mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-16 11:52:43 +02:00
Merging with master
This commit is contained in:
commit
119cc733b5
18 changed files with 276 additions and 75 deletions
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@ -66,6 +66,12 @@ var overlaysCounter = new CounterWidget(panel, "Overlays",
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var showDisplayStatusFlag = 1;
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var showNetworkStatusFlag = 2;
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panel.newCheckbox("Debug deferred buffer",
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function(value) { Scene.setEngineDisplayDebugDeferredBuffer(value > 0); },
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function() { return Scene.doEngineDisplayDebugDeferredBuffer() > 0; },
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function(value) { return value > 0; }
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);
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panel.newCheckbox("Display status",
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function(value) { Scene.setEngineDisplayItemStatus(value ?
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Scene.doEngineDisplayItemStatus() | showDisplayStatusFlag :
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@ -683,9 +683,9 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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_applicationStateDevice->addInputVariant(QString("ComfortMode"), controller::StateController::ReadLambda([]() -> float {
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return (float)Menu::getInstance()->isOptionChecked(MenuOption::ComfortMode);
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}));
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_applicationStateDevice->addInputVariant(QString("Grounded"), controller::StateController::ReadLambda([]() -> float {
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return (float)qApp->getMyAvatar()->getCharacterController()->onGround();
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}));
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_applicationStateDevice->addInputVariant(QString("Grounded"), controller::StateController::ReadLambda([]() -> float {
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return (float)qApp->getMyAvatar()->getCharacterController()->onGround();
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}));
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userInputMapper->registerDevice(_applicationStateDevice);
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@ -1353,7 +1353,7 @@ void Application::paintGL() {
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{
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PROFILE_RANGE(__FUNCTION__ "/compositor");
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PerformanceTimer perfTimer("compositor");
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auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
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auto primaryFbo = framebufferCache->getPrimaryFramebufferDepthColor();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFbo));
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if (displayPlugin->isStereo()) {
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QRect currentViewport(QPoint(0, 0), QSize(size.width() / 2, size.height()));
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@ -1378,7 +1378,8 @@ void Application::paintGL() {
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{
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PROFILE_RANGE(__FUNCTION__ "/pluginOutput");
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PerformanceTimer perfTimer("pluginOutput");
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auto primaryFramebuffer = framebufferCache->getPrimaryFramebuffer();
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auto primaryFramebuffer = framebufferCache->getPrimaryFramebufferDepthColor();
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auto scratchFramebuffer = framebufferCache->getFramebuffer();
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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gpu::Vec4i rect;
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@ -3620,7 +3621,9 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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renderContext._maxDrawnOpaqueItems = sceneInterface->getEngineMaxDrawnOpaqueItems();
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renderContext._maxDrawnTransparentItems = sceneInterface->getEngineMaxDrawnTransparentItems();
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renderContext._maxDrawnOverlay3DItems = sceneInterface->getEngineMaxDrawnOverlay3DItems();
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renderContext._drawDebugDeferredBuffer = sceneInterface->doEngineDisplayDebugDeferredBuffer();
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renderContext._drawItemStatus = sceneInterface->doEngineDisplayItemStatus();
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if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned)) {
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renderContext._drawItemStatus |= render::showNetworkStatusFlag;
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@ -201,7 +201,7 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
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// Occlusion step
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getOcclusionPipeline();
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batch.setResourceTexture(0, framebufferCache->getPrimaryDepthTexture());
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batch.setResourceTexture(1, framebufferCache->getPrimaryNormalTexture());
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batch.setResourceTexture(1, framebufferCache->getDeferredNormalTexture());
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_occlusionBuffer->setRenderBuffer(0, _occlusionTexture);
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batch.setFramebuffer(_occlusionBuffer);
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@ -276,7 +276,7 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
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// Blend step
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getBlendPipeline();
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batch.setResourceTexture(0, _hBlurTexture);
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batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer());
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batch.setFramebuffer(framebufferCache->getDeferredFramebuffer());
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// Bind the fourth gpu::Pipeline we need - for blending the primary color buffer with blurred occlusion texture
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batch.setPipeline(getBlendPipeline());
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@ -123,7 +123,7 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re
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// FXAA step
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getAntialiasingPipeline();
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batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture());
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batch.setResourceTexture(0, framebufferCache->getDeferredColorTexture());
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_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
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batch.setFramebuffer(_antialiasingBuffer);
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batch.setPipeline(getAntialiasingPipeline());
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@ -153,7 +153,7 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re
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// Blend step
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getBlendPipeline();
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batch.setResourceTexture(0, _antialiasingTexture);
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batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer());
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batch.setFramebuffer(framebufferCache->getDeferredFramebuffer());
