mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-14 11:46:34 +02:00
add RenderFetchSortCull task
This commit is contained in:
parent
0fa3439949
commit
ca1a14e5b0
8 changed files with 130 additions and 108 deletions
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@ -101,6 +101,7 @@
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#include <RecordingScriptingInterface.h>
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#include <RenderableWebEntityItem.h>
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#include <RenderShadowTask.h>
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#include <render/RenderFetchSortCullTask.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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@ -1818,11 +1819,13 @@ 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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const auto items = _renderEngine->addJob<RenderFetchSortCullTask>("FetchSortCull", cullFunctor);
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assert(items.canCast<RenderFetchSortCullTask::Output>());
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static const QString RENDER_FORWARD = "HIFI_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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_renderEngine->addJob<RenderForwardTask>("RenderForwardTask", items.get<RenderFetchSortCullTask::Output>());
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} else {
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", cullFunctor);
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items.get<RenderFetchSortCullTask::Output>());
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}
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_renderEngine->load();
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_renderEngine->registerScene(_main3DScene);
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@ -48,49 +48,18 @@ 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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RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
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RenderDeferredTask::RenderDeferredTask(RenderFetchSortCullTask::Output items) {
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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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auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
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const auto spatialSelection = addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
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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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// Extract opaques / transparents / lights / overlays
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const auto opaques = items[0];
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const auto transparents = items[1];
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const auto lights = items[2];
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const auto overlayOpaques = items[3];
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const auto overlayTransparents = items[4];
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const auto background = items[5];
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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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@ -202,8 +171,8 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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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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// 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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@ -13,7 +13,7 @@
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#define hifi_RenderDeferredTask_h
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#include <gpu/Pipeline.h>
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#include <render/CullTask.h>
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#include <render/RenderFetchSortCullTask.h>
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#include "LightingModel.h"
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@ -192,19 +192,11 @@ public:
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer);
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};
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using RenderDeferredTaskConfig = render::GPUTaskConfig;
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class RenderDeferredTask : public render::Task {
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public:
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using Config = RenderDeferredTaskConfig;
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RenderDeferredTask(render::CullFunctor cullFunctor);
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using JobModel = Model<RenderDeferredTask>;
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void configure(const Config& config) {}
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using JobModel = Model<RenderDeferredTask, Config>;
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protected:
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gpu::RangeTimerPointer _gpuTimer;
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RenderDeferredTask(RenderFetchSortCullTask::Output items);
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};
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#endif // hifi_RenderDeferredTask_h
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@ -19,9 +19,6 @@
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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 "FramebufferCache.h"
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#include "TextureCache.h"
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@ -34,49 +31,18 @@ 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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RenderForwardTask::RenderForwardTask(RenderFetchSortCullTask::Output items) {
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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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// Extract opaques / transparents / lights / overlays
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const auto opaques = items[0];
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const auto transparents = items[1];
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const auto lights = items[2];
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const auto overlayOpaques = items[3];
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const auto overlayTransparents = items[4];
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const auto background = items[5];
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const auto framebuffer = addJob<PrepareFramebuffer>("PrepareFramebuffer");
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@ -13,19 +13,14 @@
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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 <render/RenderFetchSortCullTask.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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using JobModel = Model<RenderForwardTask>;
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void configure(const Config& config) {}
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using JobModel = Model<RenderForwardTask, Config>;
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RenderForwardTask(RenderFetchSortCullTask::Output items);
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};
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class PrepareFramebuffer {
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int _scaleLocation { -1 };
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};
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#endif // hifi_RenderForwardTask_h
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#endif // hifi_RenderForwardTask_h
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60
libraries/render/src/render/RenderFetchSortCullTask.cpp
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60
libraries/render/src/render/RenderFetchSortCullTask.cpp
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@ -0,0 +1,60 @@
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//
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// RenderFetchSortCullTask.cpp
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// render/src/
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//
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// Created by Zach Pomerantz on 12/22/2016.
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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 "RenderFetchSortCullTask.h"
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#include "CullTask.h"
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#include "SortTask.h"
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using namespace render;
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RenderFetchSortCullTask::RenderFetchSortCullTask(CullFunctor cullFunctor) {
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cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
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// CPU jobs:
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// Fetch and cull the items from the scene
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auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
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const auto spatialSelection = addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
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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 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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setOutput(Output{{ opaques, transparents, lights, overlayOpaques, overlayTransparents, background }});
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}
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28
libraries/render/src/render/RenderFetchSortCullTask.h
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28
libraries/render/src/render/RenderFetchSortCullTask.h
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//
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// RenderFetchSortCullTask.h
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// render/src/
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//
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// Created by Zach Pomerantz on 12/22/2016.
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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_RenderFetchSortCullTask_h
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#define hifi_RenderFetchSortCullTask_h
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#include <gpu/Pipeline.h>
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#include "Task.h"
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#include "CullTask.h"
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class RenderFetchSortCullTask : public render::Task {
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public:
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using Output = std::array<render::Varying, 6>;
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using JobModel = ModelO<RenderFetchSortCullTask>;
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RenderFetchSortCullTask(render::CullFunctor cullFunctor);
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};
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#endif // hifi_RenderFetchSortCullTask_h
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#include <gl/Config.h>
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#include <gl/Context.h>
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#include <QProcessEnvironment>
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#include <QtCore/QDir>
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#include <QtCore/QElapsedTimer>
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#include <QtCore/QLoggingCategory>
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#include <QtCore/QThread>
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#include <QtCore/QThreadPool>
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#include <QtGui/QGuiApplication>
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#include <QtGui/QResizeEvent>
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#include <QtGui/QWindow>
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#include <QtWidgets/QMessageBox>
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#include <QtWidgets/QApplication>
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#include <shared/RateCounter.h>
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#include <shared/NetworkUtils.h>
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#include <shared/FileLogger.h>
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#include <model-networking/ModelCache.h>
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#include <GeometryCache.h>
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#include <DeferredLightingEffect.h>
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#include <render/RenderFetchSortCullTask.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 <OctreeConstants.h>
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#include <EntityTreeRenderer.h>
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_initContext.makeCurrent();
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// Render engine init
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_renderEngine->addJob<RenderShadowTask>("RenderShadowTask", _cullFunctor);
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", _cullFunctor);
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const auto items = _renderEngine->addJob<RenderFetchSortCullTask>("FetchSortCull", _cullFunctor);
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assert(items.canCast<RenderFetchSortCullTask::Output>());
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static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
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if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) {
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_renderEngine->addJob<RenderForwardTask>("RenderForwardTask", items.get<RenderFetchSortCullTask::Output>());
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} else {
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items.get<RenderFetchSortCullTask::Output>());
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}
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_renderEngine->load();
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_renderEngine->registerScene(_main3DScene);
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