mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Trying to improve the Job/Task classes and testing it with the ZoneRenderer
This commit is contained in:
parent
e6844f4294
commit
b65448bcbe
19 changed files with 143 additions and 103 deletions
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@ -1880,9 +1880,9 @@ void Application::initializeGL() {
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assert(items.canCast<RenderFetchCullSortTask::Output>());
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static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
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if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) {
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_renderEngine->addJob<RenderForwardTask>("Forward", items.get<RenderFetchCullSortTask::Output>());
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_renderEngine->addJob<RenderForwardTask>("Forward", items);
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} else {
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items.get<RenderFetchCullSortTask::Output>());
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items);
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}
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_renderEngine->load();
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_renderEngine->registerScene(_main3DScene);
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@ -368,7 +368,7 @@ bool EntityTreeRenderer::applyLayeredZones() {
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qCWarning(entitiesrenderer) << "EntityTreeRenderer::applyLayeredZones(), Unexpected null scene, possibly during application shutdown";
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}
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return true;
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}
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@ -50,7 +50,9 @@ using namespace render;
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extern void initOverlay3DPipelines(render::ShapePlumber& plumber);
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extern void initDeferredPipelines(render::ShapePlumber& plumber);
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RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
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void RenderDeferredTask::build(render::Task& task, const render::Varying& input, render::Varying& output) {
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auto items = input.get<Input>();
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// Prepare the ShapePipelines
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ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
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initDeferredPipelines(*shapePlumber);
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@ -67,130 +69,130 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
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// Filter the non antialiaased overlays
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const int LAYER_NO_AA = 3;
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const auto nonAAOverlays = addJob<FilterLayeredItems>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA);
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const auto nonAAOverlays = task.addJob<FilterLayeredItems>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA);
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// Prepare deferred, generate the shared Deferred Frame Transform
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const auto deferredFrameTransform = addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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const auto lightingModel = addJob<MakeLightingModel>("LightingModel");
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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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// GPU jobs: Start preparing the primary, deferred and lighting buffer
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const auto primaryFramebuffer = addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
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const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
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const auto opaqueRangeTimer = addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
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const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
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const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying();
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const auto prepareDeferredOutputs = addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
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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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// Render opaque objects in DeferredBuffer
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const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
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addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
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task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
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// Once opaque is all rendered create stencil background
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addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
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task.addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
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addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
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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).hasVarying();
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const auto linearDepthPassOutputs = addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
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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).hasVarying();
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const auto surfaceGeometryPassOutputs = addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
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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 = addJob<SubsurfaceScattering>("Scattering");
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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).hasVarying();
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const auto ambientOcclusionOutputs = addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
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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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// 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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addJob<DrawLight>("DrawLight", lights);
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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).hasVarying();
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const auto lightClusters = addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
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const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
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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).hasVarying();
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addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
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task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
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// Use Stencil and draw background in Lighting buffer to complete filling in the opaque
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const auto backgroundInputs = DrawBackgroundDeferred::Inputs(background, lightingModel).hasVarying();
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addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);
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task.addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);
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// Render transparent objects forward in LightingBuffer
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const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying();
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addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
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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).hasVarying();
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addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
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task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
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}
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const auto toneAndPostRangeTimer = addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
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const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
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// Lighting Buffer ready for tone mapping
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const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
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addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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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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addJob<DrawBounds>("DrawMetaBounds", metas);
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addJob<DrawBounds>("DrawOpaqueBounds", opaques);
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addJob<DrawBounds>("DrawTransparentBounds", transparents);
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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<ZoneRendererTask>("ZoneRenderer", opaques);
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}
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// Overlays
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const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();
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const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();
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addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
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addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
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task.addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
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{ // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer
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addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
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addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
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task.addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
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task.addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
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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));
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addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
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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).hasVarying();
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addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
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task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
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const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).hasVarying();
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addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
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addJob<ZoneRendererTask>("ZoneRenderer", opaques);
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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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addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
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addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
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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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@ -198,22 +200,22 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
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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, NetworkTexture::STRICT_TEXTURE);
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addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
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task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
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}
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}
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// AA job to be revisited
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addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
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task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
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// Draw 2DWeb non AA
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const auto nonAAOverlaysInputs = DrawOverlay3D::Inputs(nonAAOverlays, lightingModel).hasVarying();
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addJob<DrawOverlay3D>("Draw2DWebSurfaces", nonAAOverlaysInputs, false);
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task.addJob<DrawOverlay3D>("Draw2DWebSurfaces", nonAAOverlaysInputs, false);
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addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
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task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
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// Blit!
