// // RenderPipelines.cpp // render-utils/src/ // // Created by Zach Pomerantz on 1/28/2016. // 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 "RenderPipelines.h" #include #include #include #include #include #include #include "render-utils/ShaderConstants.h" #include "StencilMaskPass.h" #include "DeferredLightingEffect.h" #include "TextureCache.h" using namespace render; using namespace std::placeholders; namespace ru { using render_utils::slot::texture::Texture; using render_utils::slot::buffer::Buffer; } namespace gr { using graphics::slot::texture::Texture; using graphics::slot::buffer::Buffer; } void initDeferredPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); void initForwardPipelines(ShapePlumber& plumber); void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); void addPlumberPipeline(ShapePlumber& plumber, const ShapeKey& key, int programId, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args); void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args); static bool forceLightBatchSetter{ false }; void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) { using namespace shader::render_utils::program; using Key = render::ShapeKey; auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4); // TODO: Refactor this to use a filter // Opaques addPipeline( Key::Builder().withMaterial(), model, nullptr, nullptr); addPipeline( Key::Builder(), simple_textured, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withUnlit(), model_unlit, nullptr, nullptr); addPipeline( Key::Builder().withUnlit(), simple_textured_unlit, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withTangents(), model_normal_map, nullptr, nullptr); // Same thing but with Fade on addPipeline( Key::Builder().withMaterial().withFade(), model_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withFade(), simple_textured_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withUnlit().withFade(), model_unlit_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withUnlit().withFade(), simple_textured_unlit_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withTangents().withFade(), model_normal_map_fade, batchSetter, itemSetter); // Translucents addPipeline( Key::Builder().withMaterial().withTranslucent(), model_translucent, nullptr, nullptr); addPipeline( Key::Builder().withTranslucent(), simple_transparent_textured, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withTranslucent().withUnlit(), model_translucent_unlit, nullptr, nullptr); addPipeline( Key::Builder().withTranslucent().withUnlit(), simple_transparent_textured_unlit, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withTranslucent().withTangents(), model_translucent_normal_map, nullptr, nullptr); addPipeline( // FIXME: Ignore lightmap for translucents meshpart Key::Builder().withMaterial().withTranslucent().withLightmap(), model_translucent, nullptr, nullptr); // Same thing but with Fade on addPipeline( Key::Builder().withMaterial().withTranslucent().withFade(), model_translucent_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withTranslucent().withFade(), simple_transparent_textured_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withTranslucent().withUnlit().withFade(), model_translucent_unlit_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withTranslucent().withUnlit().withFade(), simple_transparent_textured_unlit_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withTranslucent().withTangents().withFade(), model_translucent_normal_map_fade, batchSetter, itemSetter); addPipeline( // FIXME: Ignore lightmap for translucents meshpart Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(), model_translucent_fade, batchSetter, itemSetter); // Lightmapped addPipeline( Key::Builder().withMaterial().withLightmap(), model_lightmap, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withLightmap().withTangents(), model_lightmap_normal_map, nullptr, nullptr); // Same thing but with Fade on addPipeline( Key::Builder().withMaterial().withLightmap().withFade(), model_lightmap_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withLightmap().withTangents().withFade(), model_lightmap_normal_map_fade, batchSetter, itemSetter); // matrix palette skinned