overte/libraries/render-utils/src/RenderDeferredTask.cpp
ksuprynowicz d09a927a82
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Merge pull request #1358 from overte-org/fix/TAA_transparencies
Fix for blurry/noisy transparencies on TAA
2025-03-14 19:06:01 +01:00

596 lines
30 KiB
C++

//
// RenderDeferredTask.cpp
// render-utils/src/
//
// Created by Sam Gateau on 5/29/15.
// Copyright 2016 High Fidelity, Inc.
// Copyright 2024 Overte e.V.
//
// 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 <QtCore/qglobal.h>
#include <DependencyManager.h>
#include <PerfStat.h>
#include <PathUtils.h>
#include <ViewFrustum.h>
#include <gpu/Context.h>
#include <graphics/ShaderConstants.h>
#include <shaders/Shaders.h>
#include <render/CullTask.h>
#include <render/FilterTask.h>
#include <render/SortTask.h>
#include <render/DrawTask.h>
#include <render/DrawStatus.h>
#include <render/DrawSceneOctree.h>
#include <render/BlurTask.h>
#include "RenderHifi.h"
#include "render-utils/ShaderConstants.h"
#include "RenderCommonTask.h"
#include "LightingModel.h"
#include "StencilMaskPass.h"
#include "DebugDeferredBuffer.h"
#include "DeferredFramebuffer.h"
#include "DeferredLightingEffect.h"
#include "SurfaceGeometryPass.h"
#include "FramebufferCache.h"
#include "TextureCache.h"
#include "ZoneRenderer.h"
#include "FadeEffect.h"
#include "BloomStage.h"
#include "RenderUtilsLogging.h"
#include "RenderHUDLayerTask.h"
#include "AmbientOcclusionEffect.h"
#include "AntialiasingEffect.h"
#include "ToneMapAndResampleTask.h"
#include "SubsurfaceScattering.h"
#include "DrawHaze.h"
#include "BloomEffect.h"
#include "HighlightEffect.h"
#include <sstream>
using namespace render;
extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter);
extern void initForwardPipelines(render::ShapePlumber& plumber);
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;
}
class RenderDeferredTaskDebug {
public:
using ExtraBuffers = render::VaryingSet5<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, gpu::BufferView, SubsurfaceScatteringResourcePointer>;
using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output,
AssembleLightingStageTask::Output, LightClusteringPass::Output,
PrepareDeferred::Outputs, ExtraBuffers, GenerateDeferredFrameTransform::Output,
LightingModel, Antialiasing::Outputs>;
using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>;
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, uint mainViewTransformSlot);
};
void RenderDeferredTask::configure(const Config& config) {
// Propagate resolution scale to sub jobs who need it
auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred");
assert(preparePrimaryBufferConfig);
preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);
}
void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint transformOffset, size_t depth) {
// Prepare the ShapePipelines
static ShapePlumberPointer shapePlumberDeferred = std::make_shared<ShapePlumber>();
static ShapePlumberPointer shapePlumberForward = std::make_shared<ShapePlumber>();
static std::once_flag once;
std::call_once(once, [] {
initDeferredPipelines(*shapePlumberDeferred, FadeEffect::getBatchSetter(), FadeEffect::getItemUniformSetter());
initForwardPipelines(*shapePlumberForward);
});
uint backgroundViewTransformSlot = render::RenderEngine::TS_BACKGROUND_VIEW + transformOffset;
uint mainViewTransformSlot = render::RenderEngine::TS_MAIN_VIEW + transformOffset;
const auto& inputs = input.get<Input>();
// Separate the fetched items
const auto& fetchedItems = inputs.get0();
const auto& items = fetchedItems.get0();
// Extract opaques / transparents / lights / metas / layered / background
const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
const auto& mirrors = items[RenderFetchCullSortTask::MIRROR];
const auto& simulateItems = items[RenderFetchCullSortTask::SIMULATE];
const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
// Lighting model comes next, the big configuration of the view
const auto& lightingModel = inputs[1];
// Extract the Lighting Stages Current frame ( and zones)
const auto& lightingStageInputs = inputs.get2();
// Fetch the current frame stacks from all the stages
const auto currentStageFrames = lightingStageInputs.get0();
const auto lightFrame = currentStageFrames[0];
const auto backgroundFrame = currentStageFrames[1];
const auto& hazeFrame = currentStageFrames[2];
const auto& bloomFrame = currentStageFrames[3];
const auto& tonemappingFrame = currentStageFrames[4];
const auto& ambientOcclusionFrame = currentStageFrames[5];
// Shadow Task Outputs
const auto& shadowTaskOutputs = inputs.get3();
// Shadow Stage Frame
const auto shadowFrame = shadowTaskOutputs[1];
const auto antialiasingMode = task.addJob<AntialiasingSetup>("AntialiasingSetup");
// GPU jobs: Start preparing the primary, deferred and lighting buffer
const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred");
// Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", mainViewTransformSlot);
const auto prepareDeferredInputs = PrepareDeferred::Inputs(scaledPrimaryFramebuffer, lightingModel).asVarying();
const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
const auto mainTargetFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(2);
if (depth == 0) {
const auto simulateInputs = RenderSimulateTask::Inputs(simulateItems, mainTargetFramebuffer).asVarying();
task.addJob<RenderSimulateTask>("RenderSimulation", simulateInputs);
}
// draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer);
// Render opaque objects in DeferredBuffer
