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https://github.com/overte-org/overte.git
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Use new RenderContext accessors for rendering
This commit is contained in:
parent
919a4b6728
commit
cdcb2d565d
6 changed files with 37 additions and 37 deletions
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@ -175,10 +175,10 @@ const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() {
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}
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void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_viewFrustum);
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->getArgs();
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gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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QSize framebufferSize = framebufferCache->getFrameBufferSize();
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@ -93,14 +93,14 @@ const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
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}
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void Antialiasing::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_viewFrustum);
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if (renderContext->args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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if (renderContext->getArgs()->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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return;
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}
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->getArgs();
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gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
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batch.enableStereo(false);
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@ -179,9 +179,9 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode, std::st
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void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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const RenderArgs* args = renderContext->args;
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_viewFrustum);
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RenderArgs* args = renderContext->getArgs();
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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const auto geometryBuffer = DependencyManager::get<GeometryCache>();
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const auto framebufferCache = DependencyManager::get<FramebufferCache>();
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@ -211,4 +211,4 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren
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const glm::vec2 topRight(renderContext->_deferredDebugSize.z, renderContext->_deferredDebugSize.w);
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geometryBuffer->renderQuad(batch, bottomLeft, topRight, color);
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});
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}
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}
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@ -61,9 +61,9 @@ const gpu::PipelinePointer& HitEffect::getHitEffectPipeline() {
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}
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void HitEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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RenderArgs* args = renderContext->args;
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_viewFrustum);
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RenderArgs* args = renderContext->getArgs();
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gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
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glm::mat4 projMat;
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@ -97,9 +97,9 @@ const gpu::TexturePointer DrawStatus::getStatusIconMap() const {
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void DrawStatus::run(const SceneContextPointer& sceneContext,
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const RenderContextPointer& renderContext,
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const ItemIDsBounds& inItems) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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RenderArgs* args = renderContext->args;
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_viewFrustum);
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RenderArgs* args = renderContext->getArgs();
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auto& scene = sceneContext->_scene;
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const int NUM_STATUS_VEC4_PER_ITEM = 2;
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const int VEC4_LENGTH = 4;
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@ -179,7 +179,7 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
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const unsigned int VEC3_ADRESS_OFFSET = 3;
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if ((renderContext->_drawItemStatus & showDisplayStatusFlag) > 0) {
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if ((renderContext->getDrawStatus() & showDisplayStatusFlag) > 0) {
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for (int i = 0; i < nbItems; i++) {
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batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*) (itemAABox + i));
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batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
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@ -192,7 +192,7 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
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batch.setPipeline(getDrawItemStatusPipeline());
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if ((renderContext->_drawItemStatus & showNetworkStatusFlag) > 0) {
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if ((renderContext->getDrawStatus() & showNetworkStatusFlag) > 0) {
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for (int i = 0; i < nbItems; i++) {
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batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const float*) (itemAABox + i));
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batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
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@ -37,7 +37,7 @@ void DrawSceneTask::run(const SceneContextPointer& sceneContext, const RenderCon
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// Is it possible that we render without a viewFrustum ?
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if (!(renderContext->args && renderContext->args->_viewFrustum)) {
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if (!(renderContext->getArgs() && renderContext->getArgs()->_viewFrustum)) {
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return;
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}
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@ -54,11 +54,11 @@ Job::~Job() {
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void render::cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_viewFrustum);
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RenderArgs* args = renderContext->args;
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auto renderDetails = renderContext->args->_details._item;
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RenderArgs* args = renderContext->getArgs();
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auto renderDetails = renderContext->getArgs()->_details._item;
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renderDetails->_considered += inItems.size();
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@ -115,7 +115,7 @@ void CullItems::run(const SceneContextPointer& sceneContext, const RenderContext
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outItems.clear();
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outItems.reserve(inItems.size());
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->getArgs();
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args->_details.pointTo(RenderDetails::OTHER_ITEM);
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cullItems(sceneContext, renderContext, inItems, outItems);
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}
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@ -124,7 +124,7 @@ void CullItemsOpaque::run(const SceneContextPointer& sceneContext, const RenderC
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outItems.clear();
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outItems.reserve(inItems.size());
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->getArgs();
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args->_details.pointTo(RenderDetails::OPAQUE_ITEM);
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cullItems(sceneContext, renderContext, inItems, outItems);
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}
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@ -133,7 +133,7 @@ void CullItemsTransparent::run(const SceneContextPointer& sceneContext, const Re
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outItems.clear();
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outItems.reserve(inItems.size());
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->getArgs();
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args->_details.pointTo(RenderDetails::TRANSLUCENT_ITEM);
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cullItems(sceneContext, renderContext, inItems, outItems);
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}
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@ -163,11 +163,11 @@ struct BackToFrontSort {
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};
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void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_viewFrustum);
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auto& scene = sceneContext->_scene;
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->getArgs();
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// Allocate and simply copy
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@ -211,7 +211,7 @@ void DepthSortItems::run(const SceneContextPointer& sceneContext, const RenderCo
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void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, int maxDrawnItems) {
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auto& scene = sceneContext->_scene;
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->getArgs();
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// render
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if ((maxDrawnItems < 0) || (maxDrawnItems > (int) inItems.size())) {
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for (auto itemDetails : inItems) {
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@ -236,8 +236,8 @@ void render::renderItems(const SceneContextPointer& sceneContext, const RenderCo
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}
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void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_viewFrustum);
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// render lights
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auto& scene = sceneContext->_scene;
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@ -253,7 +253,7 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
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ItemIDsBounds culledItems;
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culledItems.reserve(inItems.size());
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->getArgs();
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args->_details.pointTo(RenderDetails::OTHER_ITEM);
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cullItems(sceneContext, renderContext, inItems, culledItems);
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@ -265,8 +265,8 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
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}
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void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_viewFrustum);
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// render backgrounds
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auto& scene = sceneContext->_scene;
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@ -278,7 +278,7 @@ void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderCo
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for (auto id : items) {
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inItems.emplace_back(id);
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}
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->getArgs();
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doInBatch(args->_context, [=](gpu::Batch& batch) {
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args->_batch = &batch;
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batch.enableSkybox(true);
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