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#include "Headers/GFXDevice.h"

#include "Core/Headers/ParamHandler.h"
#include "Utility/Headers/ImageTools.h"
#include "Managers/Headers/SceneManager.h"

#include "Rendering/Headers/Renderer.h"
#include "Rendering/PostFX/Headers/PostFX.h"
#include "Rendering/Camera/Headers/FreeFlyCamera.h"
#include "Rendering/RenderPass/Headers/RenderPass.h"

#include "Platform/Video/Headers/IMPrimitive.h"
#include "Platform/Video/Textures/Headers/Texture.h"
#include "Platform/Video/Shaders/Headers/ShaderProgram.h"
#include "Platform/Video/Shaders/Headers/ShaderManager.h"
#include "Platform/Video/Buffers/ShaderBuffer/Headers/ShaderBuffer.h"

namespace Divide {

std::array<VertexBuffer::AttribFlags, to_const_uint(RenderStage::COUNT)> VertexBuffer::_attribMaskPerStage;

namespace {
/// Used for %anaglyph rendering
struct CameraFrustum {
    D32 leftfrustum;
    D32 rightfrustum;
    D32 bottomfrustum;
    D32 topfrustum;
    F32 modeltranslation;
} _leftCam, _rightCam;
F32 _anaglyphIOD = -0.01f;
};

GFXDevice::GFXDevice()
    : _api(nullptr), 
    _renderStage(RenderStage::DISPLAY),
    _prevRenderStage(RenderStage::COUNT)
{
    // Hash values
    _state2DRenderingHash = 0;
    _defaultStateBlockHash = 0;
    _currentStateBlockHash = 0;
    _previousStateBlockHash = 0;
    _defaultStateNoDepthHash = 0;
    _stateDepthOnlyRenderingHash = 0;
    // Pointers
    _axisGizmo = nullptr;
    _imShader = nullptr;
    _imShaderLines = nullptr;
    _gfxDataBuffer = nullptr;
    _HIZConstructProgram = nullptr;
    _HIZCullProgram = nullptr;
    _framebufferDraw = nullptr;
    _previewDepthMapShader = nullptr;
    _displayShader = nullptr;
    _commandBuildTimer = nullptr;
    // Integers
    FRAME_COUNT = 0;
    FRAME_DRAW_CALLS = 0;
    FRAME_DRAW_CALLS_PREV = FRAME_DRAW_CALLS;
    _imShaderTextureFlag = -1;
    _imShaderWorldMatrix = -1;
    // Floats
    _interpolationFactor = 1.0;
    // Cameras
    _2DCamera = nullptr;
    _cubeCamera = nullptr;
    _dualParaboloidCamera = nullptr;
    // Booleans
    _2DRendering = false;
    _drawDebugAxis = false;
    _enableAnaglyph = false;
    _viewportUpdate = false;
    _rasterizationEnabled = true;
    _zWriteEnabled = true;
    // Enumerated Types
    _shadowDetailLevel = RenderDetailLevel::HIGH;
    _GPUVendor = GPUVendor::COUNT;
    _API_ID = RenderAPI::COUNT;
    // Clipping planes
    _clippingPlanes.resize(Config::MAX_CLIP_PLANES, Plane<F32>(0, 0, 0, 0));
    // Render targets
    for (RenderTarget& renderTarget : _renderTarget) {
        renderTarget._buffer = nullptr;
    }
    // To allow calls to "setBaseViewport"
    
    _viewport.push(vec4<I32>(-1));

    _lastCommandCount.fill(0);
    _lastNodeCount.fill(0);
    // Red X-axis
    _axisLines.push_back(
        Line(VECTOR3_ZERO, WORLD_X_AXIS * 2, vec4<U8>(255, 0, 0, 255), 3.0f));
    // Green Y-axis
    _axisLines.push_back(
        Line(VECTOR3_ZERO, WORLD_Y_AXIS * 2, vec4<U8>(0, 255, 0, 255), 3.0f));
    // Blue Z-axis
    _axisLines.push_back(
        Line(VECTOR3_ZERO, WORLD_Z_AXIS * 2, vec4<U8>(0, 0, 255, 255), 3.0f));

    VertexBuffer::AttribFlags flags;
    flags.fill(true);
    VertexBuffer::setAttribMasks(flags);

    // Don't (currently) need these for shadow passes
    flags[to_const_uint(VertexBuffer::VertexAttribute::ATTRIB_COLOR)] = false;
    flags[to_const_uint(VertexBuffer::VertexAttribute::ATTRIB_TANGENT)] = false;
    VertexBuffer::setAttribMask(RenderStage::Z_PRE_PASS, flags);
    flags[to_const_uint(VertexBuffer::VertexAttribute::ATTRIB_NORMAL)] = false;
    VertexBuffer::setAttribMask(RenderStage::SHADOW, flags);
}

