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https://github.com/overte-org/overte.git
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Trying to transfer the rnedering from displaySide to RenderDeferredTask
This commit is contained in:
parent
1b22f1f147
commit
bd7c22e715
12 changed files with 241 additions and 99 deletions
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@ -3192,6 +3192,113 @@ namespace render {
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}
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}
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// Background Render Data & rendering functions
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class BackgroundRenderData {
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public:
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typedef render::Payload<BackgroundRenderData> Payload;
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typedef Payload::DataPointer Pointer;
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Stars _stars;
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Environment* _environment;
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BackgroundRenderData(Environment* environment) : _environment(environment) {
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}
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static render::ItemID _item; // unique WorldBoxRenderData
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};
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render::ItemID BackgroundRenderData::_item = 0;
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namespace render {
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template <> const ItemKey payloadGetKey(const BackgroundRenderData::Pointer& stuff) { return ItemKey::Builder::background(); }
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template <> const Item::Bound payloadGetBound(const BackgroundRenderData::Pointer& stuff) { return Item::Bound(); }
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template <> void payloadRender(const BackgroundRenderData::Pointer& background, RenderArgs* args) {
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// Background rendering decision
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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auto skybox = model::SkyboxPointer();
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if (skyStage->getBackgroundMode() == model::SunSkyStage::NO_BACKGROUND) {
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} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_DOME) {
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if (/*!selfAvatarOnly &&*/ Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
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PerformanceTimer perfTimer("stars");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::payloadRender<BackgroundRenderData>() ... stars...");
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if (!background->_stars.isStarsLoaded()) {
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background->_stars.generate(STARFIELD_NUM_STARS, STARFIELD_SEED);
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}
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// should be the first rendering pass - w/o depth buffer / lighting
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// compute starfield alpha based on distance from atmosphere
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float alpha = 1.0f;
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bool hasStars = true;
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if (Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
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// TODO: handle this correctly for zones
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const EnvironmentData& closestData = background->_environment->getClosestData(args->_viewFrustum->getPosition()); // was theCamera instead of _viewFrustum
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if (closestData.getHasStars()) {
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const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f;
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const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f;
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glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation())
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/ closestData.getAtmosphereOuterRadius();
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float height = glm::distance(args->_viewFrustum->getPosition()/*theCamera.getPosition()*/, closestData.getAtmosphereCenter());
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if (height < closestData.getAtmosphereInnerRadius()) {
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// If we're inside the atmosphere, then determine if our keyLight is below the horizon
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alpha = 0.0f;
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if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
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float directionY = glm::clamp(sunDirection.y,
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-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
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+ APPROXIMATE_DISTANCE_FROM_HORIZON;
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alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
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}
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} else if (height < closestData.getAtmosphereOuterRadius()) {
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alpha = (height - closestData.getAtmosphereInnerRadius()) /
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(closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius());
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if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
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float directionY = glm::clamp(sunDirection.y,
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-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
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+ APPROXIMATE_DISTANCE_FROM_HORIZON;
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alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
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}
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}
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} else {
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hasStars = false;
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}
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}
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// finally render the starfield
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if (hasStars) {
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background->_stars.render(args->_viewFrustum->getFieldOfView(), args->_viewFrustum->getAspectRatio(), args->_viewFrustum->getNearClip(), alpha);
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}
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// draw the sky dome
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if (/*!selfAvatarOnly &&*/ Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
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PerformanceTimer perfTimer("atmosphere");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... atmosphere...");
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background->_environment->renderAtmospheres(*(args->_viewFrustum));
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}
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}
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} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
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PerformanceTimer perfTimer("skybox");
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skybox = skyStage->getSkybox();
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if (skybox) {
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gpu::Batch batch;
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model::Skybox::render(batch, *(args->_viewFrustum), *skybox);
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gpu::GLBackend::renderBatch(batch, true);
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glUseProgram(0);
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}
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}
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}
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}
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void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool selfAvatarOnly) {
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@ -3264,86 +3371,19 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&_shadowMatrices[i][2]);
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}
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// THe pending changes collecting the changes here
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render::PendingChanges pendingChanges;
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// Background rendering decision
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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auto skybox = model::SkyboxPointer();
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if (skyStage->getBackgroundMode() == model::SunSkyStage::NO_BACKGROUND) {
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} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_DOME) {
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if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
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PerformanceTimer perfTimer("stars");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... stars...");
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if (!_stars.isStarsLoaded()) {
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_stars.generate(STARFIELD_NUM_STARS, STARFIELD_SEED);