addPipeline( Key::Builder().withMaterial().withDeformed(), deformed_model, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withDeformed().withTangents(), deformed_model_normal_map, nullptr, nullptr); // Same thing but with Fade on addPipeline( Key::Builder().withMaterial().withDeformed().withFade(), deformed_model_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withDeformed().withTangents().withFade(), deformed_model_normal_map_fade, batchSetter, itemSetter); // matrix palette skinned and translucent addPipeline( Key::Builder().withMaterial().withDeformed().withTranslucent(), deformed_model_translucent, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withDeformed().withTranslucent().withTangents(), deformed_model_normal_map_translucent, nullptr, nullptr); // Same thing but with Fade on addPipeline( Key::Builder().withMaterial().withDeformed().withTranslucent().withFade(), deformed_model_translucent_fade, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withDeformed().withTranslucent().withTangents().withFade(), deformed_model_normal_map_translucent_fade, batchSetter, itemSetter); // dual quaternion skinned addPipeline( Key::Builder().withMaterial().withDeformed().withDualQuatSkinned(), deformed_model_dq, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withDeformed().withDualQuatSkinned().withTangents(), deformed_model_normal_map_dq, nullptr, nullptr); // Same thing but with Fade on addPipeline( Key::Builder().withMaterial().withDeformed().withDualQuatSkinned().withFade(), deformed_model_fade_dq, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withDeformed().withDualQuatSkinned().withTangents().withFade(), deformed_model_normal_map_fade_dq, batchSetter, itemSetter); // dual quaternion skinned and translucent addPipeline( Key::Builder().withMaterial().withDeformed().withDualQuatSkinned().withTranslucent(), deformed_model_translucent_dq, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withDeformed().withDualQuatSkinned().withTranslucent().withTangents(), deformed_model_normal_map_translucent_dq, nullptr, nullptr); // Same thing but with Fade on addPipeline( Key::Builder().withMaterial().withDeformed().withDualQuatSkinned().withTranslucent().withFade(), deformed_model_translucent_fade_dq, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withDeformed().withDualQuatSkinned().withTranslucent().withTangents().withFade(), deformed_model_normal_map_translucent_fade_dq, batchSetter, itemSetter); } void initForwardPipelines(ShapePlumber& plumber) { using namespace shader::render_utils; using Key = render::ShapeKey; auto addPipelineBind = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4); // Disable fade on the forward pipeline, all shaders get added twice, once with the fade key and once without auto addPipeline = [&](const ShapeKey& key, int programId) { addPipelineBind(key, programId, nullptr, nullptr); addPipelineBind(Key::Builder(key).withFade(), programId, nullptr, nullptr); }; // Forward pipelines need the lightBatchSetter for opaques and transparents forceLightBatchSetter = true; // Simple Opaques addPipeline(Key::Builder(), program::forward_simple_textured); addPipeline(Key::Builder().withUnlit(), program::forward_simple_textured_unlit); // Simple Translucents addPipeline(Key::Builder().withTranslucent(), program::forward_simple_textured_transparent); addPipeline(Key::Builder().withTranslucent().withUnlit(), program::simple_transparent_textured_unlit); // Opaques addPipeline(Key::Builder().withMaterial(), program::forward_model); addPipeline(Key::Builder().withMaterial().withUnlit(), program::forward_model_unlit); addPipeline(Key::Builder().withMaterial().withTangents(), program::forward_model_normal_map); // Deformed Opaques addPipeline(Key::Builder().withMaterial().withDeformed(), program::forward_deformed_model); addPipeline(Key::Builder().withMaterial().withDeformed().withTangents(), program::forward_deformed_model_normal_map); addPipeline(Key::Builder().withMaterial().withDeformed().withDualQuatSkinned(), program::forward_deformed_model_dq); addPipeline(Key::Builder().withMaterial().withDeformed().withTangents().withDualQuatSkinned(), program::forward_deformed_model_normal_map_dq); // Translucents addPipeline(Key::Builder().withMaterial().withTranslucent(), program::forward_model_translucent); addPipeline(Key::Builder().withMaterial().withTranslucent().withTangents(), program::forward_model_normal_map_translucent); // Deformed