//// 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 <ViewFrustum.h>#include <gpu/Context.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 "LightingModel.h"#include "StencilMaskPass.h"#include "DebugDeferredBuffer.h"#include "DeferredFramebuffer.h"#include "DeferredLightingEffect.h"#include "SurfaceGeometryPass.h"#include "FramebufferCache.h"#include "TextureCache.h"#include "ZoneRenderer.h"#include "FadeEffect.h"#include "RenderUtilsLogging.h" #include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h"#include "ToneMappingEffect.h"#include "SubsurfaceScattering.h"#include "DrawHaze.h"#include "HighlightEffect.h" #include <gpu/StandardShaderLib.h> #include <sstream> using namespace render;extern void initOverlay3DPipelines(render::ShapePlumber& plumber, bool depthTest = false);extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); RenderDeferredTask::RenderDeferredTask(){} void RenderDeferredTask::configure(const Config& config){} const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, const char* selectionName, const render::Varying& metas, const render::Varying& opaques, const render::Varying& transparents) { const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying(); const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionName); const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying(); const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionName); const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying(); return task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionName);} void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) { const auto& items = input.get<Input>(); auto fadeEffect = DependencyManager::get<FadeEffect>(); // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>(); initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter()); // Extract opaques / transparents / lights / metas / overlays / background const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT]; const auto& metas = items.get0()[RenderFetchCullSortTask::META]; const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE]; const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE]; //const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND]; const auto& spatialSelection = items[1]; fadeEffect->build(task, opaques); // Prepare deferred, generate the shared Deferred Frame Transform const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform"); const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer"); const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques"); const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, 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", primaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).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::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto ambientOcclusionOutputs = task.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. task.addJob<DrawLight>("DrawLight", lights); // Filter zones from the general metas bucket const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas); // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying(); const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs); // Add haze model const auto hazeModel = task.addJob<FetchHazeStage>("HazeModel"); // DeferredBuffer is complete, now let's shade it into the LightingBuffer const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters, hazeModel).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 task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying(); task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber); // LIght Cluster Grid Debuging job { const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying(); task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs); } const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer)); task.addJob<DrawHaze>("DrawHaze", drawHazeInputs); const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing"); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying(); task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs); const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight"); // Select items that need to be outlined const auto selectionBaseName = "contextOverlayHighlightList"; const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents); const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, primaryFramebuffer, deferredFrameTransform).asVarying(); task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs); task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer); { // 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); task.addJob<DrawFrustums>("DrawFrustums"); // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems); } // Layered Overlays const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT); const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT); const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0); const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0); const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying(); const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).asVarying(); task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false); { // 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); } // Debugging stages { // Debugging Deferred buffer job const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer)); 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 drawStatsuJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE); task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap)); } task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform); } // AA job to be revisited task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer); // Composite the HUD and HUD overlays task.addJob<CompositeHUD>("HUD"); const auto overlaysHUDOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(1); const auto overlaysHUDTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(1); const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel).asVarying(); const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel).asVarying(); task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false); { // 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); } task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer); // Blit! task.addJob<Blit>("Blit", primaryFramebuffer);} void BeginGPURangeTimer::run(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::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 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(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); args->_batch = nullptr; args->_globalShapeKey = 0; }); config->setNumDrawn((int)inItems.size());} void DrawStateSortDeferred::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(); 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 shapeKey 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(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); } else { renderShapes(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 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, false); }); } // 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(renderContext, _shapePlumber, inItems, _maxDrawn); args->_batch = nullptr; }); }} void CompositeHUD::run(const RenderContextPointer& renderContext) { assert(renderContext->args); assert(renderContext->args->_context); // Grab the HUD texture gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) { if (renderContext->args->_hudOperator) { renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE); } });} 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(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;Lines 1–500 of 615. 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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 <ViewFrustum.h> #include <gpu/Context.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 "LightingModel.h" #include "StencilMaskPass.h" #include "DebugDeferredBuffer.h" #include "DeferredFramebuffer.h" #include "DeferredLightingEffect.h" #include "SurfaceGeometryPass.h" #include "FramebufferCache.h" #include "TextureCache.h" #include "ZoneRenderer.h" #include "FadeEffect.h" #include "RenderUtilsLogging.h" #include "AmbientOcclusionEffect.h" #include "AntialiasingEffect.h" #include "ToneMappingEffect.h" #include "SubsurfaceScattering.h" #include "DrawHaze.h" #include "HighlightEffect.h" #include <gpu/StandardShaderLib.h> #include <sstream> using namespace render; extern void initOverlay3DPipelines(render::ShapePlumber& plumber, bool depthTest = false); extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); RenderDeferredTask::RenderDeferredTask() { } void RenderDeferredTask::configure(const Config& config) { } const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, const char* selectionName, const render::Varying& metas, const render::Varying& opaques, const render::Varying& transparents) { const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying(); const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionName); const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying(); const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionName); const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying(); return task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionName); } void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) { const auto& items = input.get<Input>(); auto fadeEffect = DependencyManager::get<FadeEffect>(); // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>(); initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter()); // Extract opaques / transparents / lights / metas / overlays / background const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT]; const auto& metas = items.get0()[RenderFetchCullSortTask::META]; const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE]; const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE]; //const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND]; const auto& spatialSelection = items[1]; fadeEffect->build(task, opaques); // Prepare deferred, generate the shared Deferred Frame Transform const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform"); const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer"); const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques"); const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, 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", primaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).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::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto ambientOcclusionOutputs = task.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. task.addJob<DrawLight>("DrawLight", lights); // Filter zones from the general metas bucket const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas); // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying(); const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs); // Add haze model const auto hazeModel = task.addJob<FetchHazeStage>("HazeModel"); // DeferredBuffer is complete, now let's shade it into the LightingBuffer const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters, hazeModel).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 task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying(); task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber); // LIght Cluster Grid Debuging job { const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying(); task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs); } const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer)); task.addJob<DrawHaze>("DrawHaze", drawHazeInputs); const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing"); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying(); task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs); const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight"); // Select items that need to be outlined const auto selectionBaseName = "contextOverlayHighlightList"; const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents); const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, primaryFramebuffer, deferredFrameTransform).asVarying(); task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs); task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer); { // 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); task.addJob<DrawFrustums>("DrawFrustums"); // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems); } // Layered Overlays const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT); const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT); const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0); const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0); const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying(); const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).asVarying(); task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false); { // 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); } // Debugging stages { // Debugging Deferred buffer job const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer)); 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 drawStatsuJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE); task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap)); } task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform); } // AA job to be revisited task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer); // Composite the HUD and HUD overlays task.addJob<CompositeHUD>("HUD"); const auto overlaysHUDOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(1); const auto overlaysHUDTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(1); const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel).asVarying(); const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel).asVarying(); task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false); { // 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); } task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer); // Blit! task.addJob<Blit>("Blit", primaryFramebuffer); } void BeginGPURangeTimer::run(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::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 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(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); args->_batch = nullptr; args->_globalShapeKey = 0; }); config->setNumDrawn((int)inItems.size()); } void DrawStateSortDeferred::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(); 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 shapeKey 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(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); } else { renderShapes(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 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, false); }); } // 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(renderContext, _shapePlumber, inItems, _maxDrawn); args->_batch = nullptr; }); } } void CompositeHUD::run(const RenderContextPointer& renderContext) { assert(renderContext->args); assert(renderContext->args->_context); // Grab the HUD texture gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) { if (renderContext->args->_hudOperator) { renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE); } }); } 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(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;