// // RenderDeferredTask.cpp // render-utils/src/ // // Created by Sam Gateau on 5/29/15. // Copyright 2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "RenderDeferredTask.h" #include #include #include #include #include #include #include #include #include #include #include #include #include "RenderCommonTask.h" #include "LightingModel.h" #include "StencilMaskPass.h" #include "DebugDeferredBuffer.h" #include "DeferredFramebuffer.h" #include "DeferredLightingEffect.h" #include "SurfaceGeometryPass.h" #include "VelocityBufferPass.h" #include "FramebufferCache.h" #include "TextureCache.h" #include "ZoneRenderer.h" #include "FadeEffect.h" #include "RenderUtilsLogging.h" #include "AmbientOcclusionEffect.h" #include "AntialiasingEffect.h" #include "ToneMappingEffect.h" #include "SubsurfaceScattering.h" #include "DrawHaze.h" #include "BloomEffect.h" #include "HighlightEffect.h" #include using namespace render; extern void initOverlay3DPipelines(render::ShapePlumber& plumber, bool depthTest = false); extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); RenderDeferredTask::RenderDeferredTask() { } void RenderDeferredTask::configure(const Config& config) { } const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, const char* selectionName, const render::Varying& metas, const render::Varying& opaques, const render::Varying& transparents) { const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying(); const auto selectedMetas = task.addJob("MetaSelection", selectMetaInput, selectionName); const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying(); const auto selectedMetasAndOpaques = task.addJob("OpaqueSelection", selectMetaAndOpaqueInput, selectionName); const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying(); return task.addJob("TransparentSelection", selectItemInput, selectionName); } void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) { const auto& items = input.get(); auto fadeEffect = DependencyManager::get(); // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared(); initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter()); // Extract opaques / transparents / lights / metas / overlays / background const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT]; const auto& metas = items.get0()[RenderFetchCullSortTask::META]; const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE]; const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE]; //const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND]; const auto& spatialSelection = items[1]; fadeEffect->build(task, opaques); task.addJob("JitterCam"); // Prepare deferred, generate the shared Deferred Frame Transform const auto deferredFrameTransform = task.addJob("DeferredFrameTransform"); const auto lightingModel = task.addJob("LightingModel"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto primaryFramebuffer = task.addJob("PreparePrimaryBuffer"); const auto opaqueRangeTimer = task.addJob("BeginOpaqueRangeTimer", "DrawOpaques"); const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).asVarying(); const auto prepareDeferredOutputs = task.addJob("PrepareDeferred", prepareDeferredInputs); const auto deferredFramebuffer = prepareDeferredOutputs.getN(0); const auto lightingFramebuffer = prepareDeferredOutputs.getN(1); // draw a stencil mask in hidden regions of the framebuffer. task.addJob("PrepareStencil", primaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).asVarying(); task.addJob("DrawOpaqueDeferred", opaqueInputs, shapePlumber); task.addJob("OpaqueRangeTimer", opaqueRangeTimer); // Opaque all rendered // Linear Depth Pass const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto linearDepthPassOutputs = task.addJob("LinearDepth", linearDepthPassInputs); const auto linearDepthTarget = linearDepthPassOutputs.getN(0); // Curvature pass const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto surfaceGeometryPassOutputs = task.addJob("SurfaceGeometry", surfaceGeometryPassInputs); const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN(0); const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN(1); const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN(2); const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN(3); // Simply update the scattering resource const auto scatteringResource = task.addJob("Scattering"); // AO job const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto ambientOcclusionOutputs = task.addJob("AmbientOcclusion", ambientOcclusionInputs); const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN(1); // Velocity const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto velocityBufferOutputs = task.addJob("VelocityBuffer", velocityBufferInputs); const auto velocityBuffer = velocityBufferOutputs.getN(0); // Clear Light, Haze and Skybox Stages and render zones from the general metas bucket const auto zones = task.addJob("ZoneRenderer", metas); // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. task.addJob("DrawLight", lights); // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying(); const auto lightClusters = task.addJob("LightClustering", lightClusteringPassInputs); // Add haze model const auto hazeModel = task.addJob("HazeModel"); // DeferredBuffer is complete, now let's shade it into the LightingBuffer const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters, hazeModel).asVarying(); task.addJob("RenderDeferred", deferredLightingInputs); // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job task.addJob("DrawBackgroundDeferred", lightingModel); const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer)); task.addJob("DrawHazeDeferred", drawHazeInputs); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel, lightClusters).asVarying(); task.addJob("DrawTransparentDeferred", transparentsInputs, shapePlumber); // Light Cluster Grid Debuging job { const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying(); task.addJob("DebugLightClusters", debugLightClustersInputs); } const auto toneAndPostRangeTimer = task.addJob("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing"); // Add bloom const auto bloomInputs = Bloom::Inputs(deferredFrameTransform, lightingFramebuffer).asVarying(); task.addJob("Bloom", bloomInputs); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying(); task.addJob("ToneMapping", toneMappingInputs); const auto outlineRangeTimer = task.addJob("BeginHighlightRangeTimer", "Highlight"); // Select items that need to be outlined const auto selectionBaseName = "contextOverlayHighlightList"; const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents); const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, primaryFramebuffer, deferredFrameTransform).asVarying(); task.addJob("DrawHighlight", outlineInputs); task.addJob("HighlightRangeTimer", outlineRangeTimer); { // Debug