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haze on most entities, working on skybox

SamGondelman committed 7 years ago

Commit d545ba51 parent bd2003f39 files · +262 −176Browse files

Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 39 files). Show all

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libraries/render-utils/src/RenderDeferredTask.cpp+5−5
@@ -207,7 +207,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 206 unmodified lines
207 task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);207 task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
208 208
209 // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job209 // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
210 const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame).asVarying();210 const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame, hazeFrame).asVarying();
211 task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs);211 task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs);
212 212
213 const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame));213 const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame));
@@ -225,8 +225,8 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 11 unmodified lines
225 task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);225 task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
226 226
227 // Layered Over (in front)227 // Layered Over (in front)
228 const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, jitter).asVarying();228 const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, hazeFrame, jitter).asVarying();
229 const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, jitter).asVarying();229 const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, hazeFrame, jitter).asVarying();
230 task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true);230 task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true);
231 task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false);231 task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false);
232 232
@@ -254,7 +254,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 21 unmodified lines
254 const auto primaryFramebuffer = task.addJob<render::UpsampleToBlitFramebuffer>("PrimaryBufferUpscale", toneMappedBuffer);254 const auto primaryFramebuffer = task.addJob<render::UpsampleToBlitFramebuffer>("PrimaryBufferUpscale", toneMappedBuffer);
255 255
256 // HUD Layer256 // HUD Layer
257 const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent).asVarying();257 const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying();
258 task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs);258 task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs);
259}259}
260 260
@@ -506,7 +506,7 @@ void RenderTransparentDeferred::run(const RenderContextPointer& renderContext, c · 245 unmodified lines
506 if (hazeStage && hazeFrame->_hazes.size() > 0) {506 if (hazeStage && hazeFrame->_hazes.size() > 0) {
507 const auto& hazePointer = hazeStage->getHaze(hazeFrame->_hazes.front());507 const auto& hazePointer = hazeStage->getHaze(hazeFrame->_hazes.front());
508 if (hazePointer) {508 if (hazePointer) {
509 batch.setUniformBuffer(ru::Buffer::HazeParams, hazePointer->getHazeParametersBuffer());509 batch.setUniformBuffer(graphics::slot::buffer::Buffer::HazeParams, hazePointer->getHazeParametersBuffer());
510 }510 }
511 }511 }
512 512

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