Translucents addPipeline(Key::Builder().withMaterial().withDeformed().withTranslucent(), program::forward_deformed_translucent); addPipeline(Key::Builder().withMaterial().withDeformed().withTranslucent().withTangents(), program::forward_deformed_translucent_normal_map); addPipeline(Key::Builder().withMaterial().withDeformed().withTranslucent().withDualQuatSkinned(), program::forward_deformed_translucent_dq); addPipeline(Key::Builder().withMaterial().withDeformed().withTranslucent().withTangents().withDualQuatSkinned(), program::forward_deformed_translucent_normal_map_dq); // FIXME: incorrent pipelines for normal mapped + translucent models forceLightBatchSetter = false; } void addPlumberPipeline(ShapePlumber& plumber, const ShapeKey& key, int programId, const render::ShapePipeline::BatchSetter& extraBatchSetter, const render::ShapePipeline::ItemSetter& itemSetter) { // These key-values' pipelines are added by this functor in addition to the key passed assert(!key.isWireframe()); assert(!key.isDepthBiased()); assert(key.isCullFace()); gpu::ShaderPointer program = gpu::Shader::createProgram(programId); for (int i = 0; i < 8; i++) { bool isCulled = (i & 1); bool isBiased = (i & 2); bool isWireframed = (i & 4); auto state = std::make_shared(); key.isTranslucent() ? PrepareStencil::testMask(*state) : PrepareStencil::testMaskDrawShape(*state); // Depth test depends on transparency state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL); state->setBlendFunction(key.isTranslucent(), gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE); ShapeKey::Builder builder(key); if (!isCulled) { builder.withoutCullFace(); } state->setCullMode(isCulled ? gpu::State::CULL_BACK : gpu::State::CULL_NONE); if (isWireframed) { builder.withWireframe(); state->setFillMode(gpu::State::FILL_LINE); } if (isBiased) { builder.withDepthBias(); state->setDepthBias(1.0f); state->setDepthBiasSlopeScale(1.0f); } auto baseBatchSetter = (forceLightBatchSetter || key.isTranslucent()) ? &lightBatchSetter : &batchSetter; render::ShapePipeline::BatchSetter finalBatchSetter; if (extraBatchSetter) { finalBatchSetter = [baseBatchSetter, extraBatchSetter](const ShapePipeline& pipeline, gpu::Batch& batch, render::Args* args) { baseBatchSetter(pipeline, batch, args); extraBatchSetter(pipeline, batch, args); }; } else { finalBatchSetter = baseBatchSetter; } plumber.addPipeline(builder.build(), program, state, finalBatchSetter, itemSetter); } } void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args) { // Set a default albedo map batch.setResourceTexture(gr::Texture::MaterialAlbedo, DependencyManager::get()->getWhiteTexture()); // Set a default material if (pipeline.locations->materialBufferUnit) { // Create a default schema static bool isMaterialSet = false; static graphics::Material material; if (!isMaterialSet) { material.setAlbedo(vec3(1.0f)); material.setOpacity(1.0f); material.setMetallic(0.1f); material.setRoughness(0.9f); isMaterialSet = true; } // Set a default schema batch.setUniformBuffer(gr::Buffer::Material, material.getSchemaBuffer()); } } void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args) { // Set the batch batchSetter(pipeline, batch, args); // Set the light if (pipeline.locations->keyLightBufferUnit) { DependencyManager::get()->setupKeyLightBatch(args, batch); } } void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state, const render::ShapePipeline::BatchSetter& extraBatchSetter, const render::ShapePipeline::ItemSetter& itemSetter) { using namespace shader::render_utils::program; shapePlumber.addPipeline( ShapeKey::Filter::Builder().withoutDeformed().withoutFade(), gpu::Shader::createProgram(model_shadow), state); shapePlumber.addPipeline( ShapeKey::Filter::Builder().withoutDeformed().withFade(), gpu::Shader::createProgram(model_shadow_fade), state, extraBatchSetter, itemSetter); shapePlumber.addPipeline( ShapeKey::Filter::Builder().withDeformed().withoutDualQuatSkinned().withoutFade(), gpu::Shader::createProgram(deformed_model_shadow), state); shapePlumber.addPipeline( ShapeKey::Filter::Builder().withDeformed().withoutDualQuatSkinned().withFade(), gpu::Shader::createProgram(deformed_model_shadow_fade), state, extraBatchSetter, itemSetter); shapePlumber.addPipeline( ShapeKey::Filter::Builder().withDeformed().withDualQuatSkinned().withoutFade(), gpu::Shader::createProgram(deformed_model_shadow_dq), state); shapePlumber.addPipeline( ShapeKey::Filter::Builder().withDeformed().withDualQuatSkinned().withFade(), gpu::Shader::createProgram(deformed_model_shadow_fade_dq), state, extraBatchSetter, itemSetter); } // FIXME