Merge pull request #6860 from zzmp/refactor/cull-functor

Refactor ShouldRenderFunctor to be out of RenderArgs
Tested on windows, checking the values returned by the culling/visible/too small
Looks good
This commit is contained in:
samcake 2016-01-20 14:25:42 -08:00
commit 0da4df93b8
8 changed files with 60 additions and 53 deletions

View file

@ -672,7 +672,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
initializeGL();
// Start rendering
_renderEngine->addTask(make_shared<RenderDeferredTask>());
_renderEngine->addTask(make_shared<RenderDeferredTask>(LODManager::shouldRender));
_renderEngine->registerScene(_main3DScene);
_offscreenContext->makeCurrent();
@ -3826,7 +3826,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
auto renderInterface = DependencyManager::get<RenderScriptingInterface>();
auto renderContext = renderInterface->getRenderContext();
renderArgs->_shouldRender = LODManager::shouldRender;
renderArgs->_viewFrustum = getDisplayViewFrustum();
renderContext.setArgs(renderArgs);

View file

@ -72,7 +72,9 @@ void ToneMappingDeferred::run(const SceneContextPointer& sceneContext, const Ren
_toneMappingEffect.render(renderContext->getArgs());
}
RenderDeferredTask::RenderDeferredTask() : Task() {
RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) : Task() {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
// Prepare the ShapePipelines
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
initDeferredPipelines(*shapePlumber);
@ -81,7 +83,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
auto fetchedOpaques = addJob<FetchItems>("FetchOpaque", FetchItems([](const RenderContextPointer& context, int count) {
context->getItemsConfig().opaque.numFeed = count;
}));
auto culledOpaques = addJob<CullItems<RenderDetails::OPAQUE_ITEM>>("CullOpaque", fetchedOpaques);
auto culledOpaques = addJob<CullItems<RenderDetails::OPAQUE_ITEM>>("CullOpaque", fetchedOpaques, cullFunctor);
auto opaques = addJob<DepthSortItems>("DepthSortOpaque", culledOpaques);
// CPU only, create the list of renderedTransparents items
@ -91,7 +93,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
context->getItemsConfig().transparent.numFeed = count;
}
));
auto culledTransparents = addJob<CullItems<RenderDetails::TRANSLUCENT_ITEM>>("CullTransparent", fetchedTransparents);
auto culledTransparents = addJob<CullItems<RenderDetails::TRANSLUCENT_ITEM>>("CullTransparent", fetchedTransparents, cullFunctor);
auto transparents = addJob<DepthSortItems>("DepthSortTransparent", culledTransparents, DepthSortItems(false));
// GPU Jobs: Start preparing the deferred and lighting buffer
@ -107,7 +109,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred");
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
addJob<DrawLight>("DrawLight");
addJob<DrawLight>("DrawLight", cullFunctor);
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
addJob<RenderDeferred>("RenderDeferred");
@ -174,6 +176,7 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
setAntialiasingStatus(renderContext->getFxaaStatus());
setToneMappingExposure(renderContext->getTone().exposure);
setToneMappingToneCurve(renderContext->getTone().toneCurve);
// TODO: Allow runtime manipulation of culling ShouldRenderFunctor
for (auto job : _jobs) {
job.run(sceneContext, renderContext);

