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https://github.com/overte-org/overte.git
synced 2025-04-21 20:44:14 +02:00
Migrating the overaly 3d rendering in their own job and their own shader
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parent
0653be445a
commit
5c547037f2
7 changed files with 159 additions and 3 deletions
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@ -99,6 +99,8 @@ void BillboardOverlay::render(RenderArgs* args) {
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DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
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batch->setUniformTexture(0, args->_whiteTexture); // restore default white color after me
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} else {
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.5f);
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@ -69,8 +69,9 @@ void Cube3DOverlay::render(RenderArgs* args) {
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transform.setScale(dimensions);
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batch->setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderSolidCube(*batch, 1.0f, cubeColor);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(*batch, 1.0f, cubeColor);
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//DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(*batch, 1.0f, cubeColor);
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} else {
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if (getIsDashedLine()) {
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@ -15,9 +15,12 @@
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#include "DeferredLightingEffect.h"
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#include "ViewFrustum.h"
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#include "RenderArgs.h"
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#include "TextureCache.h"
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#include <PerfStat.h>
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#include "overlay3D_vert.h"
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#include "overlay3D_frag.h"
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using namespace render;
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@ -50,7 +53,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
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_jobs.push_back(Job(RenderDeferred()));
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_jobs.push_back(Job(ResolveDeferred()));
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_jobs.push_back(Job(DrawTransparentDeferred()));
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_jobs.push_back(Job(DrawPostLayered()));
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_jobs.push_back(Job(DrawOverlay3D()));
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_jobs.push_back(Job(ResetGLState()));
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}
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@ -225,10 +228,76 @@ template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneC
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renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnTransparentItems);
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// Before rendering the batch make sure we re in sync with gl state
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args->_context->syncCache();
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args->_context->render((*args->_batch));
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args->_batch = nullptr;
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// reset blend function to standard...
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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// glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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}
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}
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const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() const {
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if (!_opaquePipeline) {
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(overlay3D_vert)));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(overlay3D_frag)));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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auto state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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_opaquePipeline.reset(gpu::Pipeline::create(program, state));
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}
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return _opaquePipeline;
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}
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template <> void render::jobRun(const DrawOverlay3D& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("DrawOverlay3D");
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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// render backgrounds
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auto& scene = sceneContext->_scene;
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auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withLayered());
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ItemIDsBounds inItems;
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inItems.reserve(items.size());
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for (auto id : items) {
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auto& item = scene->getItem(id);
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if (item.getKey().isVisible() && (item.getLayer() == 1)) {
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inItems.emplace_back(id);
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}
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}
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RenderArgs* args = renderContext->args;
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gpu::Batch batch;
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args->_batch = &batch;
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args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
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glm::mat4 projMat;
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Transform viewMat;
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args->_viewFrustum->evalProjectionMatrix(projMat);
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args->_viewFrustum->evalViewTransform(viewMat);
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if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
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}
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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batch.setPipeline(job.getOpaquePipeline());
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batch.setUniformTexture(0, args->_whiteTexture);
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if (!inItems.empty()) {
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batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
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renderItems(sceneContext, renderContext, inItems);
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}
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// Before rendering the batch make sure we re in sync with gl state
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args->_context->syncCache();
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args->_context->render((*args->_batch));
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args->_batch = nullptr;
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args->_whiteTexture.reset();
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}
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@ -14,6 +14,8 @@
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#include "render/DrawTask.h"
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#include "gpu/Pipeline.h"
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class PrepareDeferred {
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public:
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};
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@ -50,6 +52,15 @@ namespace render {
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template <> void jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
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}
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class DrawOverlay3D {
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mutable gpu::PipelinePointer _opaquePipeline; //lazy evaluation hence mutable
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public:
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const gpu::PipelinePointer& getOpaquePipeline() const;
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};
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namespace render {
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template <> void jobRun(const DrawOverlay3D& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
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}
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class RenderDeferredTask : public render::Task {
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public:
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28
libraries/render-utils/src/overlay3D.slf
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28
libraries/render-utils/src/overlay3D.slf
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@ -0,0 +1,28 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// model.frag
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// fragment shader
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//
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// Created by Sam Gateau on 6/16/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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uniform sampler2D diffuseMap;
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varying vec2 varTexcoord;
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varying vec3 varEyeNormal;
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varying vec4 varColor;
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void main(void) {
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vec4 diffuse = texture2D(diffuseMap, varTexcoord.st);
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gl_FragColor = vec4(varColor * diffuse);
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}
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40
libraries/render-utils/src/overlay3D.slv
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40
libraries/render-utils/src/overlay3D.slv
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@ -0,0 +1,40 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// overlay3D.slv
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//
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// Created by Sam Gateau on 6/16/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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attribute vec2 attribTexcoord;
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varying vec2 varTexcoord;
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// interpolated eye position
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varying vec4 varEyePosition;
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// the interpolated normal
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varying vec3 varEyeNormal;
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varying vec4 varColor;
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void main(void) {
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varTexcoord = attribTexcoord;
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// pass along the color
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varColor = gl_Color;
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, varEyePosition, gl_Position)$>
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<$transformModelToEyeDir(cam, obj, gl_Normal, varEyeNormal.xyz)$>
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}
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@ -13,6 +13,8 @@
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#define hifi_RenderArgs_h
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#include <functional>
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#include <memory>
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class AABox;
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class OctreeRenderer;
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@ -20,6 +22,7 @@ class ViewFrustum;
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namespace gpu {
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class Batch;
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class Context;
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class Texture;
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}
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class RenderDetails {
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@ -109,6 +112,8 @@ public:
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gpu::Batch* _batch = nullptr;
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ShoudRenderFunctor _shouldRender;
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std::shared_ptr<gpu::Texture> _whiteTexture;
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RenderDetails _details;
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float _alphaThreshold = 0.5f;
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