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Cleaning up the lights and the light stage

samcake committed 10 years ago

Commit 4bf93f61 parent 9801ff09 files · +429 −95Browse files

Showing the changes to libraries/render-utils/src/DebugDeferredBuffer.cpp (1 of 9 files). Show all

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libraries/render-utils/src/DebugDeferredBuffer.cpp+34−37
@@ -403,51 +403,48 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren · 402 unmodified lines
403 403
404 batch.setPipeline(getPipeline(_mode, first));404 batch.setPipeline(getPipeline(_mode, first));
405 405
406 if (deferredFramebuffer) {406 if (deferredFramebuffer) {
407 batch.setResourceTexture(Albedo, deferredFramebuffer->getDeferredColorTexture());407 batch.setResourceTexture(Albedo, deferredFramebuffer->getDeferredColorTexture());
408 batch.setResourceTexture(Normal, deferredFramebuffer->getDeferredNormalTexture());408 batch.setResourceTexture(Normal, deferredFramebuffer->getDeferredNormalTexture());
409 batch.setResourceTexture(Specular, deferredFramebuffer->getDeferredSpecularTexture());409 batch.setResourceTexture(Specular, deferredFramebuffer->getDeferredSpecularTexture());
410 batch.setResourceTexture(Depth, deferredFramebuffer->getPrimaryDepthTexture());410 batch.setResourceTexture(Depth, deferredFramebuffer->getPrimaryDepthTexture());
411 batch.setResourceTexture(Lighting, deferredFramebuffer->getLightingTexture());411 batch.setResourceTexture(Lighting, deferredFramebuffer->getLightingTexture());
412 }412 }
413 if (!lightStage.lights.empty()) {413
414 batch.setResourceTexture(Shadow, lightStage.lights[0]->shadow.framebuffer->getDepthStencilBuffer());414 if (linearDepthTarget) {
415 }415 batch.setResourceTexture(LinearDepth, linearDepthTarget->getLinearDepthTexture());
416 416 batch.setResourceTexture(HalfLinearDepth, linearDepthTarget->getHalfLinearDepthTexture());
417 if (linearDepthTarget) {417 batch.setResourceTexture(HalfNormal, linearDepthTarget->getHalfNormalTexture());
418 batch.setResourceTexture(LinearDepth, linearDepthTarget->getLinearDepthTexture());418 }
419 batch.setResourceTexture(HalfLinearDepth, linearDepthTarget->getHalfLinearDepthTexture());419 if (surfaceGeometryFramebuffer) {
420 batch.setResourceTexture(HalfNormal, linearDepthTarget->getHalfNormalTexture());420 batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture());
421 }421 batch.setResourceTexture(DiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture());
422 if (surfaceGeometryFramebuffer) {422 }
423 batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture());423 if (ambientOcclusionFramebuffer) {
424 batch.setResourceTexture(DiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture());424 batch.setResourceTexture(AmbientOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture());
425 }425 batch.setResourceTexture(AmbientOcclusionBlurred, ambientOcclusionFramebuffer->getOcclusionBlurredTexture());
426 if (ambientOcclusionFramebuffer) {426 }
427 batch.setResourceTexture(AmbientOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture());
428 batch.setResourceTexture(AmbientOcclusionBlurred, ambientOcclusionFramebuffer->getOcclusionBlurredTexture());
429 }
430 const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);427 const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
431 const glm::vec2 bottomLeft(_size.x, _size.y);428 const glm::vec2 bottomLeft(_size.x, _size.y);
432 const glm::vec2 topRight(_size.z, _size.w);429 const glm::vec2 topRight(_size.z, _size.w);
433 geometryBuffer->renderQuad(batch, bottomLeft, topRight, color);430 geometryBuffer->renderQuad(batch, bottomLeft, topRight, color);
434 431
435 432
436 batch.setResourceTexture(Albedo, nullptr);433 batch.setResourceTexture(Albedo, nullptr);
437 batch.setResourceTexture(Normal, nullptr);434 batch.setResourceTexture(Normal, nullptr);
438 batch.setResourceTexture(Specular, nullptr);435 batch.setResourceTexture(Specular, nullptr);
439 batch.setResourceTexture(Depth, nullptr);436 batch.setResourceTexture(Depth, nullptr);
440 batch.setResourceTexture(Lighting, nullptr);437 batch.setResourceTexture(Lighting, nullptr);
441 batch.setResourceTexture(Shadow, nullptr);438 batch.setResourceTexture(Shadow, nullptr);
442 batch.setResourceTexture(LinearDepth, nullptr);439 batch.setResourceTexture(LinearDepth, nullptr);
443 batch.setResourceTexture(HalfLinearDepth, nullptr);440 batch.setResourceTexture(HalfLinearDepth, nullptr);
444 batch.setResourceTexture(HalfNormal, nullptr);441 batch.setResourceTexture(HalfNormal, nullptr);
445 442
446 batch.setResourceTexture(Curvature, nullptr);443 batch.setResourceTexture(Curvature, nullptr);
447 batch.setResourceTexture(DiffusedCurvature, nullptr);444 batch.setResourceTexture(DiffusedCurvature, nullptr);
448 445
449 batch.setResourceTexture(AmbientOcclusion, nullptr);446 batch.setResourceTexture(AmbientOcclusion, nullptr);
450 batch.setResourceTexture(AmbientOcclusionBlurred, nullptr);447 batch.setResourceTexture(AmbientOcclusionBlurred, nullptr);
451 448
452 });449 });
453}450}