Пример #1
0
void DrawDeferred::run(const SceneContextPointer& sceneContext, 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();

    RenderArgs* args = renderContext->args;

    gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
        args->_batch = &batch;
        
        // Setup camera, projection and viewport for all items
        batch.setViewportTransform(args->_viewport);
        batch.setStateScissorRect(args->_viewport);

        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);

        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat);

        // Setup lighting model for all items;
        batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());

        renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);
        args->_batch = nullptr;
    });

    config->setNumDrawn((int)inItems.size());
}
Пример #2
0
void ExtractFrustums::run(const render::RenderContextPointer& renderContext, Output& output) {
    assert(renderContext->args);
    assert(renderContext->args->_context);

    RenderArgs* args = renderContext->args;

    // Return view frustum
    auto& viewFrustum = output[VIEW_FRUSTUM].edit<ViewFrustumPointer>();
    if (!viewFrustum) {
        viewFrustum = std::make_shared<ViewFrustum>(args->getViewFrustum());
    } else {
        *viewFrustum = args->getViewFrustum();
    }

    // Return shadow frustum
    auto lightStage = args->_scene->getStage<LightStage>(LightStage::getName());
    for (auto i = 0; i < SHADOW_CASCADE_FRUSTUM_COUNT; i++) {
        auto& shadowFrustum = output[SHADOW_CASCADE0_FRUSTUM+i].edit<ViewFrustumPointer>();
        if (lightStage) {
            auto globalShadow = lightStage->getCurrentKeyShadow();

            if (globalShadow && i<(int)globalShadow->getCascadeCount()) {
                auto& cascade = globalShadow->getCascade(i);
                shadowFrustum = cascade.getFrustum();
            } else {
                shadowFrustum.reset();
            }
        } else {
            shadowFrustum.reset();
        }
    }
}
Пример #3
0
void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) {
    assert(renderContext->args);
    assert(renderContext->args->hasViewFrustum());

    const auto& inItems = inputs.get0();
    const auto& lightingModel = inputs.get1();
    if (!lightingModel->isBackgroundEnabled()) {
        return;
    }

    RenderArgs* args = renderContext->args;
    doInBatch(args->_context, [&](gpu::Batch& batch) {
        args->_batch = &batch;
    //    _gpuTimer.begin(batch);

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

        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);

        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat);

        renderItems(sceneContext, renderContext, inItems);
     //   _gpuTimer.end(batch);
    });
    args->_batch = nullptr;

   // std::static_pointer_cast<Config>(renderContext->jobConfig)->gpuTime = _gpuTimer.getAverage();
}
Пример #4
0
void DrawQuadVolume::run(const render::RenderContextPointer& renderContext, const glm::vec3 vertices[8],
                         const gpu::BufferView& indices, int indexCount) {
    assert(renderContext->args);
    assert(renderContext->args->_context);
    if (_isUpdateEnabled) {
        auto& streamVertices = _meshVertices.edit<std::array<glm::vec3, 8U> >();
        std::copy(vertices, vertices + 8, streamVertices.begin());
    }

    RenderArgs* args = renderContext->args;
    gpu::doInBatch("DrawQuadVolume::run", args->_context, [&](gpu::Batch& batch) {
        args->_batch = &batch;
        batch.setViewportTransform(args->_viewport);
        batch.setStateScissorRect(args->_viewport);

        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);

        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat);
        batch.setPipeline(getPipeline());
        batch.setIndexBuffer(indices);

        batch._glUniform4f(0, _color.x, _color.y, _color.z, 1.0f);
        batch.setInputStream(0, _meshStream);
        batch.drawIndexed(gpu::LINES, indexCount, 0U);

        args->_batch = nullptr;
    });
}
Пример #5
0
 void ExtractFrustums::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
    assert(renderContext->args);
    assert(renderContext->args->_context);

    RenderArgs* args = renderContext->args;

    const auto& shadowFrame = inputs;

    // Return view frustum
    auto& viewFrustum = output[VIEW_FRUSTUM].edit<ViewFrustumPointer>();
    if (!viewFrustum) {
        viewFrustum = std::make_shared<ViewFrustum>(args->getViewFrustum());
    } else {
        *viewFrustum = args->getViewFrustum();
    }

