overte-HifiExperiments/libraries/render-utils/src/RenderForwardTask.cpp
2019-02-22 11:09:40 -08:00

271 lines
11 KiB
C++
Executable file

//
// 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 "ToneMappingEffect.h"
#include "BackgroundStage.h"
#include "FramebufferCache.h"
#include "TextureCache.h"
#include "RenderCommonTask.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::build(JobModel& task, const render::Varying& input, render::Varying& output) {
// 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& zones = lightingStageInputs[1];
// First job, alter faded
fadeEffect->build(task, opaques);
// Prepare objects shared by several jobs
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
// GPU jobs: Start preparing the main framebuffer
const auto framebuffer = task.addJob<PrepareFramebuffer>("PrepareFramebuffer");
task.addJob<PrepareForward>("PrepareForward", lightFrame);
// draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
// Draw opaques forward
const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel).asVarying();
task.addJob<DrawForward>("DrawOpaques", opaqueInputs, shapePlumber);
// 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).asVarying();
task.addJob<DrawBackgroundStage>("DrawBackgroundForward", backgroundInputs);
// Draw transparent objects forward
const auto transparentInputs = DrawForward::Inputs(transparents, lightingModel).asVarying();
task.addJob<DrawForward>("DrawTransparents", transparentInputs, shapePlumber);
// Layered
const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, nullJitter).asVarying();
const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, 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);
}
// Just resolve the msaa
const auto resolveInputs =
ResolveFramebuffer::Inputs(framebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
//auto resolvedFramebuffer = task.addJob<ResolveNewFramebuffer>("Resolve", framebuffer);
#if defined(Q_OS_ANDROID)
#else
// Lighting Buffer ready for tone mapping
// Forward rendering on GLES doesn't support tonemapping to and from the same FBO, so we specify
// the output FBO as null, which causes the tonemapping to target the blit framebuffer
const auto toneMappingInputs = ToneMappingDeferred::Inputs(resolvedFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
#endif
// Layered Overlays
// Composite the HUD and HUD overlays
task.addJob<CompositeHUD>("HUD", resolvedFramebuffer);
const auto hudOpaquesInputs = DrawLayered3D::Inputs(hudOpaque, lightingModel, nullJitter).asVarying();
const auto hudTransparentsInputs = DrawLayered3D::Inputs(hudTransparent, lightingModel, nullJitter).asVarying();
task.addJob<DrawLayered3D>("DrawHUDOpaque", hudOpaquesInputs, true);
task.addJob<DrawLayered3D>("DrawHUDTransparent", hudTransparentsInputs, false);
// Disable blit because we do tonemapping and compositing directly to the blit FBO
// Blit!
// task.addJob<Blit>("Blit", framebuffer);
}
void PrepareFramebuffer::configure(const Config& config) {
_numSamples = config.getNumSamples();
}
void PrepareFramebuffer::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& framebuffer) {
glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w);
// Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering
if (_framebuffer && (_framebuffer->getSize() != frameSize || _framebuffer->getNumSamples() != _numSamples)) {
_framebuffer.reset();
}
if (!_framebuffer) {
_framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("forward"));
int numSamples = _numSamples;
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
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);
}
auto args = renderContext->args;
gpu::doInBatch("PrepareFramebuffer::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setFramebuffer(_framebuffer);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH |
gpu::Framebuffer::BUFFER_STENCIL,
vec4(vec3(0), 0), 1.0, 0, true);
});
framebuffer = _framebuffer;
}
void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
RenderArgs* args = renderContext->args;
gpu::doInBatch("RenderForward::Draw::run", args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
graphics::LightPointer keySunLight;
auto lightStage = args->_scene->getStage<LightStage>();
if (lightStage) {
keySunLight = lightStage->getCurrentKeyLight(*inputs);
}
graphics::LightPointer keyAmbiLight;
if (lightStage) {
keyAmbiLight = lightStage->getCurrentAmbientLight(*inputs);
}
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();
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());
// 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
renderStateSortShapes(renderContext, _shapePlumber, inItems, -1, globalKey);
args->_batch = nullptr;
args->_globalShapeKey = 0;
});
}