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Add Opaques tasks into RenderForwardTask
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1 changed files with 6 additions and 9 deletions
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@ -23,7 +23,6 @@
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#include <render/FilterTask.h>
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#include "AntialiasingEffect.h"
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#include "StencilMaskPass.h"
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#include "ZoneRenderer.h"
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#include "FadeEffect.h"
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@ -56,7 +55,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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// const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items.get0()[RenderFetchCullSortTask::META];
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// const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
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@ -64,8 +63,6 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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fadeEffect->build(task, opaques);
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const auto jitter = task.addJob<JitterSample>("JitterCam");
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// Prepare objects shared by several jobs
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
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@ -82,14 +79,14 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
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// Layered Overlays
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//const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
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const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
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const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT);
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//const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
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const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
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const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
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//const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();
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//task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, nullptr).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, nullptr).asVarying();
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
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// Draw opaques forward
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