GFXDevice::~GFXDevice()
{
}

/// Generate a cube texture and store it in the provided framebuffer
void GFXDevice::generateCubeMap(Framebuffer& cubeMap,
                                const U32 arrayOffset,
                                const vec3<F32>& pos,
                                const vec2<F32>& zPlanes,
                                RenderStage renderStage) {
    // Only the first color attachment or the depth attachment is used for now
    // and it must be a cube map texture
    Texture* colorAttachment = cubeMap.getAttachment(TextureDescriptor::AttachmentType::Color0, false);
    Texture* depthAttachment = cubeMap.getAttachment(TextureDescriptor::AttachmentType::Depth, false);
    // Color attachment takes precedent over depth attachment
    bool hasColor = (colorAttachment != nullptr);
    bool hasDepth = (depthAttachment != nullptr);
    // Everyone's innocent until proven guilty
    bool isValidFB = true;
    if (hasColor) {
        // We only need the color attachment
        isValidFB = (colorAttachment->getTextureType() == TextureType::TEXTURE_CUBE_MAP) ||
                    (colorAttachment->getTextureType() == TextureType::TEXTURE_CUBE_ARRAY);
    } else {
        // We don't have a color attachment, so we require a cube map depth
        // attachment
        isValidFB = hasDepth && (depthAttachment->getTextureType() == TextureType::TEXTURE_CUBE_MAP ||
                                 depthAttachment->getTextureType() == TextureType::TEXTURE_CUBE_ARRAY);
    }
    // Make sure we have a proper render target to draw to
    if (!isValidFB) {
        // Future formats must be added later (e.g. cube map arrays)
        Console::errorfn(Locale::get(_ID("ERROR_GFX_DEVICE_INVALID_FB_CUBEMAP")));
        return;
    }
    // No dual-paraboloid rendering here. Just draw once for each face.
    static vec3<F32> TabUp[6] = {WORLD_Y_NEG_AXIS, WORLD_Y_NEG_AXIS,
                                 WORLD_Z_AXIS,     WORLD_Z_NEG_AXIS,
                                 WORLD_Y_NEG_AXIS, WORLD_Y_NEG_AXIS};
    // Get the center and up vectors for each cube face
    vec3<F32> TabCenter[6] = {vec3<F32>(pos.x + 1.0f, pos.y, pos.z),
                              vec3<F32>(pos.x - 1.0f, pos.y, pos.z),
                              vec3<F32>(pos.x, pos.y + 1.0f, pos.z),
                              vec3<F32>(pos.x, pos.y - 1.0f, pos.z),
                              vec3<F32>(pos.x, pos.y, pos.z + 1.0f),
                              vec3<F32>(pos.x, pos.y, pos.z - 1.0f)};

    Kernel& kernel = Application::getInstance().getKernel();
    // Set a 90 degree vertical FoV perspective projection
    _cubeCamera->setProjection(1.0f, 90.0f, zPlanes);
    // Set the cube camera as the currently active one
    kernel.getCameraMgr().pushActiveCamera(_cubeCamera);
    // Set the desired render stage, remembering the previous one
    RenderStage prevRenderStage = setRenderStage(renderStage);
    // Enable our render target
    cubeMap.begin(Framebuffer::defaultPolicy());
    // For each of the environment's faces (TOP, DOWN, NORTH, SOUTH, EAST, WEST)
    for (U8 i = 0; i < 6; ++i) {
        // Draw to the current cubemap face
        cubeMap.drawToFace(hasColor ? TextureDescriptor::AttachmentType::Color0
                                    : TextureDescriptor::AttachmentType::Depth,
                           i + arrayOffset);
        // Point our camera to the correct face
        _cubeCamera->lookAt(pos, TabCenter[i], TabUp[i]);
        // And generated required matrices
        _cubeCamera->renderLookAt();
        // Pass our render function to the renderer
        SceneManager::getInstance().renderVisibleNodes(renderStage, true, i);
    }
    // Resolve our render target
    cubeMap.end();
    // Return to our previous rendering stage
    setRenderStage(prevRenderStage);
    // Restore our previous camera
    kernel.getCameraMgr().popActiveCamera();
}

