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Shadows are completely working with settings on both pipeline

sam gateau committed 7 years ago

Commit 237fb4d1 parent 5a6f30b18 files · +284 −96Browse files

Showing the changes to libraries/render-utils/src/RenderViewTask.cpp (1 of 18 files). Show all

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libraries/render-utils/src/RenderViewTask.cpp+9−8
@@ -16,24 +16,25 @@ · 15 unmodified lines
16#include "RenderForwardTask.h"16#include "RenderForwardTask.h"
17 17
18void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred, uint8_t tagBits, uint8_t tagMask) {18void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred, uint8_t tagBits, uint8_t tagMask) {
19 // auto items = input.get<Input>();
20
21 const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask);19 const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask);
22 assert(items.canCast<RenderFetchCullSortTask::Output>());20 assert(items.canCast<RenderFetchCullSortTask::Output>());
23 21
24 // const auto lightingStageFramesAndZones = task.addJob<AssembleLightingStageTask>("AssembleStages", items[0]);22 // Issue the lighting model, aka the big global settings for the view
23 const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
24
25 // Assemble the lighting stages current frames
25 const auto lightingStageFramesAndZones = task.addJob<AssembleLightingStageTask>("AssembleStages", items);26 const auto lightingStageFramesAndZones = task.addJob<AssembleLightingStageTask>("AssembleStages", items);
26 27
27 if (isDeferred) {28 if (isDeferred) {
28 // Warning : the cull functor passed to the shadow pass should only be testing for LOD culling. If frustum culling29 // Warning : the cull functor passed to the shadow pass should only be testing for LOD culling. If frustum culling
29 // is performed, then casters not in the view frustum will be removed, which is not what we wish.30 // is performed, then casters not in the view frustum will be removed, which is not what we wish.
30 const auto& ligthStageFrame = lightingStageFramesAndZones.get<AssembleLightingStageTask::Output>().get0()[0];31 const auto shadowTaskIn = RenderShadowTask::Input(lightingStageFramesAndZones.get<AssembleLightingStageTask::Output>().get0()[0], lightingModel).asVarying();
31 const auto cascadeSceneBBoxes = task.addJob<RenderShadowTask>("RenderShadowTask", ligthStageFrame, cullFunctor, tagBits, tagMask);32 const auto shadowTaskOut = task.addJob<RenderShadowTask>("RenderShadowTask", shadowTaskIn, cullFunctor, tagBits, tagMask);
32 33
33 const auto renderInput = RenderDeferredTask::Input(items, lightingStageFramesAndZones, cascadeSceneBBoxes).asVarying();34 const auto renderInput = RenderDeferredTask::Input(items, lightingModel, lightingStageFramesAndZones, shadowTaskOut).asVarying();
34 task.addJob<RenderDeferredTask>("RenderDeferredTask", renderInput, true);35 task.addJob<RenderDeferredTask>("RenderDeferredTask", renderInput);
35 } else {36 } else {
36 const auto renderInput = RenderForwardTask::Input(items, lightingStageFramesAndZones).asVarying();37 const auto renderInput = RenderForwardTask::Input(items, lightingModel, lightingStageFramesAndZones).asVarying();
37 task.addJob<RenderForwardTask>("Forward", renderInput);38 task.addJob<RenderForwardTask>("Forward", renderInput);
38 }39 }
39}40}