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https://github.com/TorqueGameEngines/Torque3D.git
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Add support for rendering particles to the glow buffer
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c08413ffde
commit
30a8401d14
11 changed files with 179 additions and 63 deletions
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@ -399,64 +399,7 @@ void RenderParticleMgr::renderInstance(ParticleRenderInst *ri, SceneRenderState
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mModelViewProjSC, *ri->modelViewProj );
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}
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// We want to turn everything into variation on a pre-multiplied alpha blend
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F32 alphaFactor = 0.0f, alphaScale = 1.0f;
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switch(ri->blendStyle)
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{
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// SrcAlpha, InvSrcAlpha
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case ParticleRenderInst::BlendNormal:
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alphaFactor = 1.0f;
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break;
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// SrcAlpha, One
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case ParticleRenderInst::BlendAdditive:
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alphaFactor = 1.0f;
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alphaScale = 0.0f;
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break;
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// SrcColor, One
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case ParticleRenderInst::BlendGreyscale:
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alphaFactor = -1.0f;
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alphaScale = 0.0f;
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break;
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}
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaFactorSC, alphaFactor );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaScaleSC, alphaScale );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mFSModelViewProjSC, *ri->modelViewProj );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mOneOverFarSC, 1.0f / state->getFarPlane() );
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if ( mParticleShaderConsts.mOneOverSoftnessSC->isValid() )
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{
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F32 oneOverSoftness = 1.0f;
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if ( ri->softnessDistance > 0.0f )
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oneOverSoftness = 1.0f / ( ri->softnessDistance / state->getFarPlane() );
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mOneOverSoftnessSC, oneOverSoftness );
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}
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GFX->setShader( mParticleShader );
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GFX->setShaderConstBuffer( mParticleShaderConsts.mShaderConsts );
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GFX->setTexture( 0, ri->diffuseTex );
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// Set up the prepass texture.
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if ( mParticleShaderConsts.mPrePassTargetParamsSC->isValid() )
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{
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GFXTextureObject *texObject = mPrepassTarget ? mPrepassTarget->getTexture(0) : NULL;
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GFX->setTexture( 1, texObject );
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Point4F rtParams( 0.0f, 0.0f, 1.0f, 1.0f );
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if ( texObject )
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ScreenSpace::RenderTargetParameters(texObject->getSize(), mPrepassTarget->getViewport(), rtParams);
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mPrePassTargetParamsSC, rtParams );
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}
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GFX->setPrimitiveBuffer( *ri->primBuff );
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GFX->setVertexBuffer( *ri->vertBuff );
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GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, ri->count * 4, 0, ri->count * 2 );
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renderParticle(ri, state);
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}
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else if(ri->systemState == PSS_AwaitingCompositeDraw)
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{
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@ -530,6 +473,68 @@ void RenderParticleMgr::renderInstance(ParticleRenderInst *ri, SceneRenderState
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}
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}
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void RenderParticleMgr::renderParticle(ParticleRenderInst* ri, SceneRenderState* state)
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{
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// We want to turn everything into variation on a pre-multiplied alpha blend
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F32 alphaFactor = 0.0f, alphaScale = 1.0f;
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switch(ri->blendStyle)
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{
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// SrcAlpha, InvSrcAlpha
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case ParticleRenderInst::BlendNormal:
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alphaFactor = 1.0f;
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break;
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// SrcAlpha, One
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case ParticleRenderInst::BlendAdditive:
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alphaFactor = 1.0f;
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alphaScale = 0.0f;
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break;
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// SrcColor, One
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case ParticleRenderInst::BlendGreyscale:
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alphaFactor = -1.0f;
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alphaScale = 0.0f;
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break;
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}
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaFactorSC, alphaFactor );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaScaleSC, alphaScale );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mFSModelViewProjSC, *ri->modelViewProj );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mOneOverFarSC, 1.0f / state->getFarPlane() );
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if ( mParticleShaderConsts.mOneOverSoftnessSC->isValid() )
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{
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F32 oneOverSoftness = 1.0f;
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if ( ri->softnessDistance > 0.0f )
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oneOverSoftness = 1.0f / ( ri->softnessDistance / state->getFarPlane() );
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mOneOverSoftnessSC, oneOverSoftness );
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}
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GFX->setShader( mParticleShader );
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GFX->setShaderConstBuffer( mParticleShaderConsts.mShaderConsts );
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GFX->setTexture( 0, ri->diffuseTex );
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// Set up the prepass texture.
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if ( mParticleShaderConsts.mPrePassTargetParamsSC->isValid() )
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{
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GFXTextureObject *texObject = mPrepassTarget ? mPrepassTarget->getTexture(0) : NULL;
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GFX->setTexture( 1, texObject );
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Point4F rtParams( 0.0f, 0.0f, 1.0f, 1.0f );
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if ( texObject )
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ScreenSpace::RenderTargetParameters(texObject->getSize(), mPrepassTarget->getViewport(), rtParams);
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mPrePassTargetParamsSC, rtParams );
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}
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GFX->setPrimitiveBuffer( *ri->primBuff );
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GFX->setVertexBuffer( *ri->vertBuff );
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GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, ri->count * 4, 0, ri->count * 2 );
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}
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bool RenderParticleMgr::_initShader()
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{
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ShaderData *shaderData = NULL;
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