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batch.setPipeline(getBlendPipeline());
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DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
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70
libraries/render-utils/src/DebugDeferredBuffer.cpp
Normal file
70
libraries/render-utils/src/DebugDeferredBuffer.cpp
Normal file
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@ -0,0 +1,70 @@
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//
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// DebugDeferredBuffer.cpp
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// libraries/render-utils/src
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//
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// Created by Clement on 12/3/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "DebugDeferredBuffer.h"
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#include <gpu/Batch.h>
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#include <gpu/Context.h>
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#include <render/Scene.h>
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#include <ViewFrustum.h>
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#include "GeometryCache.h"
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#include "FramebufferCache.h"
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#include "debug_deferred_buffer_vert.h"
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#include "debug_deferred_buffer_frag.h"
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using namespace render;
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const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline() {
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if (!_pipeline) {
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex({ debug_deferred_buffer_vert }));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel({ debug_deferred_buffer_frag }));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::makeProgram(*program, slotBindings);
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// Good to go add the brand new pipeline
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_pipeline = gpu::Pipeline::create(program, std::make_shared<gpu::State>());
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}
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return _pipeline;
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}
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void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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auto geometryBuffer = DependencyManager::get<GeometryCache>();
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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glm::mat4 projMat;
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Transform viewMat;
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args->_viewFrustum->evalProjectionMatrix(projMat);
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args->_viewFrustum->evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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batch.setModelTransform(Transform());
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batch.setPipeline(getPipeline());
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batch.setResourceTexture(0, framebufferCache->getDeferredColorTexture());
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glm::vec4 color(0.0f, 0.0f, 1.0f, 1.0f);
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glm::vec2 bottomLeft(0.0f, -1.0f);
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glm::vec2 topRight(1.0f, 1.0f);
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geometryBuffer->renderQuad(batch, bottomLeft, topRight, color);
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});
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}
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29
libraries/render-utils/src/DebugDeferredBuffer.h
Normal file
29
libraries/render-utils/src/DebugDeferredBuffer.h
Normal file
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@ -0,0 +1,29 @@
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//
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// DebugDeferredBuffer.h
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// libraries/render-utils/src
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//
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// Created by Clement on 12/3/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_DebugDeferredBuffer_h
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#define hifi_DebugDeferredBuffer_h
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#include <render/DrawTask.h>
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class DebugDeferredBuffer {
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public:
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using JobModel = render::Job::Model<DebugDeferredBuffer>;
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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private:
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const gpu::PipelinePointer& getPipeline();
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gpu::PipelinePointer _pipeline;
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};
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#endif // hifi_DebugDeferredBuffer_h
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@ -374,9 +374,9 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
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batch.enableStereo(false);
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batch.setStateScissorRect(args->_viewport);
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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auto deferredFbo = DependencyManager::get<FramebufferCache>()->getDeferredFramebuffer();
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batch.setFramebuffer(primaryFbo);
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batch.setFramebuffer(deferredFbo);
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// clear the normal and specular buffers
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
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const float MAX_SPECULAR_EXPONENT = 128.0f;
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@ -412,9 +412,9 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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batch.clearColorFramebuffer(lightingFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
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// BInd the G-Buffer surfaces
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batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture());
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batch.setResourceTexture(1, framebufferCache->getPrimaryNormalTexture());
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batch.setResourceTexture(2, framebufferCache->getPrimarySpecularTexture());
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batch.setResourceTexture(0, framebufferCache->getDeferredColorTexture());
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batch.setResourceTexture(1, framebufferCache->getDeferredNormalTexture());
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batch.setResourceTexture(2, framebufferCache->getDeferredSpecularTexture());
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batch.setResourceTexture(3, framebufferCache->getPrimaryDepthTexture());
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// THe main viewport is assumed to be the mono viewport (or the 2 stereo faces side by side within that viewport)
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@ -33,12 +33,14 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
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//If the size changed, we need to delete our FBOs
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if (_frameBufferSize != frameBufferSize) {
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_frameBufferSize = frameBufferSize;
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_primaryFramebufferFull.reset();
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_primaryFramebufferDepthColor.reset();
