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Fixing the VaryingPair problem
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6a5dff06c4
commit
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7 changed files with 21 additions and 16 deletions
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@ -123,7 +123,10 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
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addJob<DrawLight>("DrawLight", lights);
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const auto scatteringInputs = render::Varying(SubsurfaceScattering::Inputs(deferredFrameTransform, curvatureFramebufferAndDepth[0]));
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curvatureFramebufferAndDepth.get<SurfaceGeometryPass::Outputs>().first;
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// const auto scatteringInputs = render::Varying(SubsurfaceScattering::Inputs(deferredFrameTransform, curvatureFramebufferAndDepth[0]));
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const auto scatteringInputs = render::Varying(SubsurfaceScattering::Inputs(deferredFrameTransform, curvatureFramebufferAndDepth.get<SurfaceGeometryPass::Outputs>().first));
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const auto scatteringFramebuffer = addJob<SubsurfaceScattering>("Scattering", scatteringInputs);
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// DeferredBuffer is complete, now let's shade it into the LightingBuffer
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@ -33,8 +33,7 @@ signals:
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class SubsurfaceScattering {
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public:
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using Inputs = render::VaryingPair;//<DeferredFrameTransformPointer, gpu::FramebufferPointer>;
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//using Inputs = render::VaryingPairBase;//<gpu::FramebufferPointer, gpu::TexturePointer>;
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using Inputs = render::VaryingPair<DeferredFrameTransformPointer, gpu::FramebufferPointer>;
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using Config = SubsurfaceScatteringConfig;
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using JobModel = render::Job::ModelIO<SubsurfaceScattering, Inputs, gpu::FramebufferPointer, Config>;
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@ -59,6 +59,7 @@ void SurfaceGeometryPass::run(const render::SceneContextPointer& sceneContext, c
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auto pyramidTexture = framebufferCache->getDepthPyramidTexture();
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auto curvatureFBO = framebufferCache->getCurvatureFramebuffer();
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curvatureAndDepth.first. template edit<gpu::FramebufferPointer>() = curvatureFBO;
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curvatureAndDepth.second. template edit<gpu::TexturePointer>() = pyramidTexture;
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@ -40,7 +40,7 @@ signals:
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class SurfaceGeometryPass {
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public:
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using Outputs = render::VaryingPair;//<gpu::FramebufferPointer, gpu::TexturePointer>;
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using Outputs = render::VaryingPair<gpu::FramebufferPointer, gpu::TexturePointer>;
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using Config = SurfaceGeometryPassConfig;
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using JobModel = render::Job::ModelIO<SurfaceGeometryPass, DeferredFrameTransformPointer, Outputs, Config>;
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@ -108,8 +108,7 @@ protected:
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class BlurGaussianDepthAware {
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public:
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using Inputs = VaryingPair;//<gpu::FramebufferPointer, gpu::TexturePointer>;
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// using InputPair = VaryingPairBase;//<gpu::FramebufferPointer, gpu::TexturePointer>;
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using Inputs = VaryingPair<gpu::FramebufferPointer, gpu::TexturePointer>;
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using Config = BlurGaussianDepthAwareConfig;
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using JobModel = Job::ModelIO<BlurGaussianDepthAware, Inputs, gpu::FramebufferPointer, Config>;
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@ -27,7 +27,7 @@ void TaskConfig::refresh() {
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namespace render{
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template <> void varyingGet(const VaryingPair& data, uint8_t index, Varying& var) {
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template <> void varyingGet(const VaryingPairBase& data, uint8_t index, Varying& var) {
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if (index == 0) {
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var = data.first;
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} else {
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@ -35,6 +35,6 @@ namespace render{
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}
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}
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template <> uint8_t varyingLength(const VaryingPair& data) { return 2; }
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template <> uint8_t varyingLength(const VaryingPairBase& data) { return 2; }
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}
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@ -85,7 +85,12 @@ protected:
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using VaryingPair = std::pair<Varying, Varying>;
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using VaryingPairBase = std::pair<Varying, Varying>;
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template <> void varyingGet(const VaryingPairBase& data, uint8_t index, Varying& var);
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template <> uint8_t varyingLength(const VaryingPairBase& data);
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/*
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class VaryingPairBase {
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public:
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@ -98,11 +103,11 @@ class VaryingPairBase {
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VaryingPairBase(const Varying& _first, const Varying& _second) : first(_first), second(_second) {}
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};
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*/ /*
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*/
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template < class T0, class T1 >
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class VaryingPair : public std::pair<Varying, Varying> {
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class VaryingPair : public VaryingPairBase {
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public:
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using Parent = std::pair<Varying, Varying>;
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using Parent = VaryingPairBase;
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VaryingPair() : Parent(Varying(T0()), Varying(T1())) {}
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VaryingPair(const VaryingPair& pair) : Parent(pair.first, pair.second) {}
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@ -113,12 +118,10 @@ public:
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const T1& getSecond() const { return second.get<T1>(); }
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T1& editSecond() { return second.edit<T1>(); }
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};
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*/
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template <> void varyingGet(const VaryingPair& data, uint8_t index, Varying& var);
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template <> uint8_t varyingLength(const VaryingPair& data);
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/* template <class T> Varying varyingGet(const T& data, uint8_t index) {
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return Varying(T());
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}*/
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