// // 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 #include #include #include #include #include #include #include #include #include #include #include "LightingModel.h" #include "DebugDeferredBuffer.h" #include "DeferredFramebuffer.h" #include "DeferredLightingEffect.h" #include "SurfaceGeometryPass.h" #include "FramebufferCache.h" #include "HitEffect.h" #include "TextureCache.h" #include "AmbientOcclusionEffect.h" #include "AntialiasingEffect.h" #include "ToneMappingEffect.h" #include "SubsurfaceScattering.h" #include #include "drawOpaqueStencil_frag.h" using namespace render; extern void initOverlay3DPipelines(render::ShapePlumber& plumber); extern void initDeferredPipelines(render::ShapePlumber& plumber); RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) { cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; }; // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared(); initDeferredPipelines(*shapePlumber); // CPU jobs: // Fetch and cull the items from the scene auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered(); const auto spatialSelection = addJob("FetchSceneSelection", spatialFilter); const auto culledSpatialSelection = addJob("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter); // Overlays are not culled const auto nonspatialSelection = addJob("FetchOverlaySelection"); // Multi filter visible items into different buckets const int NUM_FILTERS = 3; const int OPAQUE_SHAPE_BUCKET = 0; const int TRANSPARENT_SHAPE_BUCKET = 1; const int LIGHT_BUCKET = 2; const int BACKGROUND_BUCKET = 2; MultiFilterItem::ItemFilterArray spatialFilters = { { ItemFilter::Builder::opaqueShape(), ItemFilter::Builder::transparentShape(), ItemFilter::Builder::light() } }; MultiFilterItem::ItemFilterArray nonspatialFilters = { { ItemFilter::Builder::opaqueShape(), ItemFilter::Builder::transparentShape(), ItemFilter::Builder::background() } }; const auto filteredSpatialBuckets = addJob>("FilterSceneSelection", culledSpatialSelection, spatialFilters).get::ItemBoundsArray>(); const auto filteredNonspatialBuckets = addJob>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters).get::ItemBoundsArray>(); // Extract / Sort opaques / Transparents / Lights / Overlays const auto opaques = addJob("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]); const auto transparents = addJob("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false)); const auto lights = filteredSpatialBuckets[LIGHT_BUCKET]; const auto overlayOpaques = addJob("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]); const auto overlayTransparents = addJob("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false)); const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET]; // Prepare deferred, generate the shared Deferred Frame Transform const auto deferredFrameTransform = addJob("DeferredFrameTransform"); const auto lightingModel = addJob("LightingModel"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto primaryFramebuffer = addJob("PreparePrimaryBuffer"); const auto prepareDeferredInputs = SurfaceGeometryPass::Inputs(primaryFramebuffer, lightingModel).hasVarying(); const auto prepareDeferredOutputs = addJob("PrepareDeferred", prepareDeferredInputs); const auto deferredFramebuffer = prepareDeferredOutputs.getN(0); const auto lightingFramebuffer = prepareDeferredOutputs.getN(1); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying(); addJob("DrawOpaqueDeferred", opaqueInputs, shapePlumber); // Once opaque is all rendered create stencil background addJob("DrawOpaqueStencil", deferredFramebuffer); // Opaque all rendered, generate surface geometry buffers const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer).hasVarying(); const auto surfaceGeometryPassOutputs = addJob("SurfaceGeometry", surfaceGeometryPassInputs); const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN(0); const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN(1); const auto linearDepthTexture = surfaceGeometryPassOutputs.getN(2); const auto rangeTimer = addJob("BeginTimerRange"); // TODO: Push this 2 diffusion stages into surfaceGeometryPass as they are working together const auto diffuseCurvaturePassInputs = BlurGaussianDepthAware::Inputs(curvatureFramebuffer, linearDepthTexture).hasVarying(); const auto midCurvatureNormalFramebuffer = addJob("DiffuseCurvatureMid", diffuseCurvaturePassInputs); const auto lowCurvatureNormalFramebuffer = addJob("DiffuseCurvatureLow", diffuseCurvaturePassInputs, true); // THis blur pass generates it s render resource const auto scatteringResource = addJob("Scattering"); // AO job addJob("AmbientOcclusion"); // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. addJob("DrawLight", lights); const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, lowCurvatureNormalFramebuffer, scatteringResource).hasVarying(); // DeferredBuffer is complete, now let's shade it into the LightingBuffer addJob("RenderDeferred", deferredLightingInputs); // Use Stencil and draw background in Lighting buffer to complete filling in the opaque const auto backgroundInputs = DrawBackgroundDeferred::Inputs(background, lightingModel).hasVarying(); addJob("DrawBackgroundDeferred", backgroundInputs); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying(); addJob("DrawTransparentDeferred", transparentsInputs, shapePlumber); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer)); addJob("ToneMapping", toneMappingInputs); // Overlays const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying(); const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying(); addJob("DrawOverlay3DOpaque", overlayOpaquesInputs, true); addJob("DrawOverlay3DTransparent", overlayTransparentsInputs, false); // Debugging stages { addJob("DebugScattering", deferredLightingInputs); // Debugging Deferred buffer job const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, surfaceGeometryFramebuffer, lowCurvatureNormalFramebuffer)); addJob("DebugDeferredBuffer", debugFramebuffers); // Scene Octree Debuging job { addJob("DrawSceneOctree", spatialSelection); addJob("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()->getImageTexture(iconMapPath); addJob("DrawStatus", opaques, DrawStatus(statusIconMap)); } } // AA job to be revisited addJob("Antialiasing", primaryFramebuffer); addJob("RangeTimer", rangeTimer); // Blit! addJob("Blit", primaryFramebuffer); } void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { // sanity checks assert(sceneContext); if (!sceneContext->_scene) { return; } // Is it possible that we render without a viewFrustum ? if (!(renderContext->args && renderContext->args->hasViewFrustum())) { return; } RenderArgs* args = renderContext->args; auto config = std::static_pointer_cast(renderContext->jobConfig); /* gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { _gpuTimer.begin(batch); });*/ for (auto job : _jobs) { job.run(sceneContext, renderContext); } /*gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { _gpuTimer.end(batch); });*/ // config->gpuTime = _gpuTimer.getAverage(); } void BeginTimerGPU::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) { timer = _gpuTimer; gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) { _gpuTimer->begin(batch); }); } void EndTimerGPU::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) { gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) { timer->end(batch); }); auto config = std::static_pointer_cast(renderContext->jobConfig); config->gpuTime = timer->getAverage(); } void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); auto config = std::static_pointer_cast(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()); renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn); args->_batch = nullptr; }); config->setNumDrawn((int)inItems.size()); } void DrawStateSortDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); auto config = std::static_pointer_cast(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()); if (_stateSort) { renderStateSortShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn); } else { renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn); } args->_batch = nullptr; }); config->setNumDrawn((int)inItems.size()); } DrawOverlay3D::DrawOverlay3D(bool opaque) : _shapePlumber(std::make_shared()), _opaquePass(opaque) { initOverlay3DPipelines(*_shapePlumber); } void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); auto config = std::static_pointer_cast(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::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::doInBatch(args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); // Setup lighting model for all items; batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer()); renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn); args->_batch = nullptr; }); } } gpu::PipelinePointer DrawStencilDeferred::getOpaquePipeline() { if (!_opaquePipeline) { const gpu::int8 STENCIL_OPAQUE = 1; auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS(); auto ps = gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag)); auto program = gpu::Shader::createProgram(vs, ps); gpu::Shader::makeProgram((*program)); auto state = std::make_shared(); state->setDepthTest(true, false, gpu::LESS_EQUAL); state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE)); state->setColorWriteMask(0); _opaquePipeline = gpu::Pipeline::create(program, state); } return _opaquePipeline; } void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const DeferredFramebufferPointer& deferredFramebuffer) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); // from the touched pixel generate the stencil buffer RenderArgs* args = renderContext->args; doInBatch(args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; auto deferredFboColorDepthStencil = deferredFramebuffer->getDeferredFramebufferDepthColor(); batch.enableStereo(false); batch.setFramebuffer(deferredFboColorDepthStencil); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.setPipeline(getOpaquePipeline()); batch.draw(gpu::TRIANGLE_STRIP, 4); batch.setResourceTexture(0, nullptr); }); args->_batch = nullptr; } void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); const auto& inItems = inputs.get0(); const auto& lightingModel = inputs.get1(); if (!lightingModel->isBackgroundEnabled()) { return; } RenderArgs* args = renderContext->args; doInBatch(args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; // _gpuTimer.begin(batch); batch.enableSkybox(true); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); renderItems(sceneContext, renderContext, inItems); // _gpuTimer.end(batch); }); args->_batch = nullptr; // std::static_pointer_cast(renderContext->jobConfig)->gpuTime = _gpuTimer.getAverage(); } void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) { assert(renderContext->args); assert(renderContext->args->_context); RenderArgs* renderArgs = renderContext->args; auto blitFbo = renderArgs->_blitFramebuffer; if (!blitFbo) { return; } // Determine size from viewport int width = renderArgs->_viewport.z; int height = renderArgs->_viewport.w; // Blit primary to blit FBO auto primaryFbo = srcFramebuffer; gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) { batch.setFramebuffer(blitFbo); if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { if (renderArgs->_context->isStereo()) { gpu::Vec4i srcRectLeft; srcRectLeft.z = width / 2; srcRectLeft.w = height; gpu::Vec4i srcRectRight; srcRectRight.x = width / 2; srcRectRight.z = width; srcRectRight.w = height; gpu::Vec4i destRectLeft; destRectLeft.x = srcRectLeft.z; destRectLeft.z = srcRectLeft.x; destRectLeft.y = srcRectLeft.y; destRectLeft.w = srcRectLeft.w; gpu::Vec4i destRectRight; destRectRight.x = srcRectRight.z; destRectRight.z = srcRectRight.x; destRectRight.y = srcRectRight.y; destRectRight.w = srcRectRight.w; // Blit left to right and right to left in stereo batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft); batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight); } else { gpu::Vec4i srcRect; srcRect.z = width; srcRect.w = height; gpu::Vec4i destRect; destRect.x = width; destRect.y = 0; destRect.z = 0; destRect.w = height; batch.blit(primaryFbo, srcRect, blitFbo, destRect); } } else { gpu::Vec4i rect; rect.z = width; rect.w = height; batch.blit(primaryFbo, rect, blitFbo, rect); } }); }