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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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parent
513789c2c7
commit
1bfdb41694
122 changed files with 641 additions and 641 deletions
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@ -30,7 +30,7 @@
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#include "lighting/lightInfo.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxDebugEvent.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "gfx/gfxTransformSaver.h"
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#include "console/consoleTypes.h"
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#include "gfx/util/screenspace.h"
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@ -70,7 +70,7 @@ RenderImposterMgr::RenderImposterMgr( F32 renderOrder, F32 processAddOrder )
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: RenderBinManager( RIT_Imposter, renderOrder, processAddOrder )
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{
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notifyType( RIT_ImposterBatch );
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RenderPrePassMgr::getRenderSignal().notify( this, &RenderImposterMgr::_renderPrePass );
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RenderDeferredMgr::getRenderSignal().notify( this, &RenderImposterMgr::_renderDeferred );
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}
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void RenderImposterMgr::initPersistFields()
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@ -88,7 +88,7 @@ void RenderImposterMgr::initPersistFields()
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RenderImposterMgr::~RenderImposterMgr()
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{
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RenderPrePassMgr::getRenderSignal().remove( this, &RenderImposterMgr::_renderPrePass );
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RenderDeferredMgr::getRenderSignal().remove( this, &RenderImposterMgr::_renderDeferred );
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mIB = NULL;
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}
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@ -119,19 +119,19 @@ bool RenderImposterMgr::_clearStats( GFXDevice::GFXDeviceEventType type )
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return true;
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}
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void RenderImposterMgr::_renderPrePass( const SceneRenderState *state, RenderPrePassMgr *prePassBin, bool startPrePass )
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void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDeferredMgr *prePassBin, bool startDeferred )
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{
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PROFILE_SCOPE( RenderImposterMgr_RenderPrePass );
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PROFILE_SCOPE( RenderImposterMgr_RenderDeferred );
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if ( !mElementList.size() || !startPrePass )
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if ( !mElementList.size() || !startDeferred )
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return;
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GFXDEBUGEVENT_SCOPE( RenderImposterMgr_RenderPrePass, ColorI::RED );
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GFXDEBUGEVENT_SCOPE( RenderImposterMgr_RenderDeferred, ColorI::RED );
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_innerRender( state, prePassBin );
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}
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void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderPrePassMgr *prePassBin )
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void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDeferredMgr *prePassBin )
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{
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PROFILE_SCOPE( RenderImposterMgr_InnerRender );
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@ -219,7 +219,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderPrePa
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// list changes.
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SceneData sgData;
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sgData.init( state, prePassBin ? SceneData::PrePassBin : SceneData::RegularBin );
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sgData.init( state, prePassBin ? SceneData::DeferredBin : SceneData::RegularBin );
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sgData.lights[0] = LIGHTMGR->getDefaultLight();
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// TODO: I should rework this loop to generate the VB first then
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@ -232,7 +232,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderPrePa
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for ( U32 i=0; i < binSize; )
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{
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currMat = static_cast<ImposterBaseRenderInst*>( mElementList[i].inst )->mat;
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setupMat = prePassBin ? prePassBin->getPrePassMaterial( currMat ) : currMat;
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setupMat = prePassBin ? prePassBin->getDeferredMaterial( currMat ) : currMat;
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// TODO: Fix MatInstance to take a const SceneRenderState!
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while ( setupMat->setupPass( (SceneRenderState*)state, sgData ) )
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