Migrating the overaly 3d rendering in their own job and their own shader

This commit is contained in:
Sam Gateau 2015-06-17 15:54:20 +02:00
parent 0653be445a
commit 5c547037f2
7 changed files with 159 additions and 3 deletions

View file

@ -99,6 +99,8 @@ void BillboardOverlay::render(RenderArgs* args) {
DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
batch->setUniformTexture(0, args->_whiteTexture); // restore default white color after me
} else {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);

View file

@ -69,8 +69,9 @@ void Cube3DOverlay::render(RenderArgs* args) {
transform.setScale(dimensions);
batch->setModelTransform(transform);
DependencyManager::get<GeometryCache>()->renderSolidCube(*batch, 1.0f, cubeColor);
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(*batch, 1.0f, cubeColor);
//DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(*batch, 1.0f, cubeColor);
} else {
if (getIsDashedLine()) {

View file

@ -15,9 +15,12 @@
#include "DeferredLightingEffect.h"
#include "ViewFrustum.h"
#include "RenderArgs.h"
#include "TextureCache.h"
#include <PerfStat.h>
#include "overlay3D_vert.h"
#include "overlay3D_frag.h"
using namespace render;
@ -50,7 +53,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(RenderDeferred()));
_jobs.push_back(Job(ResolveDeferred()));
_jobs.push_back(Job(DrawTransparentDeferred()));
_jobs.push_back(Job(DrawPostLayered()));
_jobs.push_back(Job(DrawOverlay3D()));
_jobs.push_back(Job(ResetGLState()));
}
@ -225,10 +228,76 @@ template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneC
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnTransparentItems);
// Before rendering the batch make sure we re in sync with gl state
args->_context->syncCache();
args->_context->render((*args->_batch));
args->_batch = nullptr;
// reset blend function to standard...
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
// glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
}
}
const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() const {
if (!_opaquePipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(overlay3D_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(overlay3D_frag)));
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
auto state = gpu::StatePointer(new gpu::State());
state->setDepthTest(true, true, gpu::LESS_EQUAL);
_opaquePipeline.reset(gpu::Pipeline::create(program, state));
}
return _opaquePipeline;
}
template <> void render::jobRun(const DrawOverlay3D& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("DrawOverlay3D");
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
// render backgrounds
auto& scene = sceneContext->_scene;
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withLayered());
ItemIDsBounds inItems;
inItems.reserve(items.size());
for (auto id : items) {
auto& item = scene->getItem(id);
if (item.getKey().isVisible() && (item.getLayer() == 1)) {
inItems.emplace_back(id);
}
}
RenderArgs* args = renderContext->args;
gpu::Batch batch;
args->_batch = &batch;
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
}
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setPipeline(job.getOpaquePipeline());
batch.setUniformTexture(0, args->_whiteTexture);
if (!inItems.empty()) {
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
renderItems(sceneContext, renderContext, inItems);
}
// Before rendering the batch make sure we re in sync with gl state
args->_context->syncCache();
args->_context->render((*args->_batch));
args->_batch = nullptr;
args->_whiteTexture.reset();
}

View file

@ -14,6 +14,8 @@
#include "render/DrawTask.h"
#include "gpu/Pipeline.h"
class PrepareDeferred {
public:
};
@ -50,6 +52,15 @@ namespace render {
template <> void jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
}
class DrawOverlay3D {
mutable gpu::PipelinePointer _opaquePipeline; //lazy evaluation hence mutable
public:
const gpu::PipelinePointer& getOpaquePipeline() const;
};
namespace render {
template <> void jobRun(const DrawOverlay3D& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
}
class RenderDeferredTask : public render::Task {
public:

View file

@ -0,0 +1,28 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// model.frag
// fragment shader
//
// Created by Sam Gateau on 6/16/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
uniform sampler2D diffuseMap;
varying vec2 varTexcoord;
varying vec3 varEyeNormal;
varying vec4 varColor;
void main(void) {
vec4 diffuse = texture2D(diffuseMap, varTexcoord.st);
gl_FragColor = vec4(varColor * diffuse);
}

View file

@ -0,0 +1,40 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// overlay3D.slv
//
// Created by Sam Gateau on 6/16/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
attribute vec2 attribTexcoord;
varying vec2 varTexcoord;
// interpolated eye position
varying vec4 varEyePosition;
// the interpolated normal
varying vec3 varEyeNormal;
varying vec4 varColor;
void main(void) {
varTexcoord = attribTexcoord;
// pass along the color
varColor = gl_Color;
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, varEyePosition, gl_Position)$>
<$transformModelToEyeDir(cam, obj, gl_Normal, varEyeNormal.xyz)$>
}

View file

@ -13,6 +13,8 @@
#define hifi_RenderArgs_h
#include <functional>
#include <memory>
class AABox;
class OctreeRenderer;
@ -20,6 +22,7 @@ class ViewFrustum;
namespace gpu {
class Batch;
class Context;
class Texture;
}
class RenderDetails {
@ -109,6 +112,8 @@ public:
gpu::Batch* _batch = nullptr;
ShoudRenderFunctor _shouldRender;
std::shared_ptr<gpu::Texture> _whiteTexture;
RenderDetails _details;
float _alphaThreshold = 0.5f;