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}
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// should be the first rendering pass - w/o depth buffer / lighting
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if (BackgroundRenderData::_item == 0) {
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auto backgroundRenderData = BackgroundRenderData::Pointer(new BackgroundRenderData(&_environment));
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auto backgroundRenderPayload = render::PayloadPointer(new BackgroundRenderData::Payload(backgroundRenderData));
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// compute starfield alpha based on distance from atmosphere
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float alpha = 1.0f;
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bool hasStars = true;
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BackgroundRenderData::_item = _main3DScene->allocateID();
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if (Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
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// TODO: handle this correctly for zones
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const EnvironmentData& closestData = _environment.getClosestData(theCamera.getPosition());
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pendingChanges.resetItem(WorldBoxRenderData::_item, backgroundRenderPayload);
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} else {
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if (closestData.getHasStars()) {
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const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f;
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const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f;
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glm::vec3 sunDirection = (getAvatarPosition() - closestData.getSunLocation())
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/ closestData.getAtmosphereOuterRadius();
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float height = glm::distance(theCamera.getPosition(), closestData.getAtmosphereCenter());
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if (height < closestData.getAtmosphereInnerRadius()) {
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// If we're inside the atmosphere, then determine if our keyLight is below the horizon
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alpha = 0.0f;
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if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
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float directionY = glm::clamp(sunDirection.y,
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-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
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+ APPROXIMATE_DISTANCE_FROM_HORIZON;
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alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
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}
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} else if (height < closestData.getAtmosphereOuterRadius()) {
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alpha = (height - closestData.getAtmosphereInnerRadius()) /
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(closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius());
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if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
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float directionY = glm::clamp(sunDirection.y,
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-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
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+ APPROXIMATE_DISTANCE_FROM_HORIZON;
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alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
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}
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}
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} else {
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hasStars = false;
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}
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}
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// finally render the starfield
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if (hasStars) {
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_stars.render(_displayViewFrustum.getFieldOfView(), _displayViewFrustum.getAspectRatio(), _displayViewFrustum.getNearClip(), alpha);
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}
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// draw the sky dome
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if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
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PerformanceTimer perfTimer("atmosphere");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... atmosphere...");
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_environment.renderAtmospheres(theCamera);
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}
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}
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} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
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skybox = skyStage->getSkybox();
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if (skybox) {
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gpu::Batch batch;
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model::Skybox::render(batch, _viewFrustum, *skybox);
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gpu::GLBackend::renderBatch(batch, true);
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glUseProgram(0);
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}
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
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@ -3353,7 +3393,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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DependencyManager::get<DeferredLightingEffect>()->prepare();
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// Assuming nothing get's rendered through that
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// DependencyManager::get<DeferredLightingEffect>()->prepare();
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if (!selfAvatarOnly) {
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@ -3380,10 +3421,11 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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renderArgs->_debugFlags = renderDebugFlags;
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_entities.render(renderArgs);
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if (!Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
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// This shouldn't matter anymore
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/* if (!Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
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// Restaure polygon mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}*/
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}
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// render the ambient occlusion effect if enabled
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@ -3395,7 +3437,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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}
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}
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render::PendingChanges pendingChanges;
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// Make sure the WorldBox is in the scene
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if (WorldBoxRenderData::_item == 0) {
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@ -3445,11 +3486,19 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity(), skyStage->getSunLight()->getAmbientIntensity());
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DependencyManager::get<DeferredLightingEffect>()->setGlobalAtmosphere(skyStage->getAtmosphere());
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auto skybox = model::SkyboxPointer();
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if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
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skybox = skyStage->getSkybox();
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}
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DependencyManager::get<DeferredLightingEffect>()->setGlobalSkybox(skybox);
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// Not needed anymore here, taken care off by the Engine
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/*
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PROFILE_RANGE("DeferredLighting");
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PerformanceTimer perfTimer("lighting");
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DependencyManager::get<DeferredLightingEffect>()->render();
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DependencyManager::get<DeferredLightingEffect>()->render();*/
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}
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//Render the sixense lasers
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@ -3700,7 +3749,7 @@ void Application::updateWindowTitle(){
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void Application::clearDomainOctreeDetails() {
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qCDebug(interfaceapp) << "Clearing domain octree details...";
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// reset the environment so that we don't erroneously end up with multiple
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_environment.resetToDefault();
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// _environment.resetToDefault();
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// reset our node to stats and node to jurisdiction maps... since these must be changing...
