mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-19 00:57:35 +02:00
Optimized by removing unnecessary Z buffer copy
This commit is contained in:
parent
2003495166
commit
6b5ca0c6ce
3 changed files with 86 additions and 138 deletions
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@ -18,6 +18,7 @@
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#include "gpu/Context.h"
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#include "gpu/StandardShaderLib.h"
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#include "surfaceGeometry_copyDepth_frag.h"
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#include "debug_deferred_buffer_vert.h"
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#include "debug_deferred_buffer_frag.h"
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@ -31,11 +32,11 @@ extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
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OutlineFramebuffer::OutlineFramebuffer() {
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}
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void OutlineFramebuffer::update(const gpu::TexturePointer& linearDepthBuffer) {
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void OutlineFramebuffer::update(const gpu::TexturePointer& colorBuffer) {
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// If the depth buffer or size changed, we need to delete our FBOs and recreate them at the
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// new correct dimensions.
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if (_depthTexture) {
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auto newFrameSize = glm::ivec2(linearDepthBuffer->getDimensions());
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auto newFrameSize = glm::ivec2(colorBuffer->getDimensions());
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if (_frameSize != newFrameSize) {
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_frameSize = newFrameSize;
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clear();
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@ -52,11 +53,11 @@ void OutlineFramebuffer::allocate() {
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auto width = _frameSize.x;
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auto height = _frameSize.y;
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auto format = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RED);
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auto format = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
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_depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(format, width, height));
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_depthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
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_depthFramebuffer->setRenderBuffer(0, _depthTexture);
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_depthFramebuffer->setDepthStencilBuffer(_depthTexture, format);
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}
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gpu::FramebufferPointer OutlineFramebuffer::getDepthFramebuffer() {
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@ -73,57 +74,69 @@ gpu::TexturePointer OutlineFramebuffer::getDepthTexture() {
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return _depthTexture;
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}
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void PrepareOutline::run(const render::RenderContextPointer& renderContext, const PrepareOutline::Inputs& inputs, PrepareOutline::Output& output) {
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auto outlinedItems = inputs.get0();
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void DrawOutlineDepth::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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auto& inShapes = inputs.get0();
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auto& deferredFrameBuffer = inputs.get1();
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if (!outlinedItems.empty()) {
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auto args = renderContext->args;
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auto deferredFrameBuffer = inputs.get1();
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if (!inShapes.empty()) {
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auto frameSize = deferredFrameBuffer->getFrameSize();
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RenderArgs* args = renderContext->args;
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ShapeKey::Builder defaultKeyBuilder;
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if (!_outlineFramebuffer) {
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_outlineFramebuffer = std::make_shared<OutlineFramebuffer>();
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}
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_outlineFramebuffer->update(deferredFrameBuffer->getPrimaryDepthTexture());
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_outlineFramebuffer->update(deferredFrameBuffer->getDeferredColorTexture());
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if (!_copyDepthPipeline) {
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auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_copyDepth_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 0));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setColorWriteMask(true, false, false, false);
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// Good to go add the brand new pipeline
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_copyDepthPipeline = gpu::Pipeline::create(program, state);
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}
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// TODO : Instead of copying entire buffer, we should only copy the sub rect containing the outlined object
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// grown to take into account blur width
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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batch.setProjectionTransform(glm::mat4());
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batch.resetViewTransform();
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(frameSize, args->_viewport));
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args->_batch = &batch;
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batch.setFramebuffer(_outlineFramebuffer->getDepthFramebuffer());
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batch.setPipeline(_copyDepthPipeline);
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batch.setResourceTexture(0, deferredFrameBuffer->getPrimaryDepthTexture());
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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// Restore previous frame buffer
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batch.setFramebuffer(deferredFrameBuffer->getDeferredFramebuffer());
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// Clear it
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_DEPTH,
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vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, false);
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// Setup camera, projection and viewport for all items
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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glm::mat4 projMat;
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Transform viewMat;
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args->getViewFrustum().evalProjectionMatrix(projMat);
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args->getViewFrustum().evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
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auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
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std::vector<ShapeKey> skinnedShapeKeys{};
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// Iterate through all inShapes and render the unskinned
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args->_shapePipeline = shadowPipeline;
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batch.setPipeline(shadowPipeline->pipeline);
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for (auto items : inShapes) {
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if (items.first.isSkinned()) {
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skinnedShapeKeys.push_back(items.first);
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}
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else {
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renderItems(renderContext, items.second);
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}
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}
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// Reiterate to render the skinned
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args->_shapePipeline = shadowSkinnedPipeline;
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batch.setPipeline(shadowSkinnedPipeline->pipeline);
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for (const auto& key : skinnedShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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args->_shapePipeline = nullptr;
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args->_batch = nullptr;
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});
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output = _outlineFramebuffer;
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@ -147,14 +160,14 @@ void DrawOutline::configure(const Config& config) {
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}
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void DrawOutline::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
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auto mainFrameBuffer = inputs.get1();
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auto outlineFrameBuffer = inputs.get1();
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if (mainFrameBuffer) {
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if (outlineFrameBuffer) {
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auto sceneDepthBuffer = inputs.get2();
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const auto frameTransform = inputs.get0();
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auto outlinedDepthBuffer = mainFrameBuffer->getPrimaryDepthTexture();
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auto outlinedDepthTexture = outlineFrameBuffer->getDepthTexture();
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auto destinationFrameBuffer = inputs.get3();
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auto framebufferSize = glm::ivec2(outlinedDepthBuffer->getDimensions());
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auto framebufferSize = glm::ivec2(outlinedDepthTexture->getDimensions());
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if (!_primaryWithoutDepthBuffer || framebufferSize!=_frameBufferSize) {
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// Failing to recreate this frame buffer when the screen has been resized creates a bug on Mac
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@ -191,8 +204,8 @@ void DrawOutline::run(const render::RenderContextPointer& renderContext, const I
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batch.setUniformBuffer(OUTLINE_PARAMS_SLOT, _configuration);
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batch.setUniformBuffer(FRAME_TRANSFORM_SLOT, frameTransform->getFrameTransformBuffer());
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batch.setResourceTexture(SCENE_DEPTH_SLOT, sceneDepthBuffer->getDepthTexture());
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batch.setResourceTexture(OUTLINED_DEPTH_SLOT, outlinedDepthBuffer);
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batch.setResourceTexture(SCENE_DEPTH_SLOT, sceneDepthBuffer->getPrimaryDepthTexture());
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batch.setResourceTexture(OUTLINED_DEPTH_SLOT, outlinedDepthTexture);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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// Restore previous frame buffer
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@ -266,7 +279,7 @@ void DebugOutline::run(const render::RenderContextPointer& renderContext, const
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batch.setModelTransform(Transform());
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batch.setPipeline(getDebugPipeline());
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batch.setResourceTexture(0, outlineFramebuffer->getPrimaryDepthTexture());
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batch.setResourceTexture(0, outlineFramebuffer->getDepthTexture());
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const glm::vec4 color(1.0f, 0.5f, 0.2f, 1.0f);
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const glm::vec2 bottomLeft(-1.0f, -1.0f);
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@ -313,59 +326,6 @@ const gpu::PipelinePointer& DebugOutline::getDebugPipeline() {
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return _debugPipeline;
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}
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void DrawOutlineDepth::run(const render::RenderContextPointer& renderContext, const render::ShapeBounds& inShapes) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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if (!inShapes.empty()) {
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RenderArgs* args = renderContext->args;
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ShapeKey::Builder defaultKeyBuilder;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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// Setup camera, projection and viewport for all items
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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glm::mat4 projMat;
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Transform viewMat;
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args->getViewFrustum().evalProjectionMatrix(projMat);
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args->getViewFrustum().evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
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auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
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std::vector<ShapeKey> skinnedShapeKeys{};
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// Iterate through all inShapes and render the unskinned
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args->_shapePipeline = shadowPipeline;
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batch.setPipeline(shadowPipeline->pipeline);
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for (auto items : inShapes) {
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if (items.first.isSkinned()) {
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skinnedShapeKeys.push_back(items.first);
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}
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else {
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renderItems(renderContext, items.second);
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}
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}
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// Reiterate to render the skinned
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args->_shapePipeline = shadowSkinnedPipeline;
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batch.setPipeline(shadowSkinnedPipeline->pipeline);
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for (const auto& key : skinnedShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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args->_shapePipeline = nullptr;
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args->_batch = nullptr;
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});
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}
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}
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DrawOutlineTask::DrawOutlineTask() {
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}
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@ -378,7 +338,7 @@ void DrawOutlineTask::build(JobModel& task, const render::Varying& inputs, rende
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const auto input = inputs.get<Inputs>();
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const auto selectedMetas = inputs.getN<Inputs>(0);
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const auto shapePlumber = input.get1();
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const auto outlinedFrameBuffer = inputs.getN<Inputs>(2);
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const auto sceneFrameBuffer = inputs.getN<Inputs>(2);
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const auto primaryFramebuffer = inputs.getN<Inputs>(3);
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const auto deferredFrameTransform = inputs.getN<Inputs>(4);
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@ -387,22 +347,21 @@ void DrawOutlineTask::build(JobModel& task, const render::Varying& inputs, rende
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{
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setColorWriteMask(0);
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state->setColorWriteMask(false, false, false, false);
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initZPassPipelines(*shapePlumberZPass, state);
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}
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const auto& outlinedItemIDs = task.addJob<render::MetaToSubItems>("OutlineMetaToSubItemIDs", selectedMetas);
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const auto& outlinedItems = task.addJob<render::IDsToBounds>("OutlineMetaToSubItems", outlinedItemIDs, true);
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// Retrieve z value of the scene objects
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const auto outlinePrepareInputs = PrepareOutline::Inputs(outlinedItems, outlinedFrameBuffer).asVarying();
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const auto sceneFrameBuffer = task.addJob<PrepareOutline>("OutlineCopyDepth", outlinePrepareInputs);
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const auto outlinedItemIDs = task.addJob<render::MetaToSubItems>("OutlineMetaToSubItemIDs", selectedMetas);
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const auto outlinedItems = task.addJob<render::IDsToBounds>("OutlineMetaToSubItems", outlinedItemIDs, true);
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// Sort
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const auto& sortedPipelines = task.addJob<render::PipelineSortShapes>("OutlinePipelineSort", outlinedItems);
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const auto& sortedShapes = task.addJob<render::DepthSortShapes>("OutlineDepthSort", sortedPipelines);
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task.addJob<DrawOutlineDepth>("OutlineDepth", sortedShapes, shapePlumberZPass);
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const auto sortedPipelines = task.addJob<render::PipelineSortShapes>("OutlinePipelineSort", outlinedItems);
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const auto sortedShapes = task.addJob<render::DepthSortShapes>("OutlineDepthSort", sortedPipelines);
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// Draw depth of outlined objects in separate buffer
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const auto drawOutlineDepthInputs = DrawOutlineDepth::Inputs(sortedShapes, sceneFrameBuffer).asVarying();
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const auto outlinedFrameBuffer = task.addJob<DrawOutlineDepth>("OutlineDepth", drawOutlineDepthInputs, shapePlumberZPass);
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// Draw outline
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const auto drawOutlineInputs = DrawOutline::Inputs(deferredFrameTransform, outlinedFrameBuffer, sceneFrameBuffer, primaryFramebuffer).asVarying();
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@ -24,7 +24,7 @@ public:
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gpu::TexturePointer getDepthTexture();
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// Update the source framebuffer size which will drive the allocation of all the other resources.
