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introducing the Velocity buffer pass generation

samcake committed 9 years ago

Commit 2f0eee51 parent fe0b59713 files · +393 −7Browse files

Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 13 files). Show all

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libraries/render-utils/src/RenderDeferredTask.cpp+9−3
@@ -31,6 +31,7 @@ · 30 unmodified lines
31#include "DeferredFramebuffer.h"31#include "DeferredFramebuffer.h"
32#include "DeferredLightingEffect.h"32#include "DeferredLightingEffect.h"
33#include "SurfaceGeometryPass.h"33#include "SurfaceGeometryPass.h"
34#include "VelocityBufferPass.h"
34#include "FramebufferCache.h"35#include "FramebufferCache.h"
35#include "TextureCache.h"36#include "TextureCache.h"
36#include "ZoneRenderer.h"37#include "ZoneRenderer.h"
@@ -130,7 +131,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 93 unmodified lines
130 const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);131 const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
131 const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);132 const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
132 133
133 134 // Velocity
135 const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
136 const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);
137 const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);
138
134 // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.139 // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
135 task.addJob<DrawLight>("DrawLight", lights);140 task.addJob<DrawLight>("DrawLight", lights);
136 141
@@ -149,6 +154,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 12 unmodified lines
149 154
150 task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);155 task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
151 156
157
152 // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job158 // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
153 task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);159 task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
154 160
@@ -191,7 +197,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 36 unmodified lines
191 // Debugging stages197 // Debugging stages
192 {198 {
193 // Debugging Deferred buffer job199 // Debugging Deferred buffer job
194 const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));200 const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer));
195 task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);201 task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
196 202
197 const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,203 const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
@@ -217,7 +223,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 19 unmodified lines
217 223
218 task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);224 task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
219 }225 }
220 226
221 227
222 // AA job to be revisited228 // AA job to be revisited
223 task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);229 task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);

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