    // Return shadow frustum
    LightStage::ShadowPointer globalShadow;
    if (shadowFrame && !shadowFrame->_objects.empty() && shadowFrame->_objects[0]) {
        globalShadow = shadowFrame->_objects[0];
    }
    for (auto i = 0; i < SHADOW_CASCADE_FRUSTUM_COUNT; i++) {
        auto& shadowFrustum = output[SHADOW_CASCADE0_FRUSTUM+i].edit<ViewFrustumPointer>();
        if (globalShadow && i<(int)globalShadow->getCascadeCount()) {
            auto& cascade = globalShadow->getCascade(i);
            shadowFrustum = cascade.getFrustum();
        } else {
            shadowFrustum.reset();
        }
    }
}
Пример #6
0
void BlurGaussianDepthAware::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& SourceAndDepth, gpu::FramebufferPointer& blurredFramebuffer) {
    assert(renderContext->args);
    assert(renderContext->args->hasViewFrustum());

    RenderArgs* args = renderContext->args;

    auto& sourceFramebuffer = SourceAndDepth.get0();
    auto& depthTexture = SourceAndDepth.get1();

    BlurInOutResource::Resources blurringResources;
    if (!_inOutResources.updateResources(sourceFramebuffer, blurringResources)) {
        // early exit if no valid blurring resources
        return;
    }
    
    blurredFramebuffer = blurringResources.finalFramebuffer;

    auto blurVPipeline = getBlurVPipeline();
    auto blurHPipeline = getBlurHPipeline();

    auto sourceViewport = args->_viewport;

    _parameters->setWidthHeight(sourceViewport.z, sourceViewport.w, args->_context->isStereo());
    glm::ivec2 textureSize(blurringResources.sourceTexture->getDimensions());
    _parameters->setTexcoordTransform(gpu::Framebuffer::evalSubregionTexcoordTransformCoefficients(textureSize, sourceViewport));
    _parameters->setDepthPerspective(args->getViewFrustum().getProjection()[1][1]);
    _parameters->setLinearDepthPosFar(args->getViewFrustum().getFarClip());

    gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
        batch.enableStereo(false);
        batch.setViewportTransform(sourceViewport);

        batch.setUniformBuffer(BlurTask_ParamsSlot, _parameters->_parametersBuffer);

        batch.setResourceTexture(BlurTask_DepthSlot, depthTexture);

        batch.setFramebuffer(blurringResources.blurringFramebuffer);
        // batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0));

        batch.setPipeline(blurVPipeline);
        batch.setResourceTexture(BlurTask_SourceSlot, blurringResources.sourceTexture);
        batch.draw(gpu::TRIANGLE_STRIP, 4);

        batch.setFramebuffer(blurringResources.finalFramebuffer);
        if (_inOutResources._generateOutputFramebuffer) {
            // batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0));
        }

        batch.setPipeline(blurHPipeline);
        batch.setResourceTexture(BlurTask_SourceSlot, blurringResources.blurringTexture);
        batch.draw(gpu::TRIANGLE_STRIP, 4);

        batch.setResourceTexture(BlurTask_SourceSlot, nullptr);
        batch.setResourceTexture(BlurTask_DepthSlot, nullptr);
        batch.setUniformBuffer(BlurTask_ParamsSlot, nullptr);
    });
}
Пример #7
0
void DrawLayered3D::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 jitter = inputs.get2();
    
    config->setNumDrawn((int)inItems.size());
    emit config->numDrawnChanged();

    RenderArgs* args = renderContext->args;

    // 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
    if (_opaquePass) {
        gpu::doInBatch("DrawLayered3D::run::clear", args->_context, [&](gpu::Batch& batch) {
            batch.enableStereo(false);
            batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, false);
        });
    }

    if (!inItems.empty()) {
        // Render the items
        gpu::doInBatch("DrawLayered3D::main", args->_context, [&](gpu::Batch& batch) {
            args->_batch = &batch;
            batch.setViewportTransform(args->_viewport);
            batch.setStateScissorRect(args->_viewport);

            glm::mat4 projMat;
            Transform viewMat;
            args->getViewFrustum().evalProjectionMatrix(projMat);
            args->getViewFrustum().evalViewTransform(viewMat);

            batch.setProjectionTransform(projMat);
            batch.setProjectionJitter(jitter.x, jitter.y);
            batch.setViewTransform(viewMat);

