overte-JulianGro/libraries/render-utils/src/RenderShadowTask.cpp

166 lines
6.4 KiB
C++

//
// RenderShadowTask.cpp
// render-utils/src/
//
// Created by Zach Pomerantz on 1/7/2016.
// 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 "RenderShadowTask.h"
#include <gpu/Context.h>
#include <ViewFrustum.h>
#include <render/Context.h>
#include <render/CullTask.h>
#include <render/SortTask.h>
#include <render/DrawTask.h>
#include "DeferredLightingEffect.h"
#include "FramebufferCache.h"
#include "model_shadow_vert.h"
#include "skin_model_shadow_vert.h"
#include "model_shadow_frag.h"
#include "skin_model_shadow_frag.h"
using namespace render;
void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
const render::ShapeBounds& inShapes) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
LightStage::Index globalLightIndex { 0 };
const auto globalLight = lightStage->getLight(globalLightIndex);
const auto shadow = lightStage->getShadow(globalLightIndex);
if (!shadow) return;
const auto& fbo = shadow->framebuffer;
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
glm::ivec4 viewport{0, 0, fbo->getWidth(), fbo->getHeight()};
batch.setViewportTransform(viewport);
batch.setStateScissorRect(viewport);
batch.setFramebuffer(fbo);
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, true);
batch.setProjectionTransform(shadow->getProjection());
batch.setViewTransform(shadow->getView(), false);
auto shadowPipeline = _shapePlumber->pickPipeline(args, ShapeKey());
auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, ShapeKey::Builder().withSkinned());
std::vector<ShapeKey> skinnedShapeKeys{};
// Iterate through all inShapes and render the unskinned
args->_pipeline = shadowPipeline;
batch.setPipeline(shadowPipeline->pipeline);
for (auto items : inShapes) {
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
} else {
renderItems(sceneContext, renderContext, items.second);
}
}
// Reiterate to render the skinned
args->_pipeline = shadowSkinnedPipeline;
batch.setPipeline(shadowSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderItems(sceneContext, renderContext, inShapes.at(key));
}
args->_pipeline = nullptr;
args->_batch = nullptr;
});
}
void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, CullFunctor cullFunctor) {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
// Prepare the ShapePipeline
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
{
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
shapePlumber->addPipeline(
ShapeKey::Filter::Builder().withoutSkinned(),
modelProgram, state);
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
auto skinPixel = gpu::Shader::createPixel(std::string(skin_model_shadow_frag));
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
shapePlumber->addPipeline(
ShapeKey::Filter::Builder().withSkinned(),
skinProgram, state);
}
const auto cachedMode = task.addJob<RenderShadowSetup>("Setup");
// CPU jobs:
// Fetch and cull the items from the scene
auto shadowFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter);
const auto culledShadowSelection = task.addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter);
// Sort
const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
// GPU jobs: Render to shadow map
task.addJob<RenderShadowMap>("RenderShadowMap", sortedShapes, shapePlumber);
task.addJob<RenderShadowTeardown>("Teardown", cachedMode);
}
void RenderShadowTask::configure(const Config& configuration) {
DependencyManager::get<DeferredLightingEffect>()->setShadowMapEnabled(configuration.enabled);
// This is a task, so must still propogate configure() to its Jobs
// Task::configure(configuration);
}
void RenderShadowSetup::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Output& output) {
auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
const auto globalShadow = lightStage->getShadow(0);
// Cache old render args
RenderArgs* args = renderContext->args;
output = args->_renderMode;
auto nearClip = args->getViewFrustum().getNearClip();
float nearDepth = -args->_boomOffset.z;
const int SHADOW_FAR_DEPTH = 20;
globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH);
// Set the keylight render args
args->pushViewFrustum(*(globalShadow->getFrustum()));
args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;
}
void RenderShadowTeardown::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Input& input) {
RenderArgs* args = renderContext->args;
// Reset the render args
args->popViewFrustum();
args->_renderMode = input;
};