diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index e6678c8758..cc9a47f793 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -676,9 +676,9 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) : _applicationStateDevice->addInputVariant(QString("ComfortMode"), controller::StateController::ReadLambda([]() -> float { return (float)Menu::getInstance()->isOptionChecked(MenuOption::ComfortMode); })); - _applicationStateDevice->addInputVariant(QString("Grounded"), controller::StateController::ReadLambda([]() -> float { - return (float)qApp->getMyAvatar()->getCharacterController()->onGround(); - })); + _applicationStateDevice->addInputVariant(QString("Grounded"), controller::StateController::ReadLambda([]() -> float { + return (float)qApp->getMyAvatar()->getCharacterController()->onGround(); + })); userInputMapper->registerDevice(_applicationStateDevice); @@ -1347,7 +1347,7 @@ void Application::paintGL() { { PROFILE_RANGE(__FUNCTION__ "/compositor"); PerformanceTimer perfTimer("compositor"); - auto primaryFbo = framebufferCache->getPrimaryFramebuffer(); + auto primaryFbo = framebufferCache->getPrimaryFramebufferDepthColor(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFbo)); if (displayPlugin->isStereo()) { QRect currentViewport(QPoint(0, 0), QSize(size.width() / 2, size.height())); @@ -1372,7 +1372,7 @@ void Application::paintGL() { { PROFILE_RANGE(__FUNCTION__ "/pluginOutput"); PerformanceTimer perfTimer("pluginOutput"); - auto primaryFbo = framebufferCache->getPrimaryFramebuffer(); + auto primaryFbo = framebufferCache->getPrimaryFramebufferDepthColor(); GLuint finalTexture = gpu::GLBackend::getTextureID(primaryFbo->getRenderBuffer(0)); // Ensure the rendering context commands are completed when rendering GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); diff --git a/libraries/render-utils/src/AmbientOcclusionEffect.cpp b/libraries/render-utils/src/AmbientOcclusionEffect.cpp index 456a6430a7..3d2a5ef43b 100644 --- a/libraries/render-utils/src/AmbientOcclusionEffect.cpp +++ b/libraries/render-utils/src/AmbientOcclusionEffect.cpp @@ -201,7 +201,7 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons // Occlusion step getOcclusionPipeline(); batch.setResourceTexture(0, framebufferCache->getPrimaryDepthTexture()); - batch.setResourceTexture(1, framebufferCache->getPrimaryNormalTexture()); + batch.setResourceTexture(1, framebufferCache->getDeferredNormalTexture()); _occlusionBuffer->setRenderBuffer(0, _occlusionTexture); batch.setFramebuffer(_occlusionBuffer); @@ -276,7 +276,7 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons // Blend step getBlendPipeline(); batch.setResourceTexture(0, _hBlurTexture); - batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer()); + batch.setFramebuffer(framebufferCache->getDeferredFramebuffer()); // Bind the fourth gpu::Pipeline we need - for blending the primary color buffer with blurred occlusion texture batch.setPipeline(getBlendPipeline()); diff --git a/libraries/render-utils/src/AntialiasingEffect.cpp b/libraries/render-utils/src/AntialiasingEffect.cpp index aaef67542f..2abb9f085e 100644 --- a/libraries/render-utils/src/AntialiasingEffect.cpp +++ b/libraries/render-utils/src/AntialiasingEffect.cpp @@ -123,7 +123,7 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re // FXAA step getAntialiasingPipeline(); - batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture()); + batch.setResourceTexture(0, framebufferCache->getDeferredColorTexture()); _antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture); batch.setFramebuffer(_antialiasingBuffer); batch.setPipeline(getAntialiasingPipeline()); @@ -153,7 +153,7 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re // Blend step getBlendPipeline(); batch.setResourceTexture(0, _antialiasingTexture); - batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer()); + batch.setFramebuffer(framebufferCache->getDeferredFramebuffer()); batch.setPipeline(getBlendPipeline()); DependencyManager::get()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color); diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 371a3d705e..9ade2f5cea 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -374,9 +374,9 @@ void DeferredLightingEffect::prepare(RenderArgs* args) { batch.enableStereo(false); batch.setStateScissorRect(args->_viewport); - auto primaryFbo = DependencyManager::get()->getPrimaryFramebuffer(); + auto deferredFbo = DependencyManager::get()->getDeferredFramebuffer(); - batch.setFramebuffer(primaryFbo); + batch.setFramebuffer(deferredFbo); // clear the normal and specular buffers batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true); const float MAX_SPECULAR_EXPONENT = 128.0f; @@ -412,9 +412,9 @@ void