// // 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 #include #include #include #include #include #include "DebugDeferredBuffer.h" #include "DeferredLightingEffect.h" #include "FramebufferCache.h" #include "HitEffect.h" #include "TextureCache.h" #include "render/DrawStatus.h" #include "AmbientOcclusionEffect.h" #include "AntialiasingEffect.h" #include "overlay3D_vert.h" #include "overlay3D_frag.h" #include "drawOpaqueStencil_frag.h" using namespace render; void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { DependencyManager::get()->prepare(renderContext->getArgs()); } void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { DependencyManager::get()->render(renderContext->getArgs()); } void ToneMappingDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { PerformanceTimer perfTimer("ToneMappingDeferred"); _toneMappingEffect.render(renderContext->getArgs()); } RenderDeferredTask::RenderDeferredTask() : Task() { // CPU only, create the list of renderedOpaques items _jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque", FetchItems([](const RenderContextPointer& context, int count) { context->getItemsConfig().opaque.numFeed = count; }) ))); _jobs.push_back(Job(new CullItemsOpaque::JobModel("CullOpaque", _jobs.back().getOutput()))); _jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput()))); auto& renderedOpaques = _jobs.back().getOutput(); // CPU only, create the list of renderedTransparents items _jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent", FetchItems(ItemFilter::Builder::transparentShape().withoutLayered(), [](const RenderContextPointer& context, int count) { context->getItemsConfig().transparent.numFeed = count; }) ))); _jobs.push_back(Job(new CullItemsTransparent::JobModel("CullTransparent", _jobs.back().getOutput()))); _jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false)))); auto& renderedTransparents = _jobs.back().getOutput(); // GPU Jobs: Start preparing the deferred and lighting buffer _jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred"))); // Render opaque objects in DeferredBuffer _jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", renderedOpaques))); // Once opaque is all rendered create stencil background _jobs.push_back(Job(new DrawStencilDeferred::JobModel("DrawOpaqueStencil"))); // Use Stencil and start drawing background in Lighting buffer _jobs.push_back(Job(new DrawBackgroundDeferred::JobModel("DrawBackgroundDeferred"))); // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. _jobs.push_back(Job(new DrawLight::JobModel("DrawLight"))); // DeferredBuffer is complete, now let's shade it into the LightingBuffer _jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred"))); // AO job, to be revisited _jobs.push_back(Job(new AmbientOcclusion::JobModel("AmbientOcclusion"))); _jobs.back().setEnabled(false); _occlusionJobIndex = (int)_jobs.size() - 1; // AA job to be revisited _jobs.push_back(Job(new Antialiasing::JobModel("Antialiasing"))); _jobs.back().setEnabled(false); _antialiasingJobIndex = (int)_jobs.size() - 1; // Render transparent objects forward in LigthingBuffer _jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", renderedTransparents))); // Lighting Buffer ready for tone mapping _jobs.push_back(Job(new ToneMappingDeferred::JobModel("ToneMapping"))); _toneMappingJobIndex = (int)_jobs.size() - 1; // Debugging Deferred buffer job _jobs.push_back(Job(new DebugDeferredBuffer::JobModel("DebugDeferredBuffer"))); _jobs.back().setEnabled(false); _drawDebugDeferredBufferIndex = (int)_jobs.size() - 1; // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatsuJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get()->getImageTexture(iconMapPath); _jobs.push_back(Job(new render::DrawStatus::JobModel("DrawStatus", renderedOpaques, DrawStatus(statusIconMap)))); _jobs.back().setEnabled(false); _drawStatusJobIndex = (int)_jobs.size() - 1; } _jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D"))); _jobs.push_back(Job(new HitEffect::JobModel("HitEffect"))); _jobs.back().setEnabled(false); _drawHitEffectJobIndex = (int)_jobs.size() -1; // Give ourselves 3 frmaes of timer queries _timerQueries.push_back(std::make_shared()); _timerQueries.push_back(std::make_shared()); _timerQueries.push_back(std::make_shared()); _currentTimerQueryIndex = 0; } 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->getArgs() && renderContext->getArgs()->_viewFrustum)) { return; } // Make sure we turn the deferred buffer debug on/off setDrawDebugDeferredBuffer(renderContext->_deferredDebugMode); // Make sure we turn the displayItemStatus on/off setDrawItemStatus(renderContext->getDrawStatus()); // Make sure we display hit effect on screen, as desired from a script setDrawHitEffect(renderContext->getDrawHitEffect()); // TODO: turn on/off AO through menu item setOcclusionStatus(renderContext->getOcclusionStatus()); setAntialiasingStatus(renderContext->getFxaaStatus()); setToneMappingExposure(renderContext->getTone().exposure); setToneMappingToneCurve(renderContext->getTone().toneCurve); renderContext->getArgs()->_context->syncCache(); for (auto job : _jobs) { job.run(sceneContext, renderContext); } }; void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); RenderArgs* args = renderContext->getArgs(); gpu::doInBatch(args->_context, [=](gpu::Batch& batch) { batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); args->_batch = &batch; auto& opaque = renderContext->getItemsConfig().opaque; opaque.numDrawn = (int)inItems.size(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); { const float OPAQUE_ALPHA_THRESHOLD = 0.5f; args->_alphaThreshold = OPAQUE_ALPHA_THRESHOLD; } renderItems(sceneContext, renderContext, inItems, opaque.maxDrawn); args->_batch = nullptr; }); } void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); RenderArgs* args = renderContext->getArgs(); gpu::doInBatch(args->_context, [=](gpu::Batch& batch) { batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); args->_batch = &batch; auto& transparent = renderContext->getItemsConfig().transparent; transparent.numDrawn = (int)inItems.size(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f; args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD; renderItems(sceneContext, renderContext, inItems, transparent.maxDrawn); args->_batch = nullptr; }); } gpu::PipelinePointer DrawOverlay3D::_opaquePipeline; const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() { if (!_opaquePipeline) { auto vs = gpu::Shader::createVertex(std::string(overlay3D_vert)); auto ps = gpu::Shader::createPixel(std::string(overlay3D_frag)); auto program = gpu::Shader::createProgram(vs, ps); auto state = std::make_shared(); state->setDepthTest(false); // additive blending state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE); _opaquePipeline = gpu::Pipeline::create(program, state); } return _opaquePipeline; } void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_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); } } auto& overlay3D = renderContext->getItemsConfig().overlay3D; overlay3D.numFeed = (int)inItems.size(); overlay3D.numDrawn = (int)inItems.size(); if (!inItems.empty()) { RenderArgs* args = renderContext->getArgs(); // Clear the framebuffer without stereo // Needs to be distinct from the other batch because using the clear call // while stereo is enabled triggers a warning { gpu::Batch batch; batch.enableStereo(false); batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true); args->_context->render(batch); } // Render the items gpu::doInBatch(args->_context, [=](gpu::Batch& batch) { args->_batch = &batch; args->_whiteTexture = DependencyManager::get()->getWhiteTexture(); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.setPipeline(getOpaquePipeline()); batch.setResourceTexture(0, args->_whiteTexture); renderItems(sceneContext, renderContext, inItems, renderContext->getItemsConfig().overlay3D.maxDrawn); }); args->_batch = nullptr; args->_whiteTexture.reset(); } } gpu::PipelinePointer DrawStencilDeferred::_opaquePipeline; const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() { if (!_opaquePipeline) { const gpu::int8 STENCIL_OPAQUE = 1; auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS(); auto ps = gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag)); auto program = gpu::Shader::createProgram(vs, ps); gpu::Shader::makeProgram((*program)); auto state = std::make_shared(); state->setDepthTest(true, false, gpu::LESS_EQUAL); state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE)); state->setColorWriteMask(0); _opaquePipeline = gpu::Pipeline::create(program, state); } return _opaquePipeline; } void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); // from the touched pixel generate the stencil buffer RenderArgs* args = renderContext->getArgs(); doInBatch(args->_context, [=](gpu::Batch& batch) { args->_batch = &batch; auto deferredFboColorDepthStencil = DependencyManager::get()->getDeferredFramebufferDepthColor(); batch.enableStereo(false); batch.setFramebuffer(deferredFboColorDepthStencil); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.setPipeline(getOpaquePipeline()); batch.draw(gpu::TRIANGLE_STRIP, 4); batch.setResourceTexture(0, nullptr); }); args->_batch = nullptr; } void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->getArgs()); assert(renderContext->getArgs()->_viewFrustum); // render backgrounds auto& scene = sceneContext->_scene; auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background()); ItemIDsBounds inItems; inItems.reserve(items.size()); for (auto id : items) { inItems.emplace_back(id); } RenderArgs* args = renderContext->getArgs(); doInBatch(args->_context, [=](gpu::Batch& batch) { args->_batch = &batch; auto lightingFBO = DependencyManager::get()->getLightingFramebuffer(); batch.enableSkybox(true); batch.setFramebuffer(lightingFBO); batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); glm::mat4 projMat; Transform viewMat; args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); renderItems(sceneContext, renderContext, inItems); }); args->_batch = nullptr; } void RenderDeferredTask::setToneMappingExposure(float exposure) { if (_toneMappingJobIndex >= 0) { _jobs[_toneMappingJobIndex].edit()._toneMappingEffect.setExposure(exposure); } } float RenderDeferredTask::getToneMappingExposure() const { if (_toneMappingJobIndex >= 0) { return _jobs[_toneMappingJobIndex].get()._toneMappingEffect.getExposure(); } else { return 0.0f; } } void RenderDeferredTask::setToneMappingToneCurve(int toneCurve) { if (_toneMappingJobIndex >= 0) { _jobs[_toneMappingJobIndex].edit()._toneMappingEffect.setToneCurve((ToneMappingEffect::ToneCurve)toneCurve); } } int RenderDeferredTask::getToneMappingToneCurve() const { if (_toneMappingJobIndex >= 0) { return _jobs[_toneMappingJobIndex].get()._toneMappingEffect.getToneCurve(); } else { return 0.0f; } }