Swap order of the ZoneRendererJob with DrawLocalLights to fix the local lights

This commit is contained in:
samcake 2018-03-06 17:38:27 -08:00
parent 16bb992d8d
commit 923c81ae28

View file

@ -142,13 +142,12 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
// Clear Light, Haze and Skybox Stages and render zones from the general metas bucket
const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
task.addJob<DrawLight>("DrawLight", lights);
// Filter zones from the general metas bucket
const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
// Light Clustering
// Create the cluster grid of lights, cpu job for now
const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying();