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428 lines
22 KiB
C++
428 lines
22 KiB
C++
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//
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// RenderDeferredTask.cpp
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// render-utils/src/
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//
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// Created by Sam Gateau on 5/29/15.
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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 "RenderDeferredTask.h"
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#include <DependencyManager.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 <render/CullTask.h>
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#include <render/FilterTask.h>
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#include <render/SortTask.h>
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#include <render/DrawTask.h>
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#include <render/DrawStatus.h>
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#include <render/DrawSceneOctree.h>
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#include <render/BlurTask.h>
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#include "RenderCommonTask.h"
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#include "LightingModel.h"
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#include "StencilMaskPass.h"
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#include "DebugDeferredBuffer.h"
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#include "DeferredFramebuffer.h"
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#include "DeferredLightingEffect.h"
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#include "SurfaceGeometryPass.h"
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#include "VelocityBufferPass.h"
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#include "FramebufferCache.h"
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#include "TextureCache.h"
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#include "ZoneRenderer.h"
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#include "FadeEffect.h"
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#include "RenderUtilsLogging.h"
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#include "AmbientOcclusionEffect.h"
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#include "AntialiasingEffect.h"
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#include "ToneMappingEffect.h"
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#include "SubsurfaceScattering.h"
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#include "DrawHaze.h"
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#include "BloomEffect.h"
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#include "HighlightEffect.h"
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#include <sstream>
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using namespace render;
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extern void initOverlay3DPipelines(render::ShapePlumber& plumber, bool depthTest = false);
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extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter);
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RenderDeferredTask::RenderDeferredTask()
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{
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}
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void RenderDeferredTask::configure(const Config& config)
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{
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}
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const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, const char* selectionName,
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const render::Varying& metas,
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const render::Varying& opaques,
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const render::Varying& transparents) {
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const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying();
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const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionName);
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const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying();
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const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionName);
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const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying();
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return task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionName);
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}
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void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
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const auto& items = input.get<Input>();
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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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initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter());
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// Extract opaques / transparents / lights / metas / overlays / background
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const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE];
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const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items.get0()[RenderFetchCullSortTask::META];
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const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
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const auto& spatialSelection = items[1];
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fadeEffect->build(task, opaques);
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const auto jitter = task.addJob<JitterSample>("JitterCam");
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// Prepare deferred, generate the shared Deferred Frame Transform
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", jitter);
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const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
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// GPU jobs: Start preparing the primary, deferred and lighting buffer
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const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
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const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
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const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).asVarying();
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const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
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const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
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const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
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// draw a stencil mask in hidden regions of the framebuffer.
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task.addJob<PrepareStencil>("PrepareStencil", primaryFramebuffer);
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// Render opaque objects in DeferredBuffer
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const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, jitter).asVarying();
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task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
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task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
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// Opaque all rendered
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// Linear Depth Pass
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const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
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const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
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const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);
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// Curvature pass
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const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();
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const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
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const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);
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const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);
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const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);
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const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);
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// Simply update the scattering resource
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const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering");
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// AO job
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const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();
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const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
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const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
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const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
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// Velocity
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const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
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const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);
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const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);
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// Clear Light, Haze and Skybox Stages and render zones from the general metas bucket
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const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
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// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
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task.addJob<DrawLight>("DrawLight", lights);
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// Light Clustering
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// Create the cluster grid of lights, cpu job for now
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const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying();
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const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
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// Add haze model
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const auto hazeModel = task.addJob<FetchHazeStage>("HazeModel");
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// DeferredBuffer is complete, now let's shade it into the LightingBuffer
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const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
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surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters, hazeModel).asVarying();
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task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
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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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task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
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const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer));
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task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);
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// Render transparent objects forward in LightingBuffer
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const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel, lightClusters).asVarying();
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task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
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// Light Cluster Grid Debuging job
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{
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const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying();
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task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
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}
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const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight");
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// Select items that need to be outlined
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const auto selectionBaseName = "contextOverlayHighlightList";
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const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents);
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const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, lightingFramebuffer, deferredFrameTransform).asVarying();
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task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);
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task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
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const auto overlaysInFrontRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOverlaysInFrontRangeTimer", "BeginOverlaysInFrontRangeTimer");
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// Layered Overlays
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const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
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const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT);
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const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
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const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).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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task.addJob<EndGPURangeTimer>("OverlaysInFrontRangeTimer", overlaysInFrontRangeTimer);
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const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
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// AA job before bloom to limit flickering
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const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
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task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
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// Add bloom
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const auto bloomInputs = Bloom::Inputs(deferredFrameTransform, lightingFramebuffer).asVarying();
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task.addJob<Bloom>("Bloom", bloomInputs);
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// Lighting Buffer ready for tone mapping
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const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying();
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task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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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>("DrawOpaqueBounds", opaques);
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task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
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task.addJob<DrawBounds>("DrawLightBounds", lights);
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task.addJob<DrawBounds>("DrawZones", zones);
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const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums");
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const auto viewFrustum = frustums.getN<ExtractFrustums::Output>(ExtractFrustums::VIEW_FRUSTUM);
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task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(1.0f, 1.0f, 0.0f));
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for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) {
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const auto shadowFrustum = frustums.getN<ExtractFrustums::Output>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM+i);
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float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1);
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char jobName[64];
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sprintf(jobName, "DrawShadowFrustum%d", i);
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task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f));
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}
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// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
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task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
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}
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{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
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task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
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}
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// Debugging stages
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{
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// Debugging Deferred buffer job
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const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform));
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task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
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const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
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surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying();
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task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
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const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();
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task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
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// Scene Octree Debugging job
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{
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task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
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task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
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}
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// Status icon rendering job
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{
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// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
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auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
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auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE);
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task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
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}
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task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
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}
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// Composite the HUD and HUD overlays
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task.addJob<CompositeHUD>("HUD");
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const auto overlaysHUDOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(1);
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const auto overlaysHUDTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(1);
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const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
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const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel, nullJitter).asVarying();
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const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel, nullJitter).asVarying();
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task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false);
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{ // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque);
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task.addJob<DrawBounds>("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent);
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}
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task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
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// Blit!
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task.addJob<Blit>("Blit", primaryFramebuffer);
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}
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void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
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const auto& inItems = inputs.get0();
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const auto& lightingModel = inputs.get1();
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const auto& lightClusters = inputs.get2();
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auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
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RenderArgs* args = renderContext->args;
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gpu::doInBatch("DrawDeferred::run", args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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// Setup camera, projection and viewport for all items
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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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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// Setup lighting model for all items;
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batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
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deferredLightingEffect->setupLocalLightsBatch(batch,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
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lightClusters);
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// Setup haze if current zone has haze
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auto hazeStage = args->_scene->getStage<HazeStage>();
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if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) {
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graphics::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front());
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if (hazePointer) {
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batch.setUniformBuffer(render::ShapePipeline::Slot::HAZE_MODEL, hazePointer->getHazeParametersBuffer());
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}
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}
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// From the lighting model define a global shapKey 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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renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
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args->_batch = nullptr;
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args->_globalShapeKey = 0;
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deferredLightingEffect->unsetLocalLightsBatch(batch,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT);
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});
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config->setNumDrawn((int)inItems.size());
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}
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void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
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const auto& inItems = inputs.get0();
|
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const auto& lightingModel = inputs.get1();
|
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const auto jitter = inputs.get2();
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|
|
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RenderArgs* args = renderContext->args;
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|
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gpu::doInBatch("DrawStateSortDeferred::run", args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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|
|
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// Setup camera, projection and viewport for all items
|
|
batch.setViewportTransform(args->_viewport);
|
|
batch.setStateScissorRect(args->_viewport);
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|
|
|
glm::mat4 projMat;
|
|
Transform viewMat;
|
|
args->getViewFrustum().evalProjectionMatrix(projMat);
|
|
args->getViewFrustum().evalViewTransform(viewMat);
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|
|
|
batch.setProjectionTransform(projMat);
|
|
batch.setProjectionJitter(jitter.x, jitter.y);
|
|
batch.setViewTransform(viewMat);
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|
|
|
// 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());
|
|
}
|