const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, deferredFrameTransform).asVarying();
task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumberDeferred, mainViewTransformSlot);
if (depth < RenderMirrorTask::MAX_MIRROR_DEPTH) {
const auto mirrorInputs = RenderMirrorTask::Inputs(mirrors, mainTargetFramebuffer).asVarying();
for (size_t i = 0; i < RenderMirrorTask::MAX_MIRRORS_PER_LEVEL; i++) {
task.addJob<RenderMirrorTask>("RenderMirrorTask" + std::to_string(i) + "Depth" + std::to_string(depth), mirrorInputs, i, cullFunctor, transformOffset, depth);
}
}
// Opaque all rendered
// Linear Depth Pass
const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);
// Curvature pass
const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();
const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);
const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);
const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);
const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);
// Simply update the scattering resource
const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering");
// AO job
const auto ambientOcclusionInputs = AmbientOcclusionEffect::Input(lightingModel, deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionFrame).asVarying();
const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(0);
const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(1);
// Light Clustering
// Create the cluster grid of lights, cpu job for now
const auto lightClusteringPassInputs = LightClusteringPass::Input(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying();
const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
const auto extraDeferredBuffer = RenderDeferred::ExtraDeferredBuffer(surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying();
const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, extraDeferredBuffer, lightingModel, lightClusters, lightFrame, shadowFrame, hazeFrame).asVarying();
task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame, hazeFrame).asVarying();
task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs, backgroundViewTransformSlot);
const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame));
task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs, depth > 0);
// Render transparent objects forward in LightingBuffer
const auto transparentsInputs = RenderTransparentDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, shadowFrame, deferredFrameTransform, deferredFramebuffer).asVarying();
task.addJob<RenderTransparentDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumberDeferred, mainViewTransformSlot);
// Highlight
const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform).asVarying();
task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs, mainViewTransformSlot);
// Layered Over (in front)
const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, deferredFrameTransform, lightingModel, hazeFrame).asVarying();
task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, shapePlumberForward, true, true, mainViewTransformSlot);
const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, deferredFrameTransform, lightingModel, hazeFrame).asVarying();
task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, shapePlumberForward, false, true, mainViewTransformSlot);
// AA job before bloom to limit flickering
const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, antialiasingMode).asVarying();
const auto antialiasingIntensityTexture = task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
// Add bloom
const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame, lightingModel).asVarying();
task.addJob<BloomEffect>("Bloom", bloomInputs);
const auto destFramebuffer = static_cast<gpu::FramebufferPointer>(nullptr);
// Lighting Buffer ready for tone mapping
const auto toneMappingInputs = ToneMapAndResample::Input(lightingFramebuffer, destFramebuffer, tonemappingFrame).asVarying();
const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapping", toneMappingInputs);
// Debugging task is happening in the "over" layer after tone mapping and just before HUD
if (depth == 0) { // Debug the bounds of the rendered items, still look at the zbuffer
const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionUniforms, scatteringResource);
const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, shadowTaskOutputs, lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers,
deferredFrameTransform, lightingModel, antialiasingIntensityTexture).asVarying();
task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs, mainViewTransformSlot);
}
// HUD Layer
const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(toneMappedBuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame, deferredFrameTransform).asVarying();
task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs, shapePlumberForward, mainViewTransformSlot);
}
void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs, uint mainViewTransformSlot) {
const auto& inputs = input.get<Input>();
// RenderFetchCullSortTask out
const auto& fetchCullSortTaskOut = inputs.get0();
const auto& items = fetchCullSortTaskOut.get0();
// Extract opaques / transparents / lights / metas / layered / background
const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
const auto& lights = items[RenderFetchCullSortTask::LIGHT];
const auto& metas = items[RenderFetchCullSortTask::META];
const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
