overte-JulianGro/libraries/render-utils/src/RenderDeferredTask.cpp
2018-04-20 10:52:50 +02:00

428 lines
22 KiB
C++

//
// 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 <DependencyManager.h>
#include <PerfStat.h>
#include <PathUtils.h>
#include <ViewFrustum.h>
#include <gpu/Context.h>
#include <render/CullTask.h>
#include <render/FilterTask.h>
#include <render/SortTask.h>
#include <render/DrawTask.h>
#include <render/DrawStatus.h>
#include <render/DrawSceneOctree.h>
#include <render/BlurTask.h>
#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 <sstream>
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<SelectItems>("MetaSelection", selectMetaInput, selectionName);
const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying();
const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionName);
const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying();
return task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionName);
}
void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
const auto& items = input.get<Input>();
auto fadeEffect = DependencyManager::get<FadeEffect>();
// Prepare the ShapePipelines
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
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);
const auto jitter = task.addJob<JitterSample>("JitterCam");
// Prepare deferred, generate the shared Deferred Frame Transform
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", jitter);
const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
// GPU jobs: Start preparing the primary, deferred and lighting buffer
const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).asVarying();
const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
// draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", primaryFramebuffer);
// Render opaque objects in DeferredBuffer
const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, jitter).asVarying();
task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
// Opaque all rendered
// Linear Depth Pass
const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);
// Curvature pass
const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();
const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);
const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);
const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);
const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);
// Simply update the scattering resource
const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering");
// AO job
const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();
const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
// Velocity
const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);
const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);
// Clear Light, Haze and Skybox Stages and render zones from the general metas bucket
const auto zones = task.addJob<ZoneRendererTask>("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>("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<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
// Add haze model
const auto hazeModel = task.addJob<FetchHazeStage>("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>("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<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer));
task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);
// Render transparent objects forward in LightingBuffer
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel, lightClusters).asVarying();
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
// Light Cluster Grid Debuging job
{
const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying();
task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
}
const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("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, lightingFramebuffer, deferredFrameTransform).asVarying();
task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);
task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
const auto overlaysInFrontRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOverlaysInFrontRangeTimer", "BeginOverlaysInFrontRangeTimer");
// Layered Overlays
const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT);
const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();
const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();
task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
task.addJob<EndGPURangeTimer>("OverlaysInFrontRangeTimer", overlaysInFrontRangeTimer);
const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
// AA job before bloom to limit flickering
const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
// Add bloom
const auto bloomInputs = Bloom::Inputs(deferredFrameTransform, lightingFramebuffer).asVarying();
task.addJob<Bloom>("Bloom", bloomInputs);
// Lighting Buffer ready for tone mapping
const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
{ // Debug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas);
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
task.addJob<DrawBounds>("DrawLightBounds", lights);
task.addJob<DrawBounds>("DrawZones", zones);
const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums");
const auto viewFrustum = frustums.getN<ExtractFrustums::Output>(ExtractFrustums::VIEW_FRUSTUM);
task.addJob<DrawFrustum>("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::Output>(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<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f));
}
// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
}
{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
}
// Debugging stages
{
// Debugging Deferred buffer job
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform));
task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying();
task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();
task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
// Scene Octree Debugging job
{
task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
task.addJob<DrawItemSelection>("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<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE);
task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
}
task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
}
// Composite the HUD and HUD overlays
task.addJob<CompositeHUD>("HUD");
const auto overlaysHUDOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(1);
const auto overlaysHUDTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(1);
const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel, nullJitter).asVarying();
const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel, nullJitter).asVarying();
task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true);
task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false);
{ // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer
task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque);
task.addJob<DrawBounds>("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent);
}
task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
// Blit!
task.addJob<Blit>("Blit", primaryFramebuffer);
}
void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
const auto& inItems = inputs.get0();
const auto& lightingModel = inputs.get1();
const auto& lightClusters = inputs.get2();
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
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<HazeStage>();
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<Config>(renderContext->jobConfig);
const auto& inItems = inputs.get0();
const auto& lightingModel = inputs.get1();
const auto jitter = inputs.get2();
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.setProjectionJitter(jitter.x, jitter.y);
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());
}