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Renamed FadeManager to FadeEffect
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4 changed files with 20 additions and 20 deletions
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@ -1,9 +1,9 @@
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#include "FadeManager.h"
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#include "FadeEffect.h"
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#include "TextureCache.h"
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#include <PathUtils.h>
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FadeManager::FadeManager() :
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FadeEffect::FadeEffect() :
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_isDebugEnabled{ false },
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_debugFadePercent{ 0.f }
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{
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@ -11,7 +11,7 @@ FadeManager::FadeManager() :
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_fadeMaskMap = DependencyManager::get<TextureCache>()->getImageTexture(texturePath, image::TextureUsage::STRICT_TEXTURE);
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}
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render::ShapeKey::Builder FadeManager::getKeyBuilder() const
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render::ShapeKey::Builder FadeEffect::getKeyBuilder() const
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{
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render::ShapeKey::Builder builder;
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@ -1,5 +1,5 @@
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//
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// FadeManager.h
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// FadeEffect.h
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// libraries/render-utils/src/
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//
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// Created by Olivier Prat on 06/06/17.
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@ -8,19 +8,19 @@
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_FadeManager_h
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#define hifi_FadeManager_h
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#ifndef hifi_FadeEffect_h
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#define hifi_FadeEffect_h
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#include <DependencyManager.h>
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#include <gpu/Pipeline.h>
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#include <render/ShapePipeline.h>
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// Centralizes fade effect data and functions
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class FadeManager : public Dependency {
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class FadeEffect : public Dependency {
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SINGLETON_DEPENDENCY
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public:
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FadeManager();
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FadeEffect();
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const gpu::TexturePointer getFadeMaskMap() const { return _fadeMaskMap; }
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@ -40,4 +40,4 @@ private:
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};
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#endif // hifi_FadeManager_h
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#endif // hifi_FadeEffect_h
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@ -15,7 +15,7 @@
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#include "DeferredLightingEffect.h"
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#include "EntityItem.h"
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#include "FadeManager.h"
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#include "FadeEffect.h"
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using namespace render;
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@ -552,7 +552,7 @@ float ModelMeshPartPayload::computeFadePercent() const {
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}
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void ModelMeshPartPayload::bindFade(gpu::Batch& batch) const {
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const bool isDebugEnabled = DependencyManager::get<FadeManager>()->isDebugEnabled();
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const bool isDebugEnabled = DependencyManager::get<FadeEffect>()->isDebugEnabled();
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if (_fadeState != FADE_COMPLETE || isDebugEnabled) {
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auto& fade = _fadeBuffer.edit<Fade>();
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@ -563,7 +563,7 @@ void ModelMeshPartPayload::bindFade(gpu::Batch& batch) const {
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fade._percent = computeFadePercent();
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}
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else {
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fade._percent = DependencyManager::get<FadeManager>()->getDebugFadePercent();
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fade._percent = DependencyManager::get<FadeEffect>()->getDebugFadePercent();
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}
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fade._offset = offset;
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@ -35,7 +35,7 @@
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#include "HitEffect.h"
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#include "TextureCache.h"
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#include "ZoneRenderer.h"
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#include "FadeManager.h"
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#include "FadeEffect.h"
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#include "AmbientOcclusionEffect.h"
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#include "AntialiasingEffect.h"
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@ -53,8 +53,8 @@ extern void initDeferredPipelines(render::ShapePlumber& plumber);
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void RenderDeferredTask::configure(const Config& config)
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{
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DependencyManager::get<FadeManager>()->setDebugEnabled(config.debugFade);
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DependencyManager::get<FadeManager>()->setDebugFadePercent(config.debugFadePercent);
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DependencyManager::get<FadeEffect>()->setDebugEnabled(config.debugFade);
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DependencyManager::get<FadeEffect>()->setDebugFadePercent(config.debugFadePercent);
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}
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void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
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@ -92,7 +92,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
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const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
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DependencyManager::set<FadeManager>();
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DependencyManager::set<FadeEffect>();
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// Render opaque objects in DeferredBuffer
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const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
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@ -257,8 +257,8 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
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const auto& lightingModel = inputs.get1();
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RenderArgs* args = renderContext->args;
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ShapeKey::Builder defaultKeyBuilder = DependencyManager::get<FadeManager>()->getKeyBuilder();
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gpu::TexturePointer fadeMaskMap = DependencyManager::get<FadeManager>()->getFadeMaskMap();
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ShapeKey::Builder defaultKeyBuilder = DependencyManager::get<FadeEffect>()->getKeyBuilder();
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gpu::TexturePointer fadeMaskMap = DependencyManager::get<FadeEffect>()->getFadeMaskMap();
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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@ -309,8 +309,8 @@ void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const
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const auto& lightingModel = inputs.get1();
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RenderArgs* args = renderContext->args;
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ShapeKey::Builder defaultKeyBuilder = DependencyManager::get<FadeManager>()->getKeyBuilder();
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gpu::TexturePointer fadeMaskMap = DependencyManager::get<FadeManager>()->getFadeMaskMap();
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ShapeKey::Builder defaultKeyBuilder = DependencyManager::get<FadeEffect>()->getKeyBuilder();
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gpu::TexturePointer fadeMaskMap = DependencyManager::get<FadeEffect>()->getFadeMaskMap();
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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