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

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//
// RenderForwardTask.cpp
// render-utils/src/
//
// Created by Zach Pomerantz on 12/13/2016.
// 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 "RenderForwardTask.h"
#include <PerfStat.h>
#include <PathUtils.h>
#include <ViewFrustum.h>
#include <gpu/Context.h>
#include <gpu/Texture.h>
#include <graphics/ShaderConstants.h>
#include <render/ShapePipeline.h>
#include <render/FilterTask.h>
#include "RenderHifi.h"
#include "render-utils/ShaderConstants.h"
#include "StencilMaskPass.h"
#include "ZoneRenderer.h"
#include "FadeEffect.h"
#include "ToneMapAndResampleTask.h"
#include "BackgroundStage.h"
#include "FramebufferCache.h"
#include "TextureCache.h"
#include "RenderCommonTask.h"
#include "RenderHUDLayerTask.h"
namespace ru {
using render_utils::slot::texture::Texture;
using render_utils::slot::buffer::Buffer;
}
namespace gr {
using graphics::slot::texture::Texture;
using graphics::slot::buffer::Buffer;
}
using namespace render;
extern void initForwardPipelines(ShapePlumber& plumber);
void RenderForwardTask::configure(const Config& config) {
// Propagate resolution scale to sub jobs who need it
auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebufferMSAA>("PreparePrimaryBufferForward");
assert(preparePrimaryBufferConfig);
preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);
}
void RenderForwardTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
task.addJob<SetRenderMethod>("SetRenderMethodTask", render::Args::FORWARD);
// Prepare the ShapePipelines
auto fadeEffect = DependencyManager::get<FadeEffect>();
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
initForwardPipelines(*shapePlumber);
// Unpack inputs
const auto& inputs = input.get<Input>();
// Separate the fetched items
const auto& fetchedItems = inputs.get0();
const auto& items = fetchedItems.get0();
// Extract opaques / transparents / lights / metas / layered / background
const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
const auto& metas = items[RenderFetchCullSortTask::META];
const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
// Lighting model comes next, the big configuration of the view
const auto& lightingModel = inputs[1];
// Extract the Lighting Stages Current frame ( and zones)
const auto& lightingStageInputs = inputs.get2();
// Fetch the current frame stacks from all the stages
const auto currentStageFrames = lightingStageInputs.get0();
const auto lightFrame = currentStageFrames[0];
const auto backgroundFrame = currentStageFrames[1];
const auto hazeFrame = currentStageFrames[2];
const auto& zones = lightingStageInputs[1];
// First job, alter faded
fadeEffect->build(task, opaques);
// GPU jobs: Start preparing the main framebuffer
const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebufferMSAA>("PreparePrimaryBufferForward");
// Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
// Prepare Forward Framebuffer pass
const auto prepareForwardInputs = PrepareForward::Inputs(scaledPrimaryFramebuffer, lightFrame).asVarying();
task.addJob<PrepareForward>("PrepareForward", prepareForwardInputs);
// draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer);
// Draw opaques forward
const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel, hazeFrame).asVarying();
task.addJob<DrawForward>("DrawOpaques", opaqueInputs, shapePlumber, true);
// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame, hazeFrame).asVarying();
task.addJob<DrawBackgroundStage>("DrawBackgroundForward", backgroundInputs);
// Draw transparent objects forward
const auto transparentInputs = DrawForward::Inputs(transparents, lightingModel, hazeFrame).asVarying();
task.addJob<DrawForward>("DrawTransparents", transparentInputs, shapePlumber, false);
// Layered
const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, hazeFrame, nullJitter).asVarying();
const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, hazeFrame, nullJitter).asVarying();
task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true);
task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false);
{ // Debug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas);
task.addJob<DrawBounds>("DrawBounds", opaques);
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
task.addJob<DrawBounds>("DrawZones", zones);
const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
}
const auto newResolvedFramebuffer = task.addJob<NewFramebuffer>("MakeResolvingFramebuffer");