View file

@ -12,10 +12,10 @@
#ifndef hifi_RenderDeferredTask_h
#define hifi_RenderDeferredTask_h
#include "render/Engine.h"
#include "gpu/Pipeline.h"
#include "render/DrawTask.h"
#include "ToneMappingEffect.h"
class SetupDeferred {
@ -113,15 +113,8 @@ public:
class RenderDeferredTask : public render::Task {
public:
RenderDeferredTask();
RenderDeferredTask(render::CullFunctor cullFunctor);
int _drawDebugDeferredBufferIndex;
int _drawStatusJobIndex;
int _drawHitEffectJobIndex;
int _occlusionJobIndex;
int _antialiasingJobIndex;
int _toneMappingJobIndex;
void setDrawDebugDeferredBuffer(int draw) { enableJob(_drawDebugDeferredBufferIndex, draw >= 0); }
bool doDrawDebugDeferredBuffer() const { return getEnableJob(_drawDebugDeferredBufferIndex); }
@ -147,6 +140,14 @@ public:
int getToneMappingToneCurve() const;
virtual void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
protected:
int _drawDebugDeferredBufferIndex;
int _drawStatusJobIndex;
int _drawHitEffectJobIndex;
int _occlusionJobIndex;
int _antialiasingJobIndex;
int _toneMappingJobIndex;
};
#endif // hifi_RenderDeferredTask_h

View file

@ -77,7 +77,9 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
});
}
RenderShadowTask::RenderShadowTask() : Task() {
RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) : Task() {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
// Prepare the ShapePipeline
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
{
@ -104,7 +106,7 @@ RenderShadowTask::RenderShadowTask() : Task() {
auto fetchedItems = addJob<FetchItems>("FetchShadowMap");
// CPU: Cull against KeyLight frustum (nearby viewing camera)
auto culledItems = addJob<CullItems<RenderDetails::SHADOW_ITEM>>("CullShadowMap", fetchedItems);
auto culledItems = addJob<CullItems<RenderDetails::SHADOW_ITEM>>("CullShadowMap", fetchedItems, cullFunctor);
// CPU: Sort by pipeline
auto sortedShapes = addJob<PipelineSortShapes>("PipelineSortShadowSort", culledItems);
@ -142,6 +144,7 @@ void RenderShadowTask::run(const SceneContextPointer& sceneContext, const Render
// Set the keylight frustum
args->_viewFrustum = globalLight->shadow.getFrustum().get();
// TODO: Allow runtime manipulation of culling ShouldRenderFunctor
for (auto job : _jobs) {
job.run(sceneContext, renderContext);

View file

@ -15,7 +15,6 @@
#include <gpu/Framebuffer.h>
#include <gpu/Pipeline.h>
#include <render/Scene.h>
#include <render/DrawTask.h>
class ViewFrustum;
@ -33,7 +32,7 @@ protected:
class RenderShadowTask : public render::Task {
public:
RenderShadowTask();
RenderShadowTask(render::CullFunctor shouldRender);
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
};

View file

@ -20,14 +20,15 @@
using namespace render;
void render::cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
void render::cullItems(const RenderContextPointer& renderContext, const CullFunctor& cullFunctor, RenderDetails::Item& details,
const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
auto renderDetails = renderContext->getArgs()->_details._item;
ViewFrustum* frustum = args->_viewFrustum;
renderDetails->_considered += inItems.size();
details._considered += inItems.size();
// Culling / LOD
for (auto item : inItems) {
@ -41,24 +42,24 @@ void render::cullItems(const SceneContextPointer& sceneContext, const RenderCont
bool outOfView;
{
PerformanceTimer perfTimer("boxInFrustum");
outOfView = args->_viewFrustum->boxInFrustum(item.bounds) == ViewFrustum::OUTSIDE;
outOfView = frustum->boxInFrustum(item.bounds) == ViewFrustum::OUTSIDE;
}
if (!outOfView) {
bool bigEnoughToRender;
{
PerformanceTimer perfTimer("shouldRender");
bigEnoughToRender = (args->_shouldRender) ? args->_shouldRender(args, item.bounds) : true;
bigEnoughToRender = cullFunctor(args, item.bounds);
}
if (bigEnoughToRender) {
outItems.emplace_back(item); // One more Item to render
} else {
renderDetails->_tooSmall++;
details._tooSmall++;
}
} else {
renderDetails->_outOfView++;
details._outOfView++;
}
}
renderDetails->_rendered += outItems.size();
details._rendered += outItems.size();
}
struct ItemBound {
@ -202,10 +203,10 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
RenderArgs* args = renderContext->getArgs();
auto& details = args->_details.edit(RenderDetails::OTHER_ITEM);
ItemIDsBounds culledItems;
culledItems.reserve(inItems.size());
args->_details.pointTo(RenderDetails::OTHER_ITEM);
cullItems(sceneContext, renderContext, inItems, culledItems);
cullItems(renderContext, _cullFunctor, details, inItems, culledItems);
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;

View file

@ -19,7 +19,10 @@
namespace render {
void cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
using CullFunctor = std::function<bool(const RenderArgs*, const AABox&)>;
void cullItems(const RenderContextPointer& renderContext, const CullFunctor& cullFunctor, RenderDetails::Item& details,
const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
void depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
void renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems);
void renderShapes(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapePlumberPointer& shapeContext, const ItemIDsBounds& inItems, int maxDrawnItems = -1);
@ -41,14 +44,20 @@ public:
template<RenderDetails::Type T = RenderDetails::Type::OTHER_ITEM>
class CullItems {
public:
CullItems(CullFunctor cullFunctor) : _cullFunctor{ cullFunctor } {}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
const auto& args = renderContext->getArgs();
auto& details = args->_details.edit(T);
outItems.clear();
outItems.reserve(inItems.size());
renderContext->getArgs()->_details.pointTo(T);
render::cullItems(sceneContext, renderContext, inItems, outItems);
render::cullItems(renderContext, _cullFunctor, details, inItems, outItems);
}
using JobModel = Task::Job::ModelIO<CullItems<T>, ItemIDsBounds, ItemIDsBounds>;
protected:
CullFunctor _cullFunctor;
};
class DepthSortItems {
@ -62,8 +71,12 @@ public:
class DrawLight {
public:
DrawLight(CullFunctor cullFunctor) : _cullFunctor{ cullFunctor } {}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
using JobModel = Task::Job::Model<DrawLight>;
protected:
CullFunctor _cullFunctor;
};
class PipelineSortShapes {

View file

@ -56,34 +56,25 @@ public:
Item _translucent;
Item _other;
Item* _item = &_other;
void pointTo(Type type) {
Item& edit(Type type) {
switch (type) {
case OPAQUE_ITEM:
_item = &_opaque;
break;
return _opaque;
case SHADOW_ITEM:
_item = &_shadow;
break;
return _shadow;
case TRANSLUCENT_ITEM:
_item = &_translucent;
break;
return _translucent;
case OTHER_ITEM:
_item = &_other;
break;
default:
return _other;
}
}
};
class RenderArgs {
public:
typedef std::function<bool(const RenderArgs* args, const AABox& bounds)> ShoudRenderFunctor;
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE, MIRROR_RENDER_MODE };
enum RenderSide { MONO, STEREO_LEFT, STEREO_RIGHT };
enum DebugFlags {
RENDER_DEBUG_NONE = 0,
RENDER_DEBUG_HULLS = 1
@ -97,8 +88,7 @@ public:
RenderMode renderMode = DEFAULT_RENDER_MODE,
RenderSide renderSide = MONO,
DebugFlags debugFlags = RENDER_DEBUG_NONE,
gpu::Batch* batch = nullptr,
ShoudRenderFunctor shouldRender = nullptr) :
gpu::Batch* batch = nullptr) :
_context(context),
_renderer(renderer),
_viewFrustum(viewFrustum),
@ -107,8 +97,7 @@ public:
_renderMode(renderMode),
_renderSide(renderSide),
_debugFlags(debugFlags),
_batch(batch),
_shouldRender(shouldRender) {
_batch(batch) {
}
std::shared_ptr<gpu::Context> _context = nullptr;
@ -123,7 +112,6 @@ public:
RenderSide _renderSide = MONO;
DebugFlags _debugFlags = RENDER_DEBUG_NONE;
gpu::Batch* _batch = nullptr;
ShoudRenderFunctor _shouldRender;
std::shared_ptr<gpu::Texture> _whiteTexture;