            // Setup lighting model for all items;
            batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
            batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());

            if (_opaquePass) {
                renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn);
            } else {
                renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn);
            }
            args->_batch = nullptr;
        });
    }
}
Пример #8
0
bool OctreeRenderer::renderOperation(OctreeElementPointer element, void* extraData) {
    RenderArgs* args = static_cast<RenderArgs*>(extraData);
    if (element->isInView(args->getViewFrustum())) {
        if (element->hasContent()) {
            if (element->calculateShouldRender(args->getViewFrustum(), args->_sizeScale, args->_boundaryLevelAdjust)) {
                args->_renderer->renderElement(element, args);
            } else {
                return false; // if we shouldn't render, then we also should stop recursing.
            }
        }
        return true; // continue recursing
    }
    // if not in view stop recursing
    return false;
}
Пример #9
0
void DrawOverlay3D::run(const SceneContextPointer& sceneContext, 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();
    
    config->setNumDrawn((int)inItems.size());
    emit config->numDrawnChanged();

    if (!inItems.empty()) {
        RenderArgs* args = renderContext->args;

        // 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
        if (_opaquePass) {
            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;
            batch.setViewportTransform(args->_viewport);
            batch.setStateScissorRect(args->_viewport);

            glm::mat4 projMat;
            Transform viewMat;
            args->getViewFrustum().evalProjectionMatrix(projMat);
            args->getViewFrustum().evalViewTransform(viewMat);

            batch.setProjectionTransform(projMat);
            batch.setViewTransform(viewMat);

            // Setup lighting model for all items;
            batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());

            renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);
            args->_batch = nullptr;
        });
    }
}
Пример #10
0
void RenderShadowSetup::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Output& output) {
    auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
    const auto globalShadow = lightStage->getShadow(0);

    // Cache old render args
    RenderArgs* args = renderContext->args;
    output = args->_renderMode;

    auto nearClip = args->getViewFrustum().getNearClip();
    float nearDepth = -args->_boomOffset.z;
    const int SHADOW_FAR_DEPTH = 20;
    globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH);

    // Set the keylight render args
    args->pushViewFrustum(*(globalShadow->getFrustum()));
    args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;
}
Пример #11
0
void DrawBounds::run(const RenderContextPointer& renderContext,
    const Inputs& items) {
    RenderArgs* args = renderContext->args;

    uint32_t numItems = (uint32_t) items.size();
    if (numItems == 0) {
        return;
    }

    static const uint32_t sizeOfItemBound = sizeof(ItemBound);
    if (!_drawBuffer) {
        _drawBuffer = std::make_shared<gpu::Buffer>(sizeOfItemBound);
    }

    _drawBuffer->setData(numItems * sizeOfItemBound, (const gpu::Byte*) items.data());

    gpu::doInBatch("DrawBounds::run", args->_context, [&](gpu::Batch& batch) {
        args->_batch = &batch;

        // Setup projection
        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);
        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat);
        batch.setModelTransform(Transform());

        // Bind program
        batch.setPipeline(getPipeline());

        glm::vec4 color(glm::vec3(0.0f), -(float) numItems);
        batch._glUniform4fv(_colorLocation, 1, (const float*)(&color));
        batch.setResourceBuffer(0, _drawBuffer);

        static const int NUM_VERTICES_PER_CUBE = 24;
        batch.draw(gpu::LINES, NUM_VERTICES_PER_CUBE * numItems, 0);
    });
}
Пример #12
0
void RenderShadowTask::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
    assert(sceneContext);
    RenderArgs* args = renderContext->args;

    // sanity checks
    if (!sceneContext->_scene || !args) {
        return;
    }

    auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
    const auto globalShadow = lightStage->getShadow(0);

    // If the global light is not set, bail
    if (!globalShadow) {
        return;
    }

    // Cache old render args
    RenderArgs::RenderMode mode = args->_renderMode;

    auto nearClip = args->getViewFrustum().getNearClip();
    float nearDepth = -args->_boomOffset.z;
    const int SHADOW_FAR_DEPTH = 20;
    globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH);

