Renderer.cpp 8.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334
  1. // Copyright (C) 2009-2015, Panagiotis Christopoulos Charitos.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include "anki/renderer/Renderer.h"
  6. #include "anki/scene/Camera.h"
  7. #include "anki/scene/SceneGraph.h"
  8. #include "anki/core/Counters.h"
  9. #include "anki/misc/ConfigSet.h"
  10. namespace anki {
  11. //==============================================================================
  12. Renderer::Renderer()
  13. : m_ms(this),
  14. m_dp(this),
  15. m_is(this),
  16. m_pps(this),
  17. m_bs(this),
  18. m_dbg(this),
  19. m_tiler(this)
  20. {}
  21. //==============================================================================
  22. Renderer::~Renderer()
  23. {
  24. m_shadersPrependedSource.destroy(m_alloc);
  25. }
  26. //==============================================================================
  27. Error Renderer::init(
  28. Threadpool* threadpool,
  29. ResourceManager* resources,
  30. GlDevice* gl,
  31. HeapAllocator<U8>& alloc,
  32. const ConfigSet& config,
  33. const Timestamp* globalTimestamp)
  34. {
  35. m_globalTimestamp = globalTimestamp;
  36. m_threadpool = threadpool;
  37. m_resources = resources;
  38. m_gl = gl;
  39. m_alloc = alloc;
  40. Error err = initInternal(config);
  41. if(err)
  42. {
  43. ANKI_LOGE("Failed to initialize the renderer");
  44. }
  45. return err;
  46. }
  47. //==============================================================================
  48. Error Renderer::initInternal(const ConfigSet& config)
  49. {
  50. Error err = ErrorCode::NONE;
  51. // Set from the config
  52. m_renderingQuality = config.get("renderingQuality");
  53. m_defaultFbWidth = config.get("width");
  54. m_defaultFbHeight = config.get("height");
  55. m_width = m_defaultFbWidth * m_renderingQuality;
  56. m_height = m_defaultFbHeight * m_renderingQuality;
  57. m_lodDistance = config.get("lodDistance");
  58. m_framesNum = 0;
  59. m_samples = config.get("samples");
  60. m_isOffscreen = config.get("offscreen");
  61. m_tilesCount.x() = config.get("tilesXCount");
  62. m_tilesCount.y() = config.get("tilesYCount");
  63. m_tessellation = config.get("tessellation");
  64. // A few sanity checks
  65. if(m_samples != 1 && m_samples != 4 && m_samples != 8 && m_samples != 16
  66. && m_samples != 32)
  67. {
  68. ANKI_LOGE("Incorrect samples");
  69. return ErrorCode::USER_DATA;
  70. }
  71. if(m_width < 10 || m_height < 10)
  72. {
  73. ANKI_LOGE("Incorrect sizes");
  74. return ErrorCode::USER_DATA;
  75. }
  76. if(m_width % m_tilesCount.x() != 0)
  77. {
  78. ANKI_LOGE("Width is not multiple of tile width");
  79. return ErrorCode::USER_DATA;
  80. }
  81. if(m_height % m_tilesCount.y() != 0)
  82. {
  83. ANKI_LOGE("Height is not multiple of tile height");
  84. return ErrorCode::USER_DATA;
  85. }
  86. // Drawer
  87. err = m_sceneDrawer.create(this);
  88. if(err) return err;
  89. // quad setup
  90. static const F32 quadVertCoords[][2] = {{1.0, 1.0}, {-1.0, 1.0},
  91. {1.0, -1.0}, {-1.0, -1.0}};
  92. GlCommandBufferHandle cmdBuff;
  93. err = cmdBuff.create(m_gl);
  94. if(err) return err;
  95. GlClientBufferHandle tmpBuff;
  96. err = tmpBuff.create(
  97. cmdBuff, sizeof(quadVertCoords), (void*)&quadVertCoords[0][0]);
  98. if(err) return err;
  99. err = m_quadPositionsBuff.create(cmdBuff, GL_ARRAY_BUFFER, tmpBuff, 0);
  100. if(err) return err;
  101. err = m_drawQuadVert.load("shaders/Quad.vert.glsl", m_resources);
  102. if(err) return err;
  103. // Init the stages. Careful with the order!!!!!!!!!!
