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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
6565 const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
6666 const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
6767 const auto& metas = items[RenderFetchCullSortTask::META];
68− const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
69− const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
70− // TODO: Re enable the rendering of the HUD overlayes
71− // const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
72− // const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
68+ const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
69+ const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
70+ const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
71+ const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
7372
7473 // Lighting model comes next, the big configuration of the view
7574 const auto& lightingModel = inputs[1];
@@ -97,14 +96,12 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend · 21 unmodified lines
9796 // draw a stencil mask in hidden regions of the framebuffer.
9897 task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
9998
100− // Layered Overlays
99+ // Layered
101100 const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
102−
103− // Layered Over (in front)
104− const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, nullJitter).asVarying();
105− const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, nullJitter).asVarying();
106− task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
107− task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
101+ const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, nullJitter).asVarying();
102+ const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, nullJitter).asVarying();
103+ task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true);
104+ task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false);
108105
109106 // Draw opaques forward
110107 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
135132 const auto toneMappingInputs = ToneMappingDeferred::Inputs(framebuffer, static_cast<gpu::FramebufferPointer>(nullptr) ).asVarying();
136133 task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
137134
138− // Layered Overlays
139− // Composite the HUD and HUD overlays
135+ // Composite the HUD and HUD layered objects
140136 task.addJob<CompositeHUD>("HUD");
141137
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+
142143 // Disable blit because we do tonemapping and compositing directly to the blit FBO
143144 // Blit!
144145 // task.addJob<Blit>("Blit", framebuffer);

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