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236 lines
8.4 KiB
C++
Executable file
236 lines
8.4 KiB
C++
Executable file
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//
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// RenderForwardTask.cpp
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// render-utils/src/
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//
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// Created by Zach Pomerantz on 12/13/2016.
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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 "RenderForwardTask.h"
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#include "RenderDeferredTask.h"
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#include <PerfStat.h>
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#include <PathUtils.h>
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#include <RenderArgs.h>
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#include <ViewFrustum.h>
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#include <gpu/Context.h>
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#include "FramebufferCache.h"
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#include "TextureCache.h"
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#include <gpu/StandardShaderLib.h>
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#include <render/drawItemBounds_vert.h>
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#include <render/drawItemBounds_frag.h>
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#include "nop_frag.h"
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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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// Prepare the ShapePipelines
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ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
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initForwardPipelines(*shapePlumber);
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// Extract opaques / transparents / lights / overlays
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const auto opaques = items[0];
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const auto transparents = items[1];
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const auto lights = items[2];
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const auto overlayOpaques = items[3];
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const auto overlayTransparents = items[4];
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const auto background = items[5];
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const auto framebuffer = 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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// Bounds do not draw on stencil buffer, so they must come last
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addJob<DrawBounds>("DrawBounds", opaques);
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// Blit!
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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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gpu::FramebufferPointer& framebuffer) {
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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auto framebufferSize = framebufferCache->getFrameBufferSize();
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glm::uvec2 frameSize(framebufferSize.width(), framebufferSize.height());
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// Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering
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if (_framebuffer && _framebuffer->getSize() != frameSize) {
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_framebuffer.reset();
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}
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if (!_framebuffer) {
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_framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("forward"));
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auto colorFormat = gpu::Element::COLOR_SRGBA_32;
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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auto colorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, frameSize.x, frameSize.y, defaultSampler));
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_framebuffer->setRenderBuffer(0, colorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
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auto depthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, frameSize.x, frameSize.y, defaultSampler));
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_framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
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}
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auto args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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batch.setFramebuffer(_framebuffer);
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_COLOR0 |
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gpu::Framebuffer::BUFFER_DEPTH |
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gpu::Framebuffer::BUFFER_STENCIL,
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vec4(vec3(0), 1), 1.0, 0.0, true);
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});
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framebuffer = _framebuffer;
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}
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void Draw::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
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const Inputs& items) {
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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// Setup projection
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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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batch.setModelTransform(Transform());
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// Render items
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renderStateSortShapes(sceneContext, renderContext, _shapePlumber, items, -1);
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});
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args->_batch = nullptr;
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}
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const gpu::PipelinePointer Stencil::getPipeline() {
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if (!_stencilPipeline) {
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(nop_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::makeProgram(*program);
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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const gpu::int8 STENCIL_OPAQUE = 1;
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS,
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gpu::State::STENCIL_OP_REPLACE,
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gpu::State::STENCIL_OP_REPLACE,
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gpu::State::STENCIL_OP_KEEP));
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_stencilPipeline = gpu::Pipeline::create(program, state);
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}
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return _stencilPipeline;
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}
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void Stencil::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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batch.setPipeline(getPipeline());
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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});
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args->_batch = nullptr;
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}
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void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
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const Inputs& background) {
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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batch.enableSkybox(true);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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// Setup projection
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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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renderItems(sceneContext, renderContext, background);
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});
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args->_batch = nullptr;
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}
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const gpu::PipelinePointer DrawBounds::getPipeline() {
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if (!_boundsPipeline) {
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auto vs = gpu::Shader::createVertex(std::string(drawItemBounds_vert));
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auto ps = gpu::Shader::createPixel(std::string(drawItemBounds_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::makeProgram(*program, slotBindings);
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_cornerLocation = program->getUniforms().findLocation("inBoundPos");
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_scaleLocation = program->getUniforms().findLocation("inBoundDim");
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setBlendFunction(true,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
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_boundsPipeline = gpu::Pipeline::create(program, state);
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}
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return _boundsPipeline;
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}
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void DrawBounds::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
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const Inputs& items) {
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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// Setup projection
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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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batch.setModelTransform(Transform());
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// Bind program
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batch.setPipeline(getPipeline());
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assert(_cornerLocation >= 0);
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assert(_scaleLocation >= 0);
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// Render bounds
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for (const auto& item : items) {
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batch._glUniform3fv(_cornerLocation, 1, (const float*)(&item.bound.getCorner()));
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batch._glUniform3fv(_scaleLocation, 1, (const float*)(&item.bound.getScale()));
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static const int NUM_VERTICES_PER_CUBE = 24;
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batch.draw(gpu::LINES, NUM_VERTICES_PER_CUBE, 0);
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}
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});
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}
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