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_primaryDepthTexture.reset();
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_primaryColorTexture.reset();
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_primaryNormalTexture.reset();
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_primarySpecularTexture.reset();
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_deferredFramebuffer.reset();
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_deferredFramebufferDepthColor.reset();
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_deferredColorTexture.reset();
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_deferredNormalTexture.reset();
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_deferredSpecularTexture.reset();
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_selfieFramebuffer.reset();
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_cachedFramebuffers.clear();
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_lightingTexture.reset();
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@ -47,8 +49,9 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
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}
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void FramebufferCache::createPrimaryFramebuffer() {
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_primaryFramebufferFull = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_primaryFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
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auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
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auto width = _frameBufferSize.width();
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@ -56,23 +59,30 @@ void FramebufferCache::createPrimaryFramebuffer() {
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_primaryNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_primarySpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_primaryFramebufferFull->setRenderBuffer(0, _primaryColorTexture);
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_primaryFramebufferFull->setRenderBuffer(1, _primaryNormalTexture);
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_primaryFramebufferFull->setRenderBuffer(2, _primarySpecularTexture);
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_primaryFramebufferDepthColor->setRenderBuffer(0, _primaryColorTexture);
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_deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
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_deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);
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_deferredFramebuffer->setRenderBuffer(2, _deferredSpecularTexture);
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_deferredFramebufferDepthColor->setRenderBuffer(0, _deferredColorTexture);
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|
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// auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
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_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
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_primaryFramebufferFull->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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|
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_primaryFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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|
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_deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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_deferredFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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|
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_selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));
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_selfieFramebuffer->setRenderBuffer(0, tex);
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@ -84,13 +94,6 @@ void FramebufferCache::createPrimaryFramebuffer() {
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_lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
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}
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gpu::FramebufferPointer FramebufferCache::getPrimaryFramebuffer() {
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if (!_primaryFramebufferFull) {
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createPrimaryFramebuffer();
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}
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return _primaryFramebufferFull;
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}
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|
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gpu::FramebufferPointer FramebufferCache::getPrimaryFramebufferDepthColor() {
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if (!_primaryFramebufferDepthColor) {
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createPrimaryFramebuffer();
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@ -112,18 +115,39 @@ gpu::TexturePointer FramebufferCache::getPrimaryColorTexture() {
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return _primaryColorTexture;
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}
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gpu::TexturePointer FramebufferCache::getPrimaryNormalTexture() {
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if (!_primaryNormalTexture) {
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gpu::FramebufferPointer FramebufferCache::getDeferredFramebuffer() {
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if (!_deferredFramebuffer) {
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createPrimaryFramebuffer();
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}
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return _primaryNormalTexture;
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return _deferredFramebuffer;
|
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}
|
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|
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gpu::TexturePointer FramebufferCache::getPrimarySpecularTexture() {
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if (!_primarySpecularTexture) {
|
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gpu::FramebufferPointer FramebufferCache::getDeferredFramebufferDepthColor() {
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if (!_deferredFramebufferDepthColor) {
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createPrimaryFramebuffer();
|
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}
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return _primarySpecularTexture;
|
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return _deferredFramebufferDepthColor;
|
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}
|
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|
||||
gpu::TexturePointer FramebufferCache::getDeferredColorTexture() {
|
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if (!_deferredColorTexture) {
|
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createPrimaryFramebuffer();
|
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}
|
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return _deferredColorTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer FramebufferCache::getDeferredNormalTexture() {
|
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if (!_deferredNormalTexture) {
|
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createPrimaryFramebuffer();
|
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}
|
||||
return _deferredNormalTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer FramebufferCache::getDeferredSpecularTexture() {
|
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if (!_deferredSpecularTexture) {
|
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createPrimaryFramebuffer();
|
||||
}
|
||||
return _deferredSpecularTexture;
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer FramebufferCache::getLightingFramebuffer() {
|
||||
|
|
|
@ -29,13 +29,17 @@ public:
|
|||
|
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/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
|
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/// used for scene rendering.
