mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
This commit is contained in:
parent
c008a6dd14
commit
63fe579022
50 changed files with 173 additions and 188 deletions
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@ -338,7 +338,7 @@ void AmbientOcclusionEffect::updateGaussianDistribution() {
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GaussianDistribution::evalSampling(coefs, Parameters::GAUSSIAN_COEFS_LENGTH, _parametersBuffer->getBlurRadius(), _parametersBuffer->getBlurDeviation());
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}
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void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
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void AmbientOcclusionEffect::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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@ -478,7 +478,7 @@ const gpu::PipelinePointer& DebugAmbientOcclusion::getDebugPipeline() {
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return _debugPipeline;
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}
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void DebugAmbientOcclusion::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs) {
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void DebugAmbientOcclusion::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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@ -114,7 +114,7 @@ public:
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AmbientOcclusionEffect();
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void configure(const Config& config);
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
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// Class describing the uniform buffer with all the parameters common to the AO shaders
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@ -200,7 +200,7 @@ public:
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DebugAmbientOcclusion();
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void configure(const Config& config);
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
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private:
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@ -100,7 +100,7 @@ const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
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return _blendPipeline;
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}
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void Antialiasing::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer) {
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void Antialiasing::run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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@ -31,7 +31,7 @@ public:
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Antialiasing();
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~Antialiasing();
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void configure(const Config& config) {}
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer);
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void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer);
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const gpu::PipelinePointer& getAntialiasingPipeline();
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const gpu::PipelinePointer& getBlendPipeline();
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@ -391,7 +391,7 @@ void DebugDeferredBuffer::configure(const Config& config) {
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_size = config.size;
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}
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void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) {
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void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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if (_mode == Off) {
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return;
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}
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@ -45,7 +45,7 @@ public:
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~DebugDeferredBuffer();
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void configure(const Config& config);
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
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protected:
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friend class DebugDeferredBufferConfig;
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@ -63,7 +63,7 @@ void DeferredFrameTransform::update(RenderArgs* args) {
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}
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}
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void GenerateDeferredFrameTransform::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, DeferredFrameTransformPointer& frameTransform) {
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void GenerateDeferredFrameTransform::run(const render::RenderContextPointer& renderContext, DeferredFrameTransformPointer& frameTransform) {
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if (!frameTransform) {
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frameTransform = std::make_shared<DeferredFrameTransform>();
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}
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@ -70,7 +70,7 @@ public:
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GenerateDeferredFrameTransform() {}
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, DeferredFrameTransformPointer& frameTransform);
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void run(const render::RenderContextPointer& renderContext, DeferredFrameTransformPointer& frameTransform);
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private:
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};
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@ -479,7 +479,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
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return _spotLightMesh;
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}
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void PreparePrimaryFramebuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, gpu::FramebufferPointer& primaryFramebuffer) {
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void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& primaryFramebuffer) {
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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auto framebufferSize = framebufferCache->getFrameBufferSize();
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@ -512,7 +512,7 @@ void PreparePrimaryFramebuffer::run(const SceneContextPointer& sceneContext, con
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primaryFramebuffer = _primaryFramebuffer;
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}
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void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
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void PrepareDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
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auto args = renderContext->args;
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auto primaryFramebuffer = inputs.get0();
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@ -553,7 +553,7 @@ void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderC
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}
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void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
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void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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const DeferredFrameTransformPointer& frameTransform,
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const DeferredFramebufferPointer& deferredFramebuffer,
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const LightingModelPointer& lightingModel,
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@ -681,7 +681,7 @@ RenderDeferredLocals::RenderDeferredLocals() :
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}
