Expand PostFX Viewport Options

- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one.  This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target.  This defaults to true to maintain its previous
behaviour.  The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
This commit is contained in:
DavidWyand-GG 2013-10-24 13:40:44 -04:00
parent 88f2a4d903
commit 15673810c6
6 changed files with 56 additions and 12 deletions

View file

@ -77,6 +77,10 @@ enum PFXTargetViewport
/// Use the current GFX viewport
PFXTargetViewport_GFXViewport,
/// Use the input texture 0 if it is named, otherwise
/// revert to PFXTargetViewport_TargetSize if there is none
PFXTargetViewport_NamedInTexture0,
};
DefineEnumType( PFXTargetViewport );