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1 changed files with 2 additions and 14 deletions
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@ -113,16 +113,8 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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const auto curvatureFramebufferAndDepth = addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
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const auto curvatureFramebufferAndDepth = addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
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const auto theCurvatureVarying = curvatureFramebufferAndDepth[0];
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//#define SIMPLE_BLUR 1
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#if SIMPLE_BLUR
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const auto curvatureFramebuffer = addJob<render::BlurGaussian>("DiffuseCurvature", curvatureFramebufferAndDepth.get<SurfaceGeometryPass::Outputs>().first);
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const auto diffusedCurvatureFramebuffer = addJob<render::BlurGaussian>("DiffuseCurvature2", curvatureFramebufferAndDepth.get<SurfaceGeometryPass::Outputs>().first, true);
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#else
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const auto curvatureFramebuffer = addJob<render::BlurGaussianDepthAware>("DiffuseCurvature", curvatureFramebufferAndDepth);
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const auto curvatureFramebuffer = addJob<render::BlurGaussianDepthAware>("DiffuseCurvature", curvatureFramebufferAndDepth);
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const auto diffusedCurvatureFramebuffer = addJob<render::BlurGaussianDepthAware>("DiffuseCurvature2", curvatureFramebufferAndDepth, true);
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const auto diffusedCurvatureFramebuffer = addJob<render::BlurGaussianDepthAware>("DiffuseCurvature2", curvatureFramebufferAndDepth, true);
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#endif
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const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");
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const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");
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@ -138,17 +130,12 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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// DeferredBuffer is complete, now let's shade it into the LightingBuffer
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// DeferredBuffer is complete, now let's shade it into the LightingBuffer
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addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
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addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
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// Use Stencil and draw background in Lighting buffer
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// Use Stencil and start drawing background in Lighting buffer
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addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", background);
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addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", background);
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// Render transparent objects forward in LightingBuffer
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// Render transparent objects forward in LightingBuffer
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addJob<DrawDeferred>("DrawTransparentDeferred", transparents, shapePlumber);
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addJob<DrawDeferred>("DrawTransparentDeferred", transparents, shapePlumber);
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addJob<DebugSubsurfaceScattering>("DebugScattering", deferredLightingInputs);
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// Lighting Buffer ready for tone mapping
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// Lighting Buffer ready for tone mapping
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const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
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const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
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addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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@ -160,6 +147,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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// Debugging stages
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// Debugging stages
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{
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{
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addJob<DebugSubsurfaceScattering>("DebugScattering", deferredLightingInputs);
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// Debugging Deferred buffer job
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// Debugging Deferred buffer job
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const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, diffusedCurvatureFramebuffer, curvatureFramebuffer));
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const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, diffusedCurvatureFramebuffer, curvatureFramebuffer));
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