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_entityServerJurisdictions.lockForWrite();
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@ -210,7 +210,7 @@ public:
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ViewFrustum* getShadowViewFrustum() { return &_shadowViewFrustum; }
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const OctreePacketProcessor& getOctreePacketProcessor() const { return _octreeProcessor; }
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EntityTreeRenderer* getEntities() { return &_entities; }
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Environment* getEnvironment() { return &_environment; }
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// Environment* getEnvironment() { return &_environment; }
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QUndoStack* getUndoStack() { return &_undoStack; }
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MainWindow* getWindow() { return _window; }
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OctreeQuery& getOctreeQuery() { return _octreeQuery; }
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@ -535,7 +535,7 @@ private:
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QElapsedTimer _timerStart;
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QElapsedTimer _lastTimeUpdated;
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bool _justStarted;
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Stars _stars;
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// Stars _stars;
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ShapeManager _shapeManager;
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PhysicalEntitySimulation _entitySimulation;
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@ -68,7 +68,7 @@ void Environment::resetToDefault() {
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_data[HifiSockAddr()][0];
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}
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void Environment::renderAtmospheres(Camera& camera) {
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void Environment::renderAtmospheres(ViewFrustum& camera) {
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// get the lock for the duration of the call
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QMutexLocker locker(&_mutex);
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@ -228,7 +228,7 @@ ProgramObject* Environment::createSkyProgram(const char* from, int* locations) {
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return program;
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}
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void Environment::renderAtmosphere(Camera& camera, const EnvironmentData& data) {
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void Environment::renderAtmosphere(ViewFrustum& camera, const EnvironmentData& data) {
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glm::vec3 center = data.getAtmosphereCenter();
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glPushMatrix();
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@ -19,7 +19,7 @@
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#include "EnvironmentData.h"
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class Camera;
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class ViewFrustum;
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class ProgramObject;
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class Environment {
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@ -29,7 +29,7 @@ public:
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void init();
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void resetToDefault();
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void renderAtmospheres(Camera& camera);
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void renderAtmospheres(ViewFrustum& camera);
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void override(const EnvironmentData& overrideData) { _overrideData = overrideData; _environmentIsOverridden = true; }
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void endOverride() { _environmentIsOverridden = false; }
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ProgramObject* createSkyProgram(const char* from, int* locations);
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void renderAtmosphere(Camera& camera, const EnvironmentData& data);
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void renderAtmosphere(ViewFrustum& camera, const EnvironmentData& data);
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bool _initialized;
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ProgramObject* _skyFromAtmosphereProgram;
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@ -2239,9 +2239,10 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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batch.setViewTransform(_transforms[0]);
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const float OPAQUE_ALPHA_THRESHOLD = 0.5f;
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const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
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auto alphaThreshold = translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
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// const float OPAQUE_ALPHA_THRESHOLD = 0.5f;
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// const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
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// auto alphaThreshold = translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
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auto alphaThreshold = args->_alphaThreshold; //translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
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@ -12,12 +12,30 @@
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#include "gpu/Context.h"
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#include <PerfStat.h>
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using namespace render;
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template <> void render::jobRun(const PrepareDeferred& job, const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("PrepareDeferred");
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DependencyManager::get<DeferredLightingEffect>()->prepare();
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}
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template <> void render::jobRun(const ResolveDeferred& job, const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("ResolveDeferred");
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DependencyManager::get<DeferredLightingEffect>()->render();
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}
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RenderDeferredTask::RenderDeferredTask() : Task() {
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_jobs.push_back(Job(PrepareDeferred()));
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_jobs.push_back(Job(DrawBackground()));
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_jobs.push_back(Job(DrawOpaque()));
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_jobs.push_back(Job(DrawLight()));
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_jobs.push_back(Job(DrawTransparent()));
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_jobs.push_back(Job(ResolveDeferred()));
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}
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RenderDeferredTask::~RenderDeferredTask() {
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@ -14,6 +14,18 @@
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#include "render/DrawTask.h"
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#include "DeferredLightingEffect.h"
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class PrepareDeferred {
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public:
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};
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template <> void render::jobRun(const PrepareDeferred& job, const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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class ResolveDeferred {
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public:
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};
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template <> void render::jobRun(const ResolveDeferred& job, const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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class RenderDeferredTask : public render::Task {
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public:
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@ -239,6 +239,7 @@ void addClearStateCommands(gpu::Batch& batch) {
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template <> void render::jobRun(const DrawOpaque& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("DrawOpaque");
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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@ -251,12 +252,16 @@ template <> void render::jobRun(const DrawOpaque& job, const SceneContextPointer
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for (auto id : items) {
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inItems.push_back(id);
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}
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ItemIDs& renderedItems = inItems;
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ItemIDs culledItems;
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cullItems(sceneContext, renderContext, inItems, culledItems);
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renderedItems = culledItems;
|
||||
|
||||
ItemIDs sortedItems;
|
||||
depthSortItems(sceneContext, renderContext, true, culledItems, sortedItems); // Sort Front to back opaque items!
