overte-HifiExperiments/libraries/render-utils/src/RenderDeferredTask.cpp
2016-01-07 11:40:00 -08:00

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Executable file

//
// RenderDeferredTask.cpp
// render-utils/src/
//
// Created by Sam Gateau on 5/29/15.
// Copyright 20154 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 <PerfStat.h>
#include <PathUtils.h>
#include <RenderArgs.h>
#include <ViewFrustum.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "DebugDeferredBuffer.h"
#include "DeferredLightingEffect.h"
#include "FramebufferCache.h"
#include "HitEffect.h"
#include "TextureCache.h"
#include "render/DrawTask.h"
#include "render/DrawStatus.h"
#include "AmbientOcclusionEffect.h"
#include "AntialiasingEffect.h"
#include "overlay3D_vert.h"
#include "overlay3D_frag.h"
#include "drawOpaqueStencil_frag.h"
using namespace render;
void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->getArgs());
}
void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
DependencyManager::get<DeferredLightingEffect>()->render(renderContext->getArgs());
}
void ToneMappingDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("ToneMappingDeferred");
_toneMappingEffect.render(renderContext->getArgs());
}
RenderDeferredTask::RenderDeferredTask() : Task() {
// CPU only, create the list of renderedOpaques items
addJob<FetchItems>("FetchOpaque", FetchItems([](const RenderContextPointer& context, int count) {
context->getItemsConfig().opaque.numFeed = count;
}));
addJob<CullItemsOpaque>("CullOpaque", _jobs.back().getOutput());
addJob<DepthSortItems>("DepthSortOpaque", _jobs.back().getOutput());
auto& renderedOpaques = _jobs.back().getOutput();
// CPU only, create the list of renderedTransparents items
addJob<FetchItems>("FetchTransparent", FetchItems(
ItemFilter::Builder::transparentShape().withoutLayered(),
[](const RenderContextPointer& context, int count) {
context->getItemsConfig().transparent.numFeed = count;
}
));
addJob<CullItemsTransparent>("CullTransparent", _jobs.back().getOutput());
addJob<DepthSortItems>("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false));
auto& renderedTransparents = _jobs.back().getOutput();
// GPU Jobs: Start preparing the deferred and lighting buffer
addJob<PrepareDeferred>("PrepareDeferred");
// Render opaque objects in DeferredBuffer
addJob<DrawOpaqueDeferred>("DrawOpaqueDeferred", renderedOpaques);
// Once opaque is all rendered create stencil background
addJob<DrawStencilDeferred>("DrawOpaqueStencil");
// Use Stencil and start drawing background in Lighting buffer
addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred");
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
addJob<DrawLight>("DrawLight");
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
addJob<RenderDeferred>("RenderDeferred");
// AO job, to be revisited
addJob<AmbientOcclusion>("AmbientOcclusion");
_jobs.back().setEnabled(false);
_occlusionJobIndex = (int)_jobs.size() - 1;
// AA job to be revisited
addJob<Antialiasing>("Antialiasing");
_jobs.back().setEnabled(false);
_antialiasingJobIndex = (int)_jobs.size() - 1;
// Render transparent objects forward in LigthingBuffer
addJob<DrawTransparentDeferred>("TransparentDeferred", renderedTransparents);
// Lighting Buffer ready for tone mapping
addJob<ToneMappingDeferred>("ToneMapping");
_toneMappingJobIndex = (int)_jobs.size() - 1;
// Debugging Deferred buffer job
addJob<DebugDeferredBuffer>("DebugDeferredBuffer");
_jobs.back().setEnabled(false);
_drawDebugDeferredBufferIndex = (int)_jobs.size() - 1;
// 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<TextureCache>()->getImageTexture(iconMapPath);
addJob<DrawStatus>("DrawStatus", renderedOpaques, DrawStatus(statusIconMap));
_jobs.back().setEnabled(false);
_drawStatusJobIndex = (int)_jobs.size() - 1;
}
addJob<DrawOverlay3D>("DrawOverlay3D");
addJob<HitEffect>("HitEffect");
_jobs.back().setEnabled(false);
_drawHitEffectJobIndex = (int)_jobs.size() -1;
addJob<Blit>("Blit");
}
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->getArgs() && renderContext->getArgs()->_viewFrustum)) {
return;
}
// Make sure we turn the deferred buffer debug on/off
setDrawDebugDeferredBuffer(renderContext->_deferredDebugMode);
// Make sure we turn the displayItemStatus on/off
setDrawItemStatus(renderContext->getDrawStatus());
// Make sure we display hit effect on screen, as desired from a script
setDrawHitEffect(renderContext->getDrawHitEffect());
// TODO: turn on/off AO through menu item
setOcclusionStatus(renderContext->getOcclusionStatus());
setAntialiasingStatus(renderContext->getFxaaStatus());
setToneMappingExposure(renderContext->getTone().exposure);