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void RenderDeferredLocals::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
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void RenderDeferredLocals::run(const render::RenderContextPointer& renderContext,
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const DeferredFrameTransformPointer& frameTransform,
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const DeferredFramebufferPointer& deferredFramebuffer,
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const LightingModelPointer& lightingModel,
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@ -746,7 +746,7 @@ void RenderDeferredLocals::run(const render::SceneContextPointer& sceneContext,
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}
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}
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void RenderDeferredCleanup::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
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void RenderDeferredCleanup::run(const render::RenderContextPointer& renderContext) {
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auto args = renderContext->args;
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auto& batch = (*args->_batch);
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{
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@ -792,7 +792,7 @@ RenderDeferred::RenderDeferred() {
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void RenderDeferred::configure(const Config& config) {
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}
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void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) {
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void RenderDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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PROFILE_RANGE(render, "DeferredLighting");
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auto deferredTransform = inputs.get0();
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@ -813,11 +813,11 @@ void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderCo
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args->_batch = &batch;
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_gpuTimer->begin(batch);
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setupJob.run(sceneContext, renderContext, deferredTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ssaoFramebuffer, subsurfaceScatteringResource);
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setupJob.run(renderContext, deferredTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ssaoFramebuffer, subsurfaceScatteringResource);
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lightsJob.run(sceneContext, renderContext, deferredTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, lightClusters);
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lightsJob.run(renderContext, deferredTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, lightClusters);
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cleanupJob.run(sceneContext, renderContext);
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cleanupJob.run(renderContext);
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_gpuTimer->end(batch);
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args->_context->appendFrameBatch(batch);
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@ -127,7 +127,7 @@ class PreparePrimaryFramebuffer {
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public:
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using JobModel = render::Job::ModelO<PreparePrimaryFramebuffer, gpu::FramebufferPointer>;
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::FramebufferPointer& primaryFramebuffer);
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void run(const render::RenderContextPointer& renderContext, gpu::FramebufferPointer& primaryFramebuffer);
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gpu::FramebufferPointer _primaryFramebuffer;
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};
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@ -141,7 +141,7 @@ public:
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using JobModel = render::Job::ModelIO<PrepareDeferred, Inputs, Outputs>;
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
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DeferredFramebufferPointer _deferredFramebuffer;
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};
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@ -150,7 +150,7 @@ class RenderDeferredSetup {
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public:
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// using JobModel = render::Job::ModelI<RenderDeferredSetup, DeferredFrameTransformPointer>;
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
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void run(const render::RenderContextPointer& renderContext,
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const DeferredFrameTransformPointer& frameTransform,
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const DeferredFramebufferPointer& deferredFramebuffer,
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const LightingModelPointer& lightingModel,
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@ -163,7 +163,7 @@ class RenderDeferredLocals {
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public:
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using JobModel = render::Job::ModelI<RenderDeferredLocals, DeferredFrameTransformPointer>;
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
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void run(const render::RenderContextPointer& renderContext,
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const DeferredFrameTransformPointer& frameTransform,
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const DeferredFramebufferPointer& deferredFramebuffer,
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const LightingModelPointer& lightingModel,
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@ -181,7 +181,7 @@ class RenderDeferredCleanup {
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public:
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using JobModel = render::Job::Model<RenderDeferredCleanup>;
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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void run(const render::RenderContextPointer& renderContext);
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};
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using RenderDeferredConfig = render::GPUJobConfig;
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@ -196,7 +196,7 @@ public:
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void configure(const Config& config);
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
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RenderDeferredSetup setupJob;
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RenderDeferredLocals lightsJob;
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@ -68,7 +68,7 @@ const gpu::PipelinePointer& HitEffect::getHitEffectPipeline() {
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return _hitEffectPipeline;
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}
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void HitEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
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void HitEffect::run(const render::RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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RenderArgs* args = renderContext->args;
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@ -26,7 +26,7 @@ public:
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HitEffect();
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~HitEffect();
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void configure(const Config& config) {}
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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void run(const render::RenderContextPointer& renderContext);
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const gpu::PipelinePointer& getHitEffectPipeline();
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@ -558,7 +558,7 @@ void LightClusteringPass::configure(const Config& config) {
