New stereo rendering implementation

This commit is contained in:
Brad Davis 2015-08-12 22:44:16 -07:00
parent f6f189c4b8
commit 76f236adf6
27 changed files with 452 additions and 210 deletions

View file

@ -1058,29 +1058,18 @@ void Application::paintGL() {
// Using the latter will cause the camera to wobble with idle animations,
// or with changes from the face tracker
renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE;
if (!getActiveDisplayPlugin()->isHmd()) {
_myCamera.setPosition(_myAvatar->getDefaultEyePosition());
_myCamera.setRotation(_myAvatar->getHead()->getCameraOrientation());
} else {
mat4 camMat = _myAvatar->getSensorToWorldMatrix() * _myAvatar->getHMDSensorMatrix();
_myCamera.setPosition(extractTranslation(camMat));
_myCamera.setRotation(glm::quat_cast(camMat));
}
_myCamera.setPosition(_myAvatar->getDefaultEyePosition());
_myCamera.setRotation(_myAvatar->getOrientation());
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
if (isHMDMode()) {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation());
} else {
_myCamera.setRotation(_myAvatar->getHead()->getOrientation());
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CenterPlayerInView)) {
_myCamera.setPosition(_myAvatar->getDefaultEyePosition() +
_myCamera.getRotation() * glm::vec3(0.0f, 0.0f, 1.0f) * _myAvatar->getBoomLength() * _myAvatar->getScale());
} else {
_myCamera.setPosition(_myAvatar->getDefaultEyePosition() +
_myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, 1.0f) * _myAvatar->getBoomLength() * _myAvatar->getScale());
}
_myCamera.setRotation(_myAvatar->getOrientation());
// https://www.youtube.com/watch?v=pFriRcIwqNU
vec3 boomStick = glm::vec3(0.0f, 0.0f, 1.0f) * _myAvatar->getBoomLength() * _myAvatar->getScale();
quat boomRotation = _myAvatar->getOrientation();
if (!isHMDMode() && Menu::getInstance()->isOptionChecked(MenuOption::CenterPlayerInView)) {
boomRotation = _myCamera.getRotation();
}
_myCamera.setPosition(_myAvatar->getDefaultEyePosition() + boomRotation * boomStick);
} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(_myAvatar->getDefaultEyePosition() +
@ -1089,7 +1078,6 @@ void Application::paintGL() {
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
}
// Update camera position
if (!isHMDMode()) {
_myCamera.update(1.0f / _fps);
@ -1105,57 +1093,37 @@ void Application::paintGL() {
QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
{
PROFILE_RANGE(__FUNCTION__ "/clear");
doInBatch(&renderArgs, [&](gpu::Batch& batch) {
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
batch.setFramebuffer(primaryFbo);
// clear the normal and specular buffers
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 |
gpu::Framebuffer::BUFFER_COLOR1 |
gpu::Framebuffer::BUFFER_COLOR2 |
gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(0), 1), 1.0, 0.0);
});
}
doInBatch(&renderArgs, [&](gpu::Batch& batch) {
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
batch.setFramebuffer(primaryFbo);
// clear the normal and specular buffers
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 |
gpu::Framebuffer::BUFFER_COLOR1 |
gpu::Framebuffer::BUFFER_COLOR2 |
gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(0), 1), 1.0, 0.0);
});
renderArgs._viewport = gpu::Vec4i(0, 0, size.width(), size.height());
if (displayPlugin->isStereo()) {
PROFILE_RANGE(__FUNCTION__ "/stereoRender");
QRect currentViewport(QPoint(0, 0), QSize(size.width() / 2, size.height()));
glEnable(GL_SCISSOR_TEST);
for_each_eye([&](Eye eye){
// Load the view frustum, used by meshes
Camera eyeCamera;
if (qApp->isHMDMode()) {
// Allow the displayPlugin to compose the final eye transform, based on the most up-to-date head motion.
eyeCamera.setTransform(displayPlugin->getModelview(eye, _myAvatar->getSensorToWorldMatrix()));
} else {
eyeCamera.setTransform(displayPlugin->getModelview(eye, _myCamera.getTransform()));
}
eyeCamera.setProjection(displayPlugin->getProjection(eye, _myCamera.getProjection()));
renderArgs._viewport = toGlm(currentViewport);
doInBatch(&renderArgs, [&](gpu::Batch& batch) {
batch.setViewportTransform(renderArgs._viewport);
batch.setStateScissorRect(renderArgs._viewport);
});
displaySide(&renderArgs, eyeCamera);
}, [&] {
currentViewport.moveLeft(currentViewport.width());
//_myCamera.setProjection(displayPlugin->getProjection(Mono, _myCamera.getProjection()));
renderArgs._context->enableStereo(true);
mat4 eyeViews[2];
mat4 eyeProjections[2];
auto baseProjection = renderArgs._viewFrustum->getProjection();
// FIXME we don't need to set these every frame,
// only when the display plugin changes
for_each_eye([&](Eye eye) {
eyeViews[eye] = displayPlugin->getModelview(eye, mat4());
eyeProjections[eye] = displayPlugin->getProjection(eye, baseProjection);
});
glDisable(GL_SCISSOR_TEST);
} else {
PROFILE_RANGE(__FUNCTION__ "/monoRender");
renderArgs._viewport = gpu::Vec4i(0, 0, size.width(), size.height());
// Viewport is assigned to the size of the framebuffer
doInBatch(&renderArgs, [&](gpu::Batch& batch) {
batch.setViewportTransform(renderArgs._viewport);
batch.setStateScissorRect(renderArgs._viewport);
});
displaySide(&renderArgs, _myCamera);
renderArgs._context->setStereoProjections(eyeProjections);
renderArgs._context->setStereoViews(eyeViews);
}
doInBatch(&renderArgs, [](gpu::Batch& batch){
displaySide(&renderArgs, _myCamera);
renderArgs._context->enableStereo(false);
doInBatch(&renderArgs, [](gpu::Batch& batch) {
batch.setFramebuffer(nullptr);
});
}
@ -4997,6 +4965,11 @@ mat4 Application::getHMDSensorPose() const {
return mat4();
}
// FIXME there is a bug in the fullscreen setting, where leaving
// fullscreen does not restore the window frame, making it difficult
// or impossible to move or size the window.
// Additionally, setting fullscreen isn't hiding the menu on windows
// make it useless for stereoscopic modes.
void Application::setFullscreen(const QScreen* target) {
if (!_window->isFullScreen()) {
_savedGeometry = _window->geometry();

