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Move DrawStencil to use ShapePlumber
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parent
753fc44c12
commit
671f27e5bc
2 changed files with 16 additions and 21 deletions
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@ -256,25 +256,19 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
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}
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}
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gpu::PipelinePointer DrawStencilDeferred::_opaquePipeline;
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const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() {
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if (!_opaquePipeline) {
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const gpu::int8 STENCIL_OPAQUE = 1;
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag));
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auto program = gpu::Shader::createProgram(vs, ps);
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DrawStencilDeferred::DrawStencilDeferred() : _shapePlumber{ std::make_shared<ShapePlumber>() } {
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const gpu::int8 STENCIL_OPAQUE = 1;
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag));
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auto program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::makeProgram((*program));
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gpu::Shader::makeProgram((*program));
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE));
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state->setColorWriteMask(0);
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE));
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state->setColorWriteMask(0);
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_opaquePipeline = gpu::Pipeline::create(program, state);
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}
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return _opaquePipeline;
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_shapePlumber->addPipeline(ShapeKey::Filter::Builder(), program, state);
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}
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void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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@ -294,11 +288,12 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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batch.setPipeline(getOpaquePipeline());
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// We only need to fetch this once
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static const auto& pipeline = _shapePlumber->pickPipeline(args, ShapeKey());
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batch.setPipeline(pipeline->pipeline);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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batch.setResourceTexture(0, nullptr);
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});
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args->_batch = nullptr;
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}
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@ -68,14 +68,14 @@ protected:
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class DrawStencilDeferred {
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public:
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static const gpu::PipelinePointer& getOpaquePipeline();
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DrawStencilDeferred();
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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using JobModel = render::Job::Model<DrawStencilDeferred>;
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protected:
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static gpu::PipelinePointer _opaquePipeline; //lazy evaluation hence mutable
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render::ShapePlumberPointer _shapePlumber;
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};
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class DrawBackgroundDeferred {
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