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more overlay wip

SamGondelman committed 7 years ago

Commit 5ce8f561 parent ca8d64b62 files · +620 −864Browse files

Showing the changes to libraries/render-utils/src/RenderForwardTask.cpp (1 of 62 files). Show all

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libraries/render-utils/src/RenderForwardTask.cpp+15−14
@@ -65,11 +65,10 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend · 64 unmodified lines
65 const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];65 const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
66 const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];66 const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
67 const auto& metas = items[RenderFetchCullSortTask::META];67 const auto& metas = items[RenderFetchCullSortTask::META];
68 const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];68 const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
69 const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];69 const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
70 // TODO: Re enable the rendering of the HUD overlayes70 const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
71 // const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];71 const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
72 // const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
73 72
74 // Lighting model comes next, the big configuration of the view73 // Lighting model comes next, the big configuration of the view
75 const auto& lightingModel = inputs[1];74 const auto& lightingModel = inputs[1];
@@ -97,14 +96,12 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend · 21 unmodified lines
97 // draw a stencil mask in hidden regions of the framebuffer.96 // draw a stencil mask in hidden regions of the framebuffer.
98 task.addJob<PrepareStencil>("PrepareStencil", framebuffer);97 task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
99 98
100 // Layered Overlays99 // Layered
101 const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));100 const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
102 101 const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, nullJitter).asVarying();
103 // Layered Over (in front)102 const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, nullJitter).asVarying();
104 const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, nullJitter).asVarying();103 task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true);
105 const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, nullJitter).asVarying();104 task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false);
106 task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
107 task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
108 105
109 // Draw opaques forward106 // Draw opaques forward
110 const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel).asVarying();107 const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel).asVarying();
@@ -135,10 +132,14 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend · 24 unmodified lines
135 const auto toneMappingInputs = ToneMappingDeferred::Inputs(framebuffer, static_cast<gpu::FramebufferPointer>(nullptr) ).asVarying();132 const auto toneMappingInputs = ToneMappingDeferred::Inputs(framebuffer, static_cast<gpu::FramebufferPointer>(nullptr) ).asVarying();
136 task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);133 task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
137 134
138 // Layered Overlays135 // Composite the HUD and HUD layered objects
139 // Composite the HUD and HUD overlays
140 task.addJob<CompositeHUD>("HUD");136 task.addJob<CompositeHUD>("HUD");
141 137
138 const auto hudOpaquesInputs = DrawLayered3D::Inputs(hudOpaque, lightingModel, nullJitter).asVarying();
139 const auto hudTransparentsInputs = DrawLayered3D::Inputs(hudTransparent, lightingModel, nullJitter).asVarying();
140 task.addJob<DrawLayered3D>("DrawHUDOpaque", hudOpaquesInputs, true);
141 task.addJob<DrawLayered3D>("DrawHUDTransparent", hudTransparentsInputs, false);
142
142 // Disable blit because we do tonemapping and compositing directly to the blit FBO143 // Disable blit because we do tonemapping and compositing directly to the blit FBO
143 // Blit!144 // Blit!
144 // task.addJob<Blit>("Blit", framebuffer);145 // task.addJob<Blit>("Blit", framebuffer);

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