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256 lines
10 KiB
C++
Executable file
256 lines
10 KiB
C++
Executable file
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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 <PerfStat.h>
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#include <PathUtils.h>
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#include <ViewFrustum.h>
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#include <gpu/Context.h>
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#include <gpu/Texture.h>
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#include <graphics/ShaderConstants.h>
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#include <render/ShapePipeline.h>
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#include <render/FilterTask.h>
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#include "RenderHifi.h"
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#include "render-utils/ShaderConstants.h"
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#include "StencilMaskPass.h"
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#include "ZoneRenderer.h"
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#include "FadeEffect.h"
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#include "ToneMappingEffect.h"
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#include "BackgroundStage.h"
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#include "FramebufferCache.h"
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#include "TextureCache.h"
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#include "RenderCommonTask.h"
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namespace ru {
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using render_utils::slot::texture::Texture;
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using render_utils::slot::buffer::Buffer;
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}
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namespace gr {
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using graphics::slot::texture::Texture;
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using graphics::slot::buffer::Buffer;
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}
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using namespace render;
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extern void initForwardPipelines(ShapePlumber& plumber);
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void RenderForwardTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
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// const auto& inputs = input.get<Input>();
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const auto& fetchedItems = input.get<Input>();
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// const auto& fetchedItems = inputs[0];
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// const auto& items = fetchedItems[0];
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const auto& items = fetchedItems.get0();
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auto fadeEffect = DependencyManager::get<FadeEffect>();
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// Prepare the ShapePipelines
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ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
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initForwardPipelines(*shapePlumber);
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// Extract opaques / transparents / lights / metas / overlays / background
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const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
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const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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const auto& lights = items[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items[RenderFetchCullSortTask::META];
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const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
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const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
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const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
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const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
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const auto& spatialSelection = fetchedItems[1];
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fadeEffect->build(task, opaques);
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// Prepare objects shared by several jobs
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
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// Filter zones from the general metas bucket
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const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
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// Fetch the current frame stacks from all the stages
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const auto currentFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
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const auto lightFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(0);
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const auto backgroundFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(1);
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//const auto hazeFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(2);
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//const auto bloomFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(3);
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// GPU jobs: Start preparing the main framebuffer
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const auto framebuffer = task.addJob<PrepareFramebuffer>("PrepareFramebuffer");
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task.addJob<PrepareForward>("PrepareForward", lightFrame);
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// draw a stencil mask in hidden regions of the framebuffer.
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task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
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// Layered Overlays
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const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
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// Layered Over (in front)
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, nullJitter).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, nullJitter).asVarying();
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
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// Draw opaques forward
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const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel).asVarying();
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task.addJob<DrawForward>("DrawOpaques", opaqueInputs, shapePlumber);
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// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
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const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame).asVarying();
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task.addJob<DrawBackgroundStage>("DrawBackgroundForward", backgroundInputs);
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// Draw transparent objects forward
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const auto transparentInputs = DrawForward::Inputs(transparents, lightingModel).asVarying();
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task.addJob<DrawForward>("DrawTransparents", transparentInputs, shapePlumber);
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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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task.addJob<DrawBounds>("DrawBounds", opaques);
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task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
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task.addJob<DrawBounds>("DrawZones", zones);
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const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
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task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
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}
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// Lighting Buffer ready for tone mapping
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// Forward rendering on GLES doesn't support tonemapping to and from the same FBO, so we specify
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// the output FBO as null, which causes the tonemapping to target the blit framebuffer
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const auto toneMappingInputs = ToneMappingDeferred::Inputs(framebuffer, static_cast<gpu::FramebufferPointer>(nullptr) ).asVarying();
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task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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// Layered Overlays
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// Composite the HUD and HUD overlays
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task.addJob<CompositeHUD>("HUD");
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// Disable blit because we do tonemapping and compositing directly to the blit FBO
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// Blit!
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// task.addJob<Blit>("Blit", framebuffer);
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}
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void PrepareFramebuffer::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& framebuffer) {
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glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w);
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// Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering
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if (_framebuffer && _framebuffer->getSize() != frameSize) {
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_framebuffer.reset();
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}
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if (!_framebuffer) {
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_framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("forward"));
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auto colorFormat = gpu::Element::COLOR_SRGBA_32;
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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auto colorTexture =
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gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
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_framebuffer->setRenderBuffer(0, colorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
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auto depthTexture =
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gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
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_framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
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}
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auto args = renderContext->args;
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gpu::doInBatch("PrepareFramebuffer::run", 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.setStateScissorRect(args->_viewport);
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batch.setFramebuffer(_framebuffer);
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batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH |
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gpu::Framebuffer::BUFFER_STENCIL,
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vec4(vec3(0), 0), 1.0, 0, true);
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});
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framebuffer = _framebuffer;
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}
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void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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RenderArgs* args = renderContext->args;
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gpu::doInBatch("RenderForward::Draw::run", args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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graphics::LightPointer keySunLight;
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auto lightStage = args->_scene->getStage<LightStage>();
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if (lightStage) {
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keySunLight = lightStage->getCurrentKeyLight(*inputs);
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}
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graphics::LightPointer keyAmbiLight;
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if (lightStage) {
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keyAmbiLight = lightStage->getCurrentAmbientLight(*inputs);
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}
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if (keySunLight) {
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batch.setUniformBuffer(gr::Buffer::KeyLight, keySunLight->getLightSchemaBuffer());
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}
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if (keyAmbiLight) {
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batch.setUniformBuffer(gr::Buffer::AmbientLight, keyAmbiLight->getAmbientSchemaBuffer());
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if (keyAmbiLight->getAmbientMap()) {
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batch.setResourceTexture(ru::Texture::Skybox, keyAmbiLight->getAmbientMap());
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}
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}
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});
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}
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void DrawForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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RenderArgs* args = renderContext->args;
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const auto& inItems = inputs.get0();
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const auto& lightingModel = inputs.get1();
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gpu::doInBatch("DrawForward::run", args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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// Setup projection
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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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batch.setModelTransform(Transform());
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// Setup lighting model for all items;
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batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
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// From the lighting model define a global shapeKey ORED with individiual keys
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ShapeKey::Builder keyBuilder;
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if (lightingModel->isWireframeEnabled()) {
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keyBuilder.withWireframe();
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}
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ShapeKey globalKey = keyBuilder.build();
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args->_globalShapeKey = globalKey._flags.to_ulong();
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// Render items
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renderStateSortShapes(renderContext, _shapePlumber, inItems, -1, globalKey);
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args->_batch = nullptr;
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args->_globalShapeKey = 0;
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});
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}
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