View file

@ -191,7 +191,7 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
auto geometryCache = DependencyManager::get<GeometryCache>();
auto textureCache = DependencyManager::get<TextureCache>();
gpu::Batch batch;
gpu::Batch& batch = *renderArgs->_batch;
batch.setViewTransform(Transform());
batch.setProjectionTransform(renderArgs->_viewFrustum->getProjection());
batch.setModelTransform(Transform().setRotation(glm::inverse(renderArgs->_viewFrustum->getOrientation()) *
@ -219,6 +219,4 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
batch.setInputBuffer(VERTICES_SLOT, posView);
batch.setInputBuffer(COLOR_SLOT, colView);
batch.draw(gpu::Primitive::POINTS, STARFIELD_NUM_STARS);
renderArgs->_context->render(batch);
}

View file

@ -211,7 +211,6 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
//Handle fading and deactivation/activation of UI
gpu::Batch batch;
renderArgs->_context->syncCache();
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
@ -279,7 +278,6 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
vec2 canvasSize = qApp->getCanvasSize();
_textureAspectRatio = aspect(canvasSize);
renderArgs->_context->syncCache();
auto geometryCache = DependencyManager::get<GeometryCache>();
gpu::Batch batch;

View file

@ -92,7 +92,6 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope
renderStatsAndLogs(renderArgs); // currently renders nothing
renderArgs->_context->syncCache();
renderArgs->_context->render(batch);
renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch

View file

@ -28,7 +28,7 @@ DisplayPluginList getDisplayPlugins() {
// Stereo modes
// FIXME fix stereo display plugins
//new SideBySideStereoDisplayPlugin(),
new SideBySideStereoDisplayPlugin(),
//new InterleavedStereoDisplayPlugin(),
// HMDs

View file

@ -107,6 +107,10 @@ public:
static const glm::mat4 pose; return pose;
}
virtual glm::vec3 getEyeOffset(Eye eye) const {
static const glm::vec3 offset; return offset;
}
virtual glm::mat4 getHeadPose() const {
static const glm::mat4 pose; return pose;
}