const auto resolveInputs = ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, newResolvedFramebuffer).asVarying();
const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
const auto destFramebuffer = static_cast<gpu::FramebufferPointer>(nullptr);
const auto toneMappingInputs = ToneMapAndResample::Input(resolvedFramebuffer, destFramebuffer).asVarying();
const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappingInputs);
// HUD Layer
const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(toneMappedBuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying();
task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs);
}
gpu::FramebufferPointer PreparePrimaryFramebufferMSAA::createFramebuffer(const char* name, const glm::uvec2& frameSize, int numSamples) {
gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name));
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto colorFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10);
auto colorTexture =
gpu::Texture::createRenderBufferMultisample(colorFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
framebuffer->setRenderBuffer(0, colorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
auto depthTexture =
gpu::Texture::createRenderBufferMultisample(depthFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
return framebuffer;
}
void PreparePrimaryFramebufferMSAA::configure(const Config& config) {
_resolutionScale = config.getResolutionScale();
_numSamples = config.getNumSamples();
}
void PreparePrimaryFramebufferMSAA::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& framebuffer) {
glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w);
glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale);
// Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering
if (!_framebuffer || (_framebuffer->getSize() != scaledFrameSize) || (_framebuffer->getNumSamples() != _numSamples)) {
_framebuffer = createFramebuffer("forward", scaledFrameSize, _numSamples);
}
framebuffer = _framebuffer;
// Set viewport for the rest of the scaled passes
renderContext->args->_viewport.z = scaledFrameSize.x;
renderContext->args->_viewport.w = scaledFrameSize.y;
}
void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
RenderArgs* args = renderContext->args;
auto primaryFramebuffer = inputs.get0();
auto lightStageFrame = inputs.get1();
gpu::doInBatch("RenderForward::Draw::run", args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setFramebuffer(primaryFramebuffer);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH |
gpu::Framebuffer::BUFFER_STENCIL,
vec4(vec3(0), 0), 1.0, 0, true);
graphics::LightPointer keySunLight;
auto lightStage = args->_scene->getStage<LightStage>();
if (lightStage) {
keySunLight = lightStage->getCurrentKeyLight(*lightStageFrame);
}
graphics::LightPointer keyAmbiLight;
if (lightStage) {
keyAmbiLight = lightStage->getCurrentAmbientLight(*lightStageFrame);
}
if (keySunLight) {
batch.setUniformBuffer(gr::Buffer::KeyLight, keySunLight->getLightSchemaBuffer());
}
if (keyAmbiLight) {
batch.setUniformBuffer(gr::Buffer::AmbientLight, keyAmbiLight->getAmbientSchemaBuffer());
if (keyAmbiLight->getAmbientMap()) {
batch.setResourceTexture(ru::Texture::Skybox, keyAmbiLight->getAmbientMap());
}
}
});
}
void DrawForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
RenderArgs* args = renderContext->args;
const auto& inItems = inputs.get0();
const auto& lightingModel = inputs.get1();
const auto& hazeFrame = inputs.get2();
graphics::HazePointer haze;
const auto& hazeStage = renderContext->args->_scene->getStage<HazeStage>();
if (hazeStage && hazeFrame->_hazes.size() > 0) {
haze = hazeStage->getHaze(hazeFrame->_hazes.front());
}
gpu::doInBatch("DrawForward::run", args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
// Setup projection
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setModelTransform(Transform());
// Setup lighting model for all items;
batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());
if (haze) {
batch.setUniformBuffer(graphics::slot::buffer::Buffer::HazeParams, haze->getHazeParametersBuffer());
}
// From the lighting model define a global shapeKey ORED with individiual keys
ShapeKey::Builder keyBuilder;
if (lightingModel->isWireframeEnabled()) {
keyBuilder.withWireframe();
}
ShapeKey globalKey = keyBuilder.build();
args->_globalShapeKey = globalKey._flags.to_ulong();
// Render items
if (_opaquePass) {
renderStateSortShapes(renderContext, _shapePlumber, inItems, -1, globalKey);
} else {
renderShapes(renderContext, _shapePlumber, inItems, -1, globalKey);
}
args->_batch = nullptr;
args->_globalShapeKey = 0;
});
}