void GFXDevice::generateDualParaboloidMap(Framebuffer& targetBuffer,
                                          const U32 arrayOffset,
                                          const vec3<F32>& pos,
                                          const vec2<F32>& zPlanes,
                                          RenderStage renderStage)
{
    Texture* colorAttachment = targetBuffer.getAttachment(TextureDescriptor::AttachmentType::Color0, false);
    Texture* depthAttachment = targetBuffer.getAttachment(TextureDescriptor::AttachmentType::Depth, false);
    // Color attachment takes precedent over depth attachment
    bool hasColor = (colorAttachment != nullptr);
    bool hasDepth = (depthAttachment != nullptr);
    bool isValidFB = true;
    if (hasColor) {
        // We only need the color attachment
        isValidFB = colorAttachment->getTextureType() == TextureType::TEXTURE_2D_ARRAY;
    } else {
        // We don't have a color attachment, so we require a cube map depth   // attachment
        isValidFB = hasDepth && depthAttachment->getTextureType() == TextureType::TEXTURE_2D_ARRAY;
    }
    // Make sure we have a proper render target to draw to
    if (!isValidFB) {
        // Future formats must be added later (e.g. cube map arrays)
        Console::errorfn(Locale::get(_ID("ERROR_GFX_DEVICE_INVALID_FB_DP")));
        return;
    }
    Kernel& kernel = Application::getInstance().getKernel();
    // Set a 90 degree vertical FoV perspective projection
    _dualParaboloidCamera->setProjection(1.0f, 180.0f, zPlanes);
    // Set the cube camera as the currently active one
    kernel.getCameraMgr().pushActiveCamera(_dualParaboloidCamera);
    // Set the desired render stage, remembering the previous one
    RenderStage prevRenderStage = setRenderStage(renderStage);
    // Enable our render target
    targetBuffer.begin(Framebuffer::defaultPolicy());
        for (U8 i = 0; i < 2; ++i) {
            targetBuffer.drawToLayer(hasColor ? TextureDescriptor::AttachmentType::Color0
                                              : TextureDescriptor::AttachmentType::Depth,
                                     i + arrayOffset);
            // Point our camera to the correct face
            _dualParaboloidCamera->lookAt(pos, (i == 0 ? WORLD_Z_NEG_AXIS : WORLD_Z_AXIS) + pos, WORLD_Y_AXIS);
            // And generated required matrices
            _dualParaboloidCamera->renderLookAt();
            // Pass our render function to the renderer
            SceneManager::getInstance().renderVisibleNodes(renderStage, true, i);
        }
    targetBuffer.end();
    // Return to our previous rendering stage
    setRenderStage(prevRenderStage);
    // Restore our previous camera
    kernel.getCameraMgr().popActiveCamera();
}

/// If the stateBlock doesn't exist in the state block map, add it for future reference
bool GFXDevice::registerRenderStateBlock(const RenderStateBlock& descriptor) {
    // Each combination of render states has a unique hash value
    U32 hashValue = descriptor.getHash();
    // Find the corresponding render state block
    // Create a new one if none are found. The GFXDevice class is
    // responsible for deleting these!
    std::pair<RenderStateMap::iterator, bool> result =
        hashAlg::emplace(_stateBlockMap, hashValue, descriptor);
    // Return true if registration was successful 
    return result.second;
}

/// Activate the render state block described by the specified hash value (0 == default state block)
U32 GFXDevice::setStateBlock(U32 stateBlockHash) {
    // Passing 0 is a perfectly acceptable way of enabling the default render state block
    if (stateBlockHash == 0) {
        stateBlockHash = _defaultStateBlockHash;
    }

    // If the new state hash is different from the previous one
    if (stateBlockHash != _currentStateBlockHash) {
        // Remember the previous state hash
        _previousStateBlockHash = _currentStateBlockHash;
        // Update the current state hash
        _currentStateBlockHash = stateBlockHash;
        RenderStateMap::const_iterator currentStateIt = _stateBlockMap.find(_currentStateBlockHash);
        RenderStateMap::const_iterator previousStateIt = _stateBlockMap.find(_previousStateBlockHash);

        DIVIDE_ASSERT(currentStateIt != previousStateIt &&
                      currentStateIt != std::cend(_stateBlockMap) &&
                      previousStateIt != std::cend(_stateBlockMap),
                      "GFXDevice error: Invalid state blocks detected on activation!");

        // Activate the new render state block in an rendering API dependent way
        _api->activateStateBlock(currentStateIt->second, previousStateIt->second);
    }
    // Return the previous state hash
    return _previousStateBlockHash;
}

