// // DebugDeferredBuffer.cpp // libraries/render-utils/src // // Created by Clement on 12/3/15. // 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 // #include "DebugDeferredBuffer.h" #include #include #include #include #include "GeometryCache.h" #include "FramebufferCache.h" #include "debug_deferred_buffer_vert.h" #include "debug_deferred_buffer_frag.h" using namespace render; static const std::string PLACEHOLDER { "DEBUG_PLACEHOLDER" }; static const std::array SLOT_NAMES {{ "diffuseMap", "normalMap", "specularMap", "depthMap", "lightingMap" }}; std::string getCode(int slot) { return std::string("return texture(").append(SLOT_NAMES[slot]).append(", uv);"); } const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(int slot) { if (!_pipelines[slot]) { std::string fragmentShader = debug_deferred_buffer_frag; fragmentShader.replace(fragmentShader.find(PLACEHOLDER), PLACEHOLDER.size(), getCode(slot)); auto vs = gpu::ShaderPointer(gpu::Shader::createVertex({ debug_deferred_buffer_vert })); auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShader)); auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps)); gpu::Shader::BindingSet slotBindings; for (int slot = 0; slot < NUM_SLOTS; ++slot) { slotBindings.insert(gpu::Shader::Binding(SLOT_NAMES[slot], slot)); } gpu::Shader::makeProgram(*program, slotBindings); // Good to go add the brand new pipeline _pipelines[slot] = gpu::Pipeline::create(program, std::make_shared()); } return _pipelines[slot]; } void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->args); assert(renderContext->args->_viewFrustum); RenderArgs* args = renderContext->args; gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { auto geometryBuffer = DependencyManager::get(); auto framebufferCache = DependencyManager::get(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); batch.setModelTransform(Transform()); batch.setPipeline(getPipeline((DebugDeferredBufferSlot)(renderContext->_drawDebugDeferredBuffer - 1))); batch.setResourceTexture(Diffuse, framebufferCache->getDeferredColorTexture()); batch.setResourceTexture(Normal, framebufferCache->getDeferredNormalTexture()); batch.setResourceTexture(Specular, framebufferCache->getDeferredSpecularTexture()); batch.setResourceTexture(Depth, framebufferCache->getPrimaryDepthTexture()); batch.setResourceTexture(Lighting, framebufferCache->getLightingTexture()); glm::vec4 color(0.0f, 0.0f, 1.0f, 1.0f); glm::vec2 bottomLeft(0.0f, -1.0f); glm::vec2 topRight(1.0f, 1.0f); geometryBuffer->renderQuad(batch, bottomLeft, topRight, color); }); }