overte-HifiExperiments/libraries/render-utils/src/SurfaceGeometryPass.cpp

249 lines
9.8 KiB
C++

//
// SurfaceGeometryPass.cpp
// libraries/render-utils/src/
//
// Created by Sam Gateau 6/3/2016.
// 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 "SurfaceGeometryPass.h"
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
const int SurfaceGeometryPass_FrameTransformSlot = 0;
const int SurfaceGeometryPass_ParamsSlot = 1;
const int SurfaceGeometryPass_DepthMapSlot = 0;
const int SurfaceGeometryPass_NormalMapSlot = 1;
#include "surfaceGeometry_makeLinearDepth_frag.h"
#include "surfaceGeometry_makeCurvature_frag.h"
SurfaceGeometryFramebuffer::SurfaceGeometryFramebuffer() {
}
void SurfaceGeometryFramebuffer::updatePrimaryDepth(const gpu::TexturePointer& depthBuffer) {
//If the depth buffer or size changed, we need to delete our FBOs
bool reset = false;
if ((_primaryDepthTexture != depthBuffer)) {
_primaryDepthTexture = depthBuffer;
reset = true;
}
if (_primaryDepthTexture) {
auto newFrameSize = glm::ivec2(_primaryDepthTexture->getDimensions());
if (_frameSize != newFrameSize) {
_frameSize = newFrameSize;
reset = true;
}
}
if (reset) {
_linearDepthFramebuffer.reset();
_linearDepthTexture.reset();
_curvatureFramebuffer.reset();
_curvatureTexture.reset();
}
}
void SurfaceGeometryFramebuffer::allocate() {
auto width = _frameSize.x;
auto height = _frameSize.y;
// For Linear Depth:
_linearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
_linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture);
// _linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
_curvatureTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
_curvatureFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_curvatureFramebuffer->setRenderBuffer(0, _curvatureTexture);
// _curvatureFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
}
gpu::FramebufferPointer SurfaceGeometryFramebuffer::getLinearDepthFramebuffer() {
if (!_linearDepthFramebuffer) {
allocate();
}
return _linearDepthFramebuffer;
}
gpu::TexturePointer SurfaceGeometryFramebuffer::getLinearDepthTexture() {
if (!_linearDepthTexture) {
allocate();
}
return _linearDepthTexture;
}
gpu::FramebufferPointer SurfaceGeometryFramebuffer::getCurvatureFramebuffer() {
if (!_curvatureFramebuffer) {
allocate();
}
return _curvatureFramebuffer;
}
gpu::TexturePointer SurfaceGeometryFramebuffer::getCurvatureTexture() {
if (!_curvatureTexture) {
allocate();
}
return _curvatureTexture;
}
SurfaceGeometryPass::SurfaceGeometryPass() {
Parameters parameters;
_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Parameters), (const gpu::Byte*) &parameters));
}
void SurfaceGeometryPass::configure(const Config& config) {
if (config.depthThreshold != getCurvatureDepthThreshold()) {
_parametersBuffer.edit<Parameters>().curvatureInfo.x = config.depthThreshold;
}
if (config.basisScale != getCurvatureBasisScale()) {
_parametersBuffer.edit<Parameters>().curvatureInfo.y = config.basisScale;
}
if (config.curvatureScale != getCurvatureScale()) {
_parametersBuffer.edit<Parameters>().curvatureInfo.w = config.curvatureScale;
}
}
void SurfaceGeometryPass::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& curvatureAndDepth) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
const auto frameTransform = inputs.get0();
const auto deferredFramebuffer = inputs.get1();
if (!_surfaceGeometryFramebuffer) {
_surfaceGeometryFramebuffer = std::make_shared<SurfaceGeometryFramebuffer>();
}
_surfaceGeometryFramebuffer->updatePrimaryDepth(deferredFramebuffer->getPrimaryDepthTexture());
auto depthBuffer = deferredFramebuffer->getPrimaryDepthTexture();
auto normalTexture = deferredFramebuffer->getDeferredNormalTexture();
auto linearDepthFBO = _surfaceGeometryFramebuffer->getLinearDepthFramebuffer();
auto linearDepthTexture = _surfaceGeometryFramebuffer->getLinearDepthTexture();
auto curvatureFBO = _surfaceGeometryFramebuffer->getCurvatureFramebuffer();
auto curvatureTexture = _surfaceGeometryFramebuffer->getCurvatureTexture();
curvatureAndDepth.edit0() = _surfaceGeometryFramebuffer;
curvatureAndDepth.edit1() = curvatureFBO;
curvatureAndDepth.edit2() = linearDepthTexture;
auto linearDepthPipeline = getLinearDepthPipeline();
auto curvaturePipeline = getCurvaturePipeline();
// gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
// _gpuTimer.begin(batch);
// });
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
_gpuTimer.begin(batch);
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(_surfaceGeometryFramebuffer->getFrameSize(), args->_viewport));
batch.setUniformBuffer(SurfaceGeometryPass_FrameTransformSlot, frameTransform->getFrameTransformBuffer());
batch.setUniformBuffer(SurfaceGeometryPass_ParamsSlot, _parametersBuffer);
// Pyramid pass
batch.setFramebuffer(linearDepthFBO);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(args->getViewFrustum().getFarClip(), 0.0f, 0.0f, 0.0f));
batch.setPipeline(linearDepthPipeline);
batch.setResourceTexture(SurfaceGeometryPass_DepthMapSlot, depthBuffer);
batch.draw(gpu::TRIANGLE_STRIP, 4);
_gpuTimer.end(batch);
// Curvature pass
batch.setFramebuffer(curvatureFBO);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0));
batch.setPipeline(curvaturePipeline);
batch.setResourceTexture(SurfaceGeometryPass_DepthMapSlot, linearDepthTexture);
batch.setResourceTexture(SurfaceGeometryPass_NormalMapSlot, normalTexture);
batch.draw(gpu::TRIANGLE_STRIP, 4);
batch.setResourceTexture(SurfaceGeometryPass_DepthMapSlot, nullptr);
batch.setResourceTexture(SurfaceGeometryPass_NormalMapSlot, nullptr);
// _gpuTimer.end(batch);
});
// gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
// _gpuTimer.end(batch);
// });
auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
config->gpuTime = _gpuTimer.getAverage();
}
const gpu::PipelinePointer& SurfaceGeometryPass::getLinearDepthPipeline() {
if (!_linearDepthPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_makeLinearDepth_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), SurfaceGeometryPass_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("linearDepthMap"), SurfaceGeometryPass_DepthMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
// Stencil test the curvature pass for objects pixels only, not the background
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
state->setColorWriteMask(true, false, false, false);
// Good to go add the brand new pipeline
_linearDepthPipeline = gpu::Pipeline::create(program, state);
}
return _linearDepthPipeline;
}
const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline() {
if (!_curvaturePipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_makeCurvature_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), SurfaceGeometryPass_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("surfaceGeometryParamsBuffer"), SurfaceGeometryPass_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), SurfaceGeometryPass_DepthMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), SurfaceGeometryPass_NormalMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
// Stencil test the curvature pass for objects pixels only, not the background
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
// Good to go add the brand new pipeline
_curvaturePipeline = gpu::Pipeline::create(program, state);
}
return _curvaturePipeline;
}