Example #1
0
void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
    assert(renderContext->getArgs());
    assert(renderContext->getArgs()->_viewFrustum);

    RenderArgs* args = renderContext->getArgs();
    gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
        auto framebufferCache = DependencyManager::get<FramebufferCache>();
        QSize framebufferSize = framebufferCache->getFrameBufferSize();
        float fbWidth = framebufferSize.width();
        float fbHeight = framebufferSize.height();
        float sMin = args->_viewport.x / fbWidth;
        float sWidth = args->_viewport.z / fbWidth;
        float tMin = args->_viewport.y / fbHeight;
        float tHeight = args->_viewport.w / fbHeight;


        glm::mat4 projMat;
        Transform viewMat;
        args->_viewFrustum->evalProjectionMatrix(projMat);
        args->_viewFrustum->evalViewTransform(viewMat);
        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat);
        batch.setModelTransform(Transform());

        // Occlusion step
        getOcclusionPipeline();
        batch.setResourceTexture(0, framebufferCache->getPrimaryDepthTexture());
        batch.setResourceTexture(1, framebufferCache->getDeferredNormalTexture());
        _occlusionBuffer->setRenderBuffer(0, _occlusionTexture);
        batch.setFramebuffer(_occlusionBuffer);

        // Occlusion uniforms
        g_scale = 1.0f;
        g_bias = 1.0f;
        g_sample_rad = 1.0f;
        g_intensity = 1.0f;

        // Bind the first gpu::Pipeline we need - for calculating occlusion buffer
        batch.setPipeline(getOcclusionPipeline());
        batch._glUniform1f(_gScaleLoc, g_scale);
        batch._glUniform1f(_gBiasLoc, g_bias);
        batch._glUniform1f(_gSampleRadiusLoc, g_sample_rad);
        batch._glUniform1f(_gIntensityLoc, g_intensity);

        // setup uniforms for unpacking a view-space position from the depth buffer
        // This is code taken from DeferredLightEffect.render() method in DeferredLightingEffect.cpp.
        // DeferredBuffer.slh shows how the unpacking is done and what variables are needed.

        // initialize the view-space unpacking uniforms using frustum data
        float left, right, bottom, top, nearVal, farVal;
        glm::vec4 nearClipPlane, farClipPlane;

        args->_viewFrustum->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);

        float depthScale = (farVal - nearVal) / farVal;
        float nearScale = -1.0f / nearVal;
        float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
        float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
        float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
        float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;

        // now set the position-unpacking unforms
        batch._glUniform1f(_nearLoc, nearVal);
        batch._glUniform1f(_depthScaleLoc, depthScale);
        batch._glUniform2f(_depthTexCoordOffsetLoc, depthTexCoordOffsetS, depthTexCoordOffsetT);
        batch._glUniform2f(_depthTexCoordScaleLoc, depthTexCoordScaleS, depthTexCoordScaleT);

        batch._glUniform2f(_renderTargetResLoc, fbWidth, fbHeight);
        batch._glUniform2f(_renderTargetResInvLoc, 1.0f / fbWidth, 1.0f / fbHeight);

        glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
        glm::vec2 bottomLeft(-1.0f, -1.0f);
        glm::vec2 topRight(1.0f, 1.0f);
        glm::vec2 texCoordTopLeft(0.0f, 0.0f);
        glm::vec2 texCoordBottomRight(1.0f, 1.0f);
        DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);

        // Vertical blur step
        getVBlurPipeline();
        batch.setResourceTexture(0, _occlusionTexture);
        _vBlurBuffer->setRenderBuffer(0, _vBlurTexture);
        batch.setFramebuffer(_vBlurBuffer);

        // Bind the second gpu::Pipeline we need - for calculating blur buffer
        batch.setPipeline(getVBlurPipeline());

        DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);

        // Horizontal blur step
        getHBlurPipeline();
        batch.setResourceTexture(0, _vBlurTexture);
        _hBlurBuffer->setRenderBuffer(0, _hBlurTexture);
        batch.setFramebuffer(_hBlurBuffer);

        // Bind the third gpu::Pipeline we need - for calculating blur buffer
        batch.setPipeline(getHBlurPipeline());

        DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);

        // Blend step
        getBlendPipeline();
        batch.setResourceTexture(0, _hBlurTexture);
        batch.setFramebuffer(framebufferCache->getDeferredFramebuffer());

        // Bind the fourth gpu::Pipeline we need - for blending the primary color buffer with blurred occlusion texture
        batch.setPipeline(getBlendPipeline());

        DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
    });
}
void DeferredLightingEffect::render(const render::RenderContextPointer& renderContext) {
    auto args = renderContext->args;
    gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
        
        // Allocate the parameters buffer used by all the deferred shaders
        if (!_deferredTransformBuffer[0]._buffer) {
            DeferredTransform parameters;
            _deferredTransformBuffer[0] = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(DeferredTransform), (const gpu::Byte*) &parameters));
            _deferredTransformBuffer[1] = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(DeferredTransform), (const gpu::Byte*) &parameters));
        }

        // Framebuffer copy operations cannot function as multipass stereo operations.  
        batch.enableStereo(false);

        // perform deferred lighting, rendering to free fbo
        auto framebufferCache = DependencyManager::get<FramebufferCache>();
        auto textureCache = DependencyManager::get<TextureCache>();
    
        QSize framebufferSize = framebufferCache->getFrameBufferSize();
    
        // binding the first framebuffer
        auto lightingFBO = framebufferCache->getLightingFramebuffer();
        batch.setFramebuffer(lightingFBO);

        batch.setViewportTransform(args->_viewport);
        batch.setStateScissorRect(args->_viewport);

        // Bind the G-Buffer surfaces
        batch.setResourceTexture(DEFERRED_BUFFER_COLOR_UNIT, framebufferCache->getDeferredColorTexture());
        batch.setResourceTexture(DEFERRED_BUFFER_NORMAL_UNIT, framebufferCache->getDeferredNormalTexture());
        batch.setResourceTexture(DEFERRED_BUFFER_EMISSIVE_UNIT, framebufferCache->getDeferredSpecularTexture());
        batch.setResourceTexture(DEFERRED_BUFFER_DEPTH_UNIT, framebufferCache->getPrimaryDepthTexture());

        // FIXME: Different render modes should have different tasks
        if (args->_renderMode == RenderArgs::DEFAULT_RENDER_MODE && _ambientOcclusionEnabled) {
            batch.setResourceTexture(DEFERRED_BUFFER_OBSCURANCE_UNIT, framebufferCache->getOcclusionTexture());
        } else {
            // need to assign the white texture if ao is off
            batch.setResourceTexture(DEFERRED_BUFFER_OBSCURANCE_UNIT, textureCache->getWhiteTexture());
        }

        assert(_lightStage.lights.size() > 0);
        const auto& globalShadow = _lightStage.lights[0]->shadow;

        // Bind the shadow buffer
        batch.setResourceTexture(SHADOW_MAP_UNIT, globalShadow.map);

        // THe main viewport is assumed to be the mono viewport (or the 2 stereo faces side by side within that viewport)
        auto monoViewport = args->_viewport;
        float sMin = args->_viewport.x / (float)framebufferSize.width();
        float sWidth = args->_viewport.z / (float)framebufferSize.width();
        float tMin = args->_viewport.y / (float)framebufferSize.height();
        float tHeight = args->_viewport.w / (float)framebufferSize.height();

        // The view frustum is the mono frustum base
        auto viewFrustum = args->_viewFrustum;

        // Eval the mono projection
        mat4 monoProjMat;
        viewFrustum->evalProjectionMatrix(monoProjMat);

        // The mono view transform
        Transform monoViewTransform;
        viewFrustum->evalViewTransform(monoViewTransform);

        // THe mono view matrix coming from the mono view transform
        glm::mat4 monoViewMat;
        monoViewTransform.getMatrix(monoViewMat);

        // Running in stero ?
        bool isStereo = args->_context->isStereo();
        int numPasses = 1;

        mat4 projMats[2];
        Transform viewTransforms[2];
        ivec4 viewports[2];
        vec4 clipQuad[2];
        vec2 screenBottomLeftCorners[2];
        vec2 screenTopRightCorners[2];
        vec4 fetchTexcoordRects[2];

        DeferredTransform deferredTransforms[2];
        auto geometryCache = DependencyManager::get<GeometryCache>();

        if (isStereo) {
            numPasses = 2;

            mat4 eyeViews[2];
            args->_context->getStereoProjections(projMats);
            args->_context->getStereoViews(eyeViews);

            float halfWidth = 0.5f * sWidth;

            for (int i = 0; i < numPasses; i++) {
                // In stereo, the 2 sides are layout side by side in the mono viewport and their width is half
                int sideWidth = monoViewport.z >> 1;
                viewports[i] = ivec4(monoViewport.x + (i * sideWidth), monoViewport.y, sideWidth, monoViewport.w);

                deferredTransforms[i].projection = projMats[i];