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addJob<Blit>("Blit", primaryFramebuffer);
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task.addJob<Blit>("Blit", primaryFramebuffer);
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}
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void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {
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@ -194,9 +194,12 @@ public:
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class RenderDeferredTask : public render::Task {
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public:
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using JobModel = Model<RenderDeferredTask>;
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using Input = RenderFetchCullSortTask::Output;
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using JobModel = render::Task::ModelI<RenderDeferredTask, Input>;
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RenderDeferredTask(RenderFetchCullSortTask::Output items);
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RenderDeferredTask() {}
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void build(render::Task& task, const render::Varying& inputs, render::Varying& outputs);
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};
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#endif // hifi_RenderDeferredTask_h
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@ -29,7 +29,9 @@
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using namespace render;
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extern void initForwardPipelines(ShapePlumber& plumber);
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RenderForwardTask::RenderForwardTask(RenderFetchCullSortTask::Output items) {
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void RenderForwardTask::build(render::Task& task, const render::Varying& input, render::Varying& output) {
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auto items = input.get<Input>();
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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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@ -44,17 +46,17 @@ RenderForwardTask::RenderForwardTask(RenderFetchCullSortTask::Output items) {
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const auto background = items[RenderFetchCullSortTask::BACKGROUND];
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const auto spatialSelection = items[RenderFetchCullSortTask::SPATIAL_SELECTION];
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const auto framebuffer = addJob<PrepareFramebuffer>("PrepareFramebuffer");
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const auto framebuffer = task.addJob<PrepareFramebuffer>("PrepareFramebuffer");
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addJob<Draw>("DrawOpaques", opaques, shapePlumber);
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addJob<Stencil>("Stencil");
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addJob<DrawBackground>("DrawBackground", background);
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task.addJob<Draw>("DrawOpaques", opaques, shapePlumber);
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task.addJob<Stencil>("Stencil");
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task.addJob<DrawBackground>("DrawBackground", background);
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// Bounds do not draw on stencil buffer, so they must come last
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addJob<DrawBounds>("DrawBounds", opaques);
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task.addJob<DrawBounds>("DrawBounds", opaques);
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// Blit!
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addJob<Blit>("Blit", framebuffer);
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task.addJob<Blit>("Blit", framebuffer);
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}
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void PrepareFramebuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
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class RenderForwardTask : public render::Task {
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public:
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using JobModel = Model<RenderForwardTask>;
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using Input = RenderFetchCullSortTask::Output;
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using JobModel = render::Task::ModelI<RenderForwardTask, Input>;
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RenderForwardTask(RenderFetchCullSortTask::Output items);
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RenderForwardTask() {}
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void build(render::Task& task, const render::Varying& inputs, render::Varying& outputs);
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};
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class PrepareFramebuffer {
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@ -90,7 +90,7 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
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});
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}
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RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) {
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void RenderShadowTask::build(render::Task& task, const render::Varying& input, render::Varying& output, CullFunctor cullFunctor) {
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cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
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// Prepare the ShapePipeline
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@ -115,22 +115,22 @@ RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) {
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skinProgram, state);
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}
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const auto cachedMode = addJob<RenderShadowSetup>("Setup");
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const auto cachedMode = task.addJob<RenderShadowSetup>("Setup");
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// CPU jobs:
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// Fetch and cull the items from the scene
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auto shadowFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
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const auto shadowSelection = addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter);
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const auto culledShadowSelection = addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter);
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const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter);
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const auto culledShadowSelection = task.addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter);
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// Sort
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const auto sortedPipelines = addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
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const auto sortedShapes = addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
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const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
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const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
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// GPU jobs: Render to shadow map
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addJob<RenderShadowMap>("RenderShadowMap", sortedShapes, shapePlumber);
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task.addJob<RenderShadowMap>("RenderShadowMap", sortedShapes, shapePlumber);
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addJob<RenderShadowTeardown>("Teardown", cachedMode);
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task.addJob<RenderShadowTeardown>("Teardown", cachedMode);
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}
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void RenderShadowTask::configure(const Config& configuration) {
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class RenderShadowTask : public render::Task {
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public:
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using Config = RenderShadowTaskConfig;
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using JobModel = Model<RenderShadowTask, Config>;
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using JobModel = render::Task::Model<RenderShadowTask, Config>;
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RenderShadowTask(render::CullFunctor shouldRender);
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RenderShadowTask() {}
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void build(render::Task& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor shouldRender);
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void configure(const Config& configuration);
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};
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@ -17,13 +17,11 @@ using namespace render;
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const Selection::Name ZoneRendererTask::ZONES_SELECTION { "RankedZones" };
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ZoneRendererTask::ZoneRendererTask(const Inputs& inputs) {
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void ZoneRendererTask::build(render::Task& task, const Varying& input, Varying& ouput) {
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const auto zoneItems = addJob<SelectItems>("FilterZones", inputs, ZONES_SELECTION);
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const auto zoneItems = task.addJob<render::SelectItems>("FilterZones", input, ZONES_SELECTION.c_str());
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||||
|
||||
// just draw them...