View file

@ -14,6 +14,9 @@
using namespace Oculus;
OculusBaseDisplayPlugin::OculusBaseDisplayPlugin() : _ipd(OVR_DEFAULT_IPD) {
}
void OculusBaseDisplayPlugin::activate() {
glm::uvec2 eyeSizes[2];
ovr_for_each_eye([&](ovrEyeType eye) {
@ -27,9 +30,12 @@ void OculusBaseDisplayPlugin::activate() {
ovrMatrix4f_Projection(erd.Fov, 0.001f, 10.0f, ovrProjection_RightHanded);
_compositeEyeProjections[eye] = toGlm(ovrPerspectiveProjection);
_eyeOffsets[eye] = erd.HmdToEyeViewOffset;
// We handle the eye offsets slightly differently, using an _ipd in the base class
// _eyeOffsets[eye] = erd.HmdToEyeViewOffset;
_eyeOffsets[eye] = { 0, 0, 0 };
eyeSizes[eye] = toGlm(ovrHmd_GetFovTextureSize(_hmd, eye, erd.Fov, 1.0f));
});
_ipd = ovrHmd_GetFloat(_hmd, OVR_KEY_IPD, _ipd);
_desiredFramebufferSize = uvec2(
eyeSizes[0].x + eyeSizes[1].x,
std::max(eyeSizes[0].y, eyeSizes[1].y));

View file

@ -11,6 +11,7 @@
class OculusBaseDisplayPlugin : public MainWindowOpenGLDisplayPlugin {
public:
OculusBaseDisplayPlugin();
// Stereo specific methods
virtual bool isHmd() const override { return true; }
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
@ -22,5 +23,6 @@ public:
virtual void resetSensors() override;
virtual glm::mat4 getEyePose(Eye eye) const override;
virtual glm::mat4 getHeadPose() const override;
protected:
float _ipd;
};

View file

@ -17,7 +17,7 @@
#include <gpu/GLBackend.h>
const QString SideBySideStereoDisplayPlugin::NAME("SBS Stereo Display");
const QString SideBySideStereoDisplayPlugin::NAME("Debug Stereo Display");
const QString & SideBySideStereoDisplayPlugin::getName() const {
return NAME;

View file

@ -52,6 +52,16 @@ glm::mat4 StereoDisplayPlugin::getModelview(Eye eye, const glm::mat4& baseModelv
void StereoDisplayPlugin::activate() {
WindowOpenGLDisplayPlugin::activate();
CONTAINER->setFullscreen(qApp->primaryScreen());
// FIXME there is a bug in the fullscreen setting, see
// Application::setFullscreen
//CONTAINER->setFullscreen(qApp->primaryScreen());
// FIXME Add menu items
}
glm::vec3 StereoDisplayPlugin::getEyeOffset(Eye eye) const {
glm::vec3 result(_ipd / 2.0f, 0, 0);
if (eye == Eye::Right) {
result *= -1.0f;
}
return result;
}

View file

@ -20,5 +20,8 @@ public:
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
virtual glm::mat4 getModelview(Eye eye, const glm::mat4& baseModelview) const override;
virtual glm::vec3 getEyeOffset(Eye eye) const override;
protected:
float _ipd{ 0.064f };
};

View file

@ -288,3 +288,18 @@ void Batch::resetStages() {
ADD_COMMAND(resetStages);
}
void Batch::enableStereo(bool enable) {
_enableStereo = enable;
}
bool Batch::isStereoEnabled() const {
return _enableStereo;
}
void Batch::enableSkybox(bool enable) {
_enableSkybox = enable;
}
bool Batch::isSkyboxEnabled() const {
return _enableSkybox;
}

View file

@ -26,7 +26,7 @@
ProfileRange(const char *name);
~ProfileRange();
};
#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
#else
#define PROFILE_RANGE(name)
#endif
@ -47,6 +47,19 @@ public:
~Batch();
void clear();
// Batches may need to override the context level stereo settings
// if they're performing framebuffer copy operations, like the
// deferred lighting resolution mechanism
void enableStereo(bool enable = true);
bool isStereoEnabled() const;
// Stereo batches will pre-translate the view matrix, but this isn't
// appropriate for skyboxes or other things intended to be drawn at
// infinite distance, so provide a mechanism to render in stereo
// without the pre-translation of the view.
void enableSkybox(bool enable = true);
bool isSkyboxEnabled() const;
// Drawcalls
void draw(Primitive primitiveType, uint32 numVertices, uint32 startVertex = 0);
@ -276,6 +289,9 @@ public:
FramebufferCaches _framebuffers;
QueryCaches _queries;
bool _enableStereo{ true };
bool _enableSkybox{ false };
protected:
};

