightList"; const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying(); const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionBaseName); const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying(); const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionBaseName); const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying(); const auto selectedItems = task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionBaseName); // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems); } { // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque); task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent); } { // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque); task.addJob<DrawBounds>("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent); } // Debugging stages { // Debugging Deferred buffer job const auto debugFramebuffers = DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, lightFrame).asVarying(); task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers); const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs); const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying(); task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs); // Scene Octree Debugging job { task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection); task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection); } // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatusJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE); const auto drawStatusInputs = DrawStatus::Input(opaques, jitter).asVarying(); task.addJob<DrawStatus>("DrawStatus", drawStatusInputs, DrawStatus(statusIconMap)); } const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying(); task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs); } } void DrawDeferred::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& hazeFrame = inputs.get1(); const auto& lightFrame = inputs.get2(); const auto& lightingModel = inputs.get3(); const auto& lightClusters = inputs.get4(); const auto& shadowFrame = inputs.get5(); const auto jitter = inputs.get6(); auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>(); RenderArgs* args = renderContext->args; gpu::doInBatch("DrawDeferred::run", args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; // Setup camera, projection and viewport for all items 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()); // Set the light deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame); deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters); // Setup haze if current zone has haze const auto& hazeStage = args->_scene->getStage<HazeStage>(); if (hazeStage && hazeFrame->_hazes.size() > 0) { const auto& hazePointer = hazeStage->getHaze(hazeFrame->_hazes.front()); if (hazePointer) { batch.setUniformBuffer(ru::Buffer::HazeParams, hazePointer->getHazeParametersBuffer()); } } // From the lighting model define a global shapKey ORED with individiual keys ShapeKey::Builder keyBuilder; if (lightingModel->isWireframeEnabled()) { keyBuilder.withWireframe(); } ShapeKey globalKey = keyBuilder.build(); args->_globalShapeKey = globalKey._flags.to_ulong(); renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); args->_batch = nullptr; args->_globalShapeKey = 0; Lines 1–500 of 581. 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// // RenderDeferredTask.cpp // render-utils/src/ // // Created by Sam Gateau on 5/29/15. // Copyright 2016 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 <QtCore/qglobal.h> #include <DependencyManager.h> #include <PerfStat.h> #include <PathUtils.h> #include <ViewFrustum.h> #include <gpu/Context.h> #include <graphics/ShaderConstants.h> #include <render/CullTask.h> #include <render/FilterTask.h> #include <render/SortTask.h> #include <render/DrawTask.h> #include <render/DrawStatus.h> #include <render/DrawSceneOctree.h> #include <render/BlurTask.h> #include <render/ResampleTask.h> #include "RenderHifi.h" #include "render-utils/ShaderConstants.h" #include "RenderCommonTask.h" #include "LightingModel.h" #include "StencilMaskPass.h" #include "DebugDeferredBuffer.h" #include "DeferredFramebuffer.h" #include "DeferredLightingEffect.h" #include "SurfaceGeometryPass.h" #include "VelocityBufferPass.h" #include "FramebufferCache.h" #include "TextureCache.h" #include "ZoneRenderer.h" #include "FadeEffect.h" #include "BloomStage.h" #include "RenderUtilsLogging.h" #include "AmbientOcclusionEffect.h" #include "AntialiasingEffect.h" #include "ToneMappingEffect.h" #include "SubsurfaceScattering.h" #include "DrawHaze.h" #include "BloomEffect.h" #include "HighlightEffect.h" #include <sstream> using namespace render; extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); 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; } class RenderDeferredTaskDebug { public: using ExtraBuffers = render::VaryingSet6<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, gpu::BufferView, SubsurfaceScatteringResourcePointer, VelocityFramebufferPointer>; using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output, AssembleLightingStageTask::Output, LightClusteringPass::Output, PrepareDeferred::Outputs, ExtraBuffers, GenerateDeferredFrameTransform::Output, JitterSample::Output, LightingModel>; using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>; RenderDeferredTaskDebug(); void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs); private: }; RenderDeferredTask::RenderDeferredTask() { } void RenderDeferredTask::configure(const Config& config) { // Propagate resolution scale to sub jobs who need it auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBuffer"); auto upsamplePrimaryBufferConfig = config.getConfig<Upsample>("PrimaryBufferUpscale"); assert(preparePrimaryBufferConfig); assert(upsamplePrimaryBufferConfig); preparePrimaryBufferConfig->setProperty("resolutionScale", config.resolutionScale); upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale); } void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) { auto fadeEffect = DependencyManager::get<FadeEffect>(); // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>(); initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter()); const auto& inputs = input.get<Input>(); // Separate the