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

266 lines
10 KiB
C++

//
// 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 <QFile>
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <render/Scene.h>
#include <ViewFrustum.h>
#include "GeometryCache.h"
#include "FramebufferCache.h"
#include "DeferredLightingEffect.h"
#include "debug_deferred_buffer_vert.h"
#include "debug_deferred_buffer_frag.h"
using namespace render;
enum Slots {
Diffuse = 0,
Normal,
Specular,
Depth,
Lighting,
Shadow,
Pyramid,
AmbientOcclusion,
AmbientOcclusionBlurred
};
static const std::string DEFAULT_DIFFUSE_SHADER {
"vec4 getFragmentColor() {"
" return vec4(pow(texture(diffuseMap, uv).xyz, vec3(1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_SPECULAR_SHADER {
"vec4 getFragmentColor() {"
" return vec4(texture(specularMap, uv).xyz, 1.0);"
" }"
};
static const std::string DEFAULT_ROUGHNESS_SHADER {
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(specularMap, uv).a), 1.0);"
" }"
};
static const std::string DEFAULT_NORMAL_SHADER {
"vec4 getFragmentColor() {"
" return vec4(normalize(texture(normalMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);"
" }"
};
static const std::string DEFAULT_DEPTH_SHADER {
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(depthMap, uv).x), 1.0);"
" }"
};
static const std::string DEFAULT_LIGHTING_SHADER {
"vec4 getFragmentColor() {"
" return vec4(pow(texture(lightingMap, uv).xyz, vec3(1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_SHADOW_SHADER{
"uniform sampler2D shadowMapColor;"
// The actual shadowMap is a sampler2DShadow, so we cannot normally sample it
"vec4 getFragmentColor() {"
" return vec4(texture(shadowMapColor, uv).xyz, 1.0);"
" }"
};
static const std::string DEFAULT_PYRAMID_DEPTH_SHADER {
"vec4 getFragmentColor() {"
" return vec4(vec3(1.0 - texture(pyramidMap, uv).x * 0.01), 1.0);"
//" return vec4(vec3(1.0 - textureLod(pyramidMap, uv, 3).x * 0.01), 1.0);"
" }"
};
static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{
"vec4 getFragmentColor() {"
//" return vec4(vec3(texture(occlusionMap, uv).x), 1.0);"
" return vec4(vec3(texture(occlusionMap, uv).xyz), 1.0);"
// when drawing normal " return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);"
" }"
};
static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(occlusionBlurredMap, uv).x), 1.0);"
" }"
};
static const std::string DEFAULT_CUSTOM_SHADER {
"vec4 getFragmentColor() {"
" return vec4(1.0, 0.0, 0.0, 1.0);"
" }"
};
static std::string getFileContent(std::string fileName, std::string defaultContent = std::string()) {
QFile customFile(QString::fromStdString(fileName));
if (customFile.open(QIODevice::ReadOnly)) {
return customFile.readAll().toStdString();
}
qWarning() << "DebugDeferredBuffer::getFileContent(): Could not open"
<< QString::fromStdString(fileName);
return defaultContent;
}
#include <QStandardPaths> // TODO REMOVE: Temporary until UI
DebugDeferredBuffer::DebugDeferredBuffer() {
// TODO REMOVE: Temporary until UI
static const auto DESKTOP_PATH = QStandardPaths::writableLocation(QStandardPaths::DesktopLocation);
static const auto CUSTOM_FILE = DESKTOP_PATH.toStdString() + "/custom.slh";
CustomPipeline pipeline;
pipeline.info = QFileInfo(QString::fromStdString(CUSTOM_FILE));
_customPipelines.emplace(CUSTOM_FILE, pipeline);
}
std::string DebugDeferredBuffer::getShaderSourceCode(Modes mode, std::string customFile) {
switch (mode) {
case DiffuseMode:
return DEFAULT_DIFFUSE_SHADER;
case SpecularMode:
return DEFAULT_SPECULAR_SHADER;
case RoughnessMode:
return DEFAULT_ROUGHNESS_SHADER;
case NormalMode:
return DEFAULT_NORMAL_SHADER;
case DepthMode:
return DEFAULT_DEPTH_SHADER;
case LightingMode:
return DEFAULT_LIGHTING_SHADER;
case ShadowMode:
return DEFAULT_SHADOW_SHADER;
case PyramidDepthMode:
return DEFAULT_PYRAMID_DEPTH_SHADER;
