overte-AleziaKurdis/libraries/render-utils/src/RenderCommonTask.cpp
2019-07-30 13:15:26 -07:00

264 lines
9 KiB
C++

//
// Created by Bradley Austin Davis on 2018/01/09
// Copyright 2013-2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "RenderCommonTask.h"
#include <gpu/Context.h>
#include <graphics/ShaderConstants.h>
#include "render-utils/ShaderConstants.h"
#include "DeferredLightingEffect.h"
#include "RenderUtilsLogging.h"
namespace ru {
using render_utils::slot::texture::Texture;
using render_utils::slot::buffer::Buffer;
}
namespace gr {
using graphics::slot::texture::Texture;
using graphics::slot::buffer::Buffer;
}
using namespace render;
extern void initForwardPipelines(ShapePlumber& plumber);
void BeginGPURangeTimer::run(const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {
timer = _gpuTimer;
gpu::doInBatch("BeginGPURangeTimer", renderContext->args->_context, [&](gpu::Batch& batch) {
_gpuTimer->begin(batch);
});
}
void EndGPURangeTimer::run(const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) {
gpu::doInBatch("EndGPURangeTimer", renderContext->args->_context, [&](gpu::Batch& batch) {
timer->end(batch);
});
auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
config->setGPUBatchRunTime(timer->getGPUAverage(), timer->getBatchAverage());
}
DrawLayered3D::DrawLayered3D(bool opaque) :
_shapePlumber(std::make_shared<ShapePlumber>()),
_opaquePass(opaque) {
initForwardPipelines(*_shapePlumber);
}
void DrawLayered3D::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
const auto& inItems = inputs.get0();
const auto& lightingModel = inputs.get1();
const auto& hazeFrame = inputs.get2();
const auto jitter = inputs.get3();
config->setNumDrawn((int)inItems.size());
emit config->numDrawnChanged();
RenderArgs* args = renderContext->args;
graphics::HazePointer haze;
const auto& hazeStage = renderContext->args->_scene->getStage<HazeStage>();
if (hazeStage && hazeFrame->_hazes.size() > 0) {
// We use _hazes.back() here because the last haze object will always have haze disabled.
haze = hazeStage->getHaze(hazeFrame->_hazes.back());
}
// Clear the framebuffer without stereo
// Needs to be distinct from the other batch because using the clear call
// while stereo is enabled triggers a warning
if (_opaquePass) {
gpu::doInBatch("DrawLayered3D::run::clear", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, false);
});
}
if (!inItems.empty()) {
// Render the items
gpu::doInBatch("DrawLayered3D::main", args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setProjectionJitter(jitter.x, jitter.y);
batch.setViewTransform(viewMat);
// Setup lighting model for all items;
batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());
if (haze) {
batch.setUniformBuffer(graphics::slot::buffer::Buffer::HazeParams, haze->getHazeParametersBuffer());
}
if (_opaquePass) {
renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn);
} else {
renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn);
}
args->_batch = nullptr;
});
}
}
void Blit::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {
assert(renderContext->args);
assert(renderContext->args->_context);
RenderArgs* renderArgs = renderContext->args;
auto blitFbo = renderArgs->_blitFramebuffer;
if (!blitFbo) {
qCWarning(renderutils) << "Blit::run - no blit frame buffer.";
return;
}
// Determine size from viewport
int width = renderArgs->_viewport.z;
int height = renderArgs->_viewport.w;
// Blit primary to blit FBO
auto primaryFbo = srcFramebuffer;
gpu::doInBatch("Blit", renderArgs->_context, [&](gpu::Batch& batch) {
batch.setFramebuffer(blitFbo);
gpu::Vec4i rect;
rect.z = width;
rect.w = height;
batch.blit(primaryFbo, rect, blitFbo, rect);
});
}
NewFramebuffer::NewFramebuffer(gpu::Element pixelFormat) {
_pixelFormat = pixelFormat;
}
void NewFramebuffer::run(const render::RenderContextPointer& renderContext, Output& output) {
RenderArgs* args = renderContext->args;
glm::uvec2 frameSize(args->_viewport.z, args->_viewport.w);
output.reset();
if (_outputFramebuffer && _outputFramebuffer->getSize() != frameSize) {
_outputFramebuffer.reset();
}
if (!_outputFramebuffer) {
_outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("newFramebuffer.out"));
auto colorFormat = _pixelFormat;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto colorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
_outputFramebuffer->setRenderBuffer(0, colorTexture);
}
output = _outputFramebuffer;
}
void NewOrDefaultFramebuffer::run(const render::RenderContextPointer& renderContext, const Input& input, Output& output) {
RenderArgs* args = renderContext->args;
// auto frameSize = input;
glm::uvec2 frameSize(args->_viewport.z, args->_viewport.w);
output.reset();
// First if the default Framebuffer is the correct size then use it
auto destBlitFbo = args->_blitFramebuffer;
if (destBlitFbo && destBlitFbo->getSize() == frameSize) {
output = destBlitFbo;
return;
}
// Else use the lodal Framebuffer
if (_outputFramebuffer && _outputFramebuffer->getSize() != frameSize) {
_outputFramebuffer.reset();
}
if (!_outputFramebuffer) {
_outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("newOrDefaultFramebuffer.out"));
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto colorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
_outputFramebuffer->setRenderBuffer(0, colorTexture);
}
output = _outputFramebuffer;
}
void ResolveFramebuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
RenderArgs* args = renderContext->args;
auto srcFbo = inputs.get0();
auto destFbo = inputs.get1();
if (!destFbo) {
destFbo = args->_blitFramebuffer;
}
outputs = destFbo;
// Check valid src and dest
if (!srcFbo || !destFbo) {
return;
}
// Check valid size for sr and dest
auto frameSize(srcFbo->getSize());
if (destFbo->getSize() != frameSize) {
return;
}
gpu::Vec4i rectSrc;
rectSrc.z = frameSize.x;
rectSrc.w = frameSize.y;
gpu::doInBatch("Resolve", args->_context, [&](gpu::Batch& batch) {
batch.blit(srcFbo, rectSrc, destFbo, rectSrc);
});
}
void ExtractFrustums::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
assert(renderContext->args);
assert(renderContext->args->_context);
RenderArgs* args = renderContext->args;
const auto& shadowFrame = inputs;
// Return view frustum
auto& viewFrustum = output[VIEW_FRUSTUM].edit<ViewFrustumPointer>();
if (!viewFrustum) {
viewFrustum = std::make_shared<ViewFrustum>(args->getViewFrustum());
} else {
*viewFrustum = args->getViewFrustum();
}
// Return shadow frustum
LightStage::ShadowPointer globalShadow;
if (shadowFrame && !shadowFrame->_objects.empty() && shadowFrame->_objects[0]) {
globalShadow = shadowFrame->_objects[0];
}
for (auto i = 0; i < SHADOW_CASCADE_FRUSTUM_COUNT; i++) {
auto& shadowFrustum = output[SHADOW_CASCADE0_FRUSTUM+i].edit<ViewFrustumPointer>();
if (globalShadow && i<(int)globalShadow->getCascadeCount()) {
auto& cascade = globalShadow->getCascade(i);
shadowFrustum = cascade.getFrustum();
} else {
shadowFrustum.reset();
}
}
}