                auto sideViewMat = monoViewMat * glm::inverse(eyeViews[i]);
                viewTransforms[i].evalFromRawMatrix(sideViewMat);
                deferredTransforms[i].viewInverse = sideViewMat;

                deferredTransforms[i].stereoSide = (i == 0 ? -1.0f : 1.0f);

                clipQuad[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight);
                screenBottomLeftCorners[i] = glm::vec2(-1.0f + i * 1.0f, -1.0f);
                screenTopRightCorners[i] = glm::vec2(i * 1.0f, 1.0f);

                fetchTexcoordRects[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight);
            }
        } else {

            viewports[0] = monoViewport;
            projMats[0] = monoProjMat;

            deferredTransforms[0].projection = monoProjMat;
     
            deferredTransforms[0].viewInverse = monoViewMat;
            viewTransforms[0] = monoViewTransform;

            deferredTransforms[0].stereoSide = 0.0f;

            clipQuad[0] = glm::vec4(sMin, tMin, sWidth, tHeight);
            screenBottomLeftCorners[0] = glm::vec2(-1.0f, -1.0f);
            screenTopRightCorners[0] = glm::vec2(1.0f, 1.0f);

            fetchTexcoordRects[0] = glm::vec4(sMin, tMin, sWidth, tHeight);
        }

        auto eyePoint = viewFrustum->getPosition();
        float nearRadius = glm::distance(eyePoint, viewFrustum->getNearTopLeft());


        for (int side = 0; side < numPasses; side++) {
            // Render in this side's viewport
            batch.setViewportTransform(viewports[side]);
            batch.setStateScissorRect(viewports[side]);

            // Sync and Bind the correct DeferredTransform ubo
            _deferredTransformBuffer[side]._buffer->setSubData(0, sizeof(DeferredTransform), (const gpu::Byte*) &deferredTransforms[side]);
            batch.setUniformBuffer(_directionalLightLocations->deferredTransformBuffer, _deferredTransformBuffer[side]);

            glm::vec2 topLeft(-1.0f, -1.0f);
            glm::vec2 bottomRight(1.0f, 1.0f);
            glm::vec2 texCoordTopLeft(clipQuad[side].x, clipQuad[side].y);
            glm::vec2 texCoordBottomRight(clipQuad[side].x + clipQuad[side].z, clipQuad[side].y + clipQuad[side].w);

            // First Global directional light and ambient pass
            {
                auto& program = _shadowMapEnabled ? _directionalLightShadow : _directionalLight;
                LightLocationsPtr locations = _shadowMapEnabled ? _directionalLightShadowLocations : _directionalLightLocations;
                const auto& keyLight = _allocatedLights[_globalLights.front()];

                // Setup the global directional pass pipeline
                {
                    if (_shadowMapEnabled) {
                        if (keyLight->getAmbientMap()) {
                            program = _directionalSkyboxLightShadow;
                            locations = _directionalSkyboxLightShadowLocations;
                        } else {
                            program = _directionalAmbientSphereLightShadow;
                            locations = _directionalAmbientSphereLightShadowLocations;
                        }
                    } else {
                        if (keyLight->getAmbientMap()) {
                            program = _directionalSkyboxLight;
                            locations = _directionalSkyboxLightLocations;
                        } else {
                            program = _directionalAmbientSphereLight;
                            locations = _directionalAmbientSphereLightLocations;
                        }
                    }

                    if (locations->shadowTransformBuffer >= 0) {
                        batch.setUniformBuffer(locations->shadowTransformBuffer, globalShadow.getBuffer());
                    }
                    batch.setPipeline(program);
                }

                { // Setup the global lighting
                    setupKeyLightBatch(batch, locations->lightBufferUnit, SKYBOX_MAP_UNIT);
                }

                {
                    batch.setModelTransform(Transform());
                    batch.setProjectionTransform(glm::mat4());
                    batch.setViewTransform(Transform());

                    glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
                   geometryCache->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
                }

                if (keyLight->getAmbientMap()) {
                    batch.setResourceTexture(SKYBOX_MAP_UNIT, nullptr);
                }
            }

            auto texcoordMat = glm::mat4();
          /*  texcoordMat[0] = glm::vec4(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
            texcoordMat[1] = glm::vec4(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
           */ texcoordMat[0] = glm::vec4(fetchTexcoordRects[side].z / 2.0f, 0.0f, 0.0f, fetchTexcoordRects[side].x + fetchTexcoordRects[side].z / 2.0f);
            texcoordMat[1] = glm::vec4(0.0f, fetchTexcoordRects[side].w / 2.0f, 0.0f, fetchTexcoordRects[side].y + fetchTexcoordRects[side].w / 2.0f);
            texcoordMat[2] = glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
            texcoordMat[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);