View file

@ -40,6 +40,18 @@ void Context::render(Batch& batch) {
_backend->render(batch);
}
void Context::enableStereo(bool enable) {
_backend->enableStereo(enable);
}
void Context::setStereoProjections(const mat4 eyeProjections[2]) {
_backend->setStereoProjections(eyeProjections);
}
void Context::setStereoViews(const mat4 eyeViews[2]) {
_backend->setStereoViews(eyeViews);
}
void Context::syncCache() {
PROFILE_RANGE(__FUNCTION__);
_backend->syncCache();
@ -49,3 +61,26 @@ void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, cons
_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
}
const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived() const {
_projectionInverse = glm::inverse(_projection);
_viewInverse = glm::inverse(_view);
Mat4 viewUntranslated = _view;
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
_projectionViewUntranslated = _projection * viewUntranslated;
return *this;
}
Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const StereoState& _stereo) const {
TransformCamera result = *this;
if (!_stereo._skybox) {
result._view = _stereo._eyeViews[eye] * result._view;
} else {
glm::mat4 skyboxView = _stereo._eyeViews[eye];
skyboxView[3] = vec4(0, 0, 0, 1);
result._view = skyboxView * result._view;
}
result._projection = _stereo._eyeProjections[eye];
result.recomputeDerived();
return result;
}

View file

@ -14,6 +14,8 @@
#include <assert.h>
#include <mutex>
#include <GLMHelpers.h>
#include "Batch.h"
#include "Resource.h"
@ -25,28 +27,58 @@ class QImage;
namespace gpu {
struct StereoState {
bool _enable{ false };
bool _skybox{ false };
// 0 for left eye, 1 for right eye
uint8_t _pass{ 0 };
mat4 _eyeViews[2];
mat4 _eyeProjections[2];
};
class Backend {
public:
virtual~ Backend() {};
virtual void render(Batch& batch) = 0;
virtual void enableStereo(bool enable) {
_stereo._enable = enable;
}
void setStereoProjections(const mat4 eyeProjections[2]) {
for (int i = 0; i < 2; ++i) {
_stereo._eyeProjections[i] = eyeProjections[i];
}
}
void setStereoViews(const mat4 views[2]) {
for (int i = 0; i < 2; ++i) {
_stereo._eyeViews[i] = views[i];
}
}
virtual void syncCache() = 0;
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
// UBO class... layout MUST match the layout in TransformCamera.slh
class TransformObject {
public:
Mat4 _model;
Mat4 _modelInverse;
};
// UBO class... layout MUST match the layout in TransformCamera.slh
class TransformCamera {
public:
Mat4 _view;
Mat4 _viewInverse;
Mat4 _projectionViewUntranslated;
mutable Mat4 _viewInverse;
mutable Mat4 _projectionViewUntranslated;
Mat4 _projection;
Mat4 _projectionInverse;
mutable Mat4 _projectionInverse;
Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
const Backend::TransformCamera& recomputeDerived() const;
TransformCamera getEyeCamera(int eye, const StereoState& stereo) const;
};
template< typename T >
@ -113,7 +145,7 @@ public:
}
protected:
StereoState _stereo;
};
class Context {
@ -136,7 +168,9 @@ public:
~Context();
void render(Batch& batch);
void enableStereo(bool enable = true);
void setStereoProjections(const mat4 eyeProjections[2]);
void setStereoViews(const mat4 eyeViews[2]);
void syncCache();
// Downloading the Framebuffer is a synchronous action that is not efficient.