fetched items const auto& fetchedItems = inputs.get0(); const auto& items = fetchedItems.get0(); // Extract opaques / transparents / lights / metas / overlays / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; // Lighting model comes next, the big configuration of the view const auto& lightingModel = inputs[1]; // Extract the Lighting Stages Current frame ( and zones) const auto& lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto currentStageFrames = lightingStageInputs.get0(); const auto lightFrame = currentStageFrames[0]; const auto backgroundFrame = currentStageFrames[1]; const auto& hazeFrame = currentStageFrames[2]; const auto& bloomFrame = currentStageFrames[3]; // Shadow Task Outputs const auto& shadowTaskOutputs = inputs.get3(); // Shadow Stage Frame const auto shadowFrame = shadowTaskOutputs[1]; fadeEffect->build(task, opaques); const auto jitter = task.addJob<JitterSample>("JitterCam"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer"); // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", jitter); const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques"); const auto prepareDeferredInputs = PrepareDeferred::Inputs(scaledPrimaryFramebuffer, lightingModel).asVarying(); const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs); const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0); const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1); // draw a stencil mask in hidden regions of the framebuffer. task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, jitter).asVarying(); task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber); task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer); // Opaque all rendered // Linear Depth Pass const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs); const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0); // Curvature pass const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs); const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0); const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1); const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2); const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3); // Simply update the scattering resource const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering"); // AO job const auto ambientOcclusionInputs = AmbientOcclusionEffect::Input(lightingModel, deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs); const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(1); // Velocity const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs); const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0); // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Input(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying(); const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs); // DeferredBuffer is complete, now let's shade it into the LightingBuffer const auto extraDeferredBuffer = RenderDeferred::ExtraDeferredBuffer(surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, extraDeferredBuffer, lightingModel, lightClusters, lightFrame, shadowFrame, hazeFrame).asVarying(); task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs); // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame).asVarying(); task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs); const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame)); task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = DrawDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, shadowFrame, jitter).asVarying(); task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber); const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight"); const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying(); task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs); task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer); // Layered Over (in front) const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying(); const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying(); task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false); const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing"); // AA job before bloom to limit flickering const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying(); task.addJob<Antialiasing>("Antialiasing", antialiasingInputs); // Add bloom const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame).asVarying(); task.addJob<BloomEffect>("Bloom", bloomInputs); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying(); task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs); // Debugging task is happening in the "over" layer after tone mapping and just before HUD { // Debug the bounds of the rendered items, still look at the zbuffer const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionFramebuffer, scatteringResource, velocityBuffer); const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs.get2(), lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers, deferredFrameTransform, jitter, lightingModel).asVarying(); task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs); } // Upscale to finale resolution const auto primaryFramebuffer = task.addJob<render::Upsample>("PrimaryBufferUpscale", scaledPrimaryFramebuffer); // Composite the HUD and HUD overlays task.addJob<CompositeHUD>("HUD"); const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f)); const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel, nullJitter).asVarying(); const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel, nullJitter).asVarying(); task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false); task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer); // Blit! task.addJob<Blit>("Blit", primaryFramebuffer); } RenderDeferredTaskDebug::RenderDeferredTaskDebug() { } void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs) { const auto& inputs = input.get<Input>(); // RenderFetchCullSortTask out const auto& fetchCullSortTaskOut = inputs.get0(); const auto& items = fetchCullSortTaskOut.get0(); // Extract opaques / transparents / lights / metas / overlays InFront and HUD / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items[RenderFetchCullSortTask::LIGHT]; const auto& metas = items[RenderFetchCullSortTask::META]; const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; const auto& spatialSelection = fetchCullSortTaskOut[1]; // RenderShadowTask out const auto& shadowOut = inputs.get1(); const auto& renderShadowTaskOut = shadowOut[0]; // Extract the Lighting Stages Current frame ( and zones) const auto lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto stageCurrentFrames = lightingStageInputs.get0(); const auto lightFrame = stageCurrentFrames[0]; const auto backgroundFrame = stageCurrentFrames[1]; const auto hazeFrame = stageCurrentFrames[2]; const auto bloomFrame = stageCurrentFrames[3]; // Zones const auto& zones = lightingStageInputs[1]; // Light CLuster const auto& lightClusters = inputs[3]; // PrepareDeferred out const auto& prepareDeferredOutputs = inputs.get4(); const auto& deferredFramebuffer = prepareDeferredOutputs[0]; // extraDeferredBuffer const auto& extraDeferredBuffer = inputs.get5(); const auto& linearDepthTarget = extraDeferredBuffer[0]; const auto& surfaceGeometryFramebuffer = extraDeferredBuffer[1]; const auto& ambientOcclusionFramebuffer = extraDeferredBuffer[2]; const auto& ambientOcclusionUniforms = extraDeferredBuffer[3]; const auto& scatteringResource = extraDeferredBuffer[4]; const auto& velocityBuffer = extraDeferredBuffer[5]; // GenerateDeferredFrameTransform out const auto& deferredFrameTransform = inputs[6]; // Jitter out const auto& jitter = inputs[7]; // Lighting Model out const auto& lightingModel = inputs[8]; // Light Cluster Grid Debuging job { const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget, lightClusters).asVarying(); task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs); } { // Debug the bounds of the rendered items, still look at the zbuffer task.addJob<DrawBounds>("DrawMetaBounds", metas); task.addJob<DrawBounds>("DrawOpaqueBounds", opaques); task.addJob<DrawBounds>("DrawTransparentBounds", transparents); task.addJob<DrawBounds>("DrawLightBounds", lights); task.addJob<DrawBounds>("DrawZones", zones); const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums", lightFrame); const auto viewFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::VIEW_FRUSTUM); task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f)); for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) { const auto shadowFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i); float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1); char jobName[64]; sprintf(jobName, "DrawShadowFrustum%d", i); task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f)); if (!renderShadowTaskOut.isNull()) { const auto& shadowCascadeSceneBBoxes = renderShadowTaskOut; const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i]; sprintf(jobName, "DrawShadowBBox%d", i); task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f)); } } } { // Debug Selection... // TODO: It s busted // Select items that need to be outlined and show them const auto selectionBaseName = "contextOverlayHighlightList"; const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying(); const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionBaseName); const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying(); const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionBaseName); const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying(); const auto selectedItems = task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionBaseName); // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems); } { // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque); task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent); } { // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque); task.addJob<DrawBounds>("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent); } // Debugging stages { // Debugging Deferred buffer job const auto debugFramebuffers = DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, lightFrame).asVarying(); task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers); const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs); const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying(); task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs); // Scene Octree Debugging job { task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection); task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection); } // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatusJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE); const auto drawStatusInputs = DrawStatus::Input(opaques, jitter).asVarying(); task.addJob<DrawStatus>("DrawStatus", drawStatusInputs, DrawStatus(statusIconMap)); } const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying(); task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs); } } void DrawDeferred::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& hazeFrame = inputs.get1(); const auto& lightFrame = inputs.get2(); const auto& lightingModel = inputs.get3(); const auto& lightClusters = inputs.get4(); const auto& shadowFrame = inputs.get5(); const auto jitter = inputs.get6(); auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>(); RenderArgs* args = renderContext->args; gpu::doInBatch("DrawDeferred::run", args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; // Setup camera, projection and viewport for all items 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()); // Set the light deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame); deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters); // Setup haze if current zone has haze const auto& hazeStage = args->_scene->getStage<HazeStage>(); if (hazeStage && hazeFrame->_hazes.size() > 0) { const auto& hazePointer = hazeStage->getHaze(hazeFrame->_hazes.front()); if (hazePointer) { batch.setUniformBuffer(ru::Buffer::HazeParams, hazePointer->getHazeParametersBuffer()); } } // From the lighting model define a global shapKey ORED with individiual keys ShapeKey::Builder keyBuilder; if (lightingModel->isWireframeEnabled()) { keyBuilder.withWireframe(); } ShapeKey globalKey = keyBuilder.build(); args->_globalShapeKey = globalKey._flags.to_ulong(); renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); args->_batch = nullptr; args->_globalShapeKey = 0;