find a better way to setup the default textures void RenderPipelines::bindMaterial(const graphics::MaterialPointer& material, gpu::Batch& batch, bool enableTextures) { if (!material) { return; } auto textureCache = DependencyManager::get(); batch.setUniformBuffer(gr::Buffer::Material, material->getSchemaBuffer()); const auto& materialKey = material->getKey(); const auto& textureMaps = material->getTextureMaps(); int numUnlit = 0; if (materialKey.isUnlit()) { numUnlit++; } const auto& drawMaterialTextures = material->getTextureTable(); // Albedo if (materialKey.isAlbedoMap()) { auto itr = textureMaps.find(graphics::MaterialKey::ALBEDO_MAP); if (enableTextures && itr != textureMaps.end() && itr->second->isDefined()) { drawMaterialTextures->setTexture(gr::Texture::MaterialAlbedo, itr->second->getTextureView()); } else { drawMaterialTextures->setTexture(gr::Texture::MaterialAlbedo, textureCache->getWhiteTexture()); } } // Roughness map if (materialKey.isRoughnessMap()) { auto itr = textureMaps.find(graphics::MaterialKey::ROUGHNESS_MAP); if (enableTextures && itr != textureMaps.end() && itr->second->isDefined()) { drawMaterialTextures->setTexture(gr::Texture::MaterialRoughness, itr->second->getTextureView()); } else { drawMaterialTextures->setTexture(gr::Texture::MaterialRoughness, textureCache->getWhiteTexture()); } } // Normal map if (materialKey.isNormalMap()) { auto itr = textureMaps.find(graphics::MaterialKey::NORMAL_MAP); if (enableTextures && itr != textureMaps.end() && itr->second->isDefined()) { drawMaterialTextures->setTexture(gr::Texture::MaterialNormal, itr->second->getTextureView()); } else { drawMaterialTextures->setTexture(gr::Texture::MaterialNormal, textureCache->getBlueTexture()); } } // Metallic map if (materialKey.isMetallicMap()) { auto itr = textureMaps.find(graphics::MaterialKey::METALLIC_MAP); if (enableTextures && itr != textureMaps.end() && itr->second->isDefined()) { drawMaterialTextures->setTexture(gr::Texture::MaterialMetallic, itr->second->getTextureView()); } else { drawMaterialTextures->setTexture(gr::Texture::MaterialMetallic, textureCache->getBlackTexture()); } } // Occlusion map if (materialKey.isOcclusionMap()) { auto itr = textureMaps.find(graphics::MaterialKey::OCCLUSION_MAP); if (enableTextures && itr != textureMaps.end() && itr->second->isDefined()) { drawMaterialTextures->setTexture(gr::Texture::MaterialOcclusion, itr->second->getTextureView()); } else { drawMaterialTextures->setTexture(gr::Texture::MaterialOcclusion, textureCache->getWhiteTexture()); } } // Scattering map if (materialKey.isScatteringMap()) { auto itr = textureMaps.find(graphics::MaterialKey::SCATTERING_MAP); if (enableTextures && itr != textureMaps.end() && itr->second->isDefined()) { drawMaterialTextures->setTexture(gr::Texture::MaterialScattering, itr->second->getTextureView()); } else { drawMaterialTextures->setTexture(gr::Texture::MaterialScattering, textureCache->getWhiteTexture()); } } // Emissive / Lightmap if (materialKey.isLightmapMap()) { auto itr = textureMaps.find(graphics::MaterialKey::LIGHTMAP_MAP); if (enableTextures && itr != textureMaps.end() && itr->second->isDefined()) { drawMaterialTextures->setTexture(gr::Texture::MaterialEmissiveLightmap, itr->second->getTextureView()); } else { drawMaterialTextures->setTexture(gr::Texture::MaterialEmissiveLightmap, textureCache->getGrayTexture()); } } else if (materialKey.isEmissiveMap()) { auto itr = textureMaps.find(graphics::MaterialKey::EMISSIVE_MAP); if (enableTextures && itr != textureMaps.end() && itr->second->isDefined()) { drawMaterialTextures->setTexture(gr::Texture::MaterialEmissiveLightmap, itr->second->getTextureView()); } else { drawMaterialTextures->setTexture(gr::Texture::MaterialEmissiveLightmap, textureCache->getBlackTexture()); } } batch.setResourceTextureTable(material->getTextureTable()); }