Add Opaques tasks into RenderForwardTask

This commit is contained in:
Cristian Luis Duarte 2018-05-11 21:37:28 -03:00
parent d39f7f7a58
commit 9e9e1092d6

View file

@ -23,7 +23,6 @@
#include <render/FilterTask.h>
#include "AntialiasingEffect.h"
#include "StencilMaskPass.h"
#include "ZoneRenderer.h"
#include "FadeEffect.h"
@ -56,7 +55,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
// const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
const auto& metas = items.get0()[RenderFetchCullSortTask::META];
// const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
@ -64,8 +63,6 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
fadeEffect->build(task, opaques);
const auto jitter = task.addJob<JitterSample>("JitterCam");
// Prepare objects shared by several jobs
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
@ -82,14 +79,14 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
// Layered Overlays
//const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT);
//const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
//const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();
const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();
//task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, nullptr).asVarying();
const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, nullptr).asVarying();
task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
// Draw opaques forward