DeferredLightingEffect::render(RenderArgs* args) { batch.clearColorFramebuffer(lightingFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true); // BInd the G-Buffer surfaces - batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture()); - batch.setResourceTexture(1, framebufferCache->getPrimaryNormalTexture()); - batch.setResourceTexture(2, framebufferCache->getPrimarySpecularTexture()); + batch.setResourceTexture(0, framebufferCache->getDeferredColorTexture()); + batch.setResourceTexture(1, framebufferCache->getDeferredNormalTexture()); + batch.setResourceTexture(2, framebufferCache->getDeferredSpecularTexture()); batch.setResourceTexture(3, framebufferCache->getPrimaryDepthTexture()); // THe main viewport is assumed to be the mono viewport (or the 2 stereo faces side by side within that viewport) diff --git a/libraries/render-utils/src/FramebufferCache.cpp b/libraries/render-utils/src/FramebufferCache.cpp index 2a8033be0d..b39b8cc7e5 100644 --- a/libraries/render-utils/src/FramebufferCache.cpp +++ b/libraries/render-utils/src/FramebufferCache.cpp @@ -33,12 +33,14 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) { //If the size changed, we need to delete our FBOs if (_frameBufferSize != frameBufferSize) { _frameBufferSize = frameBufferSize; - _primaryFramebufferFull.reset(); _primaryFramebufferDepthColor.reset(); _primaryDepthTexture.reset(); _primaryColorTexture.reset(); - _primaryNormalTexture.reset(); - _primarySpecularTexture.reset(); + _deferredFramebuffer.reset(); + _deferredFramebufferDepthColor.reset(); + _deferredColorTexture.reset(); + _deferredNormalTexture.reset(); + _deferredSpecularTexture.reset(); _selfieFramebuffer.reset(); _cachedFramebuffers.clear(); _lightingTexture.reset(); @@ -47,8 +49,9 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) { } void FramebufferCache::createPrimaryFramebuffer() { - _primaryFramebufferFull = gpu::FramebufferPointer(gpu::Framebuffer::create()); _primaryFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create()); + _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); + _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create()); auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA); auto width = _frameBufferSize.width(); @@ -56,23 +59,30 @@ void FramebufferCache::createPrimaryFramebuffer() { auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); _primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); - _primaryNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); - _primarySpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); - - _primaryFramebufferFull->setRenderBuffer(0, _primaryColorTexture); - _primaryFramebufferFull->setRenderBuffer(1, _primaryNormalTexture); - _primaryFramebufferFull->setRenderBuffer(2, _primarySpecularTexture); _primaryFramebufferDepthColor->setRenderBuffer(0, _primaryColorTexture); + _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); + _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); + _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); + + _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture); + _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture); + _deferredFramebuffer->setRenderBuffer(2, _deferredSpecularTexture); + + _deferredFramebufferDepthColor->setRenderBuffer(0, _deferredColorTexture); + // auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH); auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler)); - - _primaryFramebufferFull->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); _primaryFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); - + + _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); + + _deferredFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); + + _selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler)); _selfieFramebuffer->setRenderBuffer(0, tex); @@ -84,13 +94,6 @@ void FramebufferCache::createPrimaryFramebuffer() { _lightingFramebuffer->setRenderBuffer(0, _lightingTexture); } -gpu::FramebufferPointer FramebufferCache::getPrimaryFramebuffer() { - if (!_primaryFramebufferFull) { - createPrimaryFramebuffer(); - } - return _primaryFramebufferFull; -} - gpu::FramebufferPointer FramebufferCache::getPrimaryFramebufferDepthColor() { if (!_primaryFramebufferDepthColor) { createPrimaryFramebuffer(); @@ -112,18 +115,39 @@ gpu::TexturePointer FramebufferCache::getPrimaryColorTexture() { return _primaryColorTexture; } -gpu::TexturePointer FramebufferCache::getPrimaryNormalTexture() { - if (!_primaryNormalTexture) { +gpu::FramebufferPointer FramebufferCache::getDeferredFramebuffer() { + if (!_deferredFramebuffer) { createPrimaryFramebuffer(); } - return _primaryNormalTexture; + return _deferredFramebuffer; } -gpu::TexturePointer FramebufferCache::getPrimarySpecularTexture() { - if (!