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Working shadow cascade debugging view in Luci app
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f8c241c429
commit
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2 changed files with 18 additions and 18 deletions
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@ -166,13 +166,13 @@ static const std::string DEFAULT_SHADOW_CASCADE_SHADER{
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" ivec2 cascadeIndices;"
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" float cascadeMix = evalCascadeIndicesAndMix(-viewPosition.z, cascadeShadowCoords, cascadeIndices);"
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" return vec4(mix(cascadeColors[cascadeIndices.x], cascadeColors[cascadeIndices.y], cascadeMix), 1.0);"
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" }"
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"}"
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};
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static const std::string DEFAULT_LINEAR_DEPTH_SHADER {
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"vec4 getFragmentColor() {"
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" return vec4(vec3(1.0 - texture(linearDepthMap, uv).x * 0.01), 1.0);"
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" }"
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"}"
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};
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static const std::string DEFAULT_HALF_LINEAR_DEPTH_SHADER{
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@ -211,22 +211,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
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}
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// Layered Overlays
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const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
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const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT);
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const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
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const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).asVarying();
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
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{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
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task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
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}
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// Debugging stages
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{
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// Debugging Deferred buffer job
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@ -257,6 +241,22 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
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}
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// Layered Overlays
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const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
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const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT);
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const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
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const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).asVarying();
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
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{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
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task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
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}
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// AA job to be revisited
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task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
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