case AmbientOcclusionMode:
return DEFAULT_AMBIENT_OCCLUSION_SHADER;
case AmbientOcclusionBlurredMode:
return DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER;
case CustomMode:
return getFileContent(customFile, DEFAULT_CUSTOM_SHADER);
}
Q_UNREACHABLE();
return std::string();
}
bool DebugDeferredBuffer::pipelineNeedsUpdate(Modes mode, std::string customFile) const {
if (mode != CustomMode) {
return !_pipelines[mode];
}
auto it = _customPipelines.find(customFile);
if (it != _customPipelines.end() && it->second.pipeline) {
auto& info = it->second.info;
auto lastModified = info.lastModified();
info.refresh();
return lastModified != info.lastModified();
}
return true;
}
const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode, std::string customFile) {
if (pipelineNeedsUpdate(mode, customFile)) {
static const std::string VERTEX_SHADER { debug_deferred_buffer_vert };
static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag };
static const std::string SOURCE_PLACEHOLDER { "//SOURCE_PLACEHOLDER" };
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
"Could not find source placeholder");
auto bakedFragmentShader = FRAGMENT_SHADER;
bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(),
getShaderSourceCode(mode, customFile));
static const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
const auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("diffuseMap", Diffuse));
slotBindings.insert(gpu::Shader::Binding("normalMap", Normal));
slotBindings.insert(gpu::Shader::Binding("specularMap", Specular));
slotBindings.insert(gpu::Shader::Binding("depthMap", Depth));
slotBindings.insert(gpu::Shader::Binding("lightingMap", Lighting));
slotBindings.insert(gpu::Shader::Binding("shadowMapColor", Shadow));
slotBindings.insert(gpu::Shader::Binding("pyramidMap", Pyramid));
slotBindings.insert(gpu::Shader::Binding("occlusionMap", AmbientOcclusion));
slotBindings.insert(gpu::Shader::Binding("occlusionBlurredMap", AmbientOcclusionBlurred));
gpu::Shader::makeProgram(*program, slotBindings);
auto pipeline = gpu::Pipeline::create(program, std::make_shared<gpu::State>());
// Good to go add the brand new pipeline
if (mode != CustomMode) {
_pipelines[mode] = pipeline;
} else {
_customPipelines[customFile].pipeline = pipeline;
}
}
if (mode != CustomMode) {
return _pipelines[mode];
} else {
return _customPipelines[customFile].pipeline;
}
}
void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
// Guard against unspecified modes
auto mode = renderContext->_deferredDebugMode;
if (mode > (int)CustomMode) {
renderContext->_deferredDebugMode = -1;
return;
}
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
const auto geometryBuffer = DependencyManager::get<GeometryCache>();
const auto framebufferCache = DependencyManager::get<FramebufferCache>();
const auto& lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setModelTransform(Transform());
// TODO REMOVE: Temporary until UI
auto first = _customPipelines.begin()->first;
batch.setPipeline(getPipeline(Modes(renderContext->_deferredDebugMode), first));
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());
batch.setResourceTexture(Shadow, lightStage.lights[0]->shadow.framebuffer->getRenderBuffer(0));
batch.setResourceTexture(Pyramid, framebufferCache->getDepthPyramidTexture());
batch.setResourceTexture(AmbientOcclusion, framebufferCache->getOcclusionTexture());
batch.setResourceTexture(AmbientOcclusionBlurred, framebufferCache->getOcclusionBlurredTexture());
const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
const glm::vec2 bottomLeft(renderContext->_deferredDebugSize.x, renderContext->_deferredDebugSize.y);
const glm::vec2 topRight(renderContext->_deferredDebugSize.z, renderContext->_deferredDebugSize.w);
geometryBuffer->renderQuad(batch, bottomLeft, topRight, color);
});
}