//// RenderViewTask.cpp// render-utils/src///// Created by Sam Gateau on 5/25/2017.// Copyright 2017 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "RenderViewTask.h"#include "AssembleLightingStageTask.h"#include "RenderShadowTask.h"#include "RenderDeferredTask.h"#include "RenderForwardTask.h"void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred, uint8_t tagBits, uint8_t tagMask) { const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask); assert(items.canCast<RenderFetchCullSortTask::Output>()); // Issue the lighting model, aka the big global settings for the view const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel"); // Assemble the lighting stages current frames const auto lightingStageFramesAndZones = task.addJob<AssembleLightingStageTask>("AssembleStages", items); if (isDeferred) { // Warning : the cull functor passed to the shadow pass should only be testing for LOD culling. If frustum culling // is performed, then casters not in the view frustum will be removed, which is not what we wish. const auto shadowTaskIn = RenderShadowTask::Input(lightingStageFramesAndZones.get<AssembleLightingStageTask::Output>().get0()[0], lightingModel).asVarying(); const auto shadowTaskOut = task.addJob<RenderShadowTask>("RenderShadowTask", shadowTaskIn, cullFunctor, tagBits, tagMask); const auto renderInput = RenderDeferredTask::Input(items, lightingModel, lightingStageFramesAndZones, shadowTaskOut).asVarying(); task.addJob<RenderDeferredTask>("RenderDeferredTask", renderInput); } else { const auto renderInput = RenderForwardTask::Input(items, lightingModel, lightingStageFramesAndZones).asVarying(); task.addJob<RenderForwardTask>("Forward", renderInput); }}
//
// RenderViewTask.cpp
// render-utils/src/
//
// Created by Sam Gateau on 5/25/2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "RenderViewTask.h"
#include "AssembleLightingStageTask.h"
#include "RenderShadowTask.h"
#include "RenderDeferredTask.h"
#include "RenderForwardTask.h"
void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred, uint8_t tagBits, uint8_t tagMask) {
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask);
assert(items.canCast<RenderFetchCullSortTask::Output>());
// Issue the lighting model, aka the big global settings for the view
const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
// Assemble the lighting stages current frames
const auto lightingStageFramesAndZones = task.addJob<AssembleLightingStageTask>("AssembleStages", items);
if (isDeferred) {
// Warning : the cull functor passed to the shadow pass should only be testing for LOD culling. If frustum culling
// is performed, then casters not in the view frustum will be removed, which is not what we wish.
const auto shadowTaskIn = RenderShadowTask::Input(lightingStageFramesAndZones.get<AssembleLightingStageTask::Output>().get0()[0], lightingModel).asVarying();
const auto shadowTaskOut = task.addJob<RenderShadowTask>("RenderShadowTask", shadowTaskIn, cullFunctor, tagBits, tagMask);
const auto renderInput = RenderDeferredTask::Input(items, lightingModel, lightingStageFramesAndZones, shadowTaskOut).asVarying();
task.addJob<RenderDeferredTask>("RenderDeferredTask", renderInput);
} else {
const auto renderInput = RenderForwardTask::Input(items, lightingModel, lightingStageFramesAndZones).asVarying();
task.addJob<RenderForwardTask>("Forward", renderInput);
}
}