// // RenderDeferredTask.cpp // render-utils/src/ // // Created by Sam Gateau on 5/29/15. // Copyright 20154 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 "RenderDeferredTask.h" #include "gpu/Batch.h" #include "gpu/Context.h" #include "DeferredLightingEffect.h" #include "ViewFrustum.h" #include "RenderArgs.h" #include "TextureCache.h" #include #include "overlay3D_vert.h" #include "overlay3D_frag.h" using namespace render; void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { DependencyManager::get()->prepare(renderContext->args); } void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { DependencyManager::get()->render(renderContext->args); } void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("ResolveDeferred"); DependencyManager::get()->copyBack(renderContext->args); } RenderDeferredTask::RenderDeferredTask() : Task() { _jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred"))); _jobs.push_back(Job(new DrawBackground::JobModel("DrawBackground"))); _jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque", FetchItems( [] (const RenderContextPointer& context, int count) { context->_numFeedOpaqueItems = count; } ) ))); _jobs.push_back(Job(new CullItems::JobModel("CullOpaque", _jobs.back().getOutput()))); _jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput()))); _jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput()))); _jobs.push_back(Job(new DrawLight::JobModel("DrawLight"))); _jobs.push_back(Job(new ResetGLState::JobModel())); _jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred"))); _jobs.push_back(Job(new ResolveDeferred::JobModel("ResolveDeferred"))); _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 CullItems::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()))); _jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D"))); _jobs.push_back(Job(new ResetGLState::JobModel())); } RenderDeferredTask::~RenderDeferredTask() { } void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { // sanity checks assert(sceneContext); if (!sceneContext->_scene) { return; } // Is it possible that we render without a viewFrustum ? if (!(renderContext->args && renderContext->args->_viewFrustum)) { return; } renderContext->args->_context->syncCache(); for (auto job : _jobs) { job.run(sceneContext, renderContext); } }; void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) { assert(renderContext->args); assert(renderContext->args->_viewFrustum); RenderArgs* args = renderContext->args; gpu::Batch batch; args->_batch = &batch; renderContext->_numDrawnOpaqueItems = inItems.size(); 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); { GLenum buffers[3]; int bufferCount = 0; buffers[bufferCount++] = GL_COLOR_ATTACHMENT0; buffers[bufferCount++] = GL_COLOR_ATTACHMENT1; buffers[bufferCount++] = GL_COLOR_ATTACHMENT2; batch._glDrawBuffers(bufferCount, buffers); const float OPAQUE_ALPHA_THRESHOLD = 0.5f; args->_alphaThreshold = OPAQUE_ALPHA_THRESHOLD; } renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOpaqueItems); // Before rendering the batch make sure we re in sync with gl state args->_context->syncCache(); renderContext->args->_context->syncCache(); args->_context->render((*args->_batch)); args->_batch = nullptr; } void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) { assert(renderContext->args); assert(renderContext->args->_viewFrustum); auto& renderDetails = renderContext->args->_details; RenderArgs* args = renderContext->args; gpu::Batch batch; args->_batch = &batch; renderContext->_numDrawnTransparentItems = inItems.size(); 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); const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f; { GLenum buffers[3]; int bufferCount = 0; buffers[bufferCount++] = GL_COLOR_ATTACHMENT0; batch._glDrawBuffers(bufferCount, buffers); args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD; } renderItems(sceneContext, renderContext, inItems, 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); } gpu::PipelinePointer DrawOverlay3D::_opaquePipeline; const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() { 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; } void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { 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); } } renderContext->_numFeedOverlay3DItems = inItems.size(); renderContext->_numDrawnOverlay3DItems = inItems.size(); RenderArgs* args = renderContext->args; gpu::Batch batch; args->_batch = &batch; args->_whiteTexture = DependencyManager::get()->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(getOpaquePipeline()); batch.setUniformTexture(0, args->_whiteTexture); if (!inItems.empty()) { batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0); renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems); } // 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(); }