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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/RenderDeferredTask.cpp (1 of 62 files). Show all

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libraries/render-utils/src/RenderDeferredTask.cpp+26−26
@@ -116,13 +116,13 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 115 unmodified lines
116116
117117 const auto& items = fetchedItems.get0();
118118
119− // Extract opaques / transparents / lights / metas / overlays / background
119+ // Extract opaques / transparents / lights / metas / layered / background
120120 const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
121121 const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
122− const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
123− const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
124− const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
125− const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
122+ const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
123+ const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
124+ const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
125+ const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
126126
127127 // Lighting model comes next, the big configuration of the view
128128 const auto& lightingModel = inputs[1];
@@ -227,12 +227,12 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 98 unmodified lines
227227 task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
228228
229229 // Layered Over (in front)
230− const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();
231− const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();
232− task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
233− task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
230+ const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, jitter).asVarying();
231+ const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, jitter).asVarying();
232+ task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true);
233+ task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false);
234234
235− const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
235+ const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneLayeredAntialiasing");
236236
237237 // AA job before bloom to limit flickering
238238 const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
@@ -257,14 +257,14 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 18 unmodified lines
257257 // Upscale to finale resolution
258258 const auto primaryFramebuffer = task.addJob<render::Upsample>("PrimaryBufferUpscale", scaledPrimaryFramebuffer);
259259
260− // Composite the HUD and HUD overlays
260+ // Composite the HUD and HUD layered objects
261261 task.addJob<CompositeHUD>("HUD");
262262
263263 const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
264− const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel, nullJitter).asVarying();
265− const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel, nullJitter).asVarying();
266− task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true);
267− task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false);
264+ const auto hudOpaquesInputs = DrawLayered3D::Inputs(hudOpaque, lightingModel, nullJitter).asVarying();
265+ const auto hudTransparentsInputs = DrawLayered3D::Inputs(hudTransparent, lightingModel, nullJitter).asVarying();
266+ task.addJob<DrawLayered3D>("DrawHUDOpaque", hudOpaquesInputs, true);
267+ task.addJob<DrawLayered3D>("DrawHUDTransparent", hudTransparentsInputs, false);
268268
269269 task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
270270
@@ -283,15 +283,15 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input · 12 unmodified lines
283283 const auto& fetchCullSortTaskOut = inputs.get0();
284284 const auto& items = fetchCullSortTaskOut.get0();
285285
286− // Extract opaques / transparents / lights / metas / overlays InFront and HUD / background
286+ // Extract opaques / transparents / lights / metas / layered / background
287287 const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
288288 const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
289289 const auto& lights = items[RenderFetchCullSortTask::LIGHT];
290290 const auto& metas = items[RenderFetchCullSortTask::META];
291− const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
292− const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
293− const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
294− const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
291+ const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
292+ const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
293+ const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
294+ const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
295295
296296 const auto& spatialSelection = fetchCullSortTaskOut[1];
297297
@@ -388,14 +388,14 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input · 90 unmodified lines
388388 task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
389389 }
390390
391− { // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
392− task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
393− task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
391+ { // Debug the bounds of the layered objects, still look at the zbuffer
392+ task.addJob<DrawBounds>("DrawInFrontOpaqueBounds", inFrontOpaque);
393+ task.addJob<DrawBounds>("DrawInFrontTransparentBounds", inFrontTransparent);
394394 }
395395
396− { // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer
397− task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque);
398− task.addJob<DrawBounds>("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent);
396+ { // Debug the bounds of the layered objects, still look at the zbuffer
397+ task.addJob<DrawBounds>("DrawHUDOpaqueBounds", hudOpaque);
398+ task.addJob<DrawBounds>("DrawHUDTransparentBounds", hudTransparent);
399399 }
400400
401401 // Debugging stages