_primarySpecularTexture) { +gpu::FramebufferPointer FramebufferCache::getDeferredFramebufferDepthColor() { + if (!_deferredFramebufferDepthColor) { createPrimaryFramebuffer(); } - return _primarySpecularTexture; + return _deferredFramebufferDepthColor; +} + +gpu::TexturePointer FramebufferCache::getDeferredColorTexture() { + if (!_deferredColorTexture) { + createPrimaryFramebuffer(); + } + return _deferredColorTexture; +} + +gpu::TexturePointer FramebufferCache::getDeferredNormalTexture() { + if (!_deferredNormalTexture) { + createPrimaryFramebuffer(); + } + return _deferredNormalTexture; +} + +gpu::TexturePointer FramebufferCache::getDeferredSpecularTexture() { + if (!_deferredSpecularTexture) { + createPrimaryFramebuffer(); + } + return _deferredSpecularTexture; } gpu::FramebufferPointer FramebufferCache::getLightingFramebuffer() { diff --git a/libraries/render-utils/src/FramebufferCache.h b/libraries/render-utils/src/FramebufferCache.h index 610609e7c9..6633301d0c 100644 --- a/libraries/render-utils/src/FramebufferCache.h +++ b/libraries/render-utils/src/FramebufferCache.h @@ -29,13 +29,17 @@ public: /// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is /// used for scene rendering. - gpu::FramebufferPointer getPrimaryFramebuffer(); gpu::FramebufferPointer getPrimaryFramebufferDepthColor(); gpu::TexturePointer getPrimaryDepthTexture(); gpu::TexturePointer getPrimaryColorTexture(); - gpu::TexturePointer getPrimaryNormalTexture(); - gpu::TexturePointer getPrimarySpecularTexture(); + + gpu::FramebufferPointer getDeferredFramebuffer(); + gpu::FramebufferPointer getDeferredFramebufferDepthColor(); + + gpu::TexturePointer getDeferredColorTexture(); + gpu::TexturePointer getDeferredNormalTexture(); + gpu::TexturePointer getDeferredSpecularTexture(); gpu::TexturePointer getLightingTexture(); @@ -60,13 +64,17 @@ private: void createPrimaryFramebuffer(); - gpu::FramebufferPointer _primaryFramebufferFull; gpu::FramebufferPointer _primaryFramebufferDepthColor; gpu::TexturePointer _primaryDepthTexture; gpu::TexturePointer _primaryColorTexture; - gpu::TexturePointer _primaryNormalTexture; - gpu::TexturePointer _primarySpecularTexture; + + gpu::FramebufferPointer _deferredFramebuffer; + gpu::FramebufferPointer _deferredFramebufferDepthColor; + + gpu::TexturePointer _deferredColorTexture; + gpu::TexturePointer _deferredNormalTexture; + gpu::TexturePointer _deferredSpecularTexture; gpu::TexturePointer _lightingTexture; gpu::FramebufferPointer _lightingFramebuffer; diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index e65018ad3d..bf5f621726 100755 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -38,13 +38,13 @@ void SetupDeferred::run(const SceneContextPointer& sceneContext, const RenderCon RenderArgs* args = renderContext->args; gpu::doInBatch(args->_context, [=](gpu::Batch& batch) { - auto primaryFbo = DependencyManager::get()->getPrimaryFramebufferDepthColor(); + auto deferredFbo = DependencyManager::get()->getDeferredFramebufferDepthColor(); batch.enableStereo(false); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); - batch.setFramebuffer(primaryFbo); + batch.setFramebuffer(deferredFbo); batch.clearFramebuffer( gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH | @@ -332,11 +332,11 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren doInBatch(args->_context, [=](gpu::Batch& batch) { args->_batch = &batch; - auto primaryFboColorDepthStencil = DependencyManager::get()->getPrimaryFramebufferDepthColor(); + auto deferredFboColorDepthStencil = DependencyManager::get()->getDeferredFramebufferDepthColor(); batch.enableStereo(false); - batch.setFramebuffer(primaryFboColorDepthStencil); + batch.setFramebuffer(deferredFboColorDepthStencil); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); @@ -367,12 +367,12 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const doInBatch(args->_context, [=](gpu::Batch& batch) { args->_batch = &batch; - auto primaryFboColorDepthStencil = DependencyManager::get()->getPrimaryFramebufferDepthColor(); - auto primaryFboFull = DependencyManager::get()->getPrimaryFramebuffer(); + auto deferredFboColorDepthStencil = DependencyManager::get()->getDeferredFramebufferDepthColor(); + auto deferredFboFull = DependencyManager::get()->getDeferredFramebuffer(); batch.enableSkybox(true); - batch.setFramebuffer(primaryFboColorDepthStencil); + batch.setFramebuffer(deferredFboColorDepthStencil); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); @@ -387,7 +387,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const renderItems(sceneContext, renderContext, inItems); - batch.setFramebuffer(primaryFboFull); + batch.setFramebuffer(deferredFboFull); }); args->_batch = nullptr;