const auto& spatialSelection = fetchCullSortTaskOut[1];
// RenderShadowTask out
const auto& shadowOut = inputs.get1();
const auto& renderShadowTaskOut = shadowOut[0];
const auto& shadowFrame = shadowOut[1];
// Extract the Lighting Stages Current frame ( and zones)
const auto lightingStageInputs = inputs.get2();
// Fetch the current frame stacks from all the stages
const auto stageCurrentFrames = lightingStageInputs[0];
const auto lightFrame = stageCurrentFrames[0];
const auto backgroundFrame = stageCurrentFrames[1];
const auto hazeFrame = stageCurrentFrames[2];
const auto bloomFrame = stageCurrentFrames[3];
// Zones
const auto& zones = lightingStageInputs[1];
// Light CLuster
const auto& lightClusters = inputs[3];
// PrepareDeferred out
const auto& prepareDeferredOutputs = inputs.get4();
const auto& deferredFramebuffer = prepareDeferredOutputs[0];
// extraDeferredBuffer
const auto& extraDeferredBuffer = inputs.get5();
const auto& linearDepthTarget = extraDeferredBuffer[0];
const auto& surfaceGeometryFramebuffer = extraDeferredBuffer[1];
const auto& ambientOcclusionFramebuffer = extraDeferredBuffer[2];
const auto& ambientOcclusionUniforms = extraDeferredBuffer[3];
const auto& scatteringResource = extraDeferredBuffer[4];
// GenerateDeferredFrameTransform out
const auto& deferredFrameTransform = inputs[6];
// Lighting Model out
const auto& lightingModel = inputs[7];
// Antialiasing out
const auto& antialiasingIntensityTexture = inputs[8];
// Light Cluster Grid Debuging job
{
const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget, lightClusters).asVarying();
task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs, mainViewTransformSlot);
}
{ // Debug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas, mainViewTransformSlot);
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques, mainViewTransformSlot);
task.addJob<DrawBounds>("DrawTransparentBounds", transparents, mainViewTransformSlot);
task.addJob<DrawBounds>("DrawLightBounds", lights, mainViewTransformSlot);
task.addJob<DrawBounds>("DrawZones", zones, mainViewTransformSlot);
const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums", shadowFrame);
const auto viewFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::VIEW_FRUSTUM);
task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f));
for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) {
const auto shadowFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i);
float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1);
char jobName[64];
sprintf(jobName, "DrawShadowFrustum%d", i);
task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f));
if (!renderShadowTaskOut.isNull()) {
const auto& shadowCascadeSceneBBoxes = renderShadowTaskOut.get<RenderShadowTask::CascadeBoxes>();
const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i];
sprintf(jobName, "DrawShadowBBox%d", i);
task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f));
}
}
}
{ // Debug Selection...
// TODO: It s busted
// Select items that need to be outlined and show them
const auto selectionBaseName = "contextOverlayHighlightList";
const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying();
const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionBaseName);
const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying();
const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionBaseName);
const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying();
const auto selectedItems = task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionBaseName);
// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems, mainViewTransformSlot);
}
{ // Debug the bounds of the layered objects, still look at the zbuffer
task.addJob<DrawBounds>("DrawInFrontOpaqueBounds", inFrontOpaque, mainViewTransformSlot);
task.addJob<DrawBounds>("DrawInFrontTransparentBounds", inFrontTransparent, mainViewTransformSlot);
}
{ // Debug the bounds of the layered objects, still look at the zbuffer
task.addJob<DrawBounds>("DrawHUDOpaqueBounds", hudOpaque, mainViewTransformSlot);
task.addJob<DrawBounds>("DrawHUDTransparentBounds", hudTransparent, mainViewTransformSlot);
}
// Debugging stages
{
// Debugging Deferred buffer job
const auto debugFramebuffers = DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, deferredFrameTransform, shadowFrame, antialiasingIntensityTexture).asVarying();
task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers, mainViewTransformSlot);
const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying();
task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();
task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
// Scene Octree Debugging job
{
task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection, mainViewTransformSlot);
task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection, mainViewTransformSlot);
}
// Status icon rendering job
{
// Grab a texture map representing the different status icons and assign that to the drawStatusJob
static gpu::TexturePointer statusIconMap;
static std::once_flag once;
std::call_once(once, [] {
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
statusIconMap =
DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE);
});
task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap, mainViewTransformSlot));
}
const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
}
}
gpu::FramebufferPointer PreparePrimaryFramebuffer::createFramebuffer(const char* name, const glm::uvec2& frameSize) {
gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name));
