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authorPaul Lemire <paul.lemire@kdab.com>2016-06-03 11:57:20 +0200
committerPaul Lemire <paul.lemire@kdab.com>2016-07-04 06:09:25 +0000
commit70dfe10ef9c4745bbf7253c0917a7b5b4120f240 (patch)
treec52c55163e5e0ccfd753574510bfbd1d4bf7464b /src/render/jobs/renderviewjobutils.cpp
parent496797fea24e86388eb8ceb9ad257c94c79c72ae (diff)
Further job improvements
The RenderViewInitialization job used to have to wait for the world transform job to be completed because it was used to set the viewProjectionMatrix. This patch adjust dependencies and adds a new job that sets the viewProjectionMatrix once the transform update job is complete. This allows to start most of the processing earlier and better use the available cpu cores. Change-Id: I77d751e0b20639934cc00be0cd9888f41f684f89 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/jobs/renderviewjobutils.cpp')
-rw-r--r--src/render/jobs/renderviewjobutils.cpp17
1 files changed, 7 insertions, 10 deletions
diff --git a/src/render/jobs/renderviewjobutils.cpp b/src/render/jobs/renderviewjobutils.cpp
index a027cd7a7..72fdc5075 100644
--- a/src/render/jobs/renderviewjobutils.cpp
+++ b/src/render/jobs/renderviewjobutils.cpp
@@ -93,21 +93,18 @@ void setRenderViewConfigFromFrameGraphLeafNode(RenderView *rv, const FrameGraphN
switch (type) {
case FrameGraphNode::CameraSelector:
// Can be set only once and we take camera nearest to the leaf node
- if (!rv->renderCamera()) {
+ if (!rv->renderCameraLens()) {
const CameraSelector *cameraSelector = static_cast<const CameraSelector *>(node);
Entity *camNode = manager->renderNodesManager()->lookupResource(cameraSelector->cameraUuid());
if (camNode) {
CameraLens *lens = camNode->renderComponent<CameraLens>();
+ rv->setRenderCameraEntity(camNode);
if (lens && lens->isEnabled()) {
- rv->setRenderCamera(lens);
- rv->setViewMatrix(*camNode->worldTransform());
- rv->setViewProjectionMatrix(lens->projection() * *camNode->worldTransform());
-
- //To get the eyePosition of the camera, we need to use the inverse of the
- //camera's worldTransform matrix.
- const QMatrix4x4 inverseWorldTransform = camNode->worldTransform()->inverted();
- const QVector3D eyePosition(inverseWorldTransform.column(3));
- rv->setEyePosition(eyePosition);
+ rv->setRenderCameraLens(lens);
+ // ViewMatrix and ProjectionMatrix are computed
+ // later in updateMatrices()
+ // since at this point the transformation matrices
+ // may not yet have been updated
}
}
}