INtroducing the tonemapping job in its separate file and clean DeferredLightingEffect

This commit is contained in:
samcake 2015-12-07 13:19:43 -08:00
parent c55c1e0d7f
commit 5d207d0c9c
6 changed files with 209 additions and 120 deletions

View file

@ -82,7 +82,7 @@ gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config
return pipeline;
}
void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
void DeferredLightingEffect::init() {
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
auto PS = gpu::Shader::createPixel(std::string(simple_textured_frag));
auto PSEmissive = gpu::Shader::createPixel(std::string(simple_textured_emisive_frag));
@ -95,7 +95,7 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
_viewState = viewState;
_directionalLightLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
@ -112,49 +112,6 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
{
//auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
//auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
const char BlitTextureGamma_frag[] = R"SCRIBE(#version 410 core
// Generated on Sat Oct 24 09:34:37 2015
//
// Draw texture 0 fetched at texcoord.xy
//
// Created by Sam Gateau on 6/22/2015
// 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 colorMap;
in vec2 varTexCoord0;
out vec4 outFragColor;
void main(void) {
outFragColor = texture(colorMap, varTexCoord0);
// if (gl_FragCoord.x > 1000) {
// Manually gamma correct from Ligthing BUffer to color buffer
outFragColor.xyz = pow( outFragColor.xyz , vec3(1.0 / 2.2) );
// }
}
)SCRIBE";
auto blitPS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(BlitTextureGamma_frag)));
//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
gpu::Shader::makeProgram(*blitProgram);
auto blitState = std::make_shared<gpu::State>();
blitState->setColorWriteMask(true, true, true, true);
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
}
// Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light
_globalLights.push_back(0);
_allocatedLights.push_back(std::make_shared<model::Light>());
@ -694,37 +651,6 @@ void DeferredLightingEffect::render(RenderArgs* args) {
}
void DeferredLightingEffect::copyBack(RenderArgs* args) {
auto framebufferCache = DependencyManager::get<FramebufferCache>();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
batch.enableStereo(false);
QSize framebufferSize = framebufferCache->getFrameBufferSize();
auto lightingBuffer = framebufferCache->getLightingTexture();
auto destFbo = framebufferCache->getPrimaryFramebufferDepthColor();
batch.setFramebuffer(destFbo);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
{
float sMin = args->_viewport.x / (float)framebufferSize.width();
float sWidth = args->_viewport.z / (float)framebufferSize.width();
float tMin = args->_viewport.y / (float)framebufferSize.height();
float tHeight = args->_viewport.w / (float)framebufferSize.height();
Transform model;
batch.setPipeline(_blitLightBuffer);
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
batch.setModelTransform(model);
}
batch.setResourceTexture(0, lightingBuffer);
batch.draw(gpu::TRIANGLE_STRIP, 4);
args->_context->render(batch);
});
}
void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferUnit) {
auto globalLight = _allocatedLights[_globalLights.front()];
args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());

View file

@ -21,7 +21,6 @@
#include "model/Stage.h"
#include "model/Geometry.h"
class AbstractViewStateInterface;
class RenderArgs;
class SimpleProgramKey;
struct LightLocations;
@ -78,7 +77,6 @@ public:
void prepare(RenderArgs* args);
void render(RenderArgs* args);
void copyBack(RenderArgs* args);
void setupTransparent(RenderArgs* args, int lightBufferUnit);
@ -101,9 +99,7 @@ private:
gpu::ShaderPointer _simpleShader;
gpu::ShaderPointer _emissiveShader;
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
gpu::PipelinePointer _blitLightBuffer;
gpu::PipelinePointer _directionalSkyboxLight;
LightLocationsPtr _directionalSkyboxLightLocations;
@ -143,8 +139,6 @@ private:
std::vector<int> _globalLights;
std::vector<int> _pointLights;
std::vector<int> _spotLights;
AbstractViewStateInterface* _viewState;
int _ambientLightMode = 0;
model::AtmospherePointer _atmosphere;

