Ejemplo n.º 1
0
void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
    auto args = renderContext->args;

    auto primaryFramebuffer = inputs.get0();
    auto lightingModel = inputs.get1();

    if (!_deferredFramebuffer) {
        _deferredFramebuffer = std::make_shared<DeferredFramebuffer>();
    }
    _deferredFramebuffer->updatePrimaryDepth(primaryFramebuffer->getDepthStencilBuffer());

    outputs.edit0() = _deferredFramebuffer;
    outputs.edit1() = _deferredFramebuffer->getLightingFramebuffer();


    gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
        batch.enableStereo(false);
        batch.setViewportTransform(args->_viewport);
        batch.setStateScissorRect(args->_viewport);

        // Clear deferred
        auto deferredFbo = _deferredFramebuffer->getDeferredFramebuffer();
        batch.setFramebuffer(deferredFbo);

        // Clear Color, Depth and Stencil for deferred buffer
        batch.clearFramebuffer(
            gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_COLOR1 | gpu::Framebuffer::BUFFER_COLOR2 | gpu::Framebuffer::BUFFER_COLOR3 |
            gpu::Framebuffer::BUFFER_DEPTH |
            gpu::Framebuffer::BUFFER_STENCIL,
            vec4(vec3(0), 0), 1.0, 0.0, true);

        // For the rest of the rendering, bind the lighting model
        batch.setUniformBuffer(LIGHTING_MODEL_BUFFER_SLOT, lightingModel->getParametersBuffer());
    });
}