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Moved not in front overlays and highlight before TAA and Bloom
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182febe3e9
commit
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2 changed files with 27 additions and 24 deletions
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@ -106,7 +106,7 @@ public:
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AntialiasingConfig() : render::Job::Config(true) {}
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float blend{ 0.1f };
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float sharpen{ 0.1f };
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float sharpen{ 0.05f };
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bool constrainColor{ true };
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float covarianceGamma{ 1.0f };
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@ -131,7 +131,7 @@ signals:
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struct TAAParams {
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float nope{ 0.0f };
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float blend{ 0.05f };
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float blend{ 0.15f };
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float covarianceGamma{ 1.0f };
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float debugShowVelocityThreshold{ 1.0f };
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@ -121,7 +121,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
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// Opaque all rendered
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// Linear Depth Pass
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@ -188,6 +187,31 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
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}
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const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight");
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// Select items that need to be outlined
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const auto selectionBaseName = "contextOverlayHighlightList";
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const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents);
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const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, lightingFramebuffer, deferredFrameTransform).asVarying();
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task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);
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task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
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const auto overlaysInFrontRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOverlaysInFrontRangeTimer", "BeginOverlaysInFrontRangeTimer");
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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 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 overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).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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task.addJob<EndGPURangeTimer>("OverlaysInFrontRangeTimer", overlaysInFrontRangeTimer);
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const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
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// AA job before bloom to limit flickering
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@ -202,16 +226,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying();
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task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight");
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// Select items that need to be outlined
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const auto selectionBaseName = "contextOverlayHighlightList";
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const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents);
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const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, primaryFramebuffer, deferredFrameTransform).asVarying();
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task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);
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task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
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{ // Debug the bounds of the rendered items, still look at the zbuffer
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task.addJob<DrawBounds>("DrawMetaBounds", metas);
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task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
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@ -234,17 +248,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
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}
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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 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 overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).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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{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
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task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
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