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_freeze = config.freeze;
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}
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void LightClusteringPass::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
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void LightClusteringPass::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
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auto args = renderContext->args;
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auto deferredTransform = inputs.get0();
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@ -697,7 +697,7 @@ const gpu::PipelinePointer DebugLightClusters::getDrawClusterContentPipeline() {
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}
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void DebugLightClusters::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs) {
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void DebugLightClusters::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
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if (!(doDrawClusterFromDepth || doDrawContent || doDrawGrid)) {
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return;
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}
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@ -176,7 +176,7 @@ public:
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void configure(const Config& config);
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
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protected:
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LightClustersPointer _lightClusters;
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@ -221,7 +221,7 @@ public:
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void configure(const Config& config);
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
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protected:
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gpu::BufferPointer _gridBuffer;
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@ -179,7 +179,7 @@ void MakeLightingModel::configure(const Config& config) {
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_lightingModel->setWireframe(config.enableWireframe);
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}
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void MakeLightingModel::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, LightingModelPointer& lightingModel) {
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void MakeLightingModel::run(const render::RenderContextPointer& renderContext, LightingModelPointer& lightingModel) {
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lightingModel = _lightingModel;
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@ -171,7 +171,7 @@ public:
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MakeLightingModel();
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void configure(const Config& config);
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, LightingModelPointer& lightingModel);
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void run(const render::RenderContextPointer& renderContext, LightingModelPointer& lightingModel);
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private:
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LightingModelPointer _lightingModel;
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@ -218,14 +218,14 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<Blit>("Blit", primaryFramebuffer);
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}
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void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {
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void BeginGPURangeTimer::run(const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {
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timer = _gpuTimer;
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gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {
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_gpuTimer->begin(batch);
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});
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}
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void EndGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) {
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void EndGPURangeTimer::run(const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) {
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gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {
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timer->end(batch);
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});
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@ -235,7 +235,7 @@ void EndGPURangeTimer::run(const render::SceneContextPointer& sceneContext, cons
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}
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void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) {
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void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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@ -272,7 +272,7 @@ void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderCont
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ShapeKey globalKey = keyBuilder.build();
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args->_globalShapeKey = globalKey._flags.to_ulong();
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renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
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renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
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args->_batch = nullptr;
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args->_globalShapeKey = 0;
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@ -281,7 +281,7 @@ void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderCont
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config->setNumDrawn((int)inItems.size());
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}
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void DrawStateSortDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) {
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void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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@ -319,9 +319,9 @@ void DrawStateSortDeferred::run(const SceneContextPointer& sceneContext, const R
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args->_globalShapeKey = globalKey._flags.to_ulong();
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if (_stateSort) {
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renderStateSortShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
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renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
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} else {
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renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
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renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);
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}
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args->_batch = nullptr;
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args->_globalShapeKey = 0;
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@ -336,7 +336,7 @@ DrawOverlay3D::DrawOverlay3D(bool opaque) :
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initOverlay3DPipelines(*_shapePlumber);
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}
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void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) {
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void DrawOverlay3D::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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@ -378,7 +378,7 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
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// Setup lighting model for all items;
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batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
