diff --git a/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp b/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp index a57a6e5d52..eda304ef91 100644 --- a/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp @@ -555,10 +555,12 @@ void RenderableZoneEntityItemMeta::setProceduralUserData(QString userData) { void RenderableZoneEntityItemMeta::render(RenderArgs* args) { if (!_stage) { _stage = args->_scene->getStage(); + assert(_stage); } if (!_backgroundStage) { _backgroundStage = args->_scene->getStage(); + assert(_backgroundStage); } { // Sun diff --git a/libraries/render-utils/src/BackgroundStage.cpp b/libraries/render-utils/src/BackgroundStage.cpp index 5d04f188f1..2ea3683c4a 100644 --- a/libraries/render-utils/src/BackgroundStage.cpp +++ b/libraries/render-utils/src/BackgroundStage.cpp @@ -61,6 +61,8 @@ void DrawBackgroundStage::run(const render::RenderContextPointer& renderContext, // Background rendering decision auto backgroundStage = renderContext->_scene->getStage(); + assert(backgroundStage); + model::SunSkyStagePointer background; model::SkyboxPointer skybox; if (backgroundStage->_currentFrame._backgrounds.size()) { diff --git a/libraries/render-utils/src/DebugDeferredBuffer.cpp b/libraries/render-utils/src/DebugDeferredBuffer.cpp index 8887de81ef..44e2bd290b 100644 --- a/libraries/render-utils/src/DebugDeferredBuffer.cpp +++ b/libraries/render-utils/src/DebugDeferredBuffer.cpp @@ -433,6 +433,7 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I } auto lightStage = renderContext->_scene->getStage(); + assert(lightStage); assert(lightStage->getNumLights() > 0); auto lightAndShadow = lightStage->getLightAndShadow(0); const auto& globalShadow = lightAndShadow.second; diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 7b1ea1768d..2b5fdc1d74 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -429,6 +429,7 @@ void PrepareDeferred::run(const RenderContextPointer& renderContext, const Input // Prepare a fresh Light Frame auto lightStage = renderContext->_scene->getStage(); + assert(lightStage); lightStage->_currentFrame.clear(); } @@ -493,6 +494,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext, // Global directional light and ambient pass auto lightStage = renderContext->_scene->getStage(); + assert(lightStage); assert(lightStage->getNumLights() > 0); auto lightAndShadow = lightStage->getLightAndShadow(0); const auto& globalShadow = lightAndShadow.second; diff --git a/libraries/render-utils/src/LightClusters.cpp b/libraries/render-utils/src/LightClusters.cpp index 74209ce951..ab1e194498 100644 --- a/libraries/render-utils/src/LightClusters.cpp +++ b/libraries/render-utils/src/LightClusters.cpp @@ -575,6 +575,7 @@ void LightClusteringPass::run(const render::RenderContextPointer& renderContext, // From the LightStage and the current frame, update the light cluster Grid auto lightStage = renderContext->_scene->getStage(); + assert(lightStage); _lightClusters->updateLightStage(lightStage); _lightClusters->updateLightFrame(lightStage->_currentFrame, lightingModel->isPointLightEnabled(), lightingModel->isSpotLightEnabled()); diff --git a/libraries/render-utils/src/LightPayload.cpp b/libraries/render-utils/src/LightPayload.cpp index 5f7f7236f2..afa17bee19 100644 --- a/libraries/render-utils/src/LightPayload.cpp +++ b/libraries/render-utils/src/LightPayload.cpp @@ -56,6 +56,7 @@ LightPayload::~LightPayload() { void LightPayload::render(RenderArgs* args) { if (!_stage) { _stage = args->_scene->getStage(); + assert(_stage); } // Do we need to allocate the light in the stage ? if (LightStage::isIndexInvalid(_index)) { @@ -124,6 +125,7 @@ KeyLightPayload::~KeyLightPayload() { void KeyLightPayload::render(RenderArgs* args) { if (!_stage) { _stage = args->_scene->getStage(); + assert(_stage); } // Do we need to allocate the light in the stage ? if (LightStage::isIndexInvalid(_index)) { diff --git a/libraries/render-utils/src/RenderShadowTask.cpp b/libraries/render-utils/src/RenderShadowTask.cpp index 5b840bd330..03a2a4f9b1 100644 --- a/libraries/render-utils/src/RenderShadowTask.cpp +++ b/libraries/render-utils/src/RenderShadowTask.cpp @@ -36,7 +36,7 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, assert(renderContext->args->hasViewFrustum()); auto lightStage = renderContext->_scene->getStage(); - + assert(lightStage); LightStage::Index globalLightIndex { 0 }; const auto globalLight = lightStage->getLight(globalLightIndex); @@ -141,6 +141,7 @@ void RenderShadowTask::configure(const Config& configuration) { void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, Output& output) { auto lightStage = renderContext->_scene->getStage(); + assert(lightStage); const auto globalShadow = lightStage->getShadow(0); // Cache old render args diff --git a/libraries/render-utils/src/SubsurfaceScattering.cpp b/libraries/render-utils/src/SubsurfaceScattering.cpp index d67369774c..1786898e57 100644 --- a/libraries/render-utils/src/SubsurfaceScattering.cpp +++ b/libraries/render-utils/src/SubsurfaceScattering.cpp @@ -532,7 +532,8 @@ void DebugSubsurfaceScattering::run(const render::RenderContextPointer& renderCo - auto lightStage = renderContext->_scene->getStage("LIGHT_STAGE"); + auto lightStage = renderContext->_scene->getStage(); + assert(lightStage); // const auto light = DependencyManager::get()->getLightStage()->getLight(0); const auto light = lightStage->getLight(0); diff --git a/libraries/render-utils/src/ZoneRenderer.cpp b/libraries/render-utils/src/ZoneRenderer.cpp index 8fa243c13b..787ef47282 100644 --- a/libraries/render-utils/src/ZoneRenderer.cpp +++ b/libraries/render-utils/src/ZoneRenderer.cpp @@ -52,19 +52,21 @@ void ZoneRendererTask::build(JobModel& task, const Varying& input, Varying& oupu } void SetupZones::run(const RenderContextPointer& context, const Inputs& inputs) { - auto backgroundStage = context->_scene->getStage("BACKGROUND_STAGE"); + auto backgroundStage = context->_scene->getStage(); + assert(backgroundStage); backgroundStage->_currentFrame.clear(); // call render in the correct order first... render::renderItems(context, inputs); // Finally add the default lights and background: - auto lightStage = context->_scene->getStage("LIGHT_STAGE"); + auto lightStage = context->_scene->getStage(); + assert(lightStage); + lightStage->_currentFrame.pushSunLight(0); lightStage->_currentFrame.pushAmbientLight(0); backgroundStage->_currentFrame.pushBackground(0); - } const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {