overte-HifiExperiments/libraries/render-utils/src/RenderViewTask.cpp

56 lines
3.1 KiB
C++

//
// RenderViewTask.cpp
// render-utils/src/
//
// Created by Sam Gateau on 5/25/2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "RenderViewTask.h"
#include "RenderShadowTask.h"
#include "RenderCommonTask.h"
#include "RenderDeferredTask.h"
#include "RenderForwardTask.h"
void RenderShadowsAndDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint8_t tagBits, uint8_t tagMask) {
task.addJob<SetRenderMethod>("SetRenderMethodTask", render::Args::DEFERRED);
const auto items = input.getN<DeferredForwardSwitchJob::Input>(0);
const auto lightingModel = input.getN<DeferredForwardSwitchJob::Input>(1);
const auto lightingStageFramesAndZones = input.getN<DeferredForwardSwitchJob::Input>(2);
// Warning : the cull functor passed to the shadow pass should only be testing for LOD culling. If frustum culling
// is performed, then casters not in the view frustum will be removed, which is not what we wish.
const auto shadowTaskIn = RenderShadowTask::Input(lightingStageFramesAndZones.get<AssembleLightingStageTask::Output>().get0()[0], lightingModel).asVarying();
const auto shadowTaskOut = task.addJob<RenderShadowTask>("RenderShadowTask", shadowTaskIn, cullFunctor, tagBits, tagMask);
const auto renderDeferredInput = RenderDeferredTask::Input(items, lightingModel, lightingStageFramesAndZones, shadowTaskOut).asVarying();
task.addJob<RenderDeferredTask>("RenderDeferredTask", renderDeferredInput);
}
void DeferredForwardSwitchJob::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint8_t tagBits, uint8_t tagMask) {
task.addBranch<RenderShadowsAndDeferredTask>("RenderShadowsAndDeferredTask", 0, input, cullFunctor, tagBits, tagMask);
task.addBranch<RenderForwardTask>("RenderForwardTask", 1, input);
}
void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint8_t tagBits, uint8_t tagMask) {
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask);
// Issue the lighting model, aka the big global settings for the view
const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
// Assemble the lighting stages current frames
const auto lightingStageFramesAndZones = task.addJob<AssembleLightingStageTask>("AssembleStages", items);
#ifndef Q_OS_ANDROID
const auto deferredForwardIn = DeferredForwardSwitchJob::Input(items, lightingModel, lightingStageFramesAndZones).asVarying();
task.addJob<DeferredForwardSwitchJob>("DeferredForwardSwitch", deferredForwardIn, cullFunctor, tagBits, tagMask);
#else
const auto renderInput = RenderForwardTask::Input(items, lightingModel, lightingStageFramesAndZones).asVarying();
task.addJob<RenderForwardTask>("RenderForwardTask", renderInput);
#endif
}