View file

@ -0,0 +1,77 @@
//
// Created by Bradley Austin Davis on 2015/08/15
// 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
//
#pragma once
#ifndef hifi_gpu_Forward_h
#define hifi_gpu_Forward_h
namespace gpu {
class Batch;
class Backend;
class Context;
typedef std::shared_ptr<Context> ContextPointer;
class GPUObject;
typedef int Stamp;
typedef uint32_t uint32;
typedef int32_t int32;
typedef uint16_t uint16;
typedef int16_t int16;
typedef uint8_t uint8;
typedef int8_t int8;
typedef uint8 Byte;
typedef uint32 Offset;
typedef std::vector<Offset> Offsets;
typedef glm::mat4 Mat4;
typedef glm::mat3 Mat3;
typedef glm::vec4 Vec4;
typedef glm::ivec4 Vec4i;
typedef glm::vec3 Vec3;
typedef glm::vec2 Vec2;
typedef glm::ivec2 Vec2i;
typedef glm::uvec2 Vec2u;
class Element;
typedef Element Format;
class Swapchain;
typedef std::shared_ptr<Swapchain> SwapchainPointer;
class Framebuffer;
typedef std::shared_ptr<Framebuffer> FramebufferPointer;
class Pipeline;
typedef std::shared_ptr<Pipeline> PipelinePointer;
typedef std::vector<PipelinePointer> Pipelines;
class Query;
typedef std::shared_ptr<Query> QueryPointer;
typedef std::vector<QueryPointer> Queries;
class Resource;
class Buffer;
typedef std::shared_ptr<Buffer> BufferPointer;
typedef std::vector<BufferPointer> Buffers;
class BufferView;
class Shader;
typedef Shader::Pointer ShaderPointer;
typedef std::vector<ShaderPointer> Shaders;
class State;
typedef std::shared_ptr<State> StatePointer;
typedef std::vector<StatePointer> States;
class Stream;
class BufferStream;
typedef std::shared_ptr<BufferStream> BufferStreamPointer;
class Texture;
class SphericalHarmonics;
typedef std::shared_ptr<SphericalHarmonics> SHPointer;
class Sampler;
class Texture;
typedef std::shared_ptr<Texture> TexturePointer;
typedef std::vector<TexturePointer> Textures;
class TextureView;
typedef std::vector<TextureView> TextureViews;
}
#endif

View file

@ -127,39 +127,29 @@ void GLBackend::renderPassTransfer(Batch& batch) {
const Batch::Commands::value_type* command = batch.getCommands().data();
const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
_transform._cameraTransforms.resize(0);
_transform._cameraTransforms.push_back(TransformCamera());
// Reset the transform buffers
_transform._cameras.resize(0);
_transform._cameraOffsets.clear();
_transform._cameraOffsets.push_back(TransformStageState::Pair(0, 0));
_transform._objectTransforms.push_back(TransformObject());
_transform._objectOffsets.push_back(TransformStageState::Pair(0, 0));
_transform._objects.resize(0);
_transform._objectOffsets.clear();
_transform._objectTransforms.resize(0);
_commandIndex = 0;
preUpdateTransform();
int drawCount = 0;
for (_commandIndex = 0; _commandIndex < numCommands; ++_commandIndex) {
switch (*command) {
case Batch::COMMAND_draw:
case Batch::COMMAND_drawIndexed:
case Batch::COMMAND_drawInstanced:
case Batch::COMMAND_drawIndexedInstanced:
preUpdateTransform();
++drawCount;
_transform.preUpdate(_commandIndex, _stereo);
break;
case Batch::COMMAND_setModelTransform:
case Batch::COMMAND_setViewportTransform:
case Batch::COMMAND_setViewTransform:
case Batch::COMMAND_setProjectionTransform:
{
case Batch::COMMAND_setProjectionTransform: {
CommandCall call = _commandCalls[(*command)];
(this->*(call))(batch, *offset);
break;
}
break;
default:
break;
@ -167,44 +157,31 @@ void GLBackend::renderPassTransfer(Batch& batch) {
command++;
offset++;
}
static QByteArray bufferData;
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformCameraBuffer);
bufferData.resize(_transform._cameraUboSize * _transform._cameraTransforms.size());
for (size_t i = 0; i < _transform._cameraTransforms.size(); ++i) {
memcpy(bufferData.data() + (_transform._cameraUboSize * i), &_transform._cameraTransforms[i], sizeof(TransformCamera));
}
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformObjectBuffer);
bufferData.resize(_transform._objectUboSize * _transform._objectTransforms.size());
for (size_t i = 0; i < _transform._objectTransforms.size(); ++i) {
memcpy(bufferData.data() + (_transform._objectUboSize * i), &_transform._objectTransforms[i], sizeof(TransformObject));
}
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
CHECK_GL_ERROR();
_transform.transfer();
}
void GLBackend::renderPassDraw(Batch& batch) {
_transform._objectsItr = _transform._objectOffsets.begin();
_transform._camerasItr = _transform._cameraOffsets.begin();
const size_t numCommands = batch.getCommands().size();
const Batch::Commands::value_type* command = batch.getCommands().data();
const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
for (_commandIndex = 0; _commandIndex < numCommands; ++_commandIndex) {
switch (*command) {
// Ignore these commands on this pass, taken care of in the transfer pass
// Note we allow COMMAND_setViewportTransform to occur in both passes
// as it both updates the transform object (and thus the uniforms in the
// UBO) as well as executes the actual viewport call
case Batch::COMMAND_setModelTransform:
case Batch::COMMAND_setViewportTransform:
case Batch::COMMAND_setViewTransform:
case Batch::COMMAND_setProjectionTransform:
break;
default:
{
default: {
CommandCall call = _commandCalls[(*command)];
(this->*(call))(batch, *offset);
break;
}
break;
}
command++;
@ -213,8 +190,33 @@ void GLBackend::renderPassDraw(Batch& batch) {
}
void GLBackend::render(Batch& batch) {
renderPassTransfer(batch);
renderPassDraw(batch);
_stereo._skybox = batch.isSkyboxEnabled();
// Allow the batch to override the rendering stereo settings
// for things like full framebuffer copy operations (deferred lighting passes)
bool savedStereo = _stereo._enable;
if (!batch.isStereoEnabled()) {
_stereo._enable = false;
}
{
PROFILE_RANGE("Transfer");
renderPassTransfer(batch);
}
{
PROFILE_RANGE(_stereo._enable ? "LeftRender" : "Render");
renderPassDraw(batch);
}
if (_stereo._enable) {
PROFILE_RANGE("RightRender");
_stereo._pass = 1;
renderPassDraw(batch);
_stereo._pass = 0;
}
// Restore the saved stereo state for the next batch
_stereo._enable = savedStereo;
}
bool GLBackend::checkGLError(const char* name) {

