From a267c3115a9f440e5981d4010f3c58394d70c8b9 Mon Sep 17 00:00:00 2001 From: sam gateau Date: Wed, 5 Dec 2018 17:47:33 -0800 Subject: [PATCH] drafting more factorisation of render tasks --- .../src/RenderableZoneEntityItem.cpp | 30 ------------------- libraries/render-utils/src/RenderCommonTask.h | 11 +++++++ .../render-utils/src/RenderDeferredTask.cpp | 4 +-- 3 files changed, 13 insertions(+), 32 deletions(-) diff --git a/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp b/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp index 2c017da71d..95f390931b 100644 --- a/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp @@ -74,36 +74,6 @@ void ZoneEntityRenderer::onRemoveFromSceneTyped(const TypedEntityPointer& entity } void ZoneEntityRenderer::doRender(RenderArgs* args) { -#if 0 - if (ZoneEntityItem::getDrawZoneBoundaries()) { - switch (_entity->getShapeType()) { - case SHAPE_TYPE_BOX: - case SHAPE_TYPE_SPHERE: - { - PerformanceTimer perfTimer("zone->renderPrimitive"); - static const glm::vec4 DEFAULT_COLOR(1.0f, 1.0f, 1.0f, 1.0f); - if (!updateModelTransform()) { - break; - } - auto geometryCache = DependencyManager::get(); - gpu::Batch& batch = *args->_batch; - batch.setModelTransform(_modelTransform); - if (_entity->getShapeType() == SHAPE_TYPE_SPHERE) { - geometryCache->renderWireSphereInstance(args, batch, DEFAULT_COLOR); - } else { - geometryCache->renderWireCubeInstance(args, batch, DEFAULT_COLOR); - } - } - break; - - // Compund shapes are handled by the _model member - case SHAPE_TYPE_COMPOUND: - default: - // Not handled - break; - } - } -#endif if (!_stage) { _stage = args->_scene->getStage(); assert(_stage); diff --git a/libraries/render-utils/src/RenderCommonTask.h b/libraries/render-utils/src/RenderCommonTask.h index 9b611bc38d..8f3a6e3ed4 100644 --- a/libraries/render-utils/src/RenderCommonTask.h +++ b/libraries/render-utils/src/RenderCommonTask.h @@ -129,4 +129,15 @@ public: void run(const render::RenderContextPointer& renderContext, Outputs& outputs); }; +class RenderUpdateStageLightingTask { +public: + using Inputs = + using Outputs = render::VaryingSet4; + using JobModel = render::Job::ModelIO; + + RenderUpdateStageLightingTask() {} + + void run(const render::RenderContextPointer& renderContext, Outputs& outputs); +}; + #endif // hifi_RenderDeferredTask_h diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index b6565b0c85..eab28ac0f6 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -207,7 +207,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren const auto velocityBufferOutputs = task.addJob("VelocityBuffer", velocityBufferInputs); const auto velocityBuffer = velocityBufferOutputs.getN(0); - // Clear Light, Haze, Bloom, and Skybox Stages and render zones from the general metas bucket +/* // Clear Light, Haze, Bloom, and Skybox Stages and render zones from the general metas bucket const auto zones = task.addJob("ZoneRenderer", metas); // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. @@ -219,7 +219,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren const auto backgroundFrame = currentStageFrames.getN(1); const auto hazeFrame = currentStageFrames.getN(2); const auto bloomFrame = currentStageFrames.getN(3); - +*/ // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying();