From b8d96d98b821f7961eb6e5fae68dfd00a09cf362 Mon Sep 17 00:00:00 2001 From: sam gateau Date: Tue, 18 Dec 2018 16:25:24 -0800 Subject: [PATCH] fixing warnings from the build --- .../src/RenderableZoneEntityItem.cpp | 2 -- .../render-utils/src/RenderDeferredTask.cpp | 12 +----------- libraries/render-utils/src/RenderForwardTask.cpp | 14 ++++---------- libraries/render-utils/src/RenderShadowTask.cpp | 16 +++++----------- libraries/task/src/task/Varying.h | 2 +- 5 files changed, 11 insertions(+), 35 deletions(-) diff --git a/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp b/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp index 7c6e583ef4..232e6efa67 100644 --- a/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp @@ -27,8 +27,6 @@ // Sphere entities should fit inside a cube entity of the same size, so a sphere that has dimensions 1x1x1 // is a half unit sphere. However, the geometry cache renders a UNIT sphere, so we need to scale down. static const float SPHERE_ENTITY_SCALE = 0.5f; -static const unsigned int SUN_SHADOW_CASCADE_COUNT{ 4 }; -static const float SUN_SHADOW_MAX_DISTANCE{ 40.0f }; using namespace render; using namespace render::entities; diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index 595d22e816..d9bc802adc 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -119,17 +119,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren // Extract opaques / transparents / lights / metas / overlays / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; - const auto& lights = items[RenderFetchCullSortTask::LIGHT]; - const auto& metas = items[RenderFetchCullSortTask::META]; - const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE]; - const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE]; const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; - const auto& spatialSelection = fetchedItems.get1(); - // Lighting model comes next, the big configuration of the view const auto& lightingModel = inputs[1]; @@ -142,8 +136,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren const auto& hazeFrame = currentStageFrames[2]; const auto& bloomFrame = currentStageFrames[3]; - const auto& zones = lightingStageInputs[1]; - // Shadow Task Outputs const auto& shadowTaskOutputs = inputs.get3(); @@ -296,8 +288,6 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items[RenderFetchCullSortTask::LIGHT]; const auto& metas = items[RenderFetchCullSortTask::META]; - const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE]; - const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE]; const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; @@ -308,7 +298,7 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input // RenderShadowTask out const auto& shadowOut = inputs.get1(); - const auto& renderShadowTaskOut = inputs[0]; + const auto& renderShadowTaskOut = shadowOut[0]; // Extract the Lighting Stages Current frame ( and zones) const auto lightingStageInputs = inputs.get2(); diff --git a/libraries/render-utils/src/RenderForwardTask.cpp b/libraries/render-utils/src/RenderForwardTask.cpp index 7c266a32f5..ffdbc1c4b1 100755 --- a/libraries/render-utils/src/RenderForwardTask.cpp +++ b/libraries/render-utils/src/RenderForwardTask.cpp @@ -64,16 +64,12 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend // Extract opaques / transparents / lights / metas / overlays / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; - const auto& lights = items[RenderFetchCullSortTask::LIGHT]; const auto& metas = items[RenderFetchCullSortTask::META]; - const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE]; - const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE]; const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; - const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; - const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; - - const auto& spatialSelection = fetchedItems.get1(); + // TODO: Re enable the rendering of the HUD overlayes + // const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; + // const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; // Lighting model comes next, the big configuration of the view const auto& lightingModel = inputs[1]; @@ -84,9 +80,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend const auto currentStageFrames = lightingStageInputs.get0(); const auto lightFrame = currentStageFrames[0]; const auto backgroundFrame = currentStageFrames[1]; - const auto& hazeFrame = currentStageFrames[2]; - const auto& bloomFrame = currentStageFrames[3]; - + const auto& zones = lightingStageInputs[1]; // First job, alter faded diff --git a/libraries/render-utils/src/RenderShadowTask.cpp b/libraries/render-utils/src/RenderShadowTask.cpp index 7a75ae9e67..bfa6f5e5d1 100644 --- a/libraries/render-utils/src/RenderShadowTask.cpp +++ b/libraries/render-utils/src/RenderShadowTask.cpp @@ -33,6 +33,8 @@ // but are readjusted afterwards #define SHADOW_FRUSTUM_NEAR 1.0f #define SHADOW_FRUSTUM_FAR 500.0f +static const unsigned int SHADOW_CASCADE_COUNT{ 4 }; +static const float SHADOW_MAX_DISTANCE{ 40.0f }; using namespace render; @@ -62,8 +64,6 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende const auto& lightFrame = input.getN(0); - const auto& lightingModel = input.getN(1); - const auto setupOutput = task.addJob("ShadowSetup", input); const auto queryResolution = setupOutput.getN(1); const auto shadowFrame = setupOutput.getN(3); @@ -371,7 +371,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c output.edit2() = _cameraFrustum; if (!_globalShadowObject) { - _globalShadowObject = std::make_shared(graphics::LightPointer(), 100.f, 4); + _globalShadowObject = std::make_shared(graphics::LightPointer(), SHADOW_MAX_DISTANCE, SHADOW_CASCADE_COUNT); } const auto theGlobalLight = lightStage->getCurrentKeyLight(lightFrame); @@ -446,19 +446,13 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output) { const auto shadowFrame = input; - /* - auto lightStage = renderContext->_scene->getStage(); - const auto& lightFrame = *input; - assert(lightStage); -*/ + // Cache old render args RenderArgs* args = renderContext->args; RenderShadowTask::CullFunctor cullFunctor; - - if (shadowFrame && !shadowFrame->_objects.empty() && shadowFrame->_objects[0]) { - const auto globalShadow = shadowFrame->_objects[0]; //lightStage->getCurrentKeyShadow(lightFrame); + const auto globalShadow = shadowFrame->_objects[0]; if (globalShadow && _cascadeIndex < globalShadow->getCascadeCount()) { // Second item filter is to filter items to keep in shadow frustum computation (here we need to keep shadow receivers) diff --git a/libraries/task/src/task/Varying.h b/libraries/task/src/task/Varying.h index 18edf35937..686a00446b 100644 --- a/libraries/task/src/task/Varying.h +++ b/libraries/task/src/task/Varying.h @@ -35,7 +35,7 @@ public: template const T& get() const { return std::static_pointer_cast>(_concept)->_data; } template T& edit() { return std::static_pointer_cast>(_concept)->_data; } - const std::string& name() const { return _concept->name(); } + const std::string name() const { return _concept->name(); } // access potential sub varyings contained in this one. Varying operator[] (uint8_t index) const { return (*_concept)[index]; }