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Cleanup DebugDeferredBuffer code
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parent
06d7de7106
commit
9d6618c341
4 changed files with 57 additions and 75 deletions
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@ -90,7 +90,6 @@ function menuItemEvent(menuItem) {
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var index = ACTIONS.indexOf(menuItem);
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var index = ACTIONS.indexOf(menuItem);
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if (index >= 0) {
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if (index >= 0) {
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Scene.setEngineDeferredDebugMode(index - 1);
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Scene.setEngineDeferredDebugMode(index - 1);
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print(menuItem);
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}
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}
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}
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}
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@ -11,8 +11,6 @@
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#include "DebugDeferredBuffer.h"
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#include "DebugDeferredBuffer.h"
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#include <QString>
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#include <gpu/Batch.h>
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#include <gpu/Batch.h>
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#include <gpu/Context.h>
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#include <gpu/Context.h>
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#include <render/Scene.h>
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#include <render/Scene.h>
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@ -31,73 +29,62 @@ enum Slots {
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Normal,
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Normal,
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Specular,
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Specular,
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Depth,
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Depth,
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Lighting,
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Lighting
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NUM_SLOTS
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};
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};
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static const std::array<std::string, Slots::NUM_SLOTS> SLOT_NAMES {{
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"diffuseMap",
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"normalMap",
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"specularMap",
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"depthMap",
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"lightingMap"
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}};
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static const std::string COMPUTE_PLACEHOLDER { "/*COMPUTE_PLACEHOLDER*/" }; // required
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std::string DebugDeferredBuffer::getShaderSourceCode(Modes mode) {
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static const std::string FUNCTIONS_PLACEHOLDER { "/*FUNCTIONS_PLACEHOLDER*/" }; // optional
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std::string DebugDeferredBuffer::getCode(Modes mode) {
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switch (mode) {
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switch (mode) {
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case DiffuseMode: {
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case DiffuseMode:
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QString code = "return vec4(pow(texture(%1, uv).xyz, vec3(1.0 / 2.2)), 1.0);";
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return "vec4 getFragmentColor() { return vec4(pow(texture(diffuseMap, uv).xyz, vec3(1.0 / 2.2)), 1.0); }";
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return code.arg(SLOT_NAMES[Diffuse].c_str()).toStdString();
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case AlphaMode:
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}
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return "vec4 getFragmentColor() { return vec4(vec3(texture(diffuseMap, uv).a), 1.0); }";
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case AlphaMode: {
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case SpecularMode:
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QString code = "return vec4(vec3(texture(%1, uv).a), 1.0);";
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return "vec4 getFragmentColor() { return vec4(texture(specularMap, uv).xyz, 1.0); }";
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return code.arg(SLOT_NAMES[Diffuse].c_str()).toStdString();
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case RoughnessMode:
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}
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return "vec4 getFragmentColor() { return vec4(vec3(texture(specularMap, uv).a), 1.0); }";
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case SpecularMode: {
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case NormalMode:
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QString code = "return vec4(texture(%1, uv).xyz, 1.0);";
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return "vec4 getFragmentColor() { return vec4(texture(normalMap, uv).xyz, 1.0); }";
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return code.arg(SLOT_NAMES[Specular].c_str()).toStdString();
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case DepthMode:
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}
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return "vec4 getFragmentColor() { return vec4(vec3(texture(depthMap, uv).x), 1.0); }";
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case RoughnessMode: {
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case LightingMode:
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QString code = "return vec4(vec3(texture(%1, uv).a), 1.0);";
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return "vec4 getFragmentColor() { return vec4(pow(texture(lightingMap, uv).xyz, vec3(1.0 / 2.2)), 1.0); }";
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return code.arg(SLOT_NAMES[Specular].c_str()).toStdString();
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}
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case NormalMode: {
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QString code = "return vec4(texture(%1, uv).xyz, 1.0);";
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return code.arg(SLOT_NAMES[Normal].c_str()).toStdString();
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}
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case DepthMode: {
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QString code = "return vec4(vec3(texture(%1, uv).x), 1.0);";
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return code.arg(SLOT_NAMES[Depth].c_str()).toStdString();
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}
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case LightingMode: {
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QString code = "return vec4(pow(texture(%1, uv).xyz, vec3(1.0 / 2.2)), 1.0);";
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return code.arg(SLOT_NAMES[Lighting].c_str()).toStdString();
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}
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case CustomMode:
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case CustomMode:
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return std::string("return vec4(1.0);");
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return "vec4 getFragmentColor() { return vec4(1.0); }";
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case NUM_MODES:
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Q_UNIMPLEMENTED();
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return std::string("return vec4(1.0);");
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}
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}
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}
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}
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bool DebugDeferredBuffer::pipelineNeedsUpdate(Modes mode) const {
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if (mode != CustomMode) {
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return !_pipelines[mode];
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}
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return true;
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}
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const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode) {
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const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode) {
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if (!_pipelines[mode]) {
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if (pipelineNeedsUpdate(mode)) {
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std::string fragmentShader = debug_deferred_buffer_frag;
