Less comments

This commit is contained in:
samcake 2016-07-12 09:18:02 -07:00
parent e0993c593b
commit 504e9f154c

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@ -113,16 +113,8 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
const auto curvatureFramebufferAndDepth = addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
const auto theCurvatureVarying = curvatureFramebufferAndDepth[0];
//#define SIMPLE_BLUR 1
#if SIMPLE_BLUR
const auto curvatureFramebuffer = addJob<render::BlurGaussian>("DiffuseCurvature", curvatureFramebufferAndDepth.get<SurfaceGeometryPass::Outputs>().first);
const auto diffusedCurvatureFramebuffer = addJob<render::BlurGaussian>("DiffuseCurvature2", curvatureFramebufferAndDepth.get<SurfaceGeometryPass::Outputs>().first, true);
#else
const auto curvatureFramebuffer = addJob<render::BlurGaussianDepthAware>("DiffuseCurvature", curvatureFramebufferAndDepth);
const auto diffusedCurvatureFramebuffer = addJob<render::BlurGaussianDepthAware>("DiffuseCurvature2", curvatureFramebufferAndDepth, true);
#endif
const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");
@ -138,17 +130,12 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
// Use Stencil and start drawing background in Lighting buffer
// Use Stencil and draw background in Lighting buffer
addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", background);
// Render transparent objects forward in LightingBuffer
addJob<DrawDeferred>("DrawTransparentDeferred", transparents, shapePlumber);
addJob<DebugSubsurfaceScattering>("DebugScattering", deferredLightingInputs);
// Lighting Buffer ready for tone mapping
const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
@ -160,6 +147,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
// Debugging stages
{
addJob<DebugSubsurfaceScattering>("DebugScattering", deferredLightingInputs);
// Debugging Deferred buffer job
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, diffusedCurvatureFramebuffer, curvatureFramebuffer));