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create flagged forward render task
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a2ba03284e
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3 changed files with 292 additions and 2 deletions
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@ -97,6 +97,7 @@
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#include <RenderableWebEntityItem.h>
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#include <RenderShadowTask.h>
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#include <RenderDeferredTask.h>
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#include <RenderForwardTask.h>
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#include <ResourceCache.h>
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#include <SandboxUtils.h>
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#include <SceneScriptingInterface.h>
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@ -1739,10 +1740,14 @@ void Application::initializeGL() {
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// Set up the render engine
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render::CullFunctor cullFunctor = LODManager::shouldRender;
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_renderEngine->addJob<RenderShadowTask>("RenderShadowTask", cullFunctor);
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", cullFunctor);
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static const QString RENDER_FORWARD = "RENDER_FORWARD";
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if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) {
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_renderEngine->addJob<RenderForwardTask>("RenderForwardTask", cullFunctor);
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} else {
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", cullFunctor);
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}
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_renderEngine->load();
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_renderEngine->registerScene(_main3DScene);
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// TODO: Load a cached config file
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// The UI can't be created until the primary OpenGL
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// context is created, because it needs to share
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250
libraries/render-utils/src/RenderForwardTask.cpp
Executable file
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libraries/render-utils/src/RenderForwardTask.cpp
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//
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// RenderForwardTask.cpp
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// render-utils/src/
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//
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// Created by Zach Pomerantz on 12/13/2016.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "RenderForwardTask.h"
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#include "RenderDeferredTask.h"
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#include <PerfStat.h>
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#include <PathUtils.h>
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#include <RenderArgs.h>
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#include <ViewFrustum.h>
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#include <gpu/Context.h>
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#include <render/CullTask.h>
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#include <render/SortTask.h>
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#include <render/DrawTask.h>
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#include <render/DrawStatus.h>
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#include <render/DrawSceneOctree.h>
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#include <render/BlurTask.h>
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#include "LightingModel.h"
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#include "DebugDeferredBuffer.h"
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#include "DeferredFramebuffer.h"
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#include "DeferredLightingEffect.h"
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#include "SurfaceGeometryPass.h"
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#include "FramebufferCache.h"
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#include "HitEffect.h"
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#include "TextureCache.h"
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#include "AmbientOcclusionEffect.h"
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#include "AntialiasingEffect.h"
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#include "ToneMappingEffect.h"
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#include "SubsurfaceScattering.h"
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#include <gpu/StandardShaderLib.h>
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#include "drawOpaqueStencil_frag.h"
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using namespace render;
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extern void initOverlay3DPipelines(render::ShapePlumber& plumber);
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extern void initDeferredPipelines(render::ShapePlumber& plumber);
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RenderForwardTask::RenderForwardTask(CullFunctor cullFunctor) {
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// Prepare the ShapePipelines
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ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
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initDeferredPipelines(*shapePlumber);
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// CPU jobs:
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// Fetch and cull the items from the scene
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const auto spatialSelection = addJob<FetchSpatialTree>("FetchSceneSelection");
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cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
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auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
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const auto culledSpatialSelection = addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter);
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// Overlays are not culled
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const auto nonspatialSelection = addJob<FetchNonspatialItems>("FetchOverlaySelection");
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// Multi filter visible items into different buckets
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const int NUM_FILTERS = 3;
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const int OPAQUE_SHAPE_BUCKET = 0;
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const int TRANSPARENT_SHAPE_BUCKET = 1;
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const int LIGHT_BUCKET = 2;
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const int BACKGROUND_BUCKET = 2;
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MultiFilterItem<NUM_FILTERS>::ItemFilterArray spatialFilters = { {
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ItemFilter::Builder::opaqueShape(),
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ItemFilter::Builder::transparentShape(),
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ItemFilter::Builder::light()
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} };
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MultiFilterItem<NUM_FILTERS>::ItemFilterArray nonspatialFilters = { {
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ItemFilter::Builder::opaqueShape(),
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ItemFilter::Builder::transparentShape(),
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ItemFilter::Builder::background()
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} };
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const auto filteredSpatialBuckets = addJob<MultiFilterItem<NUM_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters).get<MultiFilterItem<NUM_FILTERS>::ItemBoundsArray>();
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const auto filteredNonspatialBuckets = addJob<MultiFilterItem<NUM_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters).get<MultiFilterItem<NUM_FILTERS>::ItemBoundsArray>();
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// Extract / Sort opaques / Transparents / Lights / Overlays
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const auto opaques = addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]);
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const auto transparents = addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
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const auto lights = filteredSpatialBuckets[LIGHT_BUCKET];
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const auto overlayOpaques = addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]);
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const auto overlayTransparents = addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
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const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET];
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// Prepare deferred, generate the shared Deferred Frame Transform
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const auto deferredFrameTransform = addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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const auto lightingModel = addJob<MakeLightingModel>("LightingModel");
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// GPU jobs: Start preparing the primary, deferred and lighting buffer
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const auto primaryFramebuffer = addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
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// const auto fullFrameRangeTimer = addJob<BeginGPURangeTimer>("BeginRangeTimer");
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const auto opaqueRangeTimer = addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
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const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying();
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const auto prepareDeferredOutputs = addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
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const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
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const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
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// Render opaque objects in DeferredBuffer
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const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
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addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
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// Once opaque is all rendered create stencil background