the bounds of the rendered items, still look at the zbuffer task.addJob("DrawMetaBounds", metas); task.addJob("DrawOpaqueBounds", opaques); task.addJob("DrawTransparentBounds", transparents); task.addJob("DrawLightBounds", lights); task.addJob("DrawZones", zones); const auto frustums = task.addJob("ExtractFrustums"); const auto viewFrustum = frustums.getN(ExtractFrustums::VIEW_FRUSTUM); task.addJob("DrawViewFrustum", viewFrustum, glm::vec3(1.0f, 1.0f, 0.0f)); for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) { const auto shadowFrustum = frustums.getN(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM+i); float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1); char jobName[64]; sprintf(jobName, "DrawShadowFrustum%d", i); task.addJob(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f)); } // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true task.addJob("DrawSelectionBounds", selectedItems); } // Layered Overlays const auto filteredOverlaysOpaque = task.addJob("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT); const auto filteredOverlaysTransparent = task.addJob("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT); const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN(0); const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN(0); const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying(); const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).asVarying(); task.addJob("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true); task.addJob("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false); { // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer task.addJob("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque); task.addJob("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent); } // AA job const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying(); task.addJob("Antialiasing", antialiasingInputs); // Debugging stages { // Debugging Deferred buffer job const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform)); task.addJob("DebugDeferredBuffer", debugFramebuffers); const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); task.addJob("DebugScattering", debugSubsurfaceScatteringInputs); const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying(); task.addJob("DebugAmbientOcclusion", debugAmbientOcclusionInputs); // Scene Octree Debugging job { task.addJob("DrawSceneOctree", spatialSelection); task.addJob("DrawItemSelection", spatialSelection); } // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatsuJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE); task.addJob("DrawStatus", opaques, DrawStatus(statusIconMap)); } task.addJob("DrawZoneStack", deferredFrameTransform); } // Composite the HUD and HUD overlays task.addJob("HUD"); const auto overlaysHUDOpaque = filteredOverlaysOpaque.getN(1); const auto overlaysHUDTransparent = filteredOverlaysTransparent.getN(1); const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel).asVarying(); const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel).asVarying(); task.addJob("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true); task.addJob("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false); { // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer task.addJob("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque); task.addJob("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent); } task.addJob("ToneAndPostRangeTimer", toneAndPostRangeTimer); // Blit! task.addJob("Blit", primaryFramebuffer); } void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); auto config = std::static_pointer_cast(renderContext->jobConfig); const auto& inItems = inputs.get0(); const auto& lightingModel = inputs.get1(); const auto& lightClusters = inputs.get2(); auto deferredLightingEffect = DependencyManager::get(); RenderArgs* args = renderContext->args; gpu::doInBatch("DrawDeferred::run", args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; // Setup camera, projection and viewport for all items batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); // Setup lighting model for all items; batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer()); deferredLightingEffect->setupLocalLightsBatch(batch, render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT, render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT, render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT, lightClusters); // Setup haze if current zone has haze auto hazeStage = args->_scene->getStage(); if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) { graphics::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front()); if (hazePointer) { batch.setUniformBuffer(render::ShapePipeline::Slot::HAZE_MODEL, hazePointer->getHazeParametersBuffer()); } } // From the lighting model define a global shapKey ORED with individiual keys ShapeKey::Builder keyBuilder; if (lightingModel->isWireframeEnabled()) { keyBuilder.withWireframe(); } ShapeKey globalKey = keyBuilder.build(); args->_globalShapeKey = globalKey._flags.to_ulong(); renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); args->_batch = nullptr; args->_globalShapeKey = 0; deferredLightingEffect->unsetLocalLightsBatch(batch, render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT, render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT, render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT); }); config->setNumDrawn((int)inItems.size()); } void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); auto config = std::static_pointer_cast(renderContext->jobConfig); const auto& inItems = inputs.get0(); const auto& lightingModel = inputs.get1(); RenderArgs* args = renderContext->args; gpu::doInBatch("DrawStateSortDeferred::run", args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; // Setup camera, projection and viewport for all items batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); // Setup lighting model for all items; batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer()); // From the lighting model define a global shapeKey ORED with individiual keys ShapeKey::Builder keyBuilder; if (lightingModel->isWireframeEnabled()) { keyBuilder.withWireframe(); } ShapeKey globalKey = keyBuilder.build(); args->_globalShapeKey = globalKey._flags.to_ulong(); if (_stateSort) { renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); } else { renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); } args->_batch = nullptr; args->_globalShapeKey = 0; }); config->setNumDrawn((int)inItems.size()); }