  104. err = m_tiler.init();
  105. if(err) return err;
  106. err = m_ms.init(config);
  107. if(err) return err;
  108. err = m_dp.init(config);
  109. if(err) return err;
  110. err = m_is.init(config);
  111. if(err) return err;
  112. err = m_bs.init(config);
  113. if(err) return err;
  114. err = m_pps.init(config);
  115. if(err) return err;
  116. err = m_dbg.init(config);
  117. if(err) return err;
  118. // Default FB
  119. err = m_defaultFb.create(cmdBuff, {});
  120. if(err) return err;
  121. cmdBuff.finish();
  122. // Set the default preprocessor string
  123. err = m_shadersPrependedSource.sprintf(
  124. m_alloc,
  125. "#define ANKI_RENDERER_WIDTH %u\n"
  126. "#define ANKI_RENDERER_HEIGHT %u\n",
  127. m_width, m_height);
  128. return err;
  129. }
  130. //==============================================================================
  131. Error Renderer::render(SceneGraph& scene,
  132. Array<GlCommandBufferHandle, JOB_CHAINS_COUNT>& cmdBuff)
  133. {
  134. Error err = ErrorCode::NONE;
  135. m_scene = &scene;
  136. Camera& cam = m_scene->getActiveCamera();
  137. // Calc a few vars
  138. //
  139. const FrustumComponent& fr = cam.getComponent<FrustumComponent>();
  140. Timestamp camUpdateTimestamp = fr.getTimestamp();
  141. if(m_projectionParamsUpdateTimestamp
  142. < m_scene->getActiveCameraChangeTimestamp()
  143. || m_projectionParamsUpdateTimestamp < camUpdateTimestamp
  144. || m_projectionParamsUpdateTimestamp == 0)
  145. {
  146. const FrustumComponent& frc = cam.getComponent<FrustumComponent>();
  147. m_projectionParams = frc.getProjectionParameters();
  148. m_projectionParamsUpdateTimestamp = getGlobalTimestamp();
  149. }
  150. ANKI_COUNTER_START_TIMER(RENDERER_MS_TIME);
  151. err = m_ms.run(cmdBuff[0]);
  152. if(err) return err;
  153. ANKI_ASSERT(cmdBuff[0].getReferenceCount() == 1);
  154. ANKI_COUNTER_STOP_TIMER_INC(RENDERER_MS_TIME);
  155. m_tiler.runMinMax(m_ms._getDepthRt(), cmdBuff[0]);
  156. cmdBuff[0].flush();
  157. if(m_pps.getEnabled() && m_pps.getLf().getEnabled())
  158. {
  159. err = m_pps.getLf().runOcclusionTests(cmdBuff[1]);
  160. if(err) return err;
  161. }
  162. err = m_dp.run(cmdBuff[1]);
  163. if(err) return err;
  164. ANKI_COUNTER_START_TIMER(RENDERER_IS_TIME);
  165. err = m_is.run(cmdBuff[1]);
  166. if(err) return err;
  167. ANKI_COUNTER_STOP_TIMER_INC(RENDERER_IS_TIME);
  168. err = m_bs.run(cmdBuff[1]);
  169. if(err) return err;
  170. ANKI_COUNTER_START_TIMER(RENDERER_PPS_TIME);
  171. if(m_pps.getEnabled())
  172. {
  173. err = m_pps.run(cmdBuff[1]);
  174. if(err) return err;
  175. }
  176. ANKI_COUNTER_STOP_TIMER_INC(RENDERER_PPS_TIME);
  177. if(m_dbg.getEnabled())
  178. {
  179. err = m_dbg.run(cmdBuff[1]);
  180. if(err) return err;
  181. }
  182. ++m_framesNum;
  183. return err;
  184. }
  185. //==============================================================================
  186. void Renderer::drawQuad(GlCommandBufferHandle& cmdBuff)
  187. {
  188. drawQuadInstanced(cmdBuff, 1);
  189. }
  190. //==============================================================================