|
||||
addJob<DrawBounds>("DrawZones", zoneItems);
|
||||
|
||||
task.addJob<DrawBounds>("DrawZones", zoneItems);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
|
||||
#include "render/Engine.h"
|
||||
|
||||
class ZoneRendererConfig : public render::Job::Config {
|
||||
class ZoneRendererConfig : public render::Task::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int maxDrawn MEMBER maxDrawn NOTIFY dirty)
|
||||
public:
|
||||
|
@ -37,7 +37,9 @@ public:
|
|||
using Config = ZoneRendererConfig;
|
||||
using JobModel = Model<ZoneRendererTask, Config>;
|
||||
|
||||
ZoneRendererTask(const Inputs& inputs);
|
||||
ZoneRendererTask() {}
|
||||
|
||||
void build(render::Task& task, const render::Varying& inputs, render::Varying& outputs);
|
||||
|
||||
void configure(const Config& config) { _maxDrawn = config.maxDrawn; }
|
||||
|
||||
|
|
|
@ -25,6 +25,9 @@ using namespace render;
|
|||
Engine::Engine() :
|
||||
_sceneContext(std::make_shared<SceneContext>()),
|
||||
_renderContext(std::make_shared<RenderContext>()) {
|
||||
}
|
||||
|
||||
void Engine::build() {
|
||||
addJob<EngineStats>("Stats");
|
||||
}
|
||||
|
||||
|
|
|
@ -25,6 +25,7 @@ namespace render {
|
|||
public:
|
||||
|
||||
Engine();
|
||||
void build();
|
||||
~Engine() = default;
|
||||
|
||||
// Load any persisted settings, and set up the presets
|
||||
|
|
|
@ -57,6 +57,7 @@ void SliceItems::run(const SceneContextPointer& sceneContext, const RenderContex
|
|||
void SelectItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
|
||||
outItems.clear();
|
||||
auto selection = scene->getSelection(_name);
|
||||
const auto& selectedItems = selection.getItems();
|
||||
if (!selectedItems.empty()) {
|
||||
|
|
|
@ -17,17 +17,17 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
RenderFetchCullSortTask::RenderFetchCullSortTask(CullFunctor cullFunctor) {
|
||||
void RenderFetchCullSortTask::build(Task& task, const Varying& input, Varying& output, CullFunctor cullFunctor) {
|
||||
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
|
||||
|
||||
// CPU jobs:
|
||||
// Fetch and cull the items from the scene
|
||||
auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
|
||||
const auto spatialSelection = addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
|
||||
const auto culledSpatialSelection = addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter);
|
||||
const auto spatialSelection = task.addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
|
||||
const auto culledSpatialSelection = task.addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter);
|
||||
|
||||
// Overlays are not culled
|
||||
const auto nonspatialSelection = addJob<FetchNonspatialItems>("FetchOverlaySelection");
|
||||
const auto nonspatialSelection = task.addJob<FetchNonspatialItems>("FetchOverlaySelection");
|
||||
|
||||
// Multi filter visible items into different buckets
|
||||
const int NUM_SPATIAL_FILTERS = 4;
|
||||
|
@ -49,22 +49,22 @@ RenderFetchCullSortTask::RenderFetchCullSortTask(CullFunctor cullFunctor) {
|
|||
ItemFilter::Builder::background()
|
||||
} };
|
||||
const auto filteredSpatialBuckets =
|
||||
addJob<MultiFilterItems<NUM_SPATIAL_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters)
|
||||
task.addJob<MultiFilterItems<NUM_SPATIAL_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters)
|
||||
.get<MultiFilterItems<NUM_SPATIAL_FILTERS>::ItemBoundsArray>();
|
||||
const auto filteredNonspatialBuckets =
|
||||
addJob<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters)
|
||||
task.addJob<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters)
|
||||
.get<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>::ItemBoundsArray>();
