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159 lines
5.1 KiB
C++
Executable file
159 lines
5.1 KiB
C++
Executable file
//
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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 20154 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 "gpu/Batch.h"
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#include "gpu/Context.h"
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#include "DeferredLightingEffect.h"
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#include "ViewFrustum.h"
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#include "RenderArgs.h"
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#include <PerfStat.h>
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using namespace render;
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template <> void render::jobRun(const PrepareDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("PrepareDeferred");
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DependencyManager::get<DeferredLightingEffect>()->prepare();
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}
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template <> void render::jobRun(const RenderDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("RenderDeferred");
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DependencyManager::get<DeferredLightingEffect>()->render();
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// renderContext->args->_context->syncCache();
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}
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template <> void render::jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("ResolveDeferred");
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DependencyManager::get<DeferredLightingEffect>()->copyBack(renderContext->args);
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renderContext->args->_context->syncCache();
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}
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RenderDeferredTask::RenderDeferredTask() : Task() {
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_jobs.push_back(Job(PrepareDeferred()));
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_jobs.push_back(Job(DrawBackground()));
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_jobs.push_back(Job(DrawOpaque()));
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_jobs.push_back(Job(DrawLight()));
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_jobs.push_back(Job(ResetGLState()));
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_jobs.push_back(Job(RenderDeferred()));
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_jobs.push_back(Job(ResolveDeferred()));
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_jobs.push_back(Job(DrawTransparentDeferred()));
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_jobs.push_back(Job(ResetGLState()));
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}
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RenderDeferredTask::~RenderDeferredTask() {
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}
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void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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// sanity checks
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assert(sceneContext);
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if (!sceneContext->_scene) {
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return;
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}
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// Is it possible that we render without a viewFrustum ?
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if (!(renderContext->args && renderContext->args->_viewFrustum)) {
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return;
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}
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renderContext->args->_context->syncCache();
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for (auto job : _jobs) {
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job.run(sceneContext, renderContext);
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}
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};
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template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("DrawTransparentDeferred");
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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// render transparents
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auto& scene = sceneContext->_scene;
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auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape());
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ItemIDs inItems;
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inItems.reserve(items.size());
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for (auto id : items) {
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inItems.push_back(id);
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}
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ItemIDs& renderedItems = inItems;
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renderContext->_numFeedTransparentItems = renderedItems.size();
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ItemIDs culledItems;
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if (renderContext->_cullTransparent) {
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cullItems(sceneContext, renderContext, inItems, culledItems);
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renderedItems = culledItems;
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}
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renderContext->_numDrawnTransparentItems = renderedItems.size();
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ItemIDs sortedItems;
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if (renderContext->_sortTransparent) {
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depthSortItems(sceneContext, renderContext, false, renderedItems, sortedItems); // Sort Back to front transparent items!
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renderedItems = sortedItems;
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}
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if (renderContext->_renderTransparent) {
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RenderArgs* args = renderContext->args;
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gpu::Batch batch;
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args->_batch = &batch;
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DependencyManager::get<DeferredLightingEffect>()->setupTransparent(renderContext->args);
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glm::mat4 projMat;
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Transform viewMat;
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args->_viewFrustum->evalProjectionMatrix(projMat);
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args->_viewFrustum->evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
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const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
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const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
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/* // render translucent meshes afterwards
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{
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GLenum buffers[2];
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int bufferCount = 0;
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
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batch._glDrawBuffers(bufferCount, buffers);
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args->_alphaThreshold = MOSTLY_OPAQUE_THRESHOLD;
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}
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renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnTransparentItems);
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*/
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{
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GLenum buffers[3];
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int bufferCount = 0;
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
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batch._glDrawBuffers(bufferCount, buffers);
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args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;
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}
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renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnTransparentItems);
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args->_context->render((*args->_batch));
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args->_batch = nullptr;
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}
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}
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