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto primaryColorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
framebuffer->setRenderBuffer(0, primaryColorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
auto primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
framebuffer->setDepthStencilBuffer(primaryDepthTexture, depthFormat);
return framebuffer;
}
void PreparePrimaryFramebuffer::configure(const Config& config) {
_resolutionScale = config.getResolutionScale();
}
void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, Output& primaryFramebuffer) {
glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w);
glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale);
// Resizing framebuffers instead of re-building them seems to cause issues with threaded
// rendering
if (!_primaryFramebuffer || _primaryFramebuffer->getSize() != scaledFrameSize) {
_primaryFramebuffer = createFramebuffer("deferredPrimary", scaledFrameSize);
}
primaryFramebuffer = _primaryFramebuffer;
// Set viewport for the rest of the scaled passes
renderContext->args->_viewport.z = scaledFrameSize.x;
renderContext->args->_viewport.w = scaledFrameSize.y;
}
void RenderTransparentDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
const auto& inItems = inputs.get0();
const auto& hazeFrame = inputs.get1();
const auto& lightFrame = inputs.get2();
const auto& lightingModel = inputs.get3();
const auto& lightClusters = inputs.get4();
// Not needed yet: const auto& shadowFrame = inputs.get5();
const auto& deferredFrameTransform = inputs.get6();
auto &deferredFramebuffer = inputs.get7();
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
RenderArgs* args = renderContext->args;
gpu::doInBatch("RenderTransparentDeferred::run", args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
batch.setFramebuffer(deferredFramebuffer->getLightingFramebuffer());
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setProjectionJitterEnabled(true);
batch.setSavedViewProjectionTransform(_transformSlot);
// Setup lighting model for all items;
batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());
batch.setUniformBuffer(ru::Buffer::DeferredFrameTransform, deferredFrameTransform->getFrameTransformBuffer());
// Set the light
deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame);
deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters);
// Setup haze if current zone has haze
const auto& hazeStage = args->_scene->getStage<HazeStage>();
if (hazeStage && hazeFrame->_elements.size() > 0) {
const auto& hazePointer = hazeStage->getElement(hazeFrame->_elements.front());
if (hazePointer) {
batch.setUniformBuffer(graphics::slot::buffer::Buffer::HazeParams, hazePointer->getHazeParametersBuffer());
}
}
// From the lighting model define a global shapKey ORED with individiual keys
ShapeKey::Builder keyBuilder;
if (lightingModel->isWireframeEnabled()) {
keyBuilder.withWireframe();
}
ShapeKey globalKey = keyBuilder.build();
args->_globalShapeKey = globalKey._flags.to_ulong();
renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
args->_batch = nullptr;
args->_globalShapeKey = 0;
deferredLightingEffect->unsetLocalLightsBatch(batch);
deferredLightingEffect->unsetKeyLightBatch(batch);
});
config->setNumDrawn((int)inItems.size());
}
void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
const auto& inItems = inputs.get0();
const auto& lightingModel = inputs.get1();
const auto deferredFrameTransform = inputs.get2();
RenderArgs* args = renderContext->args;
gpu::doInBatch("DrawStateSortDeferred::run", args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setProjectionJitterEnabled(true);
batch.setSavedViewProjectionTransform(_transformSlot);
// Setup lighting model for all items;
batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());
batch.setUniformBuffer(ru::Buffer::DeferredFrameTransform, deferredFrameTransform->getFrameTransformBuffer());
// From the lighting model define a global shapeKey ORED with individiual keys
ShapeKey::Builder keyBuilder;
if (lightingModel->isWireframeEnabled()) {
keyBuilder.withWireframe();
}
ShapeKey globalKey = keyBuilder.build();
args->_globalShapeKey = globalKey._flags.to_ulong();
if (_stateSort) {
renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
} else {
renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
}
args->_batch = nullptr;
args->_globalShapeKey = 0;
});
config->setNumDrawn((int)inItems.size());
}
void SetSeparateDeferredDepthBuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
const auto deferredFramebuffer = inputs->getDeferredFramebuffer();
const auto frameSize = deferredFramebuffer->getSize();
const auto renderbufferCount = deferredFramebuffer->getNumRenderBuffers();
if (!_framebuffer || _framebuffer->getSize() != frameSize || _framebuffer->getNumRenderBuffers() != renderbufferCount) {
auto depthFormat = deferredFramebuffer->getDepthStencilBufferFormat();
auto depthStencilTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y));
_framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("deferredFramebufferSeparateDepth"));
_framebuffer->setDepthStencilBuffer(depthStencilTexture, depthFormat);
for (decltype(deferredFramebuffer->getNumRenderBuffers()) i = 0; i < renderbufferCount; i++) {
_framebuffer->setRenderBuffer(i, deferredFramebuffer->getRenderBuffer(i));
}
}
RenderArgs* args = renderContext->args;
gpu::doInBatch("SetSeparateDeferredDepthBuffer::run", args->_context, [this](gpu::Batch& batch) {
batch.setFramebuffer(_framebuffer);
});
}