Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.

This commit is contained in:
Areloch 2017-04-11 00:23:14 -05:00
parent 513789c2c7
commit 1bfdb41694
122 changed files with 641 additions and 641 deletions

View file

@ -39,7 +39,7 @@
#include "materials/materialFeatureTypes.h"
#include "math/util/frustum.h"
#include "scene/sceneObject.h"
#include "renderInstance/renderPrePassMgr.h"
#include "renderInstance/renderDeferredMgr.h"
#include "shaderGen/featureMgr.h"
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#include "shaderGen/HLSL/bumpHLSL.h"
@ -184,8 +184,8 @@ void BasicLightManager::activate( SceneManager *sceneManager )
FEATUREMGR->unregisterFeature( MFT_MinnaertShading );
FEATUREMGR->unregisterFeature( MFT_SubSurface );
// First look for the prepass bin...
RenderPrePassMgr *prePassBin = _findPrePassRenderBin();
// First look for the deferred bin...
RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
/*
// If you would like to use forward shading, and have a linear depth pre-pass
@ -204,19 +204,19 @@ void BasicLightManager::activate( SceneManager *sceneManager )
// Uncomment this for a no-color-write z-fill pass.
//linearDepthFormat = GFXFormat_COUNT;
prePassBin = new RenderPrePassMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
prePassBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
prePassBin->registerObject();
rpm->addManager( prePassBin );
}
*/
mPrePassRenderBin = prePassBin;
mDeferredRenderBin = prePassBin;
// If there is a prepass bin
MATMGR->setPrePassEnabled( mPrePassRenderBin.isValid() );
sceneManager->setPostEffectFog( mPrePassRenderBin.isValid() && mPrePassRenderBin->getTargetChainLength() > 0 );
// If there is a deferred bin
MATMGR->setDeferredEnabled( mDeferredRenderBin.isValid() );
sceneManager->setPostEffectFog( mDeferredRenderBin.isValid() && mDeferredRenderBin->getTargetChainLength() > 0 );
// Tell the material manager that we don't use prepass.
MATMGR->setPrePassEnabled( false );
// Tell the material manager that we don't use deferred.
MATMGR->setDeferredEnabled( false );
GFXShader::addGlobalMacro( "TORQUE_BASIC_LIGHTING" );
@ -241,9 +241,9 @@ void BasicLightManager::deactivate()
}
mConstantLookup.clear();
if ( mPrePassRenderBin )
mPrePassRenderBin->deleteObject();
mPrePassRenderBin = NULL;
if ( mDeferredRenderBin )
mDeferredRenderBin->deleteObject();
mDeferredRenderBin = NULL;
GFXShader::removeGlobalMacro( "TORQUE_BASIC_LIGHTING" );