View file

@ -310,19 +310,22 @@ protected:
void killTransform();
// Synchronize the state cache of this Backend with the actual real state of the GL Context
void syncTransformStateCache();
void updateTransform();
void preUpdateTransform();
void updateTransform() const;
void resetTransformStage();
struct TransformStageState {
TransformObject _transformObject;
TransformCamera _transformCamera;
std::vector<TransformObject> _objectTransforms;
std::vector<TransformCamera> _cameraTransforms;
struct TransformStageState {
using TransformObjects = std::vector<TransformObject>;
using TransformCameras = std::vector<TransformCamera>;
TransformObject _object;
TransformCamera _camera;
TransformObjects _objects;
TransformCameras _cameras;
size_t _cameraUboSize{ 0 };
size_t _objectUboSize{ 0 };
GLuint _transformObjectBuffer{ 0 };
GLuint _transformCameraBuffer{ 0 };
GLuint _objectBuffer{ 0 };
GLuint _cameraBuffer{ 0 };
Transform _model;
Transform _view;
Mat4 _projection;
@ -336,6 +339,12 @@ protected:
using List = std::list<Pair>;
List _cameraOffsets;
List _objectOffsets;
mutable List::const_iterator _objectsItr;
mutable List::const_iterator _camerasItr;
void preUpdate(size_t commandIndex, const StereoState& stereo);
void update(size_t commandIndex, const StereoState& stereo) const;
void transfer() const;
} _transform;
int32_t _uboAlignment{ 0 };

View file

@ -198,6 +198,9 @@ void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
}
void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
if (_stereo._enable && !_pipeline._stateCache.scissorEnable) {
qWarning("Clear without scissor in stereo mode");
}
uint32 masks = batch._params[paramOffset + 7]._uint;
Vec4 color;

View file

@ -768,6 +768,12 @@ void GLBackend::do_setStateScissorRect(Batch& batch, uint32 paramOffset) {
Vec4i rect;
memcpy(&rect, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
if (_stereo._enable) {
rect.z /= 2;
if (_stereo._pass) {
rect.x += rect.z;
}
}
glScissor(rect.x, rect.y, rect.z, rect.w);
(void) CHECK_GL_ERROR();
}

