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always push default haze to current frame
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parent
eb0d09360a
commit
a9d5dda976
5 changed files with 4 additions and 6 deletions
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@ -39,7 +39,6 @@ void CauterizedMeshPartPayload::updateTransformForCauterizedMesh(const Transform
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}
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}
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void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
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void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
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// Still relying on the raw data from the model
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bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE && renderMode != RenderArgs::RenderMode::SECONDARY_CAMERA_RENDER_MODE) && _enableCauterization;
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bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE && renderMode != RenderArgs::RenderMode::SECONDARY_CAMERA_RENDER_MODE) && _enableCauterization;
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if (useCauterizedMesh) {
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if (useCauterizedMesh) {
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if (_cauterizedClusterBuffer) {
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if (_cauterizedClusterBuffer) {
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@ -71,12 +71,12 @@ enum DeferredShader_BufferSlot {
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SCATTERING_PARAMETERS_BUFFER_SLOT,
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SCATTERING_PARAMETERS_BUFFER_SLOT,
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LIGHTING_MODEL_BUFFER_SLOT = render::ShapePipeline::Slot::LIGHTING_MODEL,
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LIGHTING_MODEL_BUFFER_SLOT = render::ShapePipeline::Slot::LIGHTING_MODEL,
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LIGHT_GPU_SLOT = render::ShapePipeline::Slot::LIGHT,
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LIGHT_GPU_SLOT = render::ShapePipeline::Slot::LIGHT,
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LIGHT_AMBIENT_SLOT,
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LIGHT_AMBIENT_SLOT = render::ShapePipeline::Slot::LIGHT_AMBIENT_BUFFER,
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HAZE_MODEL_BUFFER_SLOT = render::ShapePipeline::Slot::HAZE_MODEL,
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LIGHT_INDEX_GPU_SLOT,
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LIGHT_INDEX_GPU_SLOT,
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LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
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LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
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LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
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LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
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LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
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LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
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HAZE_MODEL_BUFFER_SLOT
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};
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};
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static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
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static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
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@ -501,7 +501,6 @@ void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) {
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}
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}
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void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
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void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
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// Still relying on the raw data from the model
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if (_clusterBuffer) {
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if (_clusterBuffer) {
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batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer);
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batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer);
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}
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}
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@ -70,7 +70,7 @@ void SetupZones::run(const RenderContextPointer& context, const Inputs& inputs)
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lightStage->_currentFrame.pushSunLight(0);
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lightStage->_currentFrame.pushSunLight(0);
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lightStage->_currentFrame.pushAmbientLight(0);
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lightStage->_currentFrame.pushAmbientLight(0);
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hazeStage->_currentFrame.pushHaze(0);
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backgroundStage->_currentFrame.pushBackground(0);
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backgroundStage->_currentFrame.pushBackground(0);
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}
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}
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@ -237,8 +237,8 @@ public:
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LIGHTING_MODEL,
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LIGHTING_MODEL,
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LIGHT,
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LIGHT,
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LIGHT_AMBIENT_BUFFER,
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LIGHT_AMBIENT_BUFFER,
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HAZE_MODEL,
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FADE_PARAMETERS,
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FADE_PARAMETERS,
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HAZE_MODEL
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};
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};
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enum MAP {
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enum MAP {
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