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void update(const gpu::TexturePointer& linearDepthBuffer);
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void update(const gpu::TexturePointer& colorBuffer);
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const glm::ivec2& getSourceFrameSize() const { return _frameSize; }
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protected:
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@ -40,23 +40,22 @@ protected:
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using OutlineFramebufferPointer = std::shared_ptr<OutlineFramebuffer>;
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class PrepareOutline {
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class DrawOutlineDepth {
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public:
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using Inputs = render::VaryingSet2<render::ItemBounds, DeferredFramebufferPointer>;
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// Output will contain outlined objects only z-depth texture and the input primary buffer but without the primary depth buffer
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using Output = OutlineFramebufferPointer;
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using JobModel = render::Job::ModelIO<PrepareOutline, Inputs, Output>;
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using Inputs = render::VaryingSet2<render::ShapeBounds, DeferredFramebufferPointer>;
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// Output will contain outlined objects only z-depth texture and the input primary buffer but without the primary depth buffer
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using Outputs = OutlineFramebufferPointer;
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using JobModel = render::Job::ModelIO<DrawOutlineDepth, Inputs, Outputs>;
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PrepareOutline() {}
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DrawOutlineDepth(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
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void run(const render::RenderContextPointer& renderContext, const PrepareOutline::Inputs& input, PrepareOutline::Output& output);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
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private:
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protected:
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render::ShapePlumberPointer _shapePlumber;
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OutlineFramebufferPointer _outlineFramebuffer;
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gpu::PipelinePointer _copyDepthPipeline;
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};
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class DrawOutlineConfig : public render::Job::Config {
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@ -94,7 +93,7 @@ signals:
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class DrawOutline {
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public:
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using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, DeferredFramebufferPointer, OutlineFramebufferPointer, gpu::FramebufferPointer>;
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using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, OutlineFramebufferPointer, DeferredFramebufferPointer, gpu::FramebufferPointer>;
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using Config = DrawOutlineConfig;
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using JobModel = render::Job::ModelI<DrawOutline, Inputs, Config>;
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@ -147,7 +146,7 @@ signals:
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class DebugOutline {
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public:
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using Inputs = DeferredFramebufferPointer;
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using Inputs = OutlineFramebufferPointer;
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using Config = DebugOutlineConfig;
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using JobModel = render::Job::ModelI<DebugOutline, Inputs, Config>;
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@ -166,18 +165,6 @@ private:
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bool _isDisplayDepthEnabled{ false };
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};
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class DrawOutlineDepth {
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public:
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using JobModel = render::Job::ModelI<DrawOutlineDepth, render::ShapeBounds>;
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DrawOutlineDepth(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
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void run(const render::RenderContextPointer& renderContext,
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const render::ShapeBounds& inShapes);
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protected:
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render::ShapePlumberPointer _shapePlumber;
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};
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class DrawOutlineTask {
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public:
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using Inputs = render::VaryingSet5<render::ItemBounds, render::ShapePlumberPointer, DeferredFramebufferPointer, gpu::FramebufferPointer, DeferredFrameTransformPointer>;
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@ -166,8 +166,10 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying();
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task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOutlineRangeTimer", "Outline");
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const auto outlineInputs = DrawOutlineTask::Inputs(selectedMetas, shapePlumber, deferredFramebuffer, primaryFramebuffer, deferredFrameTransform).asVarying();
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task.addJob<DrawOutlineTask>("DrawOutline", outlineInputs);
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task.addJob<EndGPURangeTimer>("EndOutlineRangeTimer", outlineRangeTimer);
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{ // DEbug the bounds of the rendered items, still look at the zbuffer
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task.addJob<DrawBounds>("DrawMetaBounds", metas);
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