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////  RenderViewTask.cpp//  render-utils/src/////  Created by Sam Gateau on 5/25/2017.//  Copyright 2017 High Fidelity, Inc.//  Copyright 2024 Overte e.V.////  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 "FadeEffect.h"#include "RenderShadowTask.h"#include "RenderCommonTask.h"#include "RenderDeferredTask.h"#include "RenderForwardTask.h" void RenderShadowsAndDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint8_t tagBits,        uint8_t tagMask, uint8_t transformOffset, size_t depth) {    task.addJob<SetRenderMethod>("SetRenderMethodTask", render::Args::DEFERRED);     const auto items = input.getN<DeferredForwardSwitchJob::Input>(0);    const auto lightingModel = input.getN<DeferredForwardSwitchJob::Input>(1);    const auto lightingStageFramesAndZones = input.getN<DeferredForwardSwitchJob::Input>(2);     // 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 renderDeferredInput = RenderDeferredTask::Input(items, lightingModel, lightingStageFramesAndZones, shadowTaskOut).asVarying();    task.addJob<RenderDeferredTask>("RenderDeferredTask", renderDeferredInput, cullFunctor, transformOffset, depth);} void DeferredForwardSwitchJob::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint8_t tagBits,        uint8_t tagMask, uint8_t transformOffset, size_t depth) {    task.addBranch<RenderShadowsAndDeferredTask>("RenderShadowsAndDeferredTask", 0, input, cullFunctor, tagBits, tagMask, transformOffset, depth);     task.addBranch<RenderForwardTask>("RenderForwardTask", 1, input, cullFunctor, transformOffset, depth);} void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint8_t tagBits, uint8_t tagMask,        TransformOffset transformOffset, size_t depth) {    const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask);     if (depth == 0 && tagBits == render::ItemKey::TAG_BITS_0) {        // TODO: This doesn't actually do any rendering, it simply processes the fade transactions.  Even though forward rendering        // doesn't support fading right now, we still need to do this once for both paths, otherwise we are left with orphaned objects        // after they fade out.  In the future, we should refactor this to happen elsewhere.        task.addJob<FadeEffect>("FadeEffect");    }     // 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); #ifndef Q_OS_ANDROID        const auto deferredForwardIn = DeferredForwardSwitchJob::Input(items, lightingModel, lightingStageFramesAndZones).asVarying();        task.addJob<DeferredForwardSwitchJob>("DeferredForwardSwitch", deferredForwardIn, cullFunctor, tagBits, tagMask, transformOffset, depth);#else        const auto renderInput = RenderForwardTask::Input(items, lightingModel, lightingStageFramesAndZones).asVarying();        task.addJob<RenderForwardTask>("RenderForwardTask", renderInput, cullFunctor, transformOffset, depth);#endif}