Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.

This commit is contained in:
Areloch 2017-07-07 02:55:56 -05:00
parent 412c0380f4
commit 212fc80dfc
4 changed files with 265 additions and 12 deletions

View file

@ -60,19 +60,23 @@ protected:
enum
{
DynamicLight = 0,
SunLight,
StaticLightNonLMGeometry,
StaticLightLMGeometry,
NUM_LIT_STATES
NUM_LIT_STATES,
Base = 0,
Reflecting = 1
};
GFXStateBlockRef mLitState[NUM_LIT_STATES];
GFXStateBlockRef mLitState[NUM_LIT_STATES][2];
public:
LightMatInstance(Material &mat) : Parent(mat), mLightMapParamsSC(NULL), mInternalPass(false) {}
virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat );
virtual bool setupPass( SceneRenderState *state, const SceneData &sgData );
};
bool mSpecialLight;
};
class AdvancedLightBinManager : public RenderTexTargetBinManager
{