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renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);
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renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn);
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args->_batch = nullptr;
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});
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}
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@ -403,7 +403,7 @@ gpu::PipelinePointer DrawStencilDeferred::getOpaquePipeline() {
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return _opaquePipeline;
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}
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void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const DeferredFramebufferPointer& deferredFramebuffer) {
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void DrawStencilDeferred::run(const RenderContextPointer& renderContext, const DeferredFramebufferPointer& deferredFramebuffer) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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@ -430,7 +430,7 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren
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args->_batch = nullptr;
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}
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void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs) {
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void DrawBackgroundDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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|
@ -458,7 +458,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
|
|||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
renderItems(sceneContext, renderContext, inItems);
|
||||
renderItems(renderContext, inItems);
|
||||
// _gpuTimer.end(batch);
|
||||
});
|
||||
args->_batch = nullptr;
|
||||
|
@ -466,7 +466,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
|
|||
// std::static_pointer_cast<Config>(renderContext->jobConfig)->gpuTime = _gpuTimer.getAverage();
|
||||
}
|
||||
|
||||
void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {
|
||||
void Blit::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_context);
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ public:
|
|||
|
||||
BeginGPURangeTimer(const std::string& name) : _gpuTimer(std::make_shared<gpu::RangeTimer>(name)) {}
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer);
|
||||
void run(const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer);
|
||||
|
||||
protected:
|
||||
gpu::RangeTimerPointer _gpuTimer;
|
||||
|
@ -39,7 +39,7 @@ public:
|
|||
EndGPURangeTimer() {}
|
||||
|
||||
void configure(const Config& config) {}
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer);
|
||||
void run(const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer);
|
||||
|
||||
protected:
|
||||
};
|
||||
|
@ -74,7 +74,7 @@ public:
|
|||
DrawDeferred(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
|
||||
|
||||
void configure(const Config& config) { _maxDrawn = config.maxDrawn; }
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
|
||||
protected:
|
||||
render::ShapePlumberPointer _shapePlumber;
|
||||
|
@ -112,7 +112,7 @@ public:
|
|||
DrawStateSortDeferred(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
|
||||
|
||||
void configure(const Config& config) { _maxDrawn = config.maxDrawn; _stateSort = config.stateSort; }
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
|
||||
protected:
|
||||
render::ShapePlumberPointer _shapePlumber;
|
||||
|
@ -125,7 +125,7 @@ class DrawStencilDeferred {
|
|||
public:
|
||||
using JobModel = render::Job::ModelI<DrawStencilDeferred, std::shared_ptr<DeferredFramebuffer>>;
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const std::shared_ptr<DeferredFramebuffer>& deferredFramebuffer);
|
||||
void run(const render::RenderContextPointer& renderContext, const std::shared_ptr<DeferredFramebuffer>& deferredFramebuffer);
|
||||
|
||||
protected:
|
||||
gpu::PipelinePointer _opaquePipeline;
|
||||
|
@ -143,7 +143,7 @@ public:
|
|||
using JobModel = render::Job::ModelI<DrawBackgroundDeferred, Inputs, Config>;
|
||||
|
||||
void configure(const Config& config) {}
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
|
||||
protected:
|
||||
gpu::RangeTimerPointer _gpuTimer;
|
||||
|
@ -177,7 +177,7 @@ public:
|
|||
DrawOverlay3D(bool opaque);
|
||||
|
||||
void configure(const Config& config) { _maxDrawn = config.maxDrawn; }
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
|
||||
protected:
|
||||
render::ShapePlumberPointer _shapePlumber;
|
||||
|
@ -189,7 +189,7 @@ class Blit {
|
|||
public:
|
||||
using JobModel = render::Job::ModelI<Blit, gpu::FramebufferPointer>;
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer);
|
||||
void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer);
|
||||
};
|
||||
|
||||
class RenderDeferredTask {
|
||||
|
|
|
@ -59,7 +59,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
|
|||
task.addJob<Blit>("Blit", framebuffer);
|
||||
}
|
||||
|
||||
void PrepareFramebuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
|
||||
void PrepareFramebuffer::run(const RenderContextPointer& renderContext,
|
||||
gpu::FramebufferPointer& framebuffer) {
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
auto framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
@ -100,7 +100,7 @@ void PrepareFramebuffer::run(const SceneContextPointer& sceneContext, const Rend
|
|||
framebuffer = _framebuffer;
|
||||
}
|
||||
|
||||
void Draw::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
|
||||
void Draw::run(const RenderContextPointer& renderContext,
|
||||
const Inputs& items) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
|
@ -117,7 +117,7 @@ void Draw::run(const SceneContextPointer& sceneContext, const RenderContextPoint
|
|||
batch.setModelTransform(Transform());
|
||||
|
||||
// Render items
|
||||
renderStateSortShapes(sceneContext, renderContext, _shapePlumber, items, -1);
|
||||
renderStateSortShapes(renderContext, _shapePlumber, items, -1);
|
||||
});
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
|
@ -142,7 +142,7 @@ const gpu::PipelinePointer Stencil::getPipeline() {
|
|||
return _stencilPipeline;
|
||||
}
|
||||
|
||||
void Stencil::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
void Stencil::run(const RenderContextPointer& renderContext) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
|
@ -158,7 +158,7 @@ void Stencil::run(const SceneContextPointer& sceneContext, const RenderContextPo
|
|||
args->_batch = nullptr;
|
||||
}
|
||||
|
||||
void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
|
||||
void DrawBackground::run(const RenderContextPointer& renderContext,
|
||||
const Inputs& background) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
|
@ -177,7 +177,7 @@ void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderCo
|
|||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
renderItems(sceneContext, renderContext, background);
|
||||
renderItems(renderContext, background);
|
||||
});
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
|
|
|
@ -31,7 +31,7 @@ public:
|
|||
using Inputs = gpu::FramebufferPointer;
|
||||
using JobModel = render::Job::ModelO<PrepareFramebuffer, Inputs>;
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
|
||||
void run(const render::RenderContextPointer& renderContext,
|
||||
gpu::FramebufferPointer& framebuffer);
|
||||
|
||||
private:
|
||||
|
@ -44,7 +44,7 @@ public:
|
|||
using JobModel = render::Job::ModelI<Draw, Inputs>;
|
||||
|
||||
Draw(const render::ShapePlumberPointer& shapePlumber) : _shapePlumber(shapePlumber) {}
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
|
||||
void run(const render::RenderContextPointer& renderContext,
|
||||
const Inputs& items);
|
||||
|
||||
private:
|
||||
|
@ -55,7 +55,7 @@ class Stencil {
|
|||
public:
|
||||
using JobModel = render::Job::Model<Stencil>;
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
void run(const render::RenderContextPointer& renderContext);
|
||||
|
||||
private:
|
||||
const gpu::PipelinePointer getPipeline();
|
||||
|
@ -67,7 +67,7 @@ public:
|
|||
using Inputs = render::ItemBounds;
|
||||
using JobModel = render::Job::ModelI<DrawBackground, Inputs>;
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
|
||||
void run(const render::RenderContextPointer& renderContext,
|
||||
const Inputs& background);
|
||||
};
|
||||
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
|
||||
void RenderShadowMap::run(const render::RenderContextPointer& renderContext,
|
||||
const render::ShapeBounds& inShapes) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
@ -74,7 +74,7 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
|
|||
if (items.first.isSkinned()) {
|
||||
skinnedShapeKeys.push_back(items.first);
|
||||
} else {
|
||||
renderItems(sceneContext, renderContext, items.second);
|
||||
renderItems(renderContext, items.second);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -82,7 +82,7 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
|
|||
args->_pipeline = shadowSkinnedPipeline;
|
||||
batch.setPipeline(shadowSkinnedPipeline->pipeline);
|
||||
for (const auto& key : skinnedShapeKeys) {
|
||||
renderItems(sceneContext, renderContext, inShapes.at(key));
|
||||
renderItems(renderContext, inShapes.at(key));
|
||||
}
|
||||
|
||||
args->_pipeline = nullptr;
|
||||
|
@ -139,7 +139,7 @@ void RenderShadowTask::configure(const Config& configuration) {
|
|||
// Task::configure(configuration);
|
||||
}
|
||||
|
||||
void RenderShadowSetup::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Output& output) {
|
||||
void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, Output& output) {
|
||||
auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
|
||||
const auto globalShadow = lightStage->getShadow(0);
|
||||
|
||||
|
@ -157,7 +157,7 @@ void RenderShadowSetup::run(const SceneContextPointer& sceneContext, const rende
|
|||
args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;
|
||||
}
|
||||
|
||||
void RenderShadowTeardown::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Input& input) {
|
||||
void RenderShadowTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
// Reset the render args
|
||||
|
|
|
@ -24,7 +24,7 @@ public:
|
|||
using JobModel = render::Job::ModelI<RenderShadowMap, render::ShapeBounds>;
|
||||
|
||||
RenderShadowMap(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
|
||||
void run(const render::RenderContextPointer& renderContext,
|
||||
const render::ShapeBounds& inShapes);
|
||||
|
||||
protected:
|
||||
|
@ -56,14 +56,14 @@ class RenderShadowSetup {
|
|||
public:
|
||||
using Output = RenderArgs::RenderMode;
|
||||
using JobModel = render::Job::ModelO<RenderShadowSetup, Output>;
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Output& output);
|
||||
void run(const render::RenderContextPointer& renderContext, Output& output);
|
||||
};
|
||||
|
||||
class RenderShadowTeardown {
|
||||
public:
|
||||
using Input = RenderArgs::RenderMode;
|
||||
using JobModel = render::Job::ModelI<RenderShadowTeardown, Input>;
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Input& input);
|
||||
void run(const render::RenderContextPointer& renderContext, const Input& input);
|
||||
};
|
||||
|
||||
#endif // hifi_RenderShadowTask_h
|
||||
|
|
|
@ -134,7 +134,7 @@ void SubsurfaceScattering::configure(const Config& config) {
|
|||
_scatteringResource->setShowDiffusedNormal(config.showDiffusedNormal);
|
||||
}
|
||||
|
||||
void SubsurfaceScattering::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Outputs& outputs) {
|
||||
void SubsurfaceScattering::run(const render::RenderContextPointer& renderContext, Outputs& outputs) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
|
@ -506,7 +506,7 @@ gpu::PipelinePointer DebugSubsurfaceScattering::getShowLUTPipeline() {
|
|||
}
|
||||
|
||||
|
||||
void DebugSubsurfaceScattering::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs) {
|
||||
void DebugSubsurfaceScattering::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
|
|
|
@ -132,7 +132,7 @@ public:
|
|||
SubsurfaceScattering();
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Outputs& outputs);
|
||||
void run(const render::RenderContextPointer& renderContext, Outputs& outputs);
|
||||
|
||||
private:
|
||||
SubsurfaceScatteringResourcePointer _scatteringResource;
|
||||
|
@ -170,7 +170,7 @@ public:
|
|||
DebugSubsurfaceScattering();
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
|
||||
private:
|
||||
|
||||
|
|
|
@ -133,7 +133,7 @@ LinearDepthPass::LinearDepthPass() {
|
|||
void LinearDepthPass::configure(const Config& config) {
|
||||
}
|
||||
|
||||
void LinearDepthPass::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
|
||||
void LinearDepthPass::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
|
@ -404,7 +404,7 @@ void SurfaceGeometryPass::configure(const Config& config) {
|
|||
}
|
||||
|
||||
|
||||
void SurfaceGeometryPass::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
|
||||
void SurfaceGeometryPass::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
|
|
|
@ -74,7 +74,7 @@ public:
|
|||
LinearDepthPass();
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
|
||||
|
||||
private:
|
||||
typedef gpu::BufferView UniformBufferView;
|
||||
|
@ -169,7 +169,7 @@ public:
|
|||
SurfaceGeometryPass();
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
|
||||
|
||||
|
||||
float getCurvatureDepthThreshold() const { return _parametersBuffer.get<Parameters>().curvatureInfo.x; }
|
||||
|
|
|
@ -88,7 +88,7 @@ void ToneMappingDeferred::configure(const Config& config) {
|
|||
_toneMappingEffect.setToneCurve((ToneMappingEffect::ToneCurve)config.curve);
|
||||
}
|
||||
|
||||
void ToneMappingDeferred::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs) {
|
||||
void ToneMappingDeferred::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
|
||||
|
||||
auto lightingBuffer = inputs.get0()->getRenderBuffer(0);
|
||||
auto destFbo = inputs.get1();
|
||||
|
|
|
@ -89,7 +89,7 @@ public:
|
|||
using JobModel = render::Job::ModelI<ToneMappingDeferred, Inputs, Config>;
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
|
||||
ToneMappingEffect _toneMappingEffect;
|
||||
};
|
||||
|
|
|
@ -200,7 +200,7 @@ void BlurGaussian::configure(const Config& config) {
|
|||
}
|
||||
|
||||
|
||||
void BlurGaussian::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& blurredFramebuffer) {
|
||||
void BlurGaussian::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& blurredFramebuffer) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
|
@ -308,7 +308,7 @@ void BlurGaussianDepthAware::configure(const Config& config) {
|
|||
}
|
||||
|
||||
|
||||
void BlurGaussianDepthAware::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& SourceAndDepth, gpu::FramebufferPointer& blurredFramebuffer) {
|
||||
void BlurGaussianDepthAware::run(const RenderContextPointer& renderContext, const Inputs& SourceAndDepth, gpu::FramebufferPointer& blurredFramebuffer) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
|
|
|
@ -105,7 +105,7 @@ public:
|
|||
BlurGaussian(bool generateOutputFramebuffer = false);
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& blurredFramebuffer);
|
||||
void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& blurredFramebuffer);
|
||||
|
||||
protected:
|
||||
|
||||
|
@ -141,7 +141,7 @@ public:
|
|||
BlurGaussianDepthAware(bool generateNewOutput = false, const BlurParamsPointer& params = BlurParamsPointer());
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& SourceAndDepth, gpu::FramebufferPointer& blurredFramebuffer);
|
||||
void run(const RenderContextPointer& renderContext, const Inputs& SourceAndDepth, gpu::FramebufferPointer& blurredFramebuffer);
|
||||
|
||||
const BlurParamsPointer& getParameters() const { return _parameters; }
|
||||
|
||||
|
|
|
@ -16,20 +16,13 @@
|
|||
|
||||
namespace render {
|
||||
|
||||
class SceneContext {
|
||||
public:
|
||||
ScenePointer _scene;
|
||||
|
||||
SceneContext() {}
|
||||
};
|
||||
using SceneContextPointer = std::shared_ptr<SceneContext>;
|
||||
|
||||
class JobConfig;
|
||||
class JobConfig;
|
||||
|
||||
class RenderContext {
|
||||
public:
|
||||
RenderArgs* args;
|
||||
std::shared_ptr<JobConfig> jobConfig{ nullptr };
|
||||
ScenePointer _scene;
|
||||
};
|
||||
using RenderContextPointer = std::shared_ptr<RenderContext>;
|
||||
|
||||
|
|
|
@ -61,10 +61,10 @@ void render::cullItems(const RenderContextPointer& renderContext, const CullFunc
|
|||
details._rendered += (int)outItems.size();
|
||||
}
|
||||
|
||||
void FetchNonspatialItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, ItemBounds& outItems) {
|
||||
void FetchNonspatialItems::run(const RenderContextPointer& renderContext, ItemBounds& outItems) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& scene = renderContext->_scene;
|
||||
|
||||
outItems.clear();
|
||||
|
||||
|
@ -82,11 +82,11 @@ void FetchSpatialTree::configure(const Config& config) {
|
|||
_lodAngle = config.lodAngle;
|
||||
}
|
||||
|
||||
void FetchSpatialTree::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, ItemSpatialTree::ItemSelection& outSelection) {
|
||||
void FetchSpatialTree::run(const RenderContextPointer& renderContext, ItemSpatialTree::ItemSelection& outSelection) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
RenderArgs* args = renderContext->args;
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& scene = renderContext->_scene;
|
||||
|
||||
// start fresh
|
||||
outSelection.clear();
|
||||
|
@ -112,12 +112,12 @@ void CullSpatialSelection::configure(const Config& config) {
|
|||
_skipCulling = config.skipCulling;
|
||||
}
|
||||
|
||||
void CullSpatialSelection::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
|
||||
void CullSpatialSelection::run(const RenderContextPointer& renderContext,
|
||||
const ItemSpatialTree::ItemSelection& inSelection, ItemBounds& outItems) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
RenderArgs* args = renderContext->args;
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& scene = renderContext->_scene;
|
||||
|
||||
auto& details = args->_details.edit(_detailType);
|
||||
details._considered += (int)inSelection.numItems();
|
||||
|
|
|
@ -25,7 +25,7 @@ namespace render {
|
|||
class FetchNonspatialItems {
|
||||
public:
|
||||
using JobModel = Job::ModelO<FetchNonspatialItems, ItemBounds>;
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, ItemBounds& outItems);
|
||||
void run(const RenderContextPointer& renderContext, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
class FetchSpatialTreeConfig : public Job::Config {
|
||||
|
@ -63,7 +63,7 @@ namespace render {
|
|||
ItemFilter _filter{ ItemFilter::Builder::opaqueShape().withoutLayered() };
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, ItemSpatialTree::ItemSelection& outSelection);
|
||||
void run(const RenderContextPointer& renderContext, ItemSpatialTree::ItemSelection& outSelection);
|
||||
};
|
||||
|
||||
class CullSpatialSelectionConfig : public Job::Config {
|
||||
|
@ -106,7 +106,7 @@ namespace render {
|
|||
ItemFilter _filter{ ItemFilter::Builder::opaqueShape().withoutLayered() };
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection, ItemBounds& outItems);
|
||||
void run(const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -84,12 +84,11 @@ void DrawSceneOctree::configure(const Config& config) {
|
|||
}
|
||||
|
||||
|
||||
void DrawSceneOctree::run(const SceneContextPointer& sceneContext,
|
||||
const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection) {
|
||||
void DrawSceneOctree::run(const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
RenderArgs* args = renderContext->args;
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& scene = renderContext->_scene;
|
||||
|
||||
std::static_pointer_cast<Config>(renderContext->jobConfig)->numAllocatedCells = (int)scene->getSpatialTree().getNumAllocatedCells();
|
||||
std::static_pointer_cast<Config>(renderContext->jobConfig)->numFreeCells = (int)scene->getSpatialTree().getNumFreeCells();
|
||||
|
@ -196,12 +195,11 @@ void DrawItemSelection::configure(const Config& config) {
|
|||
}
|
||||
|
||||
|
||||
void DrawItemSelection::run(const SceneContextPointer& sceneContext,
|
||||
const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection) {
|
||||
void DrawItemSelection::run(const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
RenderArgs* args = renderContext->args;
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& scene = renderContext->_scene;
|
||||
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
glm::mat4 projMat;
|
||||
|
|
|
@ -71,7 +71,7 @@ namespace render {
|
|||
DrawSceneOctree() {}
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& selection);
|
||||
void run(const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& selection);
|
||||
|
||||
const gpu::PipelinePointer getDrawCellBoundsPipeline();
|
||||
const gpu::PipelinePointer getDrawLODReticlePipeline();
|
||||
|
@ -129,7 +129,7 @@ namespace render {
|
|||
DrawItemSelection() {}
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& selection);
|
||||
void run(const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& selection);
|
||||
|
||||
const gpu::PipelinePointer getDrawItemBoundPipeline();
|
||||
};
|
||||
|
|
|
@ -103,13 +103,11 @@ void DrawStatus::configure(const Config& config) {
|
|||
_showNetwork = config.showNetwork;
|
||||
}
|
||||
|
||||
void DrawStatus::run(const SceneContextPointer& sceneContext,
|
||||
const RenderContextPointer& renderContext,
|
||||
const ItemBounds& inItems) {
|
||||
void DrawStatus::run(const RenderContextPointer& renderContext, const ItemBounds& inItems) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
RenderArgs* args = renderContext->args;
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& scene = renderContext->_scene;
|
||||
const int NUM_STATUS_VEC4_PER_ITEM = 2;
|
||||
const int VEC4_LENGTH = 4;
|
||||
|
||||
|
|
|
@ -45,7 +45,7 @@ namespace render {
|
|||
DrawStatus(const gpu::TexturePointer statusIconMap) { setStatusIconMap(statusIconMap); }
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems);
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems);
|
||||
|
||||
const gpu::PipelinePointer getDrawItemBoundsPipeline();
|
||||
const gpu::PipelinePointer getDrawItemStatusPipeline();
|
||||
|
|
|
@ -25,8 +25,8 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, int maxDrawnItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
void render::renderItems(const RenderContextPointer& renderContext, const ItemBounds& inItems, int maxDrawnItems) {
|
||||
auto& scene = renderContext->_scene;
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
int numItemsToDraw = (int)inItems.size();
|
||||
|
@ -55,9 +55,9 @@ void renderShape(RenderArgs* args, const ShapePlumberPointer& shapeContext, cons
|
|||
}
|
||||
}
|
||||
|
||||
void render::renderShapes(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
|
||||
void render::renderShapes(const RenderContextPointer& renderContext,
|
||||
const ShapePlumberPointer& shapeContext, const ItemBounds& inItems, int maxDrawnItems, const ShapeKey& globalKey) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& scene = renderContext->_scene;
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
int numItemsToDraw = (int)inItems.size();
|
||||
|
@ -70,9 +70,9 @@ void render::renderShapes(const SceneContextPointer& sceneContext, const RenderC
|
|||
}
|
||||
}
|
||||
|
||||
void render::renderStateSortShapes(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
|
||||
void render::renderStateSortShapes(const RenderContextPointer& renderContext,
|
||||
const ShapePlumberPointer& shapeContext, const ItemBounds& inItems, int maxDrawnItems, const ShapeKey& globalKey) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& scene = renderContext->_scene;
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
int numItemsToDraw = (int)inItems.size();
|
||||
|
@ -123,7 +123,7 @@ void render::renderStateSortShapes(const SceneContextPointer& sceneContext, cons
|
|||
}
|
||||
}
|
||||
|
||||
void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inLights) {
|
||||
void DrawLight::run(const RenderContextPointer& renderContext, const ItemBounds& inLights) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
@ -131,7 +131,7 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
|
|||
// render lights
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
args->_batch = &batch;
|
||||
renderItems(sceneContext, renderContext, inLights, _maxDrawn);
|
||||
renderItems(renderContext, inLights, _maxDrawn);
|
||||
args->_batch = nullptr;
|
||||
});
|
||||
|
||||
|
@ -163,7 +163,7 @@ const gpu::PipelinePointer DrawBounds::getPipeline() {
|
|||
return _boundsPipeline;
|
||||
}
|
||||
|
||||
void DrawBounds::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
|
||||
