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Add back deferred debugging and combine context init
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c6a2f5b20d
commit
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5 changed files with 24 additions and 20 deletions
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@ -3721,21 +3721,18 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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{
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PerformanceTimer perfTimer("EngineRun");
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auto renderInterface = DependencyManager::get<RenderScriptingInterface>();
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auto renderContext = renderInterface->getRenderContext();
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renderArgs->_shouldRender = LODManager::shouldRender;
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renderArgs->_viewFrustum = getDisplayViewFrustum();
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auto renderInterface = DependencyManager::get<RenderScriptingInterface>();
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auto renderItemsConfig = renderInterface->getItemsConfig();
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auto renderToneConfig = renderInterface->getToneConfig();
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int drawStatus = renderInterface->getDrawStatus();
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bool drawHitEffect = renderInterface->getDrawHitEffect();
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renderContext.setArgs(renderArgs);
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bool occlusionStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugAmbientOcclusion);
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bool antialiasingStatus = Menu::getInstance()->isOptionChecked(MenuOption::Antialiasing);
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bool showOwnedStatus = Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned);
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renderContext.setOptions(occlusionStatus, antialiasingStatus, showOwnedStatus);
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render::RenderContext renderContext{renderArgs, renderItemsConfig, renderToneConfig};
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renderContext.setOptions(drawStatus, drawHitEffect, occlusionStatus, antialiasingStatus, showOwnedStatus);
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_renderEngine->setRenderContext(renderContext);
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// Before the deferred pass, let's try to use the render engine
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@ -40,6 +40,11 @@ QString RenderScripting::Tone::getCurve() const {
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};
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}
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render::RenderContext RenderScriptingInterface::getRenderContext() {
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render::RenderContext::ItemsConfig items{ *_opaque, *_transparent, *_overlay3D };
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return render::RenderContext{ items, *_tone, _drawStatus, _drawHitEffect, _deferredDebugSize, _deferredDebugMode };
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}
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void RenderScriptingInterface::setItemCounts(const render::RenderContext::ItemsConfig& items) {
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_opaque->setCounts(items.opaque);
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_transparent->setCounts(items.transparent);
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@ -78,15 +78,13 @@ class RenderScriptingInterface : public QObject, public Dependency {
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Q_PROPERTY(RenderScripting::Tone* tone READ getTone)
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Q_PROPERTY(int deferredDebugMode MEMBER _deferredDebugMode)
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Q_PROPERTY(glm::vec4 deferredDebugSize MEMBER _deferredDebugSize)
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Q_PROPERTY(int displayItemStatus MEMBER _drawStatus)
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Q_PROPERTY(bool displayHitEffect MEMBER _drawHitEffect)
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inline int getDrawStatus() { return _drawStatus; }
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inline bool getDrawHitEffect() { return _drawHitEffect; }
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inline const render::RenderContext::ItemsConfig getItemsConfig() { return std::move(render::RenderContext::ItemsConfig{ *_opaque, *_transparent, *_overlay3D }); }
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inline const render::RenderContext::Tone& getToneConfig() { return *_tone; }
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Q_PROPERTY(int deferredDebugMode MEMBER _deferredDebugMode)
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Q_PROPERTY(glm::vec4 deferredDebugSize MEMBER _deferredDebugSize)
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render::RenderContext getRenderContext();
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void setItemCounts(const render::RenderContext::ItemsConfig& items);
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protected:
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@ -13,11 +13,14 @@
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#include "DrawTask.h"
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using namespace render;
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void RenderContext::setOptions(int drawStatus, bool drawHitEffect, bool occlusion, bool fxaa, bool showOwned) {
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_drawStatus = drawStatus;
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RenderContext::RenderContext(ItemsConfig items, Tone tone, int drawStatus, bool drawHitEffect, glm::vec4 deferredDebugSize, int deferredDebugMode)
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: _args{ nullptr }, _items{ items }, _tone{ tone },
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_drawStatus{ drawStatus }, _drawHitEffect{ drawHitEffect },
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_deferredDebugSize{ deferredDebugSize }, _deferredDebugMode{ deferredDebugMode } {};
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void RenderContext::setOptions(bool occlusion, bool fxaa, bool showOwned) {
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_occlusionStatus = occlusion;
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_fxaaStatus = fxaa;
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_drawHitEffect = drawHitEffect;
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if (showOwned) {
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_drawStatus |= render::showNetworkStatusFlag;
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@ -77,9 +77,10 @@ public:
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float exposure = 0.0;
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};
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RenderContext(RenderArgs* args, ItemsConfig items, Tone tone) : _args{args}, _items{items}, _tone{tone} {};
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RenderContext() : RenderContext(nullptr, {}, {}) {};
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RenderContext(ItemsConfig items, Tone tone, int drawStatus, bool drawHitEffect, glm::vec4 deferredDebugSize, int deferredDebugMode);
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RenderContext() : RenderContext({}, {}, {}, {}, {}, {}) {};
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void setArgs(RenderArgs* args) { _args = args; }
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inline RenderArgs* getArgs() { return _args; }
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inline ItemsConfig& getItemsConfig() { return _items; }
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inline Tone& getTone() { return _tone; }
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@ -87,7 +88,7 @@ public:
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inline bool getDrawHitEffect() { return _drawHitEffect; }
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inline bool getOcclusionStatus() { return _occlusionStatus; }
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inline bool getFxaaStatus() { return _fxaaStatus; }
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void setOptions(int drawStatus, bool drawHitEffect, bool occlusion, bool fxaa, bool showOwned);
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void setOptions(bool occlusion, bool fxaa, bool showOwned);
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// Debugging
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int _deferredDebugMode = -1;
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