View file

@ -33,16 +33,26 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
ivec4& vp = _transform._viewport;
// Where we assign the GL viewport
glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
if (_stereo._enable) {
vp.z /= 2;
if (_stereo._pass) {
vp.x += vp.z;
}
int i = 0;
}
glViewport(vp.x, vp.y, vp.z, vp.w);
// The Viewport is tagged invalid because the CameraTransformUBO is not up to date and willl need update on next drawcall
_transform._invalidViewport = true;
}
void GLBackend::initTransform() {
glGenBuffers(1, &_transform._transformObjectBuffer);
glGenBuffers(1, &_transform._transformCameraBuffer);
glGenBuffers(1, &_transform._objectBuffer);
glGenBuffers(1, &_transform._cameraBuffer);
size_t cameraSize = sizeof(TransformCamera);
while (_transform._cameraUboSize < cameraSize) {
_transform._cameraUboSize += _uboAlignment;
@ -54,8 +64,8 @@ void GLBackend::initTransform() {
}
void GLBackend::killTransform() {
glDeleteBuffers(1, &_transform._transformObjectBuffer);
glDeleteBuffers(1, &_transform._transformCameraBuffer);
glDeleteBuffers(1, &_transform._objectBuffer);
glDeleteBuffers(1, &_transform._cameraBuffer);
}
void GLBackend::syncTransformStateCache() {
@ -72,73 +82,98 @@ void GLBackend::syncTransformStateCache() {
_transform._model.setIdentity();
}
void GLBackend::preUpdateTransform() {
void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const StereoState& stereo) {
// Check all the dirty flags and update the state accordingly
if (_transform._invalidViewport) {
_transform._transformCamera._viewport = glm::vec4(_transform._viewport);
if (_invalidViewport) {
_camera._viewport = glm::vec4(_viewport);
}
if (_transform._invalidProj) {
_transform._transformCamera._projection = _transform._projection;
_transform._transformCamera._projectionInverse = glm::inverse(_transform._projection);
if (_invalidProj) {
_camera._projection = _projection;
}
if (_transform._invalidView) {
_transform._view.getInverseMatrix(_transform._transformCamera._view);
_transform._view.getMatrix(_transform._transformCamera._viewInverse);
if (_invalidView) {
_view.getInverseMatrix(_camera._view);
}
if (_transform._invalidModel) {
_transform._model.getMatrix(_transform._transformObject._model);
_transform._model.getInverseMatrix(_transform._transformObject._modelInverse);
if (_invalidModel) {
_model.getMatrix(_object._model);
_model.getInverseMatrix(_object._modelInverse);
}
if (_transform._invalidView || _transform._invalidProj) {
Mat4 viewUntranslated = _transform._transformCamera._view;
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
_transform._transformCamera._projectionViewUntranslated = _transform._transformCamera._projection * viewUntranslated;
if (_invalidView || _invalidProj || _invalidViewport) {
size_t offset = _cameraUboSize * _cameras.size();
if (stereo._enable) {
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
for (int i = 0; i < 2; ++i) {
_cameras.push_back(_camera.getEyeCamera(i, stereo));
}
} else {
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
_cameras.push_back(_camera.recomputeDerived());
}
}
if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
_transform._cameraOffsets.push_back(TransformStageState::Pair(_commandIndex, _transform._cameraUboSize * _transform._cameraTransforms.size()));
_transform._cameraTransforms.push_back(_transform._transformCamera);
}
if (_transform._invalidModel) {
_transform._objectOffsets.push_back(TransformStageState::Pair(_commandIndex, _transform._objectUboSize * _transform._objectTransforms.size()));
_transform._objectTransforms.push_back(_transform._transformObject);
if (_invalidModel) {
size_t offset = _objectUboSize * _objects.size();
_objectOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
_objects.push_back(_object);
}
// Flags are clean
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = _transform._invalidViewport = false;
_invalidView = _invalidProj = _invalidModel = _invalidViewport = false;
}
void GLBackend::updateTransform() {
void GLBackend::TransformStageState::transfer() const {
static QByteArray bufferData;
glBindBuffer(GL_UNIFORM_BUFFER, _cameraBuffer);
bufferData.resize(_cameraUboSize * _cameras.size());
for (size_t i = 0; i < _cameras.size(); ++i) {
memcpy(bufferData.data() + (_cameraUboSize * i), &_cameras[i], sizeof(TransformCamera));
}
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, _objectBuffer);
bufferData.resize(_objectUboSize * _objects.size());
for (size_t i = 0; i < _objects.size(); ++i) {
memcpy(bufferData.data() + (_objectUboSize * i), &_objects[i], sizeof(TransformObject));
}
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
CHECK_GL_ERROR();
}
void GLBackend::TransformStageState::update(size_t commandIndex, const StereoState& stereo) const {
int offset = -1;
while (!_transform._objectOffsets.empty() && _commandIndex >= _transform._objectOffsets.front().first) {
offset = _transform._objectOffsets.front().second;
_transform._objectOffsets.pop_front();
while ((_objectsItr != _objectOffsets.end()) && (commandIndex >= (*_objectsItr).first)) {
offset = (*_objectsItr).second;
++_objectsItr;
}
if (offset >= 0) {
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT,
_transform._transformObjectBuffer,
offset, sizeof(Backend::TransformObject));
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT,
_objectBuffer, offset, sizeof(Backend::TransformObject));
}
offset = -1;
while (!_transform._cameraOffsets.empty() && _commandIndex >= _transform._cameraOffsets.front().first) {
offset = _transform._cameraOffsets.front().second;
_transform._cameraOffsets.pop_front();
while ((_camerasItr != _cameraOffsets.end()) && (commandIndex >= (*_camerasItr).first)) {
offset = (*_camerasItr).second;
++_camerasItr;
}
if (offset >= 0) {
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT,
_transform._transformCameraBuffer,
offset, sizeof(Backend::TransformCamera));
// We include both camera offsets for stereo
if (stereo._enable && stereo._pass) {
offset += _cameraUboSize;
}
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT,
_cameraBuffer, offset, sizeof(Backend::TransformCamera));
}
(void)CHECK_GL_ERROR();
}
void GLBackend::updateTransform() const {
_transform.update(_commandIndex, _stereo);
}
void GLBackend::resetTransformStage() {
}