|
||||
|
||||
// Extract opaques / transparents / lights / overlays
|
||||
const auto opaques = addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]);
|
||||
const auto transparents = addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
|
||||
const auto opaques = task.addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]);
|
||||
const auto transparents = task.addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
|
||||
const auto lights = filteredSpatialBuckets[LIGHT_BUCKET];
|
||||
const auto metas = filteredSpatialBuckets[META_BUCKET];
|
||||
|
||||
const auto overlayOpaques = addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]);
|
||||
const auto overlayTransparents = addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
|
||||
const auto overlayOpaques = task.addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]);
|
||||
const auto overlayTransparents = task.addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
|
||||
const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET];
|
||||
|
||||
setOutput(Output{{
|
||||
output = Varying(Output{{
|
||||
opaques, transparents, lights, metas, overlayOpaques, overlayTransparents, background, spatialSelection }});
|
||||
}
|
||||
|
|
|
@ -34,9 +34,11 @@ public:
|
|||
};
|
||||
|
||||
using Output = std::array<render::Varying, Buckets::NUM_BUCKETS>;
|
||||
using JobModel = ModelO<RenderFetchCullSortTask>;
|
||||
using JobModel = render::Task::ModelO<RenderFetchCullSortTask, Output>;
|
||||
|
||||
RenderFetchCullSortTask(render::CullFunctor cullFunctor);
|
||||
RenderFetchCullSortTask() {}
|
||||
|
||||
void build(render::Task& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor);
|
||||
};
|
||||
|
||||
#endif // hifi_RenderFetchCullSortTask_h
|
||||
|
|
|
@ -542,7 +542,10 @@ public:
|
|||
|
||||
template <class... A>
|
||||
Model(const Varying& input, A&&... args) :
|
||||
Concept(std::make_shared<C>()), _data(Data(std::forward<A>(args)...)), _input(input), _output(Output()) {
|
||||
Concept(std::make_shared<C>()),
|
||||
_data(Data(std::forward<A>(args)...)),
|
||||
_input(input),
|
||||
_output(Output()) {
|
||||
applyConfiguration();
|
||||
}
|
||||
|
||||
|
@ -585,31 +588,47 @@ public:
|
|||
_concept->setCPURunTime((double)(usecTimestampNow() - start) / 1000.0);
|
||||
}
|
||||
|
||||
protected:
|
||||
protected:
|
||||
ConceptPointer _concept;
|
||||
std::string _name = "";
|
||||
};
|
||||
|
||||
|
||||
template <class T, class... A> void jobBuild(T& data, const Varying& input, Varying& output, A&&... args) {
|
||||
data.build(*(dynamic_cast<Task*>(&data)), input, output, std::forward<A>(args)...);
|
||||
}
|
||||
|
||||
// A task is a specialized job to run a collection of other jobs
|
||||
// It is defined with JobModel = Task::Model<T>
|
||||
class Task {
|
||||
public:
|
||||
using Config = TaskConfig;
|
||||
using QConfigPointer = Job::QConfigPointer;
|
||||
using None = Job::None;
|
||||
using Concept = Job::Concept;
|
||||
using Jobs = std::vector<Job>;
|
||||
|
||||
template <class T, class C = Config> class Model : public Job::Concept {
|
||||
template <class T, class C = Config, class I = None, class O = None> class Model : public Concept {
|
||||
public:
|
||||
using Data = T;
|
||||
using Config = C;
|
||||
using Input = Job::None;
|
||||
using Input = I;
|
||||
using Output = O;
|
||||
|
||||
Data _data;
|
||||
Varying _input;
|
||||
Varying _output;
|
||||
|
||||
const Varying getOutput() const override { return _data._output; }
|
||||
const Varying getInput() const override { return _input; }
|
||||
const Varying getOutput() const override { return _output; }
|
||||
|
||||
template <class... A>
|
