Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 12 files). Show all
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| @@ -25,6 +25,7 @@ · 24 unmodified lines | |||
| 25 | #include <render/DrawSceneOctree.h> | 25 | #include <render/DrawSceneOctree.h> |
| 26 | #include <render/BlurTask.h> | 26 | #include <render/BlurTask.h> |
| 27 | 27 | ||
| 28 | #include "LightingModel.h" | ||
| 28 | #include "DebugDeferredBuffer.h" | 29 | #include "DebugDeferredBuffer.h" |
| 29 | #include "DeferredLightingEffect.h" | 30 | #include "DeferredLightingEffect.h" |
| 30 | #include "SurfaceGeometryPass.h" | 31 | #include "SurfaceGeometryPass.h" |
| @@ -88,7 +89,9 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) { · 57 unmodified lines | |||
| 88 | const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET]; | 89 | const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET]; |
| 89 | 90 | ||
| 90 | // Prepare deferred, generate the shared Deferred Frame Transform | 91 | // Prepare deferred, generate the shared Deferred Frame Transform |
| 91 | const auto deferredFrameTransform = addJob<GenerateDeferredFrameTransform>("EvalDeferredFrameTransform"); | 92 | const auto deferredFrameTransform = addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform"); |
| 93 | const auto lightingModel = addJob<MakeLightingModel>("LightingModel"); | ||
| 94 | |||
| 92 | 95 | ||
| 93 | // GPU jobs: Start preparing the deferred and lighting buffer | 96 | // GPU jobs: Start preparing the deferred and lighting buffer |
| 94 | addJob<PrepareDeferred>("PrepareDeferred"); | 97 | addJob<PrepareDeferred>("PrepareDeferred"); |
| @@ -125,7 +128,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) { · 30 unmodified lines | |||
| 125 | // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. | 128 | // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. |
| 126 | addJob<DrawLight>("DrawLight", lights); | 129 | addJob<DrawLight>("DrawLight", lights); |
| 127 | 130 | ||
| 128 | const auto deferredLightingInputs = render::Varying(RenderDeferred::Inputs(deferredFrameTransform, curvatureFramebuffer, diffusedCurvatureFramebuffer, scatteringResource)); | 131 | const auto deferredLightingInputs = render::Varying(RenderDeferred::Inputs(deferredFrameTransform, lightingModel, curvatureFramebuffer, diffusedCurvatureFramebuffer, scatteringResource)); |
| 129 | 132 | ||
| 130 | // DeferredBuffer is complete, now let's shade it into the LightingBuffer | 133 | // DeferredBuffer is complete, now let's shade it into the LightingBuffer |
| 131 | addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs); | 134 | addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs); |