示例#1
0
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());

    auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);

    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);
        }
    }
    config->numItems = (int)inItems.size();
    config->numDrawn = (int)inItems.size();

    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
        {
            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;
            args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();

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

            batch.setProjectionTransform(projMat);
            batch.setViewTransform(viewMat);
            batch.setViewportTransform(args->_viewport);
            batch.setStateScissorRect(args->_viewport);

            batch.setPipeline(getOpaquePipeline());
            batch.setResourceTexture(0, args->_whiteTexture);
            renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);
        });
        args->_batch = nullptr;
        args->_whiteTexture.reset();
    }
}
void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
    assert(renderContext->args);
    assert(renderContext->args->_viewFrustum);

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

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

        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat);
    
        const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
        args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;
    
        renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnTransparentItems);
        args->_batch = nullptr;
    });
}
示例#3
0
void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
    assert(renderContext->args);
    assert(renderContext->args->_viewFrustum);

    auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);

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

        config->numDrawn = (int)inItems.size();

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

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

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


    ItemIDsBounds inItems;
    inItems.reserve(items.size());
    for (auto id : items) {
        inItems.emplace_back(id);
    }
    RenderArgs* args = renderContext->args;
    doInBatch(args->_context, [=](gpu::Batch& batch) {
        args->_batch = &batch;

        auto primaryFboColorStencil = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferStencilColor();
        auto primaryFboFull = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();

        batch.enableSkybox(true);

        batch.setFramebuffer(primaryFboColorStencil);

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

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

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

        renderItems(sceneContext, renderContext, inItems);

        batch.setFramebuffer(primaryFboFull);

    });
    args->_batch = nullptr;
}
示例#5
0
void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
    assert(renderContext->args);
    assert(renderContext->args->_viewFrustum);
    RenderArgs* args = renderContext->args;
    auto& scene = sceneContext->_scene;

    // FIrst thing, we collect the bound and the status for all the items we want to render
    int nbItems = 0;
    {
        if (!_itemBounds) {
            _itemBounds = std::make_shared<gpu::Buffer>();
        }
        if (!_itemStatus) {
            _itemStatus = std::make_shared<gpu::Buffer>();;
        }

        _itemBounds->resize((inItems.size() * sizeof(AABox)));
        _itemStatus->resize((inItems.size() * sizeof(glm::vec4)));
        AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
        glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
        for (auto& item : inItems) {
            if (!item.bounds.isInvalid()) {
                if (!item.bounds.isNull()) {
                    (*itemAABox) = item.bounds;
                } else {
                    (*itemAABox).setBox(item.bounds.getCorner(), 0.1f);
                }
                auto& itemScene = scene->getItem(item.id);
                (*itemStatus) = itemScene.getStatusPackedValues();

                nbItems++;
                itemAABox++;
                itemStatus++;
            }
        }
    }

    if (nbItems == 0) {
        return;
    }

    // Allright, something to render let's do it
    gpu::Batch batch;

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

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

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

    AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
    glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());

    const unsigned int VEC3_ADRESS_OFFSET = 3;

    for (int i = 0; i < nbItems; i++) {
        batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*) (itemAABox + i));
        batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);

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

    batch.setPipeline(getDrawItemStatusPipeline());
    for (int i = 0; i < nbItems; i++) {
        batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const float*) (itemAABox + i));
        batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
        batch._glUniform4iv(_drawItemStatusValueLoc, 1, (const int*) (itemStatus + i));

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

    args->_context->render(batch);
}
示例#6
0
void DrawStatus::run(const SceneContextPointer& sceneContext,
                     const RenderContextPointer& renderContext,
                     const ItemIDsBounds& inItems) {
    assert(renderContext->getArgs());
    assert(renderContext->getArgs()->_viewFrustum);
    RenderArgs* args = renderContext->getArgs();
    auto& scene = sceneContext->_scene;
    const int NUM_STATUS_VEC4_PER_ITEM = 2;
    const int VEC4_LENGTH = 4;

    // FIrst thing, we collect the bound and the status for all the items we want to render
    int nbItems = 0;
    {
        if (!_itemBounds) {
            _itemBounds = std::make_shared<gpu::Buffer>();
        }
        if (!_itemStatus) {
            _itemStatus = std::make_shared<gpu::Buffer>();;
        }

        _itemBounds->resize((inItems.size() * sizeof(AABox)));
        _itemStatus->resize((inItems.size() * NUM_STATUS_VEC4_PER_ITEM * sizeof(glm::vec4)));
        AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
        glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
        for (auto& item : inItems) {
            if (!item.bounds.isInvalid()) {
                if (!item.bounds.isNull()) {
                    (*itemAABox) = item.bounds;
                } else {
                    (*itemAABox).setBox(item.bounds.getCorner(), 0.1f);
                }
                auto& itemScene = scene->getItem(item.id);

                auto itemStatusPointer = itemScene.getStatus();
                if (itemStatusPointer) {
                    // Query the current status values, this is where the statusGetter lambda get called
                    auto&& currentStatusValues = itemStatusPointer->getCurrentValues();
                    int valueNum = 0;
                    for (int vec4Num = 0; vec4Num < NUM_STATUS_VEC4_PER_ITEM; vec4Num++) {
                        (*itemStatus) = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
                        for (int component = 0; component < VEC4_LENGTH; component++) {
                            valueNum = vec4Num * VEC4_LENGTH + component;
                            if (valueNum < (int)currentStatusValues.size()) {
                                (*itemStatus)[component] = currentStatusValues[valueNum].getPackedData();
                            }
                        }
                        itemStatus++;
                    }
                } else {
                    (*itemStatus) = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
                    itemStatus++;
                    (*itemStatus) = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
                    itemStatus++;
                }

                nbItems++;
                itemAABox++;
            }
        }
    }

    if (nbItems == 0) {
        return;
    }

    // Allright, something to render let's do it
    gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
        glm::mat4 projMat;
        Transform viewMat;
        args->_viewFrustum->evalProjectionMatrix(projMat);
        args->_viewFrustum->evalViewTransform(viewMat);
        batch.setViewportTransform(args->_viewport);

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

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

        AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
        glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());

        const unsigned int VEC3_ADRESS_OFFSET = 3;

        if ((renderContext->getDrawStatus() & showDisplayStatusFlag) > 0) {
            for (int i = 0; i < nbItems; i++) {
                batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*) (itemAABox + i));
                batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);

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

        batch.setResourceTexture(0, gpu::TextureView(getStatusIconMap(), 0));

        batch.setPipeline(getDrawItemStatusPipeline());

        if ((renderContext->getDrawStatus() & showNetworkStatusFlag) > 0) {
            for (int i = 0; i < nbItems; i++) {
                batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const float*) (itemAABox + i));
                batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
                batch._glUniform4iv(_drawItemStatusValue0Loc, 1, (const int*)(itemStatus + NUM_STATUS_VEC4_PER_ITEM * i));
                batch._glUniform4iv(_drawItemStatusValue1Loc, 1, (const int*)(itemStatus + NUM_STATUS_VEC4_PER_ITEM * i + 1));
                batch.draw(gpu::TRIANGLES, 24 * NUM_STATUS_VEC4_PER_ITEM, 0);
            }
        }
        batch.setResourceTexture(0, 0);
    });
}