View file

@ -44,67 +44,85 @@ void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderCo
DependencyManager::get<DeferredLightingEffect>()->render(renderContext->args);
}
void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("ResolveDeferred");
DependencyManager::get<DeferredLightingEffect>()->copyBack(renderContext->args);
void ToneMappingDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("ToneMappingDeferred");
_toneMappingEffect.render(renderContext->args);
}
RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
// CPU only, create the list of renderedOpaques items
_jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",
FetchItems(
[] (const RenderContextPointer& context, int count) {
context->_numFeedOpaqueItems = count;
}
[](const RenderContextPointer& context, int count) {
context->_numFeedOpaqueItems = count;
}
)
)));
)));
_jobs.push_back(Job(new CullItemsOpaque::JobModel("CullOpaque", _jobs.back().getOutput())));
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));
auto& renderedOpaques = _jobs.back().getOutput();
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));
// CPU only, create the list of renderedTransparents items
_jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",
FetchItems(
ItemFilter::Builder::transparentShape().withoutLayered(),
[](const RenderContextPointer& context, int count) {
context->_numFeedTransparentItems = count;
}
)
)));
_jobs.push_back(Job(new CullItemsTransparent::JobModel("CullTransparent", _jobs.back().getOutput())));
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));
auto& renderedTransparents = _jobs.back().getOutput();
// GPU Jobs: Start preparing the deferred and lighting buffer
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
// Render opaque objects in DeferredBuffer
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", renderedOpaques)));
// Once opaque is all rendered create stencil background
_jobs.push_back(Job(new DrawStencilDeferred::JobModel("DrawOpaqueStencil")));
// Use Stencil and start drawing background in Lighting buffer
_jobs.push_back(Job(new DrawBackgroundDeferred::JobModel("DrawBackgroundDeferred")));
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
_jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));
_jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));
_jobs.push_back(Job(new ResolveDeferred::JobModel("ResolveDeferred")));
_jobs.push_back(Job(new AmbientOcclusion::JobModel("AmbientOcclusion")));
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
_jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));
// AO job, to be revisited
_jobs.push_back(Job(new AmbientOcclusion::JobModel("AmbientOcclusion")));
_jobs.back().setEnabled(false);
_occlusionJobIndex = _jobs.size() - 1;
// AA job to be revisited
_jobs.push_back(Job(new Antialiasing::JobModel("Antialiasing")));
_jobs.back().setEnabled(false);
_antialiasingJobIndex = _jobs.size() - 1;
_jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",
FetchItems(
ItemFilter::Builder::transparentShape().withoutLayered(),
[] (const RenderContextPointer& context, int count) {
context->_numFeedTransparentItems = count;
}
)
)));
_jobs.push_back(Job(new CullItemsTransparent::JobModel("CullTransparent", _jobs.back().getOutput())));
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));
_jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", _jobs.back().getOutput())));
// Render transparent objects forward in LigthingBuffer
_jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", renderedTransparents)));
// Lighting Buffer ready for tone mapping
_jobs.push_back(Job(new ToneMappingDeferred::JobModel("ToneMapping")));
// Debugging Deferred buffer job
_jobs.push_back(Job(new DebugDeferredBuffer::JobModel("DebugDeferredBuffer")));
_jobs.back().setEnabled(false);
_drawDebugDeferredBufferIndex = _jobs.size() - 1;
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath);
_jobs.push_back(Job(new render::DrawStatus::JobModel("DrawStatus", renderedOpaques, DrawStatus(statusIconMap))));
_jobs.back().setEnabled(false);
_drawStatusJobIndex = _jobs.size() - 1;
// Status icon rendering job
{
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath);
_jobs.push_back(Job(new render::DrawStatus::JobModel("DrawStatus", renderedOpaques, DrawStatus(statusIconMap))));
_jobs.back().setEnabled(false);
_drawStatusJobIndex = _jobs.size() - 1;
}
_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
@ -112,7 +130,6 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.back().setEnabled(false);
_drawHitEffectJobIndex = _jobs.size() -1;
// Give ourselves 3 frmaes of timer queries
_timerQueries.push_back(std::make_shared<gpu::Query>());
_timerQueries.push_back(std::make_shared<gpu::Query>());

