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Adding the lighting model class to configure accross the jobs the lighting

samcake committed 10 years ago

Commit 2a52f1d1 parent 7f6c44112 files · +421 −37Browse files

Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 12 files). Show all

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libraries/render-utils/src/RenderDeferredTask.cpp+5−2
@@ -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 Transform91 // 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 buffer96 // 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 LightingBuffer133 // DeferredBuffer is complete, now let's shade it into the LightingBuffer
131 addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);134 addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);