/// Return the the render state block defined by the specified hash value.
const RenderStateBlock& GFXDevice::getRenderStateBlock(U32 renderStateBlockHash) const {
    // Find the render state block associated with the received hash value
    RenderStateMap::const_iterator it = _stateBlockMap.find(renderStateBlockHash);
    // Assert if it doesn't exist. Avoids programming errors.
    DIVIDE_ASSERT(it != std::cend(_stateBlockMap),
                  "GFXDevice error: Invalid render state block hash specified "
                  "for getRenderStateBlock!");
    // Return the state block's descriptor
    return it->second;
}

void GFXDevice::increaseResolution() {
    const WindowManager& winManager = Application::getInstance().getWindowManager();
    const vec2<U16>& resolution = winManager.getResolution();
    const vectorImpl<GPUState::GPUVideoMode>& displayModes = _state.getDisplayModes(winManager.targetDisplay());

    vectorImpl<GPUState::GPUVideoMode>::const_reverse_iterator it;
    for (it = std::rbegin(displayModes); it != std::rend(displayModes); ++it) {
        const vec2<U16>& tempResolution = it->_resolution;

        if (resolution.width < tempResolution.width &&
            resolution.height < tempResolution.height) {
            changeResolution(tempResolution.width, tempResolution.height);
            return;
        }
    }
}

void GFXDevice::decreaseResolution() {
    const WindowManager& winManager = Application::getInstance().getWindowManager();
    const vec2<U16>& resolution = winManager.getResolution();
    const vectorImpl<GPUState::GPUVideoMode>& displayModes = _state.getDisplayModes(winManager.targetDisplay());
    
    vectorImpl<GPUState::GPUVideoMode>::const_iterator it;
    for (it = std::begin(displayModes); it != std::end(displayModes); ++it) {
        const vec2<U16>& tempResolution = it->_resolution;
        if (resolution.width > tempResolution.width &&
            resolution.height > tempResolution.height) {
            changeResolution(tempResolution.width, tempResolution.height);
            return;
        }
    }
}

void GFXDevice::toggleFullScreen() {
    WindowManager& winManager = Application::getInstance().getWindowManager();
    switch (winManager.mainWindowType()) {
        case WindowType::WINDOW:
        case WindowType::SPLASH:
            winManager.mainWindowType(WindowType::FULLSCREEN_WINDOWED);
            break;
        case WindowType::FULLSCREEN_WINDOWED:
            winManager.mainWindowType(WindowType::FULLSCREEN);
            break;
        case WindowType::FULLSCREEN:
            winManager.mainWindowType(WindowType::WINDOW);
            break;
    };
}

/// The main entry point for any resolution change request
void GFXDevice::changeResolution(U16 w, U16 h) {
    // Make sure we are in a valid state that allows resolution updates
    if (_renderTarget[to_const_uint(RenderTargetID::SCREEN)]._buffer != nullptr) {
        // Update resolution only if it's different from the current one.
        // Avoid resolution change on minimize so we don't thrash render targets
        if (vec2<U16>(w, h) ==  _renderTarget[to_const_uint(RenderTargetID::SCREEN)]._buffer->getResolution() ||
           !(w > 1 && h > 1)) {
            return;
        }
        // Update render targets with the new resolution
        for (U32 i = 0; i < to_const_uint(RenderTargetID::COUNT); ++i) {
            Framebuffer* renderTarget = _renderTarget[i]._buffer;
            if (renderTarget) {
                renderTarget->create(w, h);
            }
        }
    }

    Application& app = Application::getInstance();
    // Update post-processing render targets and buffers
    PostFX::getInstance().updateResolution(w, h);
    app.getWindowManager().setResolution(vec2<U16>(w, h));

    _gpuBlock._data._invScreenDimension.xy(1.0f / w, 1.0f / h);
    _gpuBlock._updated = true;

    _api->changeResolution(w, h);
}

/// Return a GFXDevice specific matrix or a derivative of it
void GFXDevice::getMatrix(const MATRIX& mode, mat4<F32>& mat) {
    // The matrix names are self-explanatory
    if (mode == MATRIX::VIEW_PROJECTION) {
        mat.set(_gpuBlock._data._ViewProjectionMatrix);
    } else if (mode == MATRIX::VIEW) {
        mat.set(_gpuBlock._data._ViewMatrix);
    } else if (mode == MATRIX::PROJECTION) {
        mat.set(_gpuBlock._data._ProjectionMatrix);
    } else if (mode == MATRIX::TEXTURE) {
        mat.identity();
        Console::errorfn(Locale::get(_ID("ERROR_TEXTURE_MATRIX_ACCESS")));
    } else if (mode == MATRIX::VIEW_INV) {
        _gpuBlock._data._ViewMatrix.getInverse(mat);
    } else if (mode == MATRIX::PROJECTION_INV) {
        _gpuBlock._data._ProjectionMatrix.getInverse(mat);
    } else if (mode == MATRIX::VIEW_PROJECTION_INV) {
        _gpuBlock._data._ViewProjectionMatrix.getInverse(mat);
    } else {
        DIVIDE_ASSERT(
            false,
            "GFXDevice error: attempted to query an invalid matrix target!");
    }
}

