Renamed FadeManager to FadeEffect

This commit is contained in:
Olivier Prat 2017-06-06 16:27:56 +02:00
parent 8af2f75996
commit a9ab9d2476
4 changed files with 20 additions and 20 deletions

View file

@ -1,9 +1,9 @@
#include "FadeManager.h"
#include "FadeEffect.h"
#include "TextureCache.h"
#include <PathUtils.h>
FadeManager::FadeManager() :
FadeEffect::FadeEffect() :
_isDebugEnabled{ false },
_debugFadePercent{ 0.f }
{
@ -11,7 +11,7 @@ FadeManager::FadeManager() :
_fadeMaskMap = DependencyManager::get<TextureCache>()->getImageTexture(texturePath, image::TextureUsage::STRICT_TEXTURE);
}
render::ShapeKey::Builder FadeManager::getKeyBuilder() const
render::ShapeKey::Builder FadeEffect::getKeyBuilder() const
{
render::ShapeKey::Builder builder;

View file

@ -1,5 +1,5 @@
//
// FadeManager.h
// FadeEffect.h
// libraries/render-utils/src/
//
// Created by Olivier Prat on 06/06/17.
@ -8,19 +8,19 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_FadeManager_h
#define hifi_FadeManager_h
#ifndef hifi_FadeEffect_h
#define hifi_FadeEffect_h
#include <DependencyManager.h>
#include <gpu/Pipeline.h>
#include <render/ShapePipeline.h>
// Centralizes fade effect data and functions
class FadeManager : public Dependency {
class FadeEffect : public Dependency {
SINGLETON_DEPENDENCY
public:
FadeManager();
FadeEffect();
const gpu::TexturePointer getFadeMaskMap() const { return _fadeMaskMap; }
@ -40,4 +40,4 @@ private:
};
#endif // hifi_FadeManager_h
#endif // hifi_FadeEffect_h

View file

@ -15,7 +15,7 @@
#include "DeferredLightingEffect.h"
#include "EntityItem.h"
#include "FadeManager.h"
#include "FadeEffect.h"
using namespace render;
@ -552,7 +552,7 @@ float ModelMeshPartPayload::computeFadePercent() const {
}
void ModelMeshPartPayload::bindFade(gpu::Batch& batch) const {
const bool isDebugEnabled = DependencyManager::get<FadeManager>()->isDebugEnabled();
const bool isDebugEnabled = DependencyManager::get<FadeEffect>()->isDebugEnabled();
if (_fadeState != FADE_COMPLETE || isDebugEnabled) {
auto& fade = _fadeBuffer.edit<Fade>();
@ -563,7 +563,7 @@ void ModelMeshPartPayload::bindFade(gpu::Batch& batch) const {
fade._percent = computeFadePercent();
}
else {
fade._percent = DependencyManager::get<FadeManager>()->getDebugFadePercent();
fade._percent = DependencyManager::get<FadeEffect>()->getDebugFadePercent();
}
fade._offset = offset;

View file

@ -35,7 +35,7 @@
#include "HitEffect.h"
#include "TextureCache.h"
#include "ZoneRenderer.h"
#include "FadeManager.h"
#include "FadeEffect.h"
#include "AmbientOcclusionEffect.h"
#include "AntialiasingEffect.h"
@ -53,8 +53,8 @@ extern void initDeferredPipelines(render::ShapePlumber& plumber);
void RenderDeferredTask::configure(const Config& config)
{
DependencyManager::get<FadeManager>()->setDebugEnabled(config.debugFade);
DependencyManager::get<FadeManager>()->setDebugFadePercent(config.debugFadePercent);
DependencyManager::get<FadeEffect>()->setDebugEnabled(config.debugFade);
DependencyManager::get<FadeEffect>()->setDebugFadePercent(config.debugFadePercent);
}
void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
@ -92,7 +92,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
DependencyManager::set<FadeManager>();
DependencyManager::set<FadeEffect>();
// Render opaque objects in DeferredBuffer
const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
@ -257,8 +257,8 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
const auto& lightingModel = inputs.get1();
RenderArgs* args = renderContext->args;
ShapeKey::Builder defaultKeyBuilder = DependencyManager::get<FadeManager>()->getKeyBuilder();
gpu::TexturePointer fadeMaskMap = DependencyManager::get<FadeManager>()->getFadeMaskMap();
ShapeKey::Builder defaultKeyBuilder = DependencyManager::get<FadeEffect>()->getKeyBuilder();
gpu::TexturePointer fadeMaskMap = DependencyManager::get<FadeEffect>()->getFadeMaskMap();
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
@ -309,8 +309,8 @@ void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const
const auto& lightingModel = inputs.get1();
RenderArgs* args = renderContext->args;
ShapeKey::Builder defaultKeyBuilder = DependencyManager::get<FadeManager>()->getKeyBuilder();
gpu::TexturePointer fadeMaskMap = DependencyManager::get<FadeManager>()->getFadeMaskMap();
ShapeKey::Builder defaultKeyBuilder = DependencyManager::get<FadeEffect>()->getKeyBuilder();
gpu::TexturePointer fadeMaskMap = DependencyManager::get<FadeEffect>()->getFadeMaskMap();
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;