overte/libraries/render-utils/src/RenderDeferredTask.cpp

255 lines
9.2 KiB
C++
Executable file

//
// 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 "render/DrawStatus.h"
#include <PerfStat.h>
#include "overlay3D_vert.h"
#include "overlay3D_frag.h"
using namespace render;
void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->args);
}
void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
DependencyManager::get<DeferredLightingEffect>()->render(renderContext->args);
}
void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("ResolveDeferred");
DependencyManager::get<DeferredLightingEffect>()->copyBack(renderContext->args);
}
RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(new DrawBackground::JobModel("DrawBackground")));
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
_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())));
auto& renderedOpaques = _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 render::DrawStatus::JobModel("DrawStatus", renderedOpaques)));
_jobs.back().setEnabled(false);
_drawStatusJobIndex = _jobs.size() - 1;
_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
_jobs.push_back(Job(new ResetGLState::JobModel()));
// Give ourselves 3 frmaes of timer queries
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));
_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->args && renderContext->args->_viewFrustum)) {
return;
}
// Make sure we turn the displayItemStatus on/off
setDrawItemStatus(renderContext->_drawItemStatus);
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.preScale(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);
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;
}
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 = std::make_shared<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<TextureCache>()->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.setResourceTexture(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();
}