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Revolutionizing ao

samcake committed 10 years ago

Commit afb1ebf1 parent 4f04dbc12 files · +221 −190Browse files

Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 12 files). Show all

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libraries/render-utils/src/RenderDeferredTask.cpp+4−3
@@ -141,13 +141,14 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) { · 140 unmodified lines
141 const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");141 const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");
142 142
143 // AO job143 // AO job
144 addJob<AmbientOcclusionEffect>("AmbientOcclusion");144 const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
145 const auto ambientOcclusionFramebuffer = addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
145 146
146 // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.147 // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
147 addJob<DrawLight>("DrawLight", lights);148 addJob<DrawLight>("DrawLight", lights);
148 149
149 const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,150 const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
150 surfaceGeometryFramebuffer, lowCurvatureNormalFramebuffer, scatteringResource).hasVarying();151 surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying();
151 152
152 // DeferredBuffer is complete, now let's shade it into the LightingBuffer153 // DeferredBuffer is complete, now let's shade it into the LightingBuffer
153 addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);154 addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
@@ -178,7 +179,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) { · 24 unmodified lines
178 addJob<DebugSubsurfaceScattering>("DebugScattering", deferredLightingInputs);179 addJob<DebugSubsurfaceScattering>("DebugScattering", deferredLightingInputs);
179 180
180 // Debugging Deferred buffer job181 // Debugging Deferred buffer job
181 const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, lowCurvatureNormalFramebuffer));182 const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
182 addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);183 addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
183 184
184 // Scene Octree Debuging job185 // Scene Octree Debuging job