overte/libraries/render-utils/src/RenderHUDLayerTask.cpp
2024-02-24 23:26:34 -08:00

60 lines
2.4 KiB
C++

//
// Created by Sam Gateau on 2019/06/14
// Copyright 2013-2019 High Fidelity, Inc.
// Copyright 2020 Vircadia contributors.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "RenderHUDLayerTask.h"
#include <gpu/Context.h>
#include "RenderCommonTask.h"
using namespace render;
void CompositeHUD::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& inputs) {
assert(renderContext->args);
assert(renderContext->args->_context);
// We do not want to render HUD elements in secondary camera
if (nsightActive() || renderContext->args->_renderMode == RenderArgs::RenderMode::SECONDARY_CAMERA_RENDER_MODE) {
return;
}
// Grab the HUD texture
#if !defined(DISABLE_QML)
gpu::doInBatch("CompositeHUD", renderContext->args->_context, [&](gpu::Batch& batch) {
PROFILE_RANGE_BATCH(batch, "HUD");
batch.setSavedViewProjectionTransform(_transformSlot);
if (inputs) {
batch.setFramebuffer(inputs);
}
if (renderContext->args->_hudOperator) {
renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture);
}
});
#endif
}
void RenderHUDLayerTask::build(JobModel& task, const render::Varying& input, render::Varying& output,
render::ShapePlumberPointer shapePlumber, uint transformSlot) {
const auto& inputs = input.get<Input>();
const auto& primaryFramebuffer = inputs[0];
const auto& lightingModel = inputs[1];
const auto& hudOpaque = inputs[2];
const auto& hudTransparent = inputs[3];
const auto& hazeFrame = inputs[4];
const auto& deferredFrameTransform = inputs[5];
// Composite the HUD and HUD overlays
task.addJob<CompositeHUD>("HUD", primaryFramebuffer, transformSlot);
// And HUD Layer objects
const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
const auto hudOpaquesInputs = DrawLayered3D::Inputs(hudOpaque, deferredFrameTransform, lightingModel, hazeFrame).asVarying();
const auto hudTransparentsInputs = DrawLayered3D::Inputs(hudTransparent, deferredFrameTransform, lightingModel, hazeFrame).asVarying();
task.addJob<DrawLayered3D>("DrawHUDOpaque", hudOpaquesInputs, shapePlumber, true, false, transformSlot);
task.addJob<DrawLayered3D>("DrawHUDTransparent", hudTransparentsInputs, shapePlumber, false, false, transformSlot);
}