|
||||
gpu::FramebufferPointer getPrimaryFramebuffer();
|
||||
gpu::FramebufferPointer getPrimaryFramebufferDepthColor();
|
||||
|
||||
gpu::TexturePointer getPrimaryDepthTexture();
|
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gpu::TexturePointer getPrimaryColorTexture();
|
||||
gpu::TexturePointer getPrimaryNormalTexture();
|
||||
gpu::TexturePointer getPrimarySpecularTexture();
|
||||
|
||||
gpu::FramebufferPointer getDeferredFramebuffer();
|
||||
gpu::FramebufferPointer getDeferredFramebufferDepthColor();
|
||||
|
||||
gpu::TexturePointer getDeferredColorTexture();
|
||||
gpu::TexturePointer getDeferredNormalTexture();
|
||||
gpu::TexturePointer getDeferredSpecularTexture();
|
||||
|
||||
|
||||
gpu::TexturePointer getLightingTexture();
|
||||
|
@ -60,13 +64,17 @@ private:
|
|||
|
||||
void createPrimaryFramebuffer();
|
||||
|
||||
gpu::FramebufferPointer _primaryFramebufferFull;
|
||||
gpu::FramebufferPointer _primaryFramebufferDepthColor;
|
||||
|
||||
gpu::TexturePointer _primaryDepthTexture;
|
||||
gpu::TexturePointer _primaryColorTexture;
|
||||
gpu::TexturePointer _primaryNormalTexture;
|
||||
gpu::TexturePointer _primarySpecularTexture;
|
||||
|
||||
gpu::FramebufferPointer _deferredFramebuffer;
|
||||
gpu::FramebufferPointer _deferredFramebufferDepthColor;
|
||||
|
||||
gpu::TexturePointer _deferredColorTexture;
|
||||
gpu::TexturePointer _deferredNormalTexture;
|
||||
gpu::TexturePointer _deferredSpecularTexture;
|
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|
||||
gpu::TexturePointer _lightingTexture;
|
||||
gpu::FramebufferPointer _lightingFramebuffer;
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include <DependencyManager.h>
|
||||
#include <PathUtils.h>
|
||||
#include <SharedUtil.h>
|
||||
|
||||
|
|
|
@ -9,11 +9,7 @@
|
|||
#ifndef hifi_hitEffect_h
|
||||
#define hifi_hitEffect_h
|
||||
|
||||
#include <DependencyManager.h>
|
||||
#include "render/DrawTask.h"
|
||||
|
||||
class AbstractViewStateInterface;
|
||||
class ProgramObject;
|
||||
#include <render/DrawTask.h>
|
||||
|
||||
class HitEffect {
|
||||
public:
|
||||
|
@ -23,7 +19,7 @@ public:
|
|||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
typedef render::Job::Model<HitEffect> JobModel;
|
||||
|
||||
const gpu::PipelinePointer& getHitEffectPipeline();
|
||||
const gpu::PipelinePointer& getHitEffectPipeline();
|
||||
|
||||
private:
|
||||
gpu::PipelinePointer _hitEffectPipeline;
|
||||
|
|
|
@ -18,10 +18,11 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
|
||||
#include "FramebufferCache.h"
|
||||
#include "DebugDeferredBuffer.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
#include "TextureCache.h"
|
||||
#include "FramebufferCache.h"
|
||||
#include "HitEffect.h"
|
||||
#include "TextureCache.h"
|
||||
|
||||
#include "render/DrawStatus.h"
|
||||
#include "AmbientOcclusionEffect.h"
|
||||
|
@ -38,13 +39,13 @@ void SetupDeferred::run(const SceneContextPointer& sceneContext, const RenderCon
|
|||
RenderArgs* args = renderContext->args;
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
|
||||
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
|
||||
auto deferredFbo = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor();
|
||||
|
||||
batch.enableStereo(false);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
batch.setFramebuffer(primaryFbo);
|
||||
batch.setFramebuffer(deferredFbo);
|
||||
batch.clearFramebuffer(
|
||||
gpu::Framebuffer::BUFFER_COLOR0 |
|
||||
gpu::Framebuffer::BUFFER_DEPTH |
|
||||
|
