Set shadow pipelines manually to avoid duplication

This commit is contained in:
Zach Pomerantz 2016-01-15 17:43:17 -08:00
parent 331d32ef78
commit 7fd20bb036
2 changed files with 29 additions and 6 deletions

View file

@ -27,7 +27,7 @@
using namespace render;
void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
const render::ItemIDsBounds& inItems) {
const render::ShapesIDsBounds& inShapes) {
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
@ -52,7 +52,27 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
batch.setProjectionTransform(shadow.getProjection());
batch.setViewTransform(shadow.getView());
renderShapes(sceneContext, renderContext, _shapePlumber, inItems);
auto shadowPipeline = _shapePlumber->pickPipeline(args, ShapeKey());
auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, ShapeKey::Builder().withSkinned());
args->_pipeline = shadowPipeline;
batch.setPipeline(shadowPipeline->pipeline);
std::vector<ShapeKey> skinnedShapeKeys{};
for (auto items : inShapes) {
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
} else {
renderLights(sceneContext, renderContext, items.second);
}
}
args->_pipeline = shadowSkinnedPipeline;
batch.setPipeline(shadowSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderLights(sceneContext, renderContext, inShapes.at(key));
}
args->_pipeline = nullptr;
args->_batch = nullptr;
});
}
@ -86,11 +106,14 @@ RenderShadowTask::RenderShadowTask() : Task() {
// CPU: Cull against KeyLight frustum (nearby viewing camera)
auto culledItems = addJob<CullItems<RenderDetails::SHADOW_ITEM>>("CullShadowMap", fetchedItems);
// CPU: Sort by pipeline
auto sortedShapes = addJob<PipelineSortShapes>("PipelineSortShadowSort", culledItems);
// CPU: Sort front to back
auto shadowItems = addJob<DepthSortItems>("DepthSortShadowMap", culledItems);
auto shadowShapes = addJob<DepthSortShapes>("DepthSortShadowMap", sortedShapes);
// GPU: Render to shadow map
addJob<RenderShadowMap>("RenderShadowMap", shadowItems, shapePlumber);
addJob<RenderShadowMap>("RenderShadowMap", shadowShapes, shapePlumber);
}
void RenderShadowTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {

View file

@ -24,9 +24,9 @@ class RenderShadowMap {
public:
RenderShadowMap(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
const render::ItemIDsBounds& inItems);
const render::ShapesIDsBounds& inShapes);
using JobModel = render::Task::Job::ModelI<RenderShadowMap, render::ItemIDsBounds>;
using JobModel = render::Task::Job::ModelI<RenderShadowMap, render::ShapesIDsBounds>;
protected:
render::ShapePlumberPointer _shapePlumber;
};