  191. void Renderer::drawQuadConditional(GlOcclusionQueryHandle& q,
  192. GlCommandBufferHandle& cmdBuff)
  193. {
  194. m_quadPositionsBuff.bindVertexBuffer(cmdBuff, 2, GL_FLOAT, false, 0, 0, 0);
  195. cmdBuff.drawArraysConditional(q, GL_TRIANGLE_STRIP, 4, 1);
  196. }
  197. //==============================================================================
  198. void Renderer::drawQuadInstanced(
  199. GlCommandBufferHandle& cmdBuff, U32 primitiveCount)
  200. {
  201. m_quadPositionsBuff.bindVertexBuffer(cmdBuff, 2, GL_FLOAT, false, 0, 0, 0);
  202. cmdBuff.drawArrays(GL_TRIANGLE_STRIP, 4, primitiveCount);
  203. }
  204. //==============================================================================
  205. Vec3 Renderer::unproject(const Vec3& windowCoords, const Mat4& modelViewMat,
  206. const Mat4& projectionMat, const int view[4])
  207. {
  208. Mat4 invPm = projectionMat * modelViewMat;
  209. invPm.invert();
  210. // the vec is in NDC space meaning: -1<=vec.x<=1 -1<=vec.y<=1 -1<=vec.z<=1
  211. Vec4 vec;
  212. vec.x() = (2.0 * (windowCoords.x() - view[0])) / view[2] - 1.0;
  213. vec.y() = (2.0 * (windowCoords.y() - view[1])) / view[3] - 1.0;
  214. vec.z() = 2.0 * windowCoords.z() - 1.0;
  215. vec.w() = 1.0;
  216. Vec4 out = invPm * vec;
  217. out /= out.w();
  218. return out.xyz();
  219. }
  220. //==============================================================================
  221. Error Renderer::createRenderTarget(U32 w, U32 h, GLenum internalFormat,
  222. U32 samples, GlTextureHandle& rt)
  223. {
  224. Error err = ErrorCode::NONE;
  225. // Not very important but keep the resulution of render targets aligned to
  226. // 16
  227. if(0)
  228. {
  229. ANKI_ASSERT(isAligned(16, w));
  230. ANKI_ASSERT(isAligned(16, h));
  231. }
  232. GlTextureHandle::Initializer init;
  233. init.m_width = w;
  234. init.m_height = h;
  235. init.m_depth = 0;
  236. #if ANKI_GL == ANKI_GL_DESKTOP
  237. init.m_target = (samples == 1) ? GL_TEXTURE_2D : GL_TEXTURE_2D_MULTISAMPLE;
  238. #else
  239. ANKI_ASSERT(samples == 1);
  240. init.m_target = GL_TEXTURE_2D;
  241. #endif
  242. init.m_internalFormat = internalFormat;
  243. init.m_mipmapsCount = 1;
  244. init.m_filterType = GlTextureHandle::Filter::NEAREST;
  245. init.m_repeat = false;
  246. init.m_anisotropyLevel = 0;
  247. init.m_samples = samples;
  248. GlCommandBufferHandle cmdBuff;
  249. err = cmdBuff.create(m_gl);
  250. if(!err)
  251. {
  252. rt.create(cmdBuff, init);
  253. cmdBuff.finish();
  254. }
  255. return err;
  256. }
  257. //==============================================================================
  258. Error Renderer::createDrawQuadPipeline(
  259. GlShaderHandle frag, GlPipelineHandle& ppline)
  260. {
  261. GlCommandBufferHandle cmdBuff;
  262. Error err = cmdBuff.create(m_gl);
  263. if(!err)
  264. {
  265. Array<GlShaderHandle, 2> progs =
  266. {{m_drawQuadVert->getGlProgram(), frag}};
  267. err = ppline.create(cmdBuff, &progs[0], &progs[0] + 2);
  268. }
  269. if(!err)
  270. {
  271. cmdBuff.finish();
  272. }
  273. return err;
  274. }
  275. } // end namespace anki