@ -112,6 +113,10 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
|
|||
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));
|
||||
_jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", _jobs.back().getOutput())));
|
||||
|
||||
_jobs.push_back(Job(new DebugDeferredBuffer::JobModel("DebugDeferredBuffer")));
|
||||
_jobs.back().setEnabled(false);
|
||||
_drawDebugDeferredBufferIndex = _jobs.size() - 1;
|
||||
|
||||
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
|
||||
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
|
||||
|
||||
|
@ -151,10 +156,13 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
|
|||
return;
|
||||
}
|
||||
|
||||
// Make sure we turn the deferred buffer debug on/off
|
||||
setDrawDebugDeferredBuffer(renderContext->_drawDebugDeferredBuffer);
|
||||
|
||||
// Make sure we turn the displayItemStatus on/off
|
||||
setDrawItemStatus(renderContext->_drawItemStatus);
|
||||
|
||||
//Make sure we display hit effect on screen, as desired from a script
|
||||
// Make sure we display hit effect on screen, as desired from a script
|
||||
setDrawHitEffect(renderContext->_drawHitEffect);
|
||||
|
||||
|
||||
|
@ -332,11 +340,11 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren
|
|||
doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
args->_batch = &batch;
|
||||
|
||||
auto primaryFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
|
||||
auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor();
|
||||
|
||||
batch.enableStereo(false);
|
||||
|
||||
batch.setFramebuffer(primaryFboColorDepthStencil);
|
||||
batch.setFramebuffer(deferredFboColorDepthStencil);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
|
@ -367,12 +375,12 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
|
|||
doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
args->_batch = &batch;
|
||||
|
||||
auto primaryFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
|
||||
auto primaryFboFull = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
|
||||
auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor();
|
||||
auto deferredFboFull = DependencyManager::get<FramebufferCache>()->getDeferredFramebuffer();
|
||||
|
||||
batch.enableSkybox(true);
|
||||
|
||||
batch.setFramebuffer(primaryFboColorDepthStencil);
|
||||
batch.setFramebuffer(deferredFboColorDepthStencil);
|
||||
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
@ -387,7 +395,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
|
|||
|
||||
renderItems(sceneContext, renderContext, inItems);
|
||||
|
||||
batch.setFramebuffer(primaryFboFull);
|
||||
batch.setFramebuffer(deferredFboFull);
|
||||
|
||||
});
|
||||
args->_batch = nullptr;
|
||||
|
|
|
@ -80,9 +80,9 @@ class DrawOverlay3D {
|
|||
static gpu::PipelinePointer _opaquePipeline; //lazy evaluation hence mutable
|
||||
public:
|
||||
static const gpu::PipelinePointer& getOpaquePipeline();
|
||||
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
||||
|
||||
typedef render::Job::Model<DrawOverlay3D> JobModel;
|
||||
};
|
||||
|
||||
|
@ -93,16 +93,23 @@ public:
|
|||
~RenderDeferredTask();
|
||||
|
||||
render::Jobs _jobs;
|
||||
|
||||
|
||||
int _drawDebugDeferredBufferIndex = -1;
|
||||
int _drawStatusJobIndex = -1;
|
||||
int _drawHitEffectJobIndex = -1;
|
||||
|
||||
|
||||
void setDrawDebugDeferredBuffer(int draw) {
|
||||
if (_drawDebugDeferredBufferIndex >= 0) {
|
||||
_jobs[_drawDebugDeferredBufferIndex].setEnabled(draw > 0);
|
||||
}
|
||||
}
|
||||