    // Set the keylight render args
    args->pushViewFrustum(*(globalShadow->getFrustum()));
    args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;

    // TODO: Allow runtime manipulation of culling ShouldRenderFunctor

    for (auto job : _jobs) {
        job.run(sceneContext, renderContext);
    }

    // Reset the render args
    args->popViewFrustum();
    args->_renderMode = mode;
};
Пример #13
0
void HitEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
    assert(renderContext->args);
    assert(renderContext->args->hasViewFrustum());
    RenderArgs* args = renderContext->args;

    gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {

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

        batch.setPipeline(getHitEffectPipeline());

        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);
        DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, color);
    });
}
Пример #14
0
void DrawForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
    RenderArgs* args = renderContext->args;

    const auto& inItems = inputs.get0();
    const auto& lightingModel = inputs.get1();

    gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
        args->_batch = &batch;


        // Setup projection
        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);
        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat);
        batch.setModelTransform(Transform());

        // Setup lighting model for all items;
        batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());

        // 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();

        // Render items
        renderStateSortShapes(renderContext, _shapePlumber, inItems, -1, globalKey);

        args->_batch = nullptr;
        args->_globalShapeKey = 0;
    });
}
Пример #15
0
void DrawSceneOctree::run(const SceneContextPointer& sceneContext,
                          const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection) {
    assert(renderContext->args);
    assert(renderContext->args->hasViewFrustum());
    RenderArgs* args = renderContext->args;
    auto& scene = sceneContext->_scene;

    std::static_pointer_cast<Config>(renderContext->jobConfig)->numAllocatedCells = (int)scene->getSpatialTree().getNumAllocatedCells();
    std::static_pointer_cast<Config>(renderContext->jobConfig)->numFreeCells = (int)scene->getSpatialTree().getNumFreeCells();


    gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);
        batch.setViewportTransform(args->_viewport);

        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat);
        batch.setModelTransform(Transform());

        // bind the one gpu::Pipeline we need
        batch.setPipeline(getDrawCellBoundsPipeline());

        if (_showVisibleCells) {

            for (const auto& cellID : inSelection.cellSelection.insideCells) {
                auto cell = scene->getSpatialTree().getConcreteCell(cellID);
                auto cellLoc = cell.getlocation();
                glm::ivec4 cellLocation(cellLoc.pos.x, cellLoc.pos.y, cellLoc.pos.z, cellLoc.depth);

                bool doDraw = true;
                if (cell.isBrickEmpty() || !cell.hasBrick()) {
                    if (!_showEmptyCells) {
                        doDraw = false;
                    }
                    cellLocation.w *= -1;
                }
                if (doDraw) {
                    batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
                    batch.draw(gpu::LINES, 24, 0);
                }
            }

            for (const auto& cellID : inSelection.cellSelection.partialCells) {
                auto cell = scene->getSpatialTree().getConcreteCell(cellID);
                auto cellLoc = cell.getlocation();
                glm::ivec4 cellLocation(cellLoc.pos.x, cellLoc.pos.y, cellLoc.pos.z, cellLoc.depth);

                bool doDraw = true;
                if (cell.isBrickEmpty() || !cell.hasBrick()) {
                    if (!_showEmptyCells) {
                        doDraw = false;
                    }
                    cellLocation.w *= -1;
                }
                if (doDraw) {
                    batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
                    batch.draw(gpu::LINES, 24, 0);
                }
            }
        }
        // Draw the LOD Reticle
        {
            float angle = glm::degrees(getAccuracyAngle(args->_sizeScale, args->_boundaryLevelAdjust));
            Transform crosshairModel;
            crosshairModel.setTranslation(glm::vec3(0.0, 0.0, -1000.0));
            crosshairModel.setScale(1000.0 * tan(glm::radians(angle))); // Scaling at the actual tan of the lod angle => Multiplied by TWO
            batch.setViewTransform(Transform());
            batch.setModelTransform(crosshairModel);
            batch.setPipeline(getDrawLODReticlePipeline());
            batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
        }
    });
}
Пример #16
0
void Antialiasing::run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer) {
    assert(renderContext->args);
    assert(renderContext->args->hasViewFrustum());

    RenderArgs* args = renderContext->args;

    gpu::doInBatch("Antialiasing::run", args->_context, [&](gpu::Batch& batch) {
        batch.enableStereo(false);
        batch.setViewportTransform(args->_viewport);

        // FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation
        float fbWidth = renderContext->args->_viewport.z;
        float fbHeight = renderContext->args->_viewport.w;
        // 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->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);
        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat, true);
        batch.setModelTransform(Transform());

        // FXAA step
        auto pipeline = getAntialiasingPipeline(renderContext->args);
        batch.setResourceTexture(0, sourceBuffer->getRenderBuffer(0));
        batch.setFramebuffer(_antialiasingBuffer);
        batch.setPipeline(pipeline);

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

        args->getViewFrustum().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;

        batch._glUniform2f(_texcoordOffsetLoc, 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, _geometryId);


        // Blend step
        batch.setResourceTexture(0, _antialiasingTexture);
        batch.setFramebuffer(sourceBuffer);
        batch.setPipeline(getBlendPipeline());

        DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
    });
}
Пример #17
0
void DrawSceneOctree::run(const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection) {
    assert(renderContext->args);
    assert(renderContext->args->hasViewFrustum());
    RenderArgs* args = renderContext->args;
    auto& scene = renderContext->_scene;

    std::static_pointer_cast<Config>(renderContext->jobConfig)->numAllocatedCells = (int)scene->getSpatialTree().getNumAllocatedCells();
    std::static_pointer_cast<Config>(renderContext->jobConfig)->numFreeCells = (int)scene->getSpatialTree().getNumFreeCells();

    gpu::doInBatch("DrawSceneOctree::run", args->_context, [&](gpu::Batch& batch) {
        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);
        batch.setViewportTransform(args->_viewport);

        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat, true);
        batch.setModelTransform(Transform());

        // bind the one gpu::Pipeline we need
        batch.setPipeline(getDrawCellBoundsPipeline());
        batch.setInputFormat(_cellBoundsFormat);

        std::vector<ivec4> cellBounds;
        auto drawCellBounds = [this, &cellBounds, &scene](const std::vector<gpu::Stamp>& cells) {
            cellBounds.reserve(cellBounds.size() + cells.size());
            for (const auto& cellID : cells) {
                auto cell = scene->getSpatialTree().getConcreteCell(cellID);
                auto cellLoc = cell.getlocation();
                glm::ivec4 cellLocation(cellLoc.pos.x, cellLoc.pos.y, cellLoc.pos.z, cellLoc.depth);

                bool empty = cell.isBrickEmpty() || !cell.hasBrick();
                if (empty) {
                    if (!_showEmptyCells) {
                        continue;
                    }
                    cellLocation.w *= -1.0;
                } else if (!empty && !_showVisibleCells) {
                    continue;
                }
                cellBounds.push_back(cellLocation);
            }
        };

        drawCellBounds(inSelection.cellSelection.insideCells);
        drawCellBounds(inSelection.cellSelection.partialCells);
        auto size = cellBounds.size() * sizeof(ivec4);
        if (size > _cellBoundsBuffer->getSize()) {
            _cellBoundsBuffer->resize(size);
        }
        _cellBoundsBuffer->setSubData(0, cellBounds);
        batch.setInputBuffer(0, _cellBoundsBuffer, 0, sizeof(ivec4));
        batch.drawInstanced((uint32_t)cellBounds.size(), gpu::LINES, 24);

        // Draw the LOD Reticle
        {
            float angle = glm::degrees(getPerspectiveAccuracyAngle(args->_sizeScale, args->_boundaryLevelAdjust));
            Transform crosshairModel;
            crosshairModel.setTranslation(glm::vec3(0.0, 0.0, -1000.0));
            crosshairModel.setScale(1000.0f * tanf(glm::radians(angle))); // Scaling at the actual tan of the lod angle => Multiplied by TWO
            batch.resetViewTransform();
            batch.setModelTransform(crosshairModel);
            batch.setPipeline(getDrawLODReticlePipeline());
            batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
        }
    });
}
Пример #18
0
void DrawItemSelection::run(const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection) {
    assert(renderContext->args);
    assert(renderContext->args->hasViewFrustum());
    RenderArgs* args = renderContext->args;
    auto& scene = renderContext->_scene;

    if (!_boundsBufferInside) {
        _boundsBufferInside = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
    }
    if (!_boundsBufferInsideSubcell) {
        _boundsBufferInsideSubcell = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
    }
    if (!_boundsBufferPartial) {
        _boundsBufferPartial = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
    }
    if (!_boundsBufferPartialSubcell) {
        _boundsBufferPartialSubcell = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
    }

    gpu::doInBatch("DrawItemSelection::run", args->_context, [&](gpu::Batch& batch) {
        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);
        batch.setViewportTransform(args->_viewport);

        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat, true);
        batch.setModelTransform(Transform());

        // bind the one gpu::Pipeline we need
        batch.setPipeline(getDrawItemBoundPipeline());

        auto drawItemBounds = [&](const render::ItemIDs itemIDs, const gpu::BufferPointer buffer) {
            render::ItemBounds itemBounds;
            for (const auto& itemID : itemIDs) {
                auto& item = scene->getItem(itemID);
                auto itemBound = item.getBound();
                if (!itemBound.isInvalid()) {
                    itemBounds.emplace_back(itemID, itemBound);
                }
            }

            if (itemBounds.size() > 0) {
                buffer->setData(itemBounds.size() * sizeof(render::ItemBound), (const gpu::Byte*) itemBounds.data());
                batch.setResourceBuffer(0, buffer);
                batch.draw(gpu::LINES, (gpu::uint32) itemBounds.size() * 24, 0);
            }
        };

        if (_showInsideItems) {
            drawItemBounds(inSelection.insideItems, _boundsBufferInside);
        }
        if (_showInsideSubcellItems) {
            drawItemBounds(inSelection.insideSubcellItems, _boundsBufferInsideSubcell);
        }
        if (_showPartialItems) {
            drawItemBounds(inSelection.partialItems, _boundsBufferPartial);
        }
        if (_showPartialSubcellItems) {
            drawItemBounds(inSelection.partialSubcellItems, _boundsBufferPartialSubcell);
        }
        batch.setResourceBuffer(0, 0);
    });
}
Пример #19
0
void DrawItemSelection::run(const SceneContextPointer& sceneContext,
    const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection) {
    assert(renderContext->args);
    assert(renderContext->args->hasViewFrustum());
    RenderArgs* args = renderContext->args;
    auto& scene = sceneContext->_scene;

    gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);
        batch.setViewportTransform(args->_viewport);

        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat);
        batch.setModelTransform(Transform());

        // bind the one gpu::Pipeline we need
        batch.setPipeline(getDrawItemBoundPipeline());

        if (_showInsideItems) {
            for (const auto& itemID : inSelection.insideItems) {
                auto& item = scene->getItem(itemID);
                auto itemBound = item.getBound();
                auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
                glm::ivec4 cellLocation(0, 0, 0, itemCell.depth);

                batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
                batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
                batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));

                batch.draw(gpu::LINES, 24, 0);
            }
        }

        if (_showInsideSubcellItems) {
            for (const auto& itemID : inSelection.insideSubcellItems) {
                auto& item = scene->getItem(itemID);
                auto itemBound = item.getBound();
                auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
                glm::ivec4 cellLocation(0, 0, 1, itemCell.depth);

                batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
                batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
                batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));

                batch.draw(gpu::LINES, 24, 0);
            }
        }

        if (_showPartialItems) {
            for (const auto& itemID : inSelection.partialItems) {
                auto& item = scene->getItem(itemID);
                auto itemBound = item.getBound();
                auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
                glm::ivec4 cellLocation(0, 0, 0, itemCell.depth);

                batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
                batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
                batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));

                batch.draw(gpu::LINES, 24, 0);
            }
        }

        if (_showPartialSubcellItems) {
            for (const auto& itemID : inSelection.partialSubcellItems) {
                auto& item = scene->getItem(itemID);
                auto itemBound = item.getBound();
                auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
                glm::ivec4 cellLocation(0, 0, 1, itemCell.depth);
                batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
                batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
                batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));

                batch.draw(gpu::LINES, 24, 0);
            }
        }
    });
}