void DrawBounds::run(const RenderContextPointer& renderContext,
|
||||
const Inputs& items) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
|
|
|
@ -16,9 +16,9 @@
|
|||
|
||||
namespace render {
|
||||
|
||||
void renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, int maxDrawnItems = -1);
|
||||
void renderShapes(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapePlumberPointer& shapeContext, const ItemBounds& inItems, int maxDrawnItems = -1, const ShapeKey& globalKey = ShapeKey());
|
||||
void renderStateSortShapes(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapePlumberPointer& shapeContext, const ItemBounds& inItems, int maxDrawnItems = -1, const ShapeKey& globalKey = ShapeKey());
|
||||
void renderItems(const RenderContextPointer& renderContext, const ItemBounds& inItems, int maxDrawnItems = -1);
|
||||
void renderShapes(const RenderContextPointer& renderContext, const ShapePlumberPointer& shapeContext, const ItemBounds& inItems, int maxDrawnItems = -1, const ShapeKey& globalKey = ShapeKey());
|
||||
void renderStateSortShapes(const RenderContextPointer& renderContext, const ShapePlumberPointer& shapeContext, const ItemBounds& inItems, int maxDrawnItems = -1, const ShapeKey& globalKey = ShapeKey());
|
||||
|
||||
class DrawLightConfig : public Job::Config {
|
||||
Q_OBJECT
|
||||
|
@ -43,7 +43,7 @@ public:
|
|||
using JobModel = Job::ModelI<DrawLight, ItemBounds, Config>;
|
||||
|
||||
void configure(const Config& config) { _maxDrawn = config.maxDrawn; }
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inLights);
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inLights);
|
||||
protected:
|
||||
int _maxDrawn; // initialized by Config
|
||||
};
|
||||
|
@ -59,7 +59,7 @@ public:
|
|||
using JobModel = render::Job::ModelI<DrawBounds, Inputs, Config>;
|
||||
|
||||
void configure(const Config& configuration) {}
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
|
||||
void run(const render::RenderContextPointer& renderContext,
|
||||
const Inputs& items);
|
||||
|
||||
private:
|
||||
|
|
|
@ -35,7 +35,6 @@ public:
|
|||
};
|
||||
|
||||
Engine::Engine() : Task("Engine", EngineTask::JobModel::create()),
|
||||
_sceneContext(std::make_shared<SceneContext>()),
|
||||
_renderContext(std::make_shared<RenderContext>())
|
||||
{
|
||||
}
|
||||
|
|
|
@ -32,18 +32,16 @@ namespace render {
|
|||
void load();
|
||||
|
||||
// Register the scene
|
||||
void registerScene(const ScenePointer& scene) { _sceneContext->_scene = scene; }
|
||||
void registerScene(const ScenePointer& scene) { _renderContext->_scene = scene; }
|
||||
|
||||
// Push a RenderContext
|
||||
void setRenderContext(const RenderContext& renderContext) { (*_renderContext) = renderContext; }
|
||||
// acces the RenderContext
|
||||
RenderContextPointer getRenderContext() const { return _renderContext; }
|
||||
|
||||
// Render a frame
|
||||
// Must have a scene registered and a context set
|
||||
void run() { assert(_sceneContext && _renderContext); Task::run(_sceneContext, _renderContext); }
|
||||
void run() { assert(_renderContext); Task::run(_renderContext); }
|
||||
|
||||
protected:
|
||||
SceneContextPointer _sceneContext;
|
||||
RenderContextPointer _renderContext;
|
||||
};
|
||||
using EnginePointer = std::shared_ptr<Engine>;
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
void EngineStats::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
void EngineStats::run(const RenderContextPointer& renderContext) {
|
||||
// Tick time
|
||||
|
||||
quint64 msecsElapsed = _frameTimer.restart();
|
||||
|
|
|
@ -99,7 +99,7 @@ namespace render {
|
|||
EngineStats() { _frameTimer.start(); }
|
||||
|
||||
void configure(const Config& configuration) {}
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
void run(const RenderContextPointer& renderContext);
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -21,8 +21,8 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
void FilterLayeredItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
void FilterLayeredItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto& scene = renderContext->_scene;
|
||||
|
||||
// Clear previous values
|
||||
outItems.clear();
|
||||
|
@ -36,7 +36,7 @@ void FilterLayeredItems::run(const SceneContextPointer& sceneContext, const Rend
|
|||
}
|
||||
}
|
||||
|
||||
void SliceItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
void SliceItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
outItems.clear();
|
||||
std::static_pointer_cast<Config>(renderContext->jobConfig)->setNumItems((int)inItems.size());
|
||||
|
||||
|
@ -51,8 +51,8 @@ void SliceItems::run(const SceneContextPointer& sceneContext, const RenderContex
|
|||
|
||||
}
|
||||
|
||||
void SelectItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto selection = sceneContext->_scene->getSelection(_name);
|
||||
void SelectItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto selection = renderContext->_scene->getSelection(_name);
|
||||
const auto& selectedItems = selection.getItems();
|
||||
outItems.clear();
|
||||
|
||||
|
@ -67,8 +67,8 @@ void SelectItems::run(const SceneContextPointer& sceneContext, const RenderConte
|
|||
}
|
||||
}
|
||||
|
||||
void SelectSortItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto selection = sceneContext->_scene->getSelection(_name);
|
||||
void SelectSortItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto selection = renderContext->_scene->getSelection(_name);
|
||||
const auto& selectedItems = selection.getItems();
|
||||
outItems.clear();
|
||||
|
||||
|
@ -98,8 +98,8 @@ void SelectSortItems::run(const SceneContextPointer& sceneContext, const RenderC
|
|||
}
|
||||
}
|
||||
|
||||
void MetaToSubItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemIDs& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
void MetaToSubItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemIDs& outItems) {
|
||||
auto& scene = renderContext->_scene;
|
||||
|
||||
// Now we have a selection of items to render
|
||||
outItems.clear();
|
||||
|
|
|
@ -41,8 +41,8 @@ namespace render {
|
|||
ItemFilterArray _filters;
|
||||
|
||||
void configure(const Config& config) {}
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBoundsArray& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBoundsArray& outItems) {
|
||||
auto& scene = renderContext->_scene;
|
||||
|
||||
// Clear previous values
|
||||
for (size_t i = 0; i < NUM_FILTERS; i++) {
|
||||
|
@ -73,7 +73,7 @@ namespace render {
|
|||
|
||||
int _keepLayer { 0 };
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
// SliceItems job config defining the slice range
|
||||
|
@ -107,7 +107,7 @@ namespace render {
|
|||
_rangeLength = config.rangeLength;
|
||||
}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
// Keep items belonging to the job selection
|
||||
|
@ -118,7 +118,7 @@ namespace render {
|
|||
std::string _name;
|
||||
SelectItems(const Selection::Name& name) : _name(name) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
// Same as SelectItems but reorder the output to match the selection order
|
||||
|
@ -129,7 +129,7 @@ namespace render {
|
|||
std::string _name;
|
||||
SelectSortItems(const Selection::Name& name) : _name(name) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
// From meta-Items, generate the sub-items
|
||||
|
@ -139,7 +139,7 @@ namespace render {
|
|||
|
||||
MetaToSubItems() {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemIDs& outItems);
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemIDs& outItems);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -40,11 +40,11 @@ struct BackToFrontSort {
|
|||
}
|
||||
};
|
||||
|
||||
void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
void render::depthSortItems(const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& scene = renderContext->_scene;
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
|
||||
|
@ -80,8 +80,8 @@ void render::depthSortItems(const SceneContextPointer& sceneContext, const Rende
|
|||
}
|
||||
}
|
||||
|
||||
void PipelineSortShapes::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ShapeBounds& outShapes) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
void PipelineSortShapes::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ShapeBounds& outShapes) {
|
||||
auto& scene = renderContext->_scene;
|