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static const std::string VERTEX_SHADER { debug_deferred_buffer_vert };
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fragmentShader.replace(fragmentShader.find(COMPUTE_PLACEHOLDER), COMPUTE_PLACEHOLDER.size(),
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static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag };
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getCode(mode));
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static const std::string SOURCE_PLACEHOLDER { "//SOURCE_PLACEHOLDER" };
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static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
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Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO, "Could not find source placeholder");
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex({ debug_deferred_buffer_vert }));
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auto bakedFragmentShader = FRAGMENT_SHADER;
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShader));
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bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(),
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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getShaderSourceCode(mode));
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const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
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const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
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const auto program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::BindingSet slotBindings;
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for (int slot = 0; slot < NUM_SLOTS; ++slot) {
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slotBindings.insert(gpu::Shader::Binding("diffuseMap", Diffuse));
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slotBindings.insert(gpu::Shader::Binding(SLOT_NAMES[slot], slot));
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slotBindings.insert(gpu::Shader::Binding("normalMap", Normal));
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}
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slotBindings.insert(gpu::Shader::Binding("specularMap", Specular));
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slotBindings.insert(gpu::Shader::Binding("depthMap", Depth));
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slotBindings.insert(gpu::Shader::Binding("lightingMap", Lighting));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::Shader::makeProgram(*program, slotBindings);
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// Good to go add the brand new pipeline
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// Good to go add the brand new pipeline
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@ -110,10 +97,10 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode) {
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void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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assert(renderContext->args->_viewFrustum);
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RenderArgs* args = renderContext->args;
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const RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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auto geometryBuffer = DependencyManager::get<GeometryCache>();
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const auto geometryBuffer = DependencyManager::get<GeometryCache>();
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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const auto framebufferCache = DependencyManager::get<FramebufferCache>();
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glm::mat4 projMat;
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glm::mat4 projMat;
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@ -132,9 +119,9 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren
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batch.setResourceTexture(Depth, framebufferCache->getPrimaryDepthTexture());
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batch.setResourceTexture(Depth, framebufferCache->getPrimaryDepthTexture());
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batch.setResourceTexture(Lighting, framebufferCache->getLightingTexture());
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batch.setResourceTexture(Lighting, framebufferCache->getLightingTexture());
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glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
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const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
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glm::vec2 bottomLeft(renderContext->_deferredDebugSize.x, renderContext->_deferredDebugSize.y);
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const glm::vec2 bottomLeft(renderContext->_deferredDebugSize.x, renderContext->_deferredDebugSize.y);
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glm::vec2 topRight(renderContext->_deferredDebugSize.z, renderContext->_deferredDebugSize.w);
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const glm::vec2 topRight(renderContext->_deferredDebugSize.z, renderContext->_deferredDebugSize.w);
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geometryBuffer->renderQuad(batch, bottomLeft, topRight, color);
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geometryBuffer->renderQuad(batch, bottomLeft, topRight, color);
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});
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});
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}
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}
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@ -21,7 +21,7 @@ public:
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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private:
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private:
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enum Modes : int {
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enum Modes : uint8_t {
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DiffuseMode = 0,
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DiffuseMode = 0,
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AlphaMode,
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AlphaMode,
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SpecularMode,
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SpecularMode,
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@ -29,15 +29,15 @@ private:
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NormalMode,
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NormalMode,
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DepthMode,
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DepthMode,
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LightingMode,
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LightingMode,
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CustomMode,
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NUM_MODES
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CustomMode // Needs to stay last
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};
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};
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bool pipelineNeedsUpdate(Modes mode) const;
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const gpu::PipelinePointer& getPipeline(Modes mode);
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const gpu::PipelinePointer& getPipeline(Modes mode);
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std::string getCode(Modes mode);
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std::string getShaderSourceCode(Modes mode);
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std::array<gpu::PipelinePointer, NUM_MODES> _pipelines;
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std::array<gpu::PipelinePointer, CustomMode + 1> _pipelines;
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};
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};
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#endif // hifi_DebugDeferredBuffer_h
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#endif // hifi_DebugDeferredBuffer_h
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@ -17,11 +17,7 @@
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in vec2 uv;
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in vec2 uv;
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out vec4 outFragColor;
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out vec4 outFragColor;
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/*FUNCTIONS_PLACEHOLDER*/
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//SOURCE_PLACEHOLDER
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vec4 getFragmentColor() {
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/*COMPUTE_PLACEHOLDER*/
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}
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void main(void) {
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void main(void) {
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outFragColor = getFragmentColor();
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outFragColor = getFragmentColor();
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