bool doDrawDebugDeferredBuffer() const { if (_drawDebugDeferredBufferIndex >= 0) { return _jobs[_drawDebugDeferredBufferIndex].isEnabled(); } else { return false; } }
|
||||
|
||||
void setDrawItemStatus(int draw) {
|
||||
if (_drawStatusJobIndex >= 0) {
|
||||
_jobs[_drawStatusJobIndex].setEnabled(draw > 0);
|
||||
}
|
||||
}
|
||||
|
||||
bool doDrawItemStatus() const { if (_drawStatusJobIndex >= 0) { return _jobs[_drawStatusJobIndex].isEnabled(); } else { return false; } }
|
||||
|
||||
void setDrawHitEffect(bool draw) { if (_drawHitEffectJobIndex >= 0) { _jobs[_drawHitEffectJobIndex].setEnabled(draw); } }
|
||||
|
|
22
libraries/render-utils/src/debug_deferred_buffer.slf
Normal file
22
libraries/render-utils/src/debug_deferred_buffer.slf
Normal file
|
@ -0,0 +1,22 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// debug_deferred_buffer.slf
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Clement on 12/3
|
||||
// Copyright 2015 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 DeferredBuffer.slh@>
|
||||
|
||||
in vec2 uv;
|
||||
out vec4 outFragColor;
|
||||
|
||||
void main(void) {
|
||||
outFragColor = texture(diffuseMap, uv);
|
||||
}
|
22
libraries/render-utils/src/debug_deferred_buffer.slv
Normal file
22
libraries/render-utils/src/debug_deferred_buffer.slv
Normal file
|
@ -0,0 +1,22 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// debug_deferred_buffer.slv
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Clement on 12/3
|
||||
// Copyright 2015 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 gpu/Inputs.slh@>
|
||||
|
||||
out vec2 uv;
|
||||
|
||||
void main(void) {
|
||||
uv = (inPosition.xy + 1.0) * 0.5;
|
||||
gl_Position = inPosition;
|
||||
}
|
|
@ -20,8 +20,8 @@ in vec2 varQuadPosition;
|
|||
out vec4 outFragColor;
|
||||
|
||||
void main(void) {
|
||||
vec2 center = vec2(0.0, 0.0);
|
||||
float distFromCenter = distance( vec2(0.0, 0.0), varQuadPosition);
|
||||
float alpha = mix(0.0, 0.5, pow(distFromCenter,5.));
|
||||
outFragColor = vec4(1.0, 0.0, 0.0, alpha);
|
||||
vec2 center = vec2(0.0, 0.0);
|
||||
float distFromCenter = distance( vec2(0.0, 0.0), varQuadPosition);
|
||||
float alpha = mix(0.0, 0.5, pow(distFromCenter,5.));
|
||||
outFragColor = vec4(1.0, 0.0, 0.0, alpha);
|
||||
}
|
|
@ -53,6 +53,7 @@ public:
|
|||
int _numDrawnOverlay3DItems = 0;
|
||||
int _maxDrawnOverlay3DItems = -1;
|
||||
|
||||
int _drawDebugDeferredBuffer = 0;
|
||||
int _drawItemStatus = 0;
|
||||
bool _drawHitEffect = false;
|
||||
|
||||
|
|
|
@ -106,7 +106,10 @@ public:
|
|||
Q_INVOKABLE int getEngineMaxDrawnTransparentItems() { return _maxDrawnTransparentItems; }
|
||||
Q_INVOKABLE void setEngineMaxDrawnOverlay3DItems(int count) { _maxDrawnOverlay3DItems = count; }
|
||||
Q_INVOKABLE int getEngineMaxDrawnOverlay3DItems() { return _maxDrawnOverlay3DItems; }
|
||||
|
||||
|
||||
Q_INVOKABLE void setEngineDisplayDebugDeferredBuffer(int display) { _drawDebugDeferredBuffer = display; }
|
||||
Q_INVOKABLE int doEngineDisplayDebugDeferredBuffer() { return _drawDebugDeferredBuffer; }
|
||||
|
||||
Q_INVOKABLE void setEngineDisplayItemStatus(int display) { _drawItemStatus = display; }
|
||||
Q_INVOKABLE int doEngineDisplayItemStatus() { return _drawItemStatus; }
|
||||
|
||||
|
@ -142,7 +145,8 @@ protected:
|
|||
int _maxDrawnOpaqueItems = -1;
|
||||
int _maxDrawnTransparentItems = -1;
|
||||
int _maxDrawnOverlay3DItems = -1;
|
||||
|
||||
|
||||
int _drawDebugDeferredBuffer = 0;
|
||||
int _drawItemStatus = 0;
|
||||
|
||||
bool _drawHitEffect = false;
|
||||
|
|
Loading…
Reference in a new issue