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addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
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addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
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// Opaque all rendered
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// Linear Depth Pass
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const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).hasVarying();
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const auto linearDepthPassOutputs = addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
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const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);
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// Curvature pass
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const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
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const auto surfaceGeometryPassOutputs = addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
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const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);
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const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);
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const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);
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const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);
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// Simply update the scattering resource
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const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");
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// AO job
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const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
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const auto ambientOcclusionOutputs = addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
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const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
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const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
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// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
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addJob<DrawLight>("DrawLight", lights);
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// Light Clustering
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// Create the cluster grid of lights, cpu job for now
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const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).hasVarying();
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const auto lightClusters = addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
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// DeferredBuffer is complete, now let's shade it into the LightingBuffer
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const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
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surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters).hasVarying();
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addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
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// Use Stencil and draw background in Lighting buffer to complete filling in the opaque
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const auto backgroundInputs = DrawBackgroundDeferred::Inputs(background, lightingModel).hasVarying();
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addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);
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// Render transparent objects forward in LightingBuffer
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const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying();
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addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
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// LIght Cluster Grid Debuging job
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{
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const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).hasVarying();
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addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
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}
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const auto toneAndPostRangeTimer = addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
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// Lighting Buffer ready for tone mapping
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const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
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addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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// Overlays
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const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();
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const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();
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addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
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addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
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// Debugging stages
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{
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// Debugging Deferred buffer job
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const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
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addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
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const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
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surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying();
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addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
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const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).hasVarying();
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addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
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// Scene Octree Debuging job
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{
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addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
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addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
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}
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// Status icon rendering job
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{
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// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
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auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
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auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath);
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addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
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}
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}
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// AA job to be revisited
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addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
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addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
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// Blit!
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addJob<Blit>("Blit", primaryFramebuffer);
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// addJob<EndGPURangeTimer>("RangeTimer", fullFrameRangeTimer);
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}
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void RenderForwardTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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// sanity checks
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assert(sceneContext);
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if (!sceneContext->_scene) {
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return;
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}
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// Is it possible that we render without a viewFrustum ?
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if (!(renderContext->args && renderContext->args->hasViewFrustum())) {
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return;
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}
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auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
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for (auto job : _jobs) {
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job.run(sceneContext, renderContext);
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}
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}
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35
libraries/render-utils/src/RenderForwardTask.h
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35
libraries/render-utils/src/RenderForwardTask.h
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//
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// RenderForwardTask.h
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// render-utils/src/
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//
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// Created by Zach Pomerantz on 12/13/2016.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_RenderForwardTask_h
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#define hifi_RenderForwardTask_h
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#include <gpu/Pipeline.h>
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#include <render/CullTask.h>
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#include "LightingModel.h"
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using RenderForwardTaskConfig = render::GPUTaskConfig;
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class RenderForwardTask : public render::Task {
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public:
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using Config = RenderForwardTaskConfig;
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RenderForwardTask(render::CullFunctor cullFunctor);
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void configure(const Config& config) {}
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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using JobModel = Model<RenderForwardTask, Config>;
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protected:
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gpu::RangeTimerPointer _gpuTimer;
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};
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#endif // hifi_RenderForwardTask_h
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