/// Update the internal GPU data buffer with the clip plane values
void GFXDevice::updateClipPlanes() {
    GPUBlock::GPUData& data = _gpuBlock._data;
    for (U8 i = 0; i < Config::MAX_CLIP_PLANES; ++i) {
        data._clipPlanes[i] = _clippingPlanes[i].getEquation();
    }
    _gpuBlock._updated = true;
}

/// Update the internal GPU data buffer with the updated viewport dimensions
void GFXDevice::updateViewportInternal(const vec4<I32>& viewport) {
    // Change the viewport on the Rendering API level
    _api->changeViewport(viewport);
    // Update the buffer with the new value
    _gpuBlock._data._ViewPort.set(viewport.x, viewport.y, viewport.z, viewport.w);
    _gpuBlock._updated = true;
}

/// Update the virtual camera's matrices and upload them to the GPU
F32* GFXDevice::lookAt(const mat4<F32>& viewMatrix, const vec3<F32>& eyePos) {
    bool updated = false;

    GPUBlock::GPUData& data = _gpuBlock._data;

    if (eyePos != _gpuBlock._data._cameraPosition.xyz()) {
        data._cameraPosition.xyz(eyePos);
        updated = true;
    }

    if (viewMatrix != _gpuBlock._data._ViewMatrix) {
        data._ViewMatrix.set(viewMatrix);
        updated = true;
    }

    if (updated) {
        Util::Mat4::Multiply(data._ViewMatrix, data._ProjectionMatrix, data._ViewProjectionMatrix);
        _gpuBlock._updated = true;
    }

    return data._ViewMatrix.mat;
}

/// Enable an orthographic projection and upload the corresponding matrices to
/// the GPU
F32* GFXDevice::setProjection(const vec4<F32>& rect, const vec2<F32>& planes) {
    GPUBlock::GPUData& data = _gpuBlock._data;

    data._ProjectionMatrix.ortho(rect.x, rect.y, rect.z, rect.w,
                                 planes.x, planes.y);

    data._ZPlanesCombined.xy(planes);

    Util::Mat4::Multiply(data._ViewMatrix, data._ProjectionMatrix, data._ViewProjectionMatrix);

    _gpuBlock._updated = true;

    return data._ProjectionMatrix.mat;
}

/// Enable a perspective projection and upload the corresponding matrices to the
/// GPU
F32* GFXDevice::setProjection(F32 FoV, F32 aspectRatio,
                              const vec2<F32>& planes) {
    GPUBlock::GPUData& data = _gpuBlock._data;

    data._ProjectionMatrix.perspective(Angle::DegreesToRadians(FoV),
                                       aspectRatio,
                                       planes.x, planes.y);

    data._ZPlanesCombined.xy(planes);
    data._cameraPosition.w = aspectRatio;
    data._renderProperties.z = FoV;
    data._renderProperties.w = std::tan(FoV * 0.5f);
    Util::Mat4::Multiply(data._ViewMatrix, data._ProjectionMatrix, data._ViewProjectionMatrix);

    _gpuBlock._updated = true;

    return data._ProjectionMatrix.mat;
}

/// Calculate a frustum for the requested eye (left-right frustum) for anaglyph
/// rendering
void GFXDevice::setAnaglyphFrustum(F32 camIOD, const vec2<F32>& zPlanes,
                                   F32 aspectRatio, F32 verticalFoV,
                                   bool rightFrustum) {
    // Only update frustum values if the interocular distance changed from the
    // previous request
    if (!COMPARE(_anaglyphIOD, camIOD)) {
        static const F32 DTR = 0.0174532925f;
        static const F32 screenZ = 10.0f;

        // Sets top of frustum based on FoV-Y and near clipping plane
        F32 top = zPlanes.x * std::tan(DTR * verticalFoV * 0.5f);
        F32 right = aspectRatio * top;
        // Sets right of frustum based on aspect ratio
        F32 frustumshift = (camIOD / 2) * zPlanes.x / screenZ;

        _leftCam.topfrustum = top;
        _leftCam.bottomfrustum = -top;
        _leftCam.leftfrustum = -right + frustumshift;
        _leftCam.rightfrustum = right + frustumshift;
        _leftCam.modeltranslation = camIOD / 2;

