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https://github.com/TorqueGameEngines/Torque3D.git
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shift pbrconfig to ORM
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parent
22b0785c73
commit
0c7811bd1a
54 changed files with 879 additions and 680 deletions
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@ -59,8 +59,8 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/)
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mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
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mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
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mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
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mPBRConfigSC = shader->getShaderConstHandle(ShaderGenVars::pbrConfig);
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mSmoothnessSC = shader->getShaderConstHandle(ShaderGenVars::smoothness);
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mORMConfigSC = shader->getShaderConstHandle(ShaderGenVars::ormConfig);
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mRoughnessSC = shader->getShaderConstHandle(ShaderGenVars::roughness);
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mMetalnessSC = shader->getShaderConstHandle(ShaderGenVars::metalness);
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mGlowMulSC = shader->getShaderConstHandle(ShaderGenVars::glowMul);
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mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
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@ -304,8 +304,8 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
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// First we add all the features which the
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// material has defined.
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if (mMaterial->mInvertSmoothness[stageNum])
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fd.features.addFeature(MFT_InvertSmoothness);
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if (mMaterial->mInvertRoughness[stageNum])
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fd.features.addFeature(MFT_InvertRoughness);
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if ( mMaterial->isTranslucent() )
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{
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@ -429,12 +429,12 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
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}
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// Deferred Shading : PBR Config
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if (mStages[stageNum].getTex(MFT_PBRConfigMap))
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if (mStages[stageNum].getTex(MFT_OrmMap))
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{
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fd.features.addFeature(MFT_PBRConfigMap);
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fd.features.addFeature(MFT_OrmMap);
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}
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else
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fd.features.addFeature(MFT_PBRConfigVars);
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fd.features.addFeature(MFT_ORMConfigVars);
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// Deferred Shading : Material Info Flags
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fd.features.addFeature(MFT_MatInfoFlags);
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@ -450,7 +450,7 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
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fd.features.addFeature(MFT_SkyBox);
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fd.features.removeFeature(MFT_ReflectionProbes);
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fd.features.removeFeature(MFT_PBRConfigVars);
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fd.features.removeFeature(MFT_ORMConfigVars);
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fd.features.removeFeature(MFT_MatInfoFlags);
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}
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@ -1109,7 +1109,7 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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if ( !shaderConsts->wasLost() )
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return;
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shaderConsts->setSafe(handles->mSmoothnessSC, mMaterial->mSmoothness[stageNum]);
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shaderConsts->setSafe(handles->mRoughnessSC, mMaterial->mRoughness[stageNum]);
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shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
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shaderConsts->setSafe(handles->mGlowMulSC, mMaterial->mGlowMul[stageNum]);
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