|
||||
renderedItems = sortedItems;
|
||||
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch theBatch;
|
||||
|
@ -276,15 +281,15 @@ template <> void render::jobRun(const DrawOpaque& job, const SceneContextPointer
|
|||
theBatch._glDrawBuffers(bufferCount, buffers);
|
||||
}
|
||||
|
||||
renderItems(sceneContext, renderContext, sortedItems);
|
||||
renderItems(sceneContext, renderContext, renderedItems);
|
||||
|
||||
addClearStateCommands((*args->_batch));
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
|
||||
|
||||
template <> void render::jobRun(const DrawTransparent& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawTransparent");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
|
@ -297,26 +302,47 @@ template <> void render::jobRun(const DrawTransparent& job, const SceneContextPo
|
|||
for (auto id : items) {
|
||||
inItems.push_back(id);
|
||||
}
|
||||
ItemIDs& renderedItems = inItems;
|
||||
|
||||
ItemIDs culledItems;
|
||||
cullItems(sceneContext, renderContext, inItems, culledItems);
|
||||
renderedItems = culledItems;
|
||||
|
||||
ItemIDs sortedItems;
|
||||
depthSortItems(sceneContext, renderContext, false, culledItems, sortedItems); // Sort Back to front transparent items!
|
||||
renderedItems = sortedItems;
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch theBatch;
|
||||
args->_batch = &theBatch;
|
||||
|
||||
renderContext->args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
|
||||
args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
|
||||
|
||||
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
|
||||
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
|
||||
|
||||
// render translucent meshes afterwards
|
||||
{
|
||||
GLenum buffers[2];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
theBatch._glDrawBuffers(bufferCount, buffers);
|
||||
args->_alphaThreshold = MOSTLY_OPAQUE_THRESHOLD;
|
||||
}
|
||||
|
||||
renderItems(sceneContext, renderContext, renderedItems);
|
||||
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
theBatch._glDrawBuffers(bufferCount, buffers);
|
||||
args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;
|
||||
}
|
||||
|
||||
renderItems(sceneContext, renderContext, sortedItems);
|
||||
|
||||
renderItems(sceneContext, renderContext, renderedItems);
|
||||
|
||||
addClearStateCommands((*args->_batch));
|
||||
args->_context->render((*args->_batch));
|
||||
|
@ -324,6 +350,7 @@ template <> void render::jobRun(const DrawTransparent& job, const SceneContextPo
|
|||
}
|
||||
|
||||
template <> void render::jobRun(const DrawLight& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawLight");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
|
@ -348,3 +375,26 @@ template <> void render::jobRun(const DrawLight& job, const SceneContextPointer&
|
|||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
|
||||
template <> void render::jobRun(const DrawBackground& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawBackground");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
// render backgrounds
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background());
|
||||
|
||||
|
||||
ItemIDs inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
inItems.push_back(id);
|
||||
}
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch theBatch;
|
||||
args->_batch = &theBatch;
|
||||
renderItems(sceneContext, renderContext, inItems);
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
|
|
|
@ -78,6 +78,11 @@ public:
|
|||
};
|
||||
template <> void jobRun(const DrawLight& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
class DrawBackground {
|
||||
public:
|
||||
};
|
||||
template <> void jobRun(const DrawBackground& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
|
||||
class DrawSceneTask : public Task {
|
||||
public:
|
||||
|
|
|
@ -47,8 +47,8 @@ void ItemBucketMap::reset(const ItemID& id, const ItemKey& oldKey, const ItemKey
|
|||
void ItemBucketMap::allocateStandardOpaqueTranparentBuckets() {
|
||||
(*this)[ItemFilter::Builder::opaqueShape()];
|
||||
(*this)[ItemFilter::Builder::transparentShape()];
|
||||
auto lightFilter = ItemFilter::Builder().withTypeLight().build();
|
||||
(*this)[lightFilter];
|
||||
(*this)[ItemFilter::Builder::light()];
|
||||
(*this)[ItemFilter::Builder::background()];
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -34,6 +34,7 @@ public:
|
|||
enum FlagBit {
|
||||
TYPE_SHAPE = 0, // Item is a Shape
|
||||
TYPE_LIGHT, // Item is a Light
|
||||
TYPE_BACKGROUND, // Item is a Background
|
||||
TRANSLUCENT, // Transparent and not opaque, for some odd reason TRANSPARENCY doesn't work...