setToneMappingToneCurve(renderContext->getTone().toneCurve);
renderContext->getArgs()->_context->syncCache();
for (auto job : _jobs) {
job.run(sceneContext, renderContext);
}
};
void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
auto& opaque = renderContext->getItemsConfig().opaque;
opaque.numDrawn = (int)inItems.size();
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
renderItems(sceneContext, renderContext, inItems, opaque.maxDrawn);
args->_batch = nullptr;
});
}
void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
auto& transparent = renderContext->getItemsConfig().transparent;
transparent.numDrawn = (int)inItems.size();
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
renderItems(sceneContext, renderContext, inItems, transparent.maxDrawn);
args->_batch = nullptr;
});
}
gpu::PipelinePointer DrawOverlay3D::_opaquePipeline;
const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() {
if (!_opaquePipeline) {
auto vs = gpu::Shader::createVertex(std::string(overlay3D_vert));
auto ps = gpu::Shader::createPixel(std::string(overlay3D_frag));
auto program = gpu::Shader::createProgram(vs, ps);
auto state = std::make_shared<gpu::State>();
state->setDepthTest(false);
// additive blending
state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_opaquePipeline = gpu::Pipeline::create(program, state);
}
return _opaquePipeline;
}
void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
// render backgrounds
auto& scene = sceneContext->_scene;
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withLayered());
ItemIDsBounds inItems;
inItems.reserve(items.size());
for (auto id : items) {
auto& item = scene->getItem(id);
if (item.getKey().isVisible() && (item.getLayer() == 1)) {
inItems.emplace_back(id);
}
}
auto& overlay3D = renderContext->getItemsConfig().overlay3D;
overlay3D.numFeed = (int)inItems.size();
overlay3D.numDrawn = (int)inItems.size();
if (!inItems.empty()) {
RenderArgs* args = renderContext->getArgs();
// 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::doInBatch(args->_context, [=](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->getItemsConfig().overlay3D.maxDrawn);
});
args->_batch = nullptr;
args->_whiteTexture.reset();
}
}
gpu::PipelinePointer DrawStencilDeferred::_opaquePipeline;
const 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<gpu::State>();
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) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
// from the touched pixel generate the stencil buffer
RenderArgs* args = renderContext->getArgs();
doInBatch(args->_context, [=](gpu::Batch& batch) {
args->_batch = &batch;
auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->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) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
// render backgrounds
auto& scene = sceneContext->_scene;
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background());
ItemIDsBounds inItems;
inItems.reserve(items.size());
for (auto id : items) {
inItems.emplace_back(id);
}
RenderArgs* args = renderContext->getArgs();
doInBatch(args->_context, [=](gpu::Batch& batch) {
args->_batch = &batch;
auto lightingFBO = DependencyManager::get<FramebufferCache>()->getLightingFramebuffer();
batch.enableSkybox(true);
batch.setFramebuffer(lightingFBO);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
renderItems(sceneContext, renderContext, inItems);
});
args->_batch = nullptr;
}
void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_context);
RenderArgs* renderArgs = renderContext->getArgs();
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 framebufferCache = DependencyManager::get<FramebufferCache>();
auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
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);
}
});
}
void RenderDeferredTask::setToneMappingExposure(float exposure) {
if (_toneMappingJobIndex >= 0) {
_jobs[_toneMappingJobIndex].edit<ToneMappingDeferred>()._toneMappingEffect.setExposure(exposure);
}
}
float RenderDeferredTask::getToneMappingExposure() const {
if (_toneMappingJobIndex >= 0) {
return _jobs[_toneMappingJobIndex].get<ToneMappingDeferred>()._toneMappingEffect.getExposure();
} else {
return 0.0f;
}
}
void RenderDeferredTask::setToneMappingToneCurve(int toneCurve) {
if (_toneMappingJobIndex >= 0) {
_jobs[_toneMappingJobIndex].edit<ToneMappingDeferred>()._toneMappingEffect.setToneCurve((ToneMappingEffect::ToneCurve)toneCurve);
}
}
int RenderDeferredTask::getToneMappingToneCurve() const {
if (_toneMappingJobIndex >= 0) {
return _jobs[_toneMappingJobIndex].get<ToneMappingDeferred>()._toneMappingEffect.getToneCurve();
} else {
return 0.0f;
}
}