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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 <PerfStat.h>#include <PathUtils.h>#include <RenderArgs.h>#include <ViewFrustum.h>#include <gpu/Context.h> #include <render/CullTask.h>#include <render/SortTask.h>#include <render/DrawTask.h>#include <render/DrawStatus.h>#include <render/DrawSceneOctree.h>#include <render/BlurTask.h> #include "LightingModel.h"#include "DebugDeferredBuffer.h"#include "DeferredFramebuffer.h"#include "DeferredLightingEffect.h"#include "SurfaceGeometryPass.h"#include "FramebufferCache.h"#include "HitEffect.h"#include "TextureCache.h" #include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h"#include "ToneMappingEffect.h"#include "SubsurfaceScattering.h" #include <gpu/StandardShaderLib.h> #include "drawOpaqueStencil_frag.h"  using namespace render;extern void initOverlay3DPipelines(render::ShapePlumber& plumber);extern void initDeferredPipelines(render::ShapePlumber& plumber); RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {    // Prepare the ShapePipelines    ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();    initDeferredPipelines(*shapePlumber);     // Extract opaques / transparents / lights / metas / overlays / 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 overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];    const auto overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];    const auto background = items[RenderFetchCullSortTask::BACKGROUND];    const auto spatialSelection = items[RenderFetchCullSortTask::SPATIAL_SELECTION];     // Filter the non antialiaased overlays    const int LAYER_NO_AA = 3;    const auto nonAAOverlays = addJob<FilterItemLayer>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA);     // Prepare deferred, generate the shared Deferred Frame Transform    const auto deferredFrameTransform = addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");    const auto lightingModel = addJob<MakeLightingModel>("LightingModel");      // GPU jobs: Start preparing the primary, deferred and lighting buffer    const auto primaryFramebuffer = addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");     const auto opaqueRangeTimer = addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");     const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying();    const auto prepareDeferredOutputs = addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);    const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);    const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);     // Render opaque objects in DeferredBuffer    const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();    addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);     // Once opaque is all rendered create stencil background    addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);     addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);      // Opaque all rendered     // Linear Depth Pass    const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).hasVarying();    const auto linearDepthPassOutputs = addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);    const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);        // Curvature pass    const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();    const auto surfaceGeometryPassOutputs = 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 = addJob<SubsurfaceScattering>("Scattering");     // AO job    const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();    const auto ambientOcclusionOutputs = addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);    const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);    const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);         // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.    addJob<DrawLight>("DrawLight", lights);     // Light Clustering    // Create the cluster grid of lights, cpu job for now    const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).hasVarying();    const auto lightClusters = addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);            // DeferredBuffer is complete, now let's shade it into the LightingBuffer    const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,        surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters).hasVarying();        addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);     // Use Stencil and draw background in Lighting buffer to complete filling in the opaque    const auto backgroundInputs = DrawBackgroundDeferred::Inputs(background, lightingModel).hasVarying();    addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);           // Render transparent objects forward in LightingBuffer    const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying();    addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);     // LIght Cluster Grid Debuging job    {        const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).hasVarying();        addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);    }        const auto toneAndPostRangeTimer = addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");     // Lighting Buffer ready for tone mapping    const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));    addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);     { // DEbug the bounds of the rendered items, still look at the zbuffer        addJob<DrawBounds>("DrawMetaBounds", metas);        addJob<DrawBounds>("DrawOpaqueBounds", opaques);        addJob<DrawBounds>("DrawTransparentBounds", transparents);    }     // Overlays    const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();    const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();    addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);    addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);     { // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer        addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);        addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);    }         // Debugging stages    {        // Debugging Deferred buffer job        const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));        addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);         const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,            surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying();        addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);         const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).hasVarying();        addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);          // Scene Octree Debugging job        {            addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);            addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);        }         // 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, NetworkTexture::STRICT_TEXTURE);            addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));        }    }      // AA job to be revisited    addJob<Antialiasing>("Antialiasing", primaryFramebuffer);     // Draw 2DWeb non AA    const auto nonAAOverlaysInputs = DrawOverlay3D::Inputs(nonAAOverlays, lightingModel).hasVarying();    addJob<DrawOverlay3D>("Draw2DWebSurfaces", nonAAOverlaysInputs, false);     addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);     // Blit!    addJob<Blit>("Blit", primaryFramebuffer);} void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {    timer = _gpuTimer;    gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {        _gpuTimer->begin(batch);    });} void EndGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) {    gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {        timer->end(batch);    });        auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);    config->setGPUBatchRunTime(timer->getGPUAverage(), timer->getBatchAverage());}  void DrawDeferred::run(const SceneContextPointer& sceneContext, 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();     RenderArgs* args = renderContext->args;     gpu::doInBatch(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.setViewTransform(viewMat);         // Setup lighting model for all items;        batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());         // 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(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);         args->_batch = nullptr;        args->_globalShapeKey = 0;    });     config->setNumDrawn((int)inItems.size());} void DrawStateSortDeferred::run(const SceneContextPointer& sceneContext, 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();     RenderArgs* args = renderContext->args;     gpu::doInBatch(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.setViewTransform(viewMat);         // Setup lighting model for all items;        batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());         // 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();         if (_stateSort) {            renderStateSortShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);        } else {            renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);        }        args->_batch = nullptr;        args->_globalShapeKey = 0;    });     config->setNumDrawn((int)inItems.size());} DrawOverlay3D::DrawOverlay3D(bool opaque) :    _shapePlumber(std::make_shared<ShapePlumber>()),    _opaquePass(opaque) {    initOverlay3DPipelines(*_shapePlumber);} void DrawOverlay3D::run(const SceneContextPointer& sceneContext, 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();        config->setNumDrawn((int)inItems.size());    emit config->numDrawnChanged();     if (!inItems.empty()) {        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(args->_context, [&](gpu::Batch& batch){                batch.enableStereo(false);                batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);            });        }         // Render the items        gpu::doInBatch(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.setViewTransform(viewMat);             // Setup lighting model for all items;            batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());             renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);            args->_batch = nullptr;        });    }}  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_REPLACE, gpu::State::STENCIL_OP_KEEP));        state->setColorWriteMask(0);         _opaquePipeline = gpu::Pipeline::create(program, state);    }    return _opaquePipeline;} void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const DeferredFramebufferPointer& deferredFramebuffer) {    assert(renderContext->args);    assert(renderContext->args->hasViewFrustum());     // from the touched pixel generate the stencil buffer     RenderArgs* args = renderContext->args;    doInBatch(args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;         auto deferredFboColorDepthStencil = deferredFramebuffer->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, const Inputs& inputs) {    assert(renderContext->args);    assert(renderContext->args->hasViewFrustum());     const auto& inItems = inputs.get0();    const auto& lightingModel = inputs.get1();    if (!lightingModel->isBackgroundEnabled()) {        return;    }     RenderArgs* args = renderContext->args;    doInBatch(args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;    //    _gpuTimer.begin(batch);         batch.enableSkybox(true);                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.setViewTransform(viewMat);         renderItems(sceneContext, renderContext, inItems);     //   _gpuTimer.end(batch);    });    args->_batch = nullptr;    // std::static_pointer_cast<Config>(renderContext->jobConfig)->gpuTime = _gpuTimer.getAverage();} void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {    assert(renderContext->args);    assert(renderContext->args->_context);     RenderArgs* renderArgs = renderContext->args;    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 primaryFbo = srcFramebuffer;     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;

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