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Direct3D11 Engine/source changes
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3a9b50f702
commit
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81 changed files with 1291 additions and 617 deletions
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@ -513,9 +513,6 @@ inline GLsizei GFXGLDevice::primCountToIndexCount(GFXPrimitiveType primType, U32
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case GFXTriangleStrip :
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return 2 + primitiveCount;
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break;
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case GFXTriangleFan :
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return 2 + primitiveCount;
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break;
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default:
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AssertFatal(false, "GFXGLDevice::primCountToIndexCount - unrecognized prim type");
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break;
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@ -789,7 +786,8 @@ void GFXGLDevice::setupGenericShaders( GenericShaderType type )
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shaderData->registerObject();
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mGenericShader[GSColor] = shaderData->getShader();
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mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
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mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle( "$modelView" );
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mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle( "$modelView" );
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Sim::getRootGroup()->addObject(shaderData);
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shaderData = new ShaderData();
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shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/modColorTextureV.glsl");
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@ -799,7 +797,8 @@ void GFXGLDevice::setupGenericShaders( GenericShaderType type )
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shaderData->registerObject();
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mGenericShader[GSModColorTexture] = shaderData->getShader();
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mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
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mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle( "$modelView" );
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mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle( "$modelView" );
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Sim::getRootGroup()->addObject(shaderData);
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shaderData = new ShaderData();
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shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/addColorTextureV.glsl");
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@ -809,7 +808,8 @@ void GFXGLDevice::setupGenericShaders( GenericShaderType type )
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shaderData->registerObject();
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mGenericShader[GSAddColorTexture] = shaderData->getShader();
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mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
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mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle( "$modelView" );
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mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle( "$modelView" );
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Sim::getRootGroup()->addObject(shaderData);
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shaderData = new ShaderData();
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shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/textureV.glsl");
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@ -820,6 +820,7 @@ void GFXGLDevice::setupGenericShaders( GenericShaderType type )
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mGenericShader[GSTexture] = shaderData->getShader();
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mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
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mModelViewProjSC[GSTexture] = mGenericShader[GSTexture]->getShaderConstHandle( "$modelView" );
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Sim::getRootGroup()->addObject(shaderData);
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}
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MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize];
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@ -53,7 +53,6 @@ void GFXGLEnumTranslate::init()
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GFXGLPrimType[GFXLineStrip] = GL_LINE_STRIP;
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GFXGLPrimType[GFXTriangleList] = GL_TRIANGLES;
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GFXGLPrimType[GFXTriangleStrip] = GL_TRIANGLE_STRIP;
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GFXGLPrimType[GFXTriangleFan] = GL_TRIANGLE_FAN;
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// Blend
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GFXGLBlend[GFXBlendZero] = GL_ZERO;
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@ -664,10 +664,14 @@ void GFXGLShader::initHandles()
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glUseProgram(0);
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//instancing
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if (!mInstancingFormat)
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return;
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U32 offset = 0;
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for ( U32 i=0; i < mInstancingFormat.getElementCount(); i++ )
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for ( U32 i=0; i < mInstancingFormat->getElementCount(); i++ )
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{
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const GFXVertexElement &element = mInstancingFormat.getElement( i );
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const GFXVertexElement &element = mInstancingFormat->getElement( i );
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String constName = String::ToString( "$%s", element.getSemantic().c_str() );
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@ -702,9 +706,9 @@ void GFXGLShader::initHandles()
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// If this is a matrix we will have 2 or 3 more of these
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// semantics with the same name after it.
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for ( ; i < mInstancingFormat.getElementCount(); i++ )
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for ( ; i < mInstancingFormat->getElementCount(); i++ )
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{
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const GFXVertexElement &nextElement = mInstancingFormat.getElement( i );
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const GFXVertexElement &nextElement = mInstancingFormat->getElement( i );
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if ( nextElement.getSemantic() != element.getSemantic() )
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{
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i--;
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