overte-HifiExperiments/libraries/render-utils/src/DebugDeferredBuffer.cpp
2015-12-04 17:43:00 -08:00

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3.4 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 <gpu/Batch.h>
#include <gpu/Context.h>
#include <render/Scene.h>
#include <ViewFrustum.h>
#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<std::string, DebugDeferredBuffer::NUM_SLOTS> 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<gpu::State>());
}
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<GeometryCache>();
auto framebufferCache = DependencyManager::get<FramebufferCache>();
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);
});
}