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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
2525 #include <render/DrawSceneOctree.h>
2626 #include <render/BlurTask.h>
2727
28+#include "LightingModel.h"
2829 #include "DebugDeferredBuffer.h"
2930 #include "DeferredLightingEffect.h"
3031 #include "SurfaceGeometryPass.h"
@@ -88,7 +89,9 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) { · 57 unmodified lines
8889 const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET];
8990
9091 // 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+
9295
9396 // GPU jobs: Start preparing the deferred and lighting buffer
9497 addJob<PrepareDeferred>("PrepareDeferred");
@@ -125,7 +128,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) { · 30 unmodified lines
125128 // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
126129 addJob<DrawLight>("DrawLight", lights);
127130
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));
129132
130133 // DeferredBuffer is complete, now let's shade it into the LightingBuffer
131134 addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);