View file

@ -16,6 +16,8 @@
#include "gpu/Pipeline.h"
#include "ToneMappingEffect.h"
class SetupDeferred {
public:
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
@ -38,11 +40,13 @@ public:
typedef render::Job::Model<RenderDeferred> JobModel;
};
class ResolveDeferred {
class ToneMappingDeferred {
public:
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
typedef render::Job::Model<ResolveDeferred> JobModel;
ToneMappingEffect _toneMappingEffect;
typedef render::Job::Model<ToneMappingDeferred> JobModel;
};
class DrawOpaqueDeferred {

View file

@ -0,0 +1,102 @@
//
// ToneMappingEffect.cpp
// libraries/render-utils/src
//
// Created by Sam Gateau on 12/7/2015.
// 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 "ToneMappingEffect.h"
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <RenderArgs.h>
#include "FramebufferCache.h"
ToneMappingEffect::ToneMappingEffect() {
}
void ToneMappingEffect::init() {
//auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
//auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
const char BlitTextureGamma_frag[] = R"SCRIBE(#version 410 core
// Generated on Sat Oct 24 09:34:37 2015
//
// Draw texture 0 fetched at texcoord.xy
//
// Created by Sam Gateau on 6/22/2015
// 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 colorMap;
in vec2 varTexCoord0;
out vec4 outFragColor;
void main(void) {
outFragColor = texture(colorMap, varTexCoord0);
// if (gl_FragCoord.x > 1000) {
// Manually gamma correct from Ligthing BUffer to color buffer
outFragColor.xyz = pow( outFragColor.xyz , vec3(1.0 / 2.2) );
// }
}
)SCRIBE";
auto blitPS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(BlitTextureGamma_frag)));
//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
gpu::Shader::makeProgram(*blitProgram);
auto blitState = std::make_shared<gpu::State>();
blitState->setColorWriteMask(true, true, true, true);
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
}
void ToneMappingEffect::render(RenderArgs* args) {
if (!_blitLightBuffer) {
init();
}
auto framebufferCache = DependencyManager::get<FramebufferCache>();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
batch.enableStereo(false);
QSize framebufferSize = framebufferCache->getFrameBufferSize();
auto lightingBuffer = framebufferCache->getLightingTexture();
auto destFbo = framebufferCache->getPrimaryFramebufferDepthColor();
batch.setFramebuffer(destFbo);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
{
float sMin = args->_viewport.x / (float)framebufferSize.width();
float sWidth = args->_viewport.z / (float)framebufferSize.width();
float tMin = args->_viewport.y / (float)framebufferSize.height();
float tHeight = args->_viewport.w / (float)framebufferSize.height();
Transform model;
batch.setPipeline(_blitLightBuffer);
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
batch.setModelTransform(model);
}
batch.setResourceTexture(0, lightingBuffer);
batch.draw(gpu::TRIANGLE_STRIP, 4);
args->_context->render(batch);
});
}

View file

@ -0,0 +1,46 @@
//
// ToneMappingEffect.h
// libraries/render-utils/src
//
// Created by Sam Gateau on 12/7/2015.
// 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
//
#ifndef hifi_ToneMappingEffect_h
#define hifi_ToneMappingEffect_h
#include <DependencyManager.h>
#include <NumericalConstants.h>
#include <gpu/Resource.h>
#include <gpu/Pipeline.h>
class RenderArgs;
class ToneMappingEffect {
public:
ToneMappingEffect();
virtual ~ToneMappingEffect() {}
void render(RenderArgs* args);
private:
gpu::PipelinePointer _blitLightBuffer;
// Class describing the uniform buffer with all the parameters common to the tone mapping shaders
class Parameters {
public:
Parameters() {}
};
typedef gpu::BufferView UniformBufferView;
gpu::BufferView _parametersBuffer;
void init();
};
#endif // hifi_ToneMappingEffect_h