        _rightCam.topfrustum = top;
        _rightCam.bottomfrustum = -top;
        _rightCam.leftfrustum = -right - frustumshift;
        _rightCam.rightfrustum = right - frustumshift;
        _rightCam.modeltranslation = -camIOD / 2;

        _anaglyphIOD = camIOD;
    }
    // Set a camera for the requested eye's frustum
    CameraFrustum& tempCam = rightFrustum ? _rightCam : _leftCam;
    // Update the GPU data buffer with the proper projection data based on the
    // eye camera's frustum
    GPUBlock::GPUData& data = _gpuBlock._data;

    data._ProjectionMatrix.frustum(to_float(tempCam.leftfrustum),
                                   to_float(tempCam.rightfrustum),
                                   to_float(tempCam.bottomfrustum),
                                   to_float(tempCam.topfrustum),
                                   zPlanes.x,
                                   zPlanes.y);

    // Translate the matrix to cancel parallax
    data._ProjectionMatrix.translate(tempCam.modeltranslation, 0.0, 0.0);

    data._ZPlanesCombined.xy(zPlanes);

    data._ViewProjectionMatrix.set(data._ViewMatrix * data._ProjectionMatrix);

    _gpuBlock._updated = true;
}

/// Enable or disable 2D rendering mode 
/// (orthographic projection, no depth reads)
void GFXDevice::toggle2D(bool state) {
    // Remember the previous state hash
    static U32 previousStateBlockHash = 0;
    // Prevent double 2D toggle to the same state (e.g. in a loop)
    if (state == _2DRendering) {
        return;
    }
    Kernel& kernel = Application::getInstance().getKernel();
    _2DRendering = state;
    // If we need to enable 2D rendering
    if (state) {
        // Activate the 2D render state block
        previousStateBlockHash = setStateBlock(_state2DRenderingHash);
        // Push the 2D camera
        kernel.getCameraMgr().pushActiveCamera(_2DCamera);
        // Upload 2D camera matrices to the GPU
        _2DCamera->renderLookAt();
    } else {
        // Reverting to 3D implies popping the 2D camera
        kernel.getCameraMgr().popActiveCamera();
        // And restoring the previous state block
        setStateBlock(previousStateBlockHash);
    }
}

/// Update the rendering viewport
void GFXDevice::setViewport(const vec4<I32>& viewport) {
    // Avoid redundant changes
    _viewportUpdate = !viewport.compare(_viewport.top());

    if (_viewportUpdate) {
        // Push the new viewport
        _viewport.push(viewport);
        // Activate the new viewport
        updateViewportInternal(viewport);
    }
}

/// Restore the viewport to it's previous value
void GFXDevice::restoreViewport() {
    // If we didn't push a new viewport, there's nothing to pop
    if (!_viewportUpdate) {
        return;
    }
    // Restore the viewport
    _viewport.pop();
    // Activate the new top viewport
    updateViewportInternal(_viewport.top());
    _viewportUpdate = false;
}

/// Set a new viewport clearing the previous stack first
void GFXDevice::setBaseViewport(const vec4<I32>& viewport) {
    while (!_viewport.empty()) {
        _viewport.pop();
    }
    _viewport.push(viewport);

    // Set the new viewport
    updateViewportInternal(viewport);
    // The forced viewport can't be popped
    _viewportUpdate = false;
}

void GFXDevice::onCameraUpdate(Camera& camera) {
    if (drawDebugAxis()) {
        // We need to transform the gizmo so that it always remains axis aligned
        // Create a world matrix using a look at function with the eye position
        // backed up from the camera's view direction
        _axisGizmo->worldMatrix(
            mat4<F32>(-camera.getViewDir() * 2, VECTOR3_ZERO, camera.getUpDir()) *
            _gpuBlock._data._ViewMatrix.getInverse());
        _axisGizmo->paused(false);
    } else {
        _axisGizmo->paused(true);
    }
}

/// Depending on the context, either immediately call the function, or pass it
/// to the loading thread via a queue
bool GFXDevice::loadInContext(const CurrentContext& context,
                              const DELEGATE_CBK<>& callback) {
    // Skip invalid callbacks
    if (!callback) {
        return false;
    }
    // If we want and can call the function in the loading thread, add it to the
    // lock-free, single-producer, single-consumer queue
    if (context == CurrentContext::GFX_LOADING_CTX &&
        _state.loadingThreadAvailable()) {
        _state.addToLoadQueue(callback);
    } else {
        callback();
    }
    // The callback is valid and has been processed
    return true;
}

