Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 12 files). Show all
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| @@ -141,13 +141,14 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) { · 140 unmodified lines | ||
| 141 | 141 | const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering"); |
| 142 | 142 | |
| 143 | 143 | // 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 | 147 | // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. |
| 147 | 148 | addJob<DrawLight>("DrawLight", lights); |
| 148 | 149 | |
| 149 | 150 | const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, |
| 150 | − surfaceGeometryFramebuffer, lowCurvatureNormalFramebuffer, scatteringResource).hasVarying(); | |
| 151 | + surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying(); | |
| 151 | 152 | |
| 152 | 153 | // DeferredBuffer is complete, now let's shade it into the LightingBuffer |
| 153 | 154 | addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs); |
| @@ -178,7 +179,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) { · 24 unmodified lines | ||
| 178 | 179 | addJob<DebugSubsurfaceScattering>("DebugScattering", deferredLightingInputs); |
| 179 | 180 | |
| 180 | 181 | // 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 | 183 | addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers); |
| 183 | 184 | |
| 184 | 185 | // Scene Octree Debuging job |