|
||||
VIEW_SPACE, // Transformed in view space, and not in world space
|
||||
DYNAMIC, // Dynamic and bound will change unlike static item
|
||||
|
@ -62,6 +63,7 @@ public:
|
|||
|
||||
Builder& withTypeShape() { _flags.set(TYPE_SHAPE); return (*this); }
|
||||
Builder& withTypeLight() { _flags.set(TYPE_LIGHT); return (*this); }
|
||||
Builder& withTypeBackground() { _flags.set(TYPE_BACKGROUND); return (*this); }
|
||||
Builder& withTransparent() { _flags.set(TRANSLUCENT); return (*this); }
|
||||
Builder& withViewSpace() { _flags.set(VIEW_SPACE); return (*this); }
|
||||
Builder& withDynamic() { _flags.set(DYNAMIC); return (*this); }
|
||||
|
@ -75,6 +77,7 @@ public:
|
|||
static ItemKey opaqueShape() { return Builder().withTypeShape().build(); }
|
||||
static ItemKey transparentShape() { return Builder().withTypeShape().withTransparent().build(); }
|
||||
static ItemKey light() { return Builder().withTypeLight().build(); }
|
||||
static ItemKey background() { return Builder().withTypeBackground().build(); }
|
||||
};
|
||||
|
||||
bool isOpaque() const { return !_flags[TRANSLUCENT]; }
|
||||
|
@ -126,6 +129,7 @@ public:
|
|||
|
||||
Builder& withTypeShape() { _value.set(ItemKey::TYPE_SHAPE); _mask.set(ItemKey::TYPE_SHAPE); return (*this); }
|
||||
Builder& withTypeLight() { _value.set(ItemKey::TYPE_LIGHT); _mask.set(ItemKey::TYPE_LIGHT); return (*this); }
|
||||
Builder& withTypeBackground() { _value.set(ItemKey::TYPE_BACKGROUND); _mask.set(ItemKey::TYPE_BACKGROUND); return (*this); }
|
||||
|
||||
Builder& withOpaque() { _value.reset(ItemKey::TRANSLUCENT); _mask.set(ItemKey::TRANSLUCENT); return (*this); }
|
||||
Builder& withTransparent() { _value.set(ItemKey::TRANSLUCENT); _mask.set(ItemKey::TRANSLUCENT); return (*this); }
|
||||
|
@ -154,6 +158,7 @@ public:
|
|||
static ItemFilter opaqueShape() { return Builder().withTypeShape().withOpaque().withWorldSpace().build(); }
|
||||
static ItemFilter transparentShape() { return Builder().withTypeShape().withTransparent().withWorldSpace().build(); }
|
||||
static ItemFilter light() { return Builder().withTypeLight().build(); }
|
||||
static ItemFilter background() { return Builder().withTypeBackground().build(); }
|
||||
};
|
||||
|
||||
// Item Filter operator testing if a key pass the filter
|
||||
|
|
|
@ -111,6 +111,8 @@ public:
|
|||
|
||||
int _translucentMeshPartsRendered;
|
||||
int _opaqueMeshPartsRendered;
|
||||
|
||||
float _alphaThreshold = 0.5f;
|
||||
};
|
||||
|
||||
#endif // hifi_RenderArgs_h
|
||||
|
|
Loading…
Reference in a new issue