/// Transform our depth buffer to a HierarchicalZ buffer (for occlusion queries)
void GFXDevice::constructHIZ() {
    // The depth buffer's resolution should be equal to the screen's resolution
    Framebuffer* screenTarget = _renderTarget[anaglyphEnabled() ? to_const_uint(RenderTargetID::ANAGLYPH)
                                                                : to_const_uint(RenderTargetID::SCREEN)]._buffer;
    vec2<U16> resolution = screenTarget->getResolution();
    // Bind the depth texture to the first texture unit
    screenTarget->bind(to_const_ubyte(ShaderProgram::TextureUsage::DEPTH),
                       TextureDescriptor::AttachmentType::Depth);
    // We use a special shader that downsamples the buffer
    // We will use a state block that disables color writes as we will render
    // only a depth image,
    // disables depth testing but allows depth writes
    // Set the depth buffer as the currently active render target
    Framebuffer::FramebufferTarget depthOnlyTarget;
    depthOnlyTarget._clearColorBuffersOnBind = false;
    depthOnlyTarget._clearDepthBufferOnBind = false;
    depthOnlyTarget._changeViewport = false;
    depthOnlyTarget._drawMask.fill(false);
    depthOnlyTarget._drawMask[to_const_uint(TextureDescriptor::AttachmentType::Depth)] = true;

    screenTarget->begin(depthOnlyTarget);
    // Calculate the number of mipmap levels we need to generate
    U32 numLevels = 1 + to_uint(floorf(log2f(fmaxf(to_float(resolution.width),
                                                   to_float(resolution.height)))));
    // Store the current width and height of each mip
    U16 currentWidth = resolution.width;
    U16 currentHeight = resolution.height;
    vec4<I32> previousViewport(_viewport.top());
    // We skip the first level as that's our full resolution image
    for (U16 i = 1; i < numLevels; ++i) {
        // Inform the shader of the resolution we are downsampling from
        _HIZConstructProgram->Uniform("LastMipSize", vec2<I32>(currentWidth, currentHeight));
        // Calculate next viewport size
        currentWidth /= 2;
        currentHeight /= 2;
        // Ensure that the viewport size is always at least 1x1
        currentWidth = currentWidth > 0 ? currentWidth : 1;
        currentHeight = currentHeight > 0 ? currentHeight : 1;
        // Update the viewport with the new resolution
        updateViewportInternal(vec4<I32>(0, 0, currentWidth, currentHeight));
        // Bind next mip level for rendering but first restrict fetches only to previous level
        screenTarget->setMipLevel(i - 1, i - 1, i, TextureDescriptor::AttachmentType::Depth);
        // Dummy draw command as the full screen quad is generated completely in the vertex shader
        drawTriangle(_stateDepthOnlyRenderingHash, _HIZConstructProgram);
    }
    updateViewportInternal(previousViewport);
    // Reset mipmap level range for the depth buffer
    screenTarget->resetMipLevel(TextureDescriptor::AttachmentType::Depth);
    // Unbind the render target
    screenTarget->end();
    
}

/// Find an unused primitive object or create a new one and return it
IMPrimitive* GFXDevice::getOrCreatePrimitive(bool allowPrimitiveRecycle) {
    IMPrimitive* tempPriv = nullptr;
    // Find an available and unused primitive (a zombie primitive)
    vectorImpl<IMPrimitive*>::iterator it;
    it = std::find_if(std::begin(_imInterfaces), std::end(_imInterfaces),
                      [](IMPrimitive* const priv) { 
                            return (priv && !priv->inUse()); 
                      });
    // If we allow resurrected primitives check if we have one available
    if (allowPrimitiveRecycle && it != std::end(_imInterfaces)) {
        tempPriv = *it;
        // If we have a valid zombie, resurrect it
        tempPriv->clear();

    } else {
        // If we do not have a valid zombie, we create a new primitive
        tempPriv = newIMP();
        // And add it to our container. The GFXDevice class is responsible for
        // deleting these!
        _imInterfaces.push_back(tempPriv);
    }
    // Toggle zombification of the primitive on or off depending on our request
    tempPriv->_canZombify = allowPrimitiveRecycle;

    return tempPriv;
}

/// Extract the pixel data from the main render target's first color attachment
/// and save it as a TGA image
void GFXDevice::Screenshot(const stringImpl& filename) {
    // Get the screen's resolution
    const vec2<U16>& resolution =
        _renderTarget[to_const_uint(RenderTargetID::SCREEN)]._buffer
            ->getResolution();
    // Allocate sufficiently large buffers to hold the pixel data
    U32 bufferSize = resolution.width * resolution.height * 4;
    U8* imageData = MemoryManager_NEW U8[bufferSize];
    // Read the pixels from the main render target (RGBA16F)
    _renderTarget[to_const_uint(RenderTargetID::SCREEN)]._buffer->readData(
        GFXImageFormat::RGBA, GFXDataFormat::UNSIGNED_BYTE, imageData);
    // Save to file
    ImageTools::SaveSeries(filename,
                           vec2<U16>(resolution.width, resolution.height), 32,
                           imageData);
    // Delete local buffers
    MemoryManager::DELETE_ARRAY(imageData);
}
};