View file

@ -189,7 +189,6 @@ void ViveControllerManager::updateRendering(RenderArgs* args, render::ScenePoint
renderHand(rightHand, batch, RIGHT_HAND);
}
args->_context->syncCache();
args->_context->render(batch);
}
}

View file

@ -246,6 +246,5 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
// Ready to render
args->_context->syncCache();
args->_context->render((batch));
}

View file

@ -225,6 +225,7 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
void DeferredLightingEffect::prepare(RenderArgs* args) {
gpu::Batch batch;
batch.enableStereo(false);
batch.setStateScissorRect(args->_viewport);
@ -244,6 +245,9 @@ gpu::FramebufferPointer _copyFBO;
void DeferredLightingEffect::render(RenderArgs* args) {
gpu::Batch batch;
// Framebuffer copy operations cannot function as multipass stereo operations.
batch.enableStereo(false);
// perform deferred lighting, rendering to free fbo
auto framebufferCache = DependencyManager::get<FramebufferCache>();
@ -555,6 +559,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
void DeferredLightingEffect::copyBack(RenderArgs* args) {
gpu::Batch batch;
batch.enableStereo(false);
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();

View file

@ -35,6 +35,7 @@ void SetupDeferred::run(const SceneContextPointer& sceneContext, const RenderCon
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
gpu::Batch batch;
batch.enableStereo(false);
batch.setFramebuffer(nullptr);
batch.setFramebuffer(primaryFbo);
@ -159,6 +160,8 @@ void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const Rend
RenderArgs* args = renderContext->args;
gpu::Batch batch;
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
renderContext->_numDrawnOpaqueItems = inItems.size();
@ -188,6 +191,8 @@ void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const
RenderArgs* args = renderContext->args;
gpu::Batch batch;
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
renderContext->_numDrawnTransparentItems = inItems.size();
@ -247,30 +252,42 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
renderContext->_numFeedOverlay3DItems = inItems.size();
renderContext->_numDrawnOverlay3DItems = inItems.size();
RenderArgs* args = renderContext->args;
gpu::Batch batch;
args->_batch = &batch;
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setPipeline(getOpaquePipeline());
batch.setResourceTexture(0, args->_whiteTexture);
if (!inItems.empty()) {
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);
}
RenderArgs* args = renderContext->args;
args->_context->render((*args->_batch));
args->_batch = nullptr;
args->_whiteTexture.reset();
// 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
{
gpu::Batch batch;
batch.enableStereo(false);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
args->_context->render(batch);
}
// Render the items
{
gpu::Batch batch;
args->_batch = &batch;
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setPipeline(getOpaquePipeline());
batch.setResourceTexture(0, args->_whiteTexture);
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);
args->_context->render((*args->_batch));
args->_batch = nullptr;
args->_whiteTexture.reset();
}
}
}

View file

@ -161,8 +161,5 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContex
batch.draw(gpu::TRIANGLES, 24, 0);
}
// Before rendering the batch make sure we re in sync with gl state
args->_context->syncCache();
renderContext->args->_context->syncCache();
args->_context->render((batch));
args->_context->render(batch);
}

View file

@ -258,6 +258,9 @@ void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderCo
}
RenderArgs* args = renderContext->args;
gpu::Batch batch;
batch.enableSkybox(true);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
glm::mat4 projMat;
@ -271,9 +274,6 @@ void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderCo
renderItems(sceneContext, renderContext, inItems);
args->_context->render((*args->_batch));
args->_batch = nullptr;
// Force the context sync
args->_context->syncCache();
}
void ItemMaterialBucketMap::insert(const ItemID& id, const model::MaterialKey& key) {