// // RenderDeferredTask.cpp // render-utils/src/ // // Created by Sam Gateau on 5/29/15. // Copyright 20154 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 "RenderDeferredTask.h" #include "gpu/Batch.h" #include "gpu/Context.h" #include "DeferredLightingEffect.h" #include "ViewFrustum.h" #include "RenderArgs.h" #include using namespace render; template <> void render::jobRun(const PrepareDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("PrepareDeferred"); DependencyManager::get()->prepare(); } template <> void render::jobRun(const RenderDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("RenderDeferred"); DependencyManager::get()->render(); // renderContext->args->_context->syncCache(); } template <> void render::jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("ResolveDeferred"); DependencyManager::get()->copyBack(renderContext->args); renderContext->args->_context->syncCache(); } RenderDeferredTask::RenderDeferredTask() : Task() { _jobs.push_back(Job(PrepareDeferred())); _jobs.push_back(Job(DrawBackground())); _jobs.push_back(Job(DrawOpaqueDeferred())); _jobs.push_back(Job(DrawLight())); _jobs.push_back(Job(ResetGLState())); _jobs.push_back(Job(RenderDeferred())); _jobs.push_back(Job(ResolveDeferred())); _jobs.push_back(Job(DrawTransparentDeferred())); _jobs.push_back(Job(DrawPostLayered())); _jobs.push_back(Job(ResetGLState())); } RenderDeferredTask::~RenderDeferredTask() { } void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { // sanity checks assert(sceneContext); if (!sceneContext->_scene) { return; } // Is it possible that we render without a viewFrustum ? if (!(renderContext->args && renderContext->args->_viewFrustum)) { return; } renderContext->args->_context->syncCache(); for (auto job : _jobs) { job.run(sceneContext, renderContext); } }; template <> void render::jobRun(const DrawOpaqueDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("DrawOpaqueDeferred"); assert(renderContext->args); assert(renderContext->args->_viewFrustum); // render opaques auto& scene = sceneContext->_scene; auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withoutLayered()); auto& renderDetails = renderContext->args->_details; ItemIDsBounds inItems; inItems.reserve(items.size()); for (auto id : items) { inItems.emplace_back(ItemIDAndBounds(id)); } ItemIDsBounds& renderedItems = inItems; renderContext->_numFeedOpaqueItems = renderedItems.size(); ItemIDsBounds culledItems; culledItems.reserve(inItems.size()); if (renderContext->_cullOpaque) { renderDetails.pointTo(RenderDetails::OPAQUE_ITEM); cullItems(sceneContext, renderContext, renderedItems, culledItems); renderDetails.pointTo(RenderDetails::OTHER_ITEM); renderedItems = culledItems; } renderContext->_numDrawnOpaqueItems = renderedItems.size(); ItemIDsBounds sortedItems; sortedItems.reserve(culledItems.size()); if (renderContext->_sortOpaque) { depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items! renderedItems = sortedItems; } // ItemIDsBounds sortedItems; /* ItemMaterialBucketMap stateSortedItems; stateSortedItems.allocateStandardMaterialBuckets(); if (true) { for (auto& itemIDAndBound : renderedItems) { stateSortedItems.insert(itemIDAndBound.id, scene->getItem(itemIDAndBound.id).getMaterialKey()); } } */ if (renderContext->_renderOpaque) { RenderArgs* args = renderContext->args; gpu::Batch batch; args->_batch = &batch; glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f)); } batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); { GLenum buffers[3]; int bufferCount = 0; buffers[bufferCount++] = GL_COLOR_ATTACHMENT0; buffers[bufferCount++] = GL_COLOR_ATTACHMENT1; buffers[bufferCount++] = GL_COLOR_ATTACHMENT2; batch._glDrawBuffers(bufferCount, buffers); } renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnOpaqueItems); args->_context->render((*args->_batch)); args->_batch = nullptr; } } template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("DrawTransparentDeferred"); assert(renderContext->args); assert(renderContext->args->_viewFrustum); // render transparents auto& scene = sceneContext->_scene; auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape().withoutLayered()); auto& renderDetails = renderContext->args->_details; ItemIDsBounds inItems; inItems.reserve(items.size()); for (auto id : items) { inItems.push_back(id); } ItemIDsBounds& renderedItems = inItems; renderContext->_numFeedTransparentItems = renderedItems.size(); ItemIDsBounds culledItems; if (renderContext->_cullTransparent) { renderDetails.pointTo(RenderDetails::TRANSLUCENT_ITEM); cullItems(sceneContext, renderContext, inItems, culledItems); renderDetails.pointTo(RenderDetails::OTHER_ITEM); renderedItems = culledItems; } renderContext->_numDrawnTransparentItems = renderedItems.size(); ItemIDsBounds sortedItems; if (renderContext->_sortTransparent) { depthSortItems(sceneContext, renderContext, false, renderedItems, sortedItems); // Sort Back to front transparent items! renderedItems = sortedItems; } if (renderContext->_renderTransparent) { RenderArgs* args = renderContext->args; gpu::Batch batch; args->_batch = &batch; glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f)); } batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f; { GLenum buffers[3]; int bufferCount = 0; buffers[bufferCount++] = GL_COLOR_ATTACHMENT0; batch._glDrawBuffers(bufferCount, buffers); args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD; } renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnTransparentItems); args->_context->render((*args->_batch)); args->_batch = nullptr; // reset blend function to standard... glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE); } }