            // enlarge the scales slightly to account for tesselation
            const float SCALE_EXPANSION = 0.05f;


            batch.setProjectionTransform(projMats[side]);
            batch.setViewTransform(viewTransforms[side]);

            // Splat Point lights
            if (!_pointLights.empty()) {
                batch.setPipeline(_pointLight);

                batch._glUniformMatrix4fv(_pointLightLocations->texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));

                for (auto lightID : _pointLights) {
                    auto& light = _allocatedLights[lightID];
                    // IN DEBUG: light->setShowContour(true);
                    batch.setUniformBuffer(_pointLightLocations->lightBufferUnit, light->getSchemaBuffer());

                    float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
                    // TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
                    // we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
                    if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) {
                        Transform model;
                        model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
                        batch.setModelTransform(model);
                        batch.setViewTransform(Transform());
                        batch.setProjectionTransform(glm::mat4());

                        glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
                        DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
                
                        batch.setProjectionTransform(projMats[side]);
                        batch.setViewTransform(viewTransforms[side]);
                    } else {
                        Transform model;
                        model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z));
                        batch.setModelTransform(model.postScale(expandedRadius));
                        batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
                        geometryCache->renderSphere(batch);
                    }
                }
            }
    
            // Splat spot lights
            if (!_spotLights.empty()) {
                batch.setPipeline(_spotLight);

                batch._glUniformMatrix4fv(_spotLightLocations->texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));

                for (auto lightID : _spotLights) {
                    auto light = _allocatedLights[lightID];
                    // IN DEBUG: light->setShowContour(true);
                    batch.setUniformBuffer(_spotLightLocations->lightBufferUnit, light->getSchemaBuffer());

                    auto eyeLightPos = eyePoint - light->getPosition();
                    auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection());

                    const float TANGENT_LENGTH_SCALE = 0.666f;
                    glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tanf(0.5f * light->getSpotAngle()), 1.0f);

                    float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
                    // TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
                    // we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
                    if ((eyeHalfPlaneDistance > -nearRadius) &&
                        (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius)) {
                        coneParam.w = 0.0f;
                        batch._glUniform4fv(_spotLightLocations->coneParam, 1, reinterpret_cast< const float* >(&coneParam));

                        Transform model;
                        model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
                        batch.setModelTransform(model);
                        batch.setViewTransform(Transform());
                        batch.setProjectionTransform(glm::mat4());
                
                        glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
                        DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
                
                        batch.setProjectionTransform( projMats[side]);
                        batch.setViewTransform(viewTransforms[side]);
                    } else {
                        coneParam.w = 1.0f;
                        batch._glUniform4fv(_spotLightLocations->coneParam, 1, reinterpret_cast< const float* >(&coneParam));

                        Transform model;
                        model.setTranslation(light->getPosition());
                        model.postRotate(light->getOrientation());
                        model.postScale(glm::vec3(expandedRadius, expandedRadius, expandedRadius));

                        batch.setModelTransform(model);
                        auto mesh = getSpotLightMesh();

                        batch.setIndexBuffer(mesh->getIndexBuffer());
                        batch.setInputBuffer(0, mesh->getVertexBuffer());
                        batch.setInputFormat(mesh->getVertexFormat());

                        auto& part = mesh->getPartBuffer().get<model::Mesh::Part>();

                        batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex);
                    }
                }
            }
        }

        // Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target
        batch.setResourceTexture(DEFERRED_BUFFER_COLOR_UNIT, nullptr);
        batch.setResourceTexture(DEFERRED_BUFFER_NORMAL_UNIT, nullptr);
        batch.setResourceTexture(DEFERRED_BUFFER_EMISSIVE_UNIT, nullptr);
        batch.setResourceTexture(DEFERRED_BUFFER_DEPTH_UNIT, nullptr);
        batch.setResourceTexture(DEFERRED_BUFFER_OBSCURANCE_UNIT, nullptr);
        batch.setResourceTexture(SHADOW_MAP_UNIT, nullptr);
        batch.setResourceTexture(SKYBOX_MAP_UNIT, nullptr);

        batch.setUniformBuffer(_directionalLightLocations->deferredTransformBuffer, nullptr);
    });
Example #3
0
GLuint TextureCache::getPrimaryDepthTextureID() {
    return gpu::GLBackend::getTextureID(getPrimaryDepthTexture());
}