||||
Model(const Varying& input, A&&... args) :
|
||||
Concept(nullptr), _data(Data(std::forward<A>(args)...)) {
|
||||
Concept(nullptr),
|
||||
_data(Data()),
|
||||
_input(input) {
|
||||
|
||||
jobBuild(_data, _input, _output, std::forward<A>(args)...);
|
||||
|
||||
// Recreate the Config to use the templated type
|
||||
_data.template createConfiguration<C>();
|
||||
_config = _data.getConfiguration();
|
||||
|
@ -621,7 +640,7 @@ public:
|
|||
}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) override {
|
||||
auto config = std::static_pointer_cast<Config>(_config);
|
||||
auto config = std::static_pointer_cast<C>(_config);
|
||||
if (config->alwaysEnabled || config->enabled) {
|
||||
for (auto job : _data._jobs) {
|
||||
job.run(sceneContext, renderContext);
|
||||
|
@ -629,9 +648,9 @@ public:
|
|||
}
|
||||
}
|
||||
};
|
||||
template <class T, class C = Config> using ModelO = Model<T, C>;
|
||||
|
||||
using Jobs = std::vector<Job>;
|
||||
template <class T, class I, class C = Config> using ModelI = Model<T, C, I, None>;
|
||||
template <class T, class O, class C = Config> using ModelO = Model<T, C, None, O>;
|
||||
template <class T, class I, class O, class C = Config> using ModelIO = Model<T, C, I, O>;
|
||||
|
||||
// Create a new job in the container's queue; returns the job's output
|
||||
template <class T, class... A> const Varying addJob(std::string name, const Varying& input, A&&... args) {
|
||||
|
@ -656,7 +675,7 @@ public:
|
|||
}
|
||||
|
||||
template <class O> void setOutput(O&& output) {
|
||||
_output = Varying(output);
|
||||
_concept->_output = Varying(output);
|
||||
}
|
||||
|
||||
template <class C> void createConfiguration() {
|
||||
|
@ -688,7 +707,6 @@ public:
|
|||
void configure(const QObject& configuration) {
|
||||
for (auto& job : _jobs) {
|
||||
job.applyConfiguration();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -698,12 +716,11 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
template <class T, class C> friend class Model;
|
||||
|
||||
QConfigPointer _config;
|
||||
Jobs _jobs;
|
||||
Varying _output;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -13,7 +13,7 @@ var qml = Script.resolvePath('deferredLighting.qml');
|
|||
var window = new OverlayWindow({
|
||||
title: 'Lighting',
|
||||
source: qml,
|
||||
width: 400, height:280,
|
||||
width: 400, height:350,
|
||||
});
|
||||
window.setPosition(Window.innerWidth - 420, 50);
|
||||
window.closed.connect(function() { Script.stop(); });
|
||||
|
|
|
@ -189,6 +189,11 @@ Column {
|
|||
checked: Render.getConfig("DrawOverlayTransparentBounds")["enabled"]
|
||||
onCheckedChanged: { Render.getConfig("DrawOverlayTransparentBounds")["enabled"] = checked }
|
||||
}
|
||||
CheckBox {
|
||||
text: "Zones"
|
||||
checked: Render.getConfig("DrawZones")["enabled"]
|
||||
onCheckedChanged: { Render.getConfig("DrawZones")["enabled"] = checked }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -543,9 +543,9 @@ public:
|
|||
assert(items.canCast<RenderFetchCullSortTask::Output>());
|
||||
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
|
||||
if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) {
|
||||
_renderEngine->addJob<RenderForwardTask>("RenderForwardTask", items.get<RenderFetchCullSortTask::Output>());
|
||||
_renderEngine->addJob<RenderForwardTask>("RenderForwardTask", items);
|
||||
} else {
|
||||
_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items.get<RenderFetchCullSortTask::Output>());
|
||||
_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items);
|
||||
}
|
||||
_renderEngine->load();
|
||||
_renderEngine->registerScene(_main3DScene);
|
||||
|
|
Loading…
Reference in a new issue