Commits for Divide-Framework/trunk/Source Code/Platform/Video/GFXDevice.cpp

Diff revisions: vs.
Revision Author Commited Message
631 Diff Diff IonutCava picture IonutCava Sun 24 Jan, 2016 20:28:21 +0000

[IonutCava]
- Fix and optimize particle rendering system
- Temporarily disable Z_PRE_PASS system for testing
- Improve thread pool destruction system a bit
- Fix texture loading when used as fb attachment
- Forward+ renderer now takes the entire light buffer (no need to split up by light type)
- Start work on occlusion culling fixes:
— ToDo: Take into account batching system
— Fix gl_DrawIDARB usage

630 Diff Diff IonutCava picture IonutCava Fri 22 Jan, 2016 17:15:44 +0000

[IonutCava]
- Improve reflection generation system
— Still buggy
- Investigate occlusion culling issue
— Still buggy
- Improve threadpool idle time using main app time and conservative thread sleep calls

629 Diff Diff IonutCava picture IonutCava Thu 21 Jan, 2016 17:08:04 +0000

[IonutCava]
- New environment mapping system:
— Use previous frame’s list of nodes sorted front to back
— Update reflection for each if they meet the necessary criteria
- Cleanup particle system classes
- Cleanup GenericVertexData class
- Improve argument forwarding to frustum culling tasks

628 Diff Diff IonutCava picture IonutCava Wed 20 Jan, 2016 17:17:53 +0000

[IonutCava]
- Reworked GenericVertexData ring-buffering system and changed vertex attributes to the vertex format system
— Might be buggy
- Disabled bump-mapping for low-LoD level entities
- Removed a forgotten test line in BRDF shader that prevented lighting calculations to occur properly (an early return)
- Updated auto-reflection system for high shininess materials
- Converted a lot of ‘to_xyz’ calls to ‘to_const_xyz’ calls where appropriate to reduce runtime cost (‘to_const_xyz’ is evaluated at compile time)

625 Diff Diff IonutCava picture IonutCava Mon 18 Jan, 2016 17:19:59 +0000

[IonutCava]
- Limit number of shader compilations per frame
- Add initial support for deferred SGN postLoad calls (think multi-threaded loading support in the future)
- Various small profile-guided optimizations
- Removed some indirections in draw command submission

621 Diff Diff IonutCava picture IonutCava Tue 12 Jan, 2016 16:39:50 +0000

[IonutCava]
- Terrain rendering updates
- Framebuffer optimizations

617 Diff Diff IonutCava picture IonutCava Tue 05 Jan, 2016 16:47:21 +0000

[IonutCava]
- Depth writing is now a rendering API level toggle instead of a renderstateblock option
- Z-Pre-pass fixes and improvements
- Moved normal render target to the display stage from the pre-pass stage
— Normals are only used in post-processing. This improves pre-pass performance

615 Diff Diff IonutCava picture IonutCava Tue 22 Dec, 2015 16:30:42 +0000

[IonutCava]
not working properly
- Move HiZ buffer to separate render target
- Implement basic, per-scene, auto Save/Load system (works with camera position only for now)
- Fix a few wrong calls in glFramebuffer and glVertexArray
- Re-work skybox rendering

614 Diff Diff IonutCava picture IonutCava Mon 21 Dec, 2015 17:07:48 +0000

[IonutCava]
- Framebuffer attachment corrections
- SSAO corrections

613 IonutCava picture IonutCava Sun 20 Dec, 2015 19:30:47 +0000

[IonutCava]
- Merge DEPTH and SCREEN render targets
- Use new anaglyph method:
— Render scene as usual for first pass and apply postFX
— If anaglyph enabled:
-— Blit screen target to anaglyph target
-— Render scene with IoD distance set for second pass and apply PostFX
-— Render scene with SCREEN and ANAGLYPH bound and anaglyphEnabled uniform set to true
— If anaglyph disabled:
-— Render scene with SCREEN and (non-blitted) ANAGLYPH bound and anaglyphEnabled uniform set to false