||||
outShapes.clear();
|
||||
|
||||
for (const auto& item : inItems) {
|
||||
|
@ -100,7 +100,7 @@ void PipelineSortShapes::run(const SceneContextPointer& sceneContext, const Rend
|
|||
}
|
||||
}
|
||||
|
||||
void DepthSortShapes::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapeBounds& inShapes, ShapeBounds& outShapes) {
|
||||
void DepthSortShapes::run(const RenderContextPointer& renderContext, const ShapeBounds& inShapes, ShapeBounds& outShapes) {
|
||||
outShapes.clear();
|
||||
outShapes.reserve(inShapes.size());
|
||||
|
||||
|
@ -111,10 +111,10 @@ void DepthSortShapes::run(const SceneContextPointer& sceneContext, const RenderC
|
|||
outItems = outShapes.insert(std::make_pair(pipeline.first, ItemBounds{})).first;
|
||||
}
|
||||
|
||||
depthSortItems(sceneContext, renderContext, _frontToBack, inItems, outItems->second);
|
||||
depthSortItems(renderContext, _frontToBack, inItems, outItems->second);
|
||||
}
|
||||
}
|
||||
|
||||
void DepthSortItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
depthSortItems(sceneContext, renderContext, _frontToBack, inItems, outItems);
|
||||
void DepthSortItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
depthSortItems(renderContext, _frontToBack, inItems, outItems);
|
||||
}
|
||||
|
|
|
@ -15,12 +15,12 @@
|
|||
#include "Engine.h"
|
||||
|
||||
namespace render {
|
||||
void depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
void depthSortItems(const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
|
||||
class PipelineSortShapes {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<PipelineSortShapes, ItemBounds, ShapeBounds>;
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ShapeBounds& outShapes);
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ShapeBounds& outShapes);
|
||||
};
|
||||
|
||||
class DepthSortShapes {
|
||||
|
@ -30,7 +30,7 @@ namespace render {
|
|||
bool _frontToBack;
|
||||
DepthSortShapes(bool frontToBack = true) : _frontToBack(frontToBack) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapeBounds& inShapes, ShapeBounds& outShapes);
|
||||
void run(const RenderContextPointer& renderContext, const ShapeBounds& inShapes, ShapeBounds& outShapes);
|
||||
};
|
||||
|
||||
class DepthSortItems {
|
||||
|
@ -40,7 +40,7 @@ namespace render {
|
|||
bool _frontToBack;
|
||||
DepthSortItems(bool frontToBack = true) : _frontToBack(frontToBack) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -451,17 +451,17 @@ template<class T> void jobConfigure(T&, const JobConfig&) {
|
|||
template<class T> void jobConfigure(T&, const TaskConfig&) {
|
||||
// nop, as the default TaskConfig was used, so the data does not need a configure method
|
||||
}
|
||||
template <class T> void jobRun(T& data, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const JobNoIO& input, JobNoIO& output) {
|
||||
data.run(sceneContext, renderContext);
|
||||
template <class T> void jobRun(T& data, const RenderContextPointer& renderContext, const JobNoIO& input, JobNoIO& output) {
|
||||
data.run(renderContext);
|
||||
}
|
||||
template <class T, class I> void jobRun(T& data, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const I& input, JobNoIO& output) {
|
||||
data.run(sceneContext, renderContext, input);
|
||||
template <class T, class I> void jobRun(T& data, const RenderContextPointer& renderContext, const I& input, JobNoIO& output) {
|
||||
data.run(renderContext, input);
|
||||
}
|
||||
template <class T, class O> void jobRun(T& data, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const JobNoIO& input, O& output) {
|
||||
data.run(sceneContext, renderContext, output);
|
||||
template <class T, class O> void jobRun(T& data, const RenderContextPointer& renderContext, const JobNoIO& input, O& output) {
|
||||
data.run(renderContext, output);
|
||||
}
|
||||
template <class T, class I, class O> void jobRun(T& data, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const I& input, O& output) {
|
||||
data.run(sceneContext, renderContext, input, output);
|
||||
template <class T, class I, class O> void jobRun(T& data, const RenderContextPointer& renderContext, const I& input, O& output) {
|
||||
data.run(renderContext, input, output);
|
||||
}
|
||||
|
||||
// The guts of a job
|
||||
|
@ -479,7 +479,7 @@ public:
|
|||
virtual QConfigPointer& getConfiguration() { return _config; }
|
||||
virtual void applyConfiguration() = 0;
|
||||
|
||||
virtual void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) = 0;
|
||||
virtual void run(const RenderContextPointer& renderContext) = 0;
|
||||
|
||||
protected:
|
||||
void setCPURunTime(double mstime) { std::static_pointer_cast<Config>(_config)->setCPURunTime(mstime); }
|
||||
|
@ -529,10 +529,10 @@ public:
|
|||
jobConfigure(_data, *std::static_pointer_cast<C>(_config));
|
||||
}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) override {
|
||||
void run(const RenderContextPointer& renderContext) override {
|
||||
renderContext->jobConfig = std::static_pointer_cast<Config>(_config);
|
||||
if (renderContext->jobConfig->alwaysEnabled || renderContext->jobConfig->isEnabled()) {
|
||||
jobRun(_data, sceneContext, renderContext, _input.get<I>(), _output.edit<O>());
|
||||
jobRun(_data, renderContext, _input.get<I>(), _output.edit<O>());
|
||||
}
|
||||
renderContext->jobConfig.reset();
|
||||
}
|
||||
|
@ -554,12 +554,12 @@ public:
|
|||
return concept->_data;
|
||||
}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
void run(const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer(_name.c_str());
|
||||
PROFILE_RANGE(render, _name.c_str());
|
||||
auto start = usecTimestampNow();
|
||||
|
||||
_concept->run(sceneContext, renderContext);
|
||||
_concept->run(renderContext);
|
||||
|
||||
_concept->setCPURunTime((double)(usecTimestampNow() - start) / 1000.0);
|
||||
}
|
||||
|
@ -669,11 +669,11 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) override {
|
||||
void run(const RenderContextPointer& renderContext) override {
|
||||
auto config = std::static_pointer_cast<C>(_config);
|
||||
if (config->alwaysEnabled || config->enabled) {
|
||||
for (auto job : _jobs) {
|
||||
job.run(sceneContext, renderContext);
|
||||
job.run(renderContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -97,17 +97,17 @@ void TestWindow::beginFrame() {
|
|||
#ifdef DEFERRED_LIGHTING
|
||||
|
||||
gpu::FramebufferPointer primaryFramebuffer;
|
||||
_preparePrimaryFramebuffer.run(_sceneContext, _renderContext, primaryFramebuffer);
|
||||
_preparePrimaryFramebuffer.run(_renderContext, primaryFramebuffer);
|
||||
|
||||
DeferredFrameTransformPointer frameTransform;
|
||||
_generateDeferredFrameTransform.run(_sceneContext, _renderContext, frameTransform);
|
||||
_generateDeferredFrameTransform.run(_renderContext, frameTransform);
|
||||
|
||||
LightingModelPointer lightingModel;
|
||||
_generateLightingModel.run(_sceneContext, _renderContext, lightingModel);
|
||||
_generateLightingModel.run(_renderContext, lightingModel);
|
||||
|
||||
_prepareDeferredInputs.edit0() = primaryFramebuffer;
|
||||
_prepareDeferredInputs.edit1() = lightingModel;
|
||||
_prepareDeferred.run(_sceneContext, _renderContext, _prepareDeferredInputs, _prepareDeferredOutputs);
|
||||
_prepareDeferred.run(_renderContext, _prepareDeferredInputs, _prepareDeferredOutputs);
|
||||
|
||||
|
||||
_renderDeferredInputs.edit0() = frameTransform; // Pass the deferredFrameTransform
|
||||
|
@ -144,7 +144,7 @@ void TestWindow::endFrame() {
|
|||
batch.setResourceTexture(0, nullptr);
|
||||
});
|
||||
|
||||
_renderDeferred.run(_sceneContext, _renderContext, _renderDeferredInputs);
|
||||
_renderDeferred.run(_renderContext, _renderDeferredInputs);
|
||||
|
||||
gpu::doInBatch(_renderArgs->_context, [&](gpu::Batch& batch) {
|
||||
PROFILE_RANGE_BATCH(batch, "blit");
|
||||
|
|
|
@ -31,7 +31,6 @@ protected:
|
|||
#ifdef DEFERRED_LIGHTING
|
||||
// Prepare the ShapePipelines
|
||||
render::ShapePlumberPointer _shapePlumber { std::make_shared<render::ShapePlumber>() };
|
||||
render::SceneContextPointer _sceneContext{ std::make_shared<render::SceneContext>() };
|
||||
render::RenderContextPointer _renderContext{ std::make_shared<render::RenderContext>() };
|
||||
gpu::PipelinePointer _opaquePipeline;
|
||||
model::LightPointer _light { std::make_shared<model::Light>() };
|
||||
|
|
Loading…
Reference in a new issue