Add RenderShadowTask

This commit is contained in:
Zach Pomerantz 2016-01-14 13:53:11 -08:00
parent 7744b89ba5
commit c704a8d8c5
3 changed files with 170 additions and 0 deletions

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@ -0,0 +1,128 @@
//
// RenderShadowTask.cpp
// render-utils/src/
//
// Created by Zach Pomerantz on 1/7/2016.
// Copyright 2016 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/Context.h>
#include <ViewFrustum.h>
#include "DeferredLightingEffect.h"
#include "FramebufferCache.h"
#include "RenderShadowTask.h"
#include "model_shadow_vert.h"
#include "skin_model_shadow_vert.h"
#include "model_shadow_frag.h"
#include "skin_model_shadow_frag.h"
using namespace render;
void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
const render::ItemIDsBounds& inItems) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
const auto& lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
const auto globalLight = lightStage.lights[0];
const auto& shadow = globalLight->shadow;
const auto& fbo = shadow.framebuffer;
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
glm::ivec4 viewport{0, 0, fbo->getWidth(), fbo->getHeight()};
batch.setViewportTransform(viewport);
batch.setStateScissorRect(viewport);
batch.setFramebuffer(fbo);
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(1.0, 1.0, 1.0), 1.0), 1.0, 0, true);
batch.setProjectionTransform(shadow.getProjection());
batch.setViewTransform(shadow.getView());
renderShapes(sceneContext, renderContext, _shapePlumber, inItems);
args->_batch = nullptr;
});
}
RenderShadowTask::RenderShadowTask() : Task() {
// Prepare the ShapePipeline
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
{
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
shapePlumber->addPipeline(
ShapeKey::Filter::Builder().withoutSkinned(),
modelProgram, state);
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
auto skinPixel = gpu::Shader::createPixel(std::string(skin_model_shadow_frag));
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
shapePlumber->addPipeline(
ShapeKey::Filter::Builder().withSkinned(),
skinProgram, state);
}
// CPU: Fetch shadow-casting opaques
addJob<FetchItems>("FetchShadowMap");
// CPU: Cull against KeyLight frustum (nearby viewing camera)
addJob<CullItems<RenderDetails::SHADOW_ITEM>>("CullShadowMap", _jobs.back().getOutput());
// CPU: Sort front to back
addJob<DepthSortItems>("DepthSortShadowMap", _jobs.back().getOutput());
// GPU: Render to shadow map
addJob<RenderShadowMap>("RenderShadowMap", _jobs.back().getOutput(), shapePlumber);
}
void RenderShadowTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(sceneContext);
RenderArgs* args = renderContext->getArgs();
// sanity checks
if (!sceneContext->_scene || !args) {
return;
}
// TODO: If we're not using the global keylight, bail
const auto& lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
const auto globalLight = lightStage.lights[0];
// If the global light is not set, bail
if (!globalLight) {
return;
}
ViewFrustum* viewFrustum = args->_viewFrustum;
const auto nearClip = viewFrustum->getNearClip();
globalLight->shadow.setKeylightFrustum(viewFrustum, nearClip - 1, nearClip + 20);
// Set the keylight frustum
args->_viewFrustum = globalLight->shadow.getFrustum().get();
for (auto job : _jobs) {
job.run(sceneContext, renderContext);
}
// Reset the view frustum
args->_viewFrustum = viewFrustum;
};

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//
// RenderShadowTask.h
// render-utils/src/
//
// Created by Zach Pomerantz on 1/7/2016.
// Copyright 2016 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_RenderShadowTask_h
#define hifi_RenderShadowTask_h
#include <gpu/Framebuffer.h>
#include <gpu/Pipeline.h>
#include <render/Scene.h>
#include <render/DrawTask.h>
class ViewFrustum;
class RenderShadowMap {
public:
RenderShadowMap(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
const render::ItemIDsBounds& inItems);
using JobModel = render::Task::Job::ModelI<RenderShadowMap, render::ItemIDsBounds>;
protected:
render::ShapePlumberPointer _shapePlumber;
};
class RenderShadowTask : public render::Task {
public:
RenderShadowTask();
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
};
#endif // hifi_RenderShadowTask_h

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@ -28,6 +28,7 @@ void renderShapes(const SceneContextPointer& sceneContext, const RenderContextPo
class FetchItems {
public:
typedef std::function<void (const RenderContextPointer& context, int count)> ProbeNumItems;
FetchItems() {}
FetchItems(const ProbeNumItems& probe): _probeNumItems(probe) {}
FetchItems(const ItemFilter& filter, const ProbeNumItems& probe): _filter(filter), _probeNumItems(probe) {}