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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-29 00:05:40 +00:00
remove glowbin as it's own render pass
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ca5cb3f85f
commit
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19 changed files with 44 additions and 510 deletions
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@ -407,7 +407,7 @@ singleton PostEffect( DepthOfFieldPostFX )
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enabled = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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renderBin = "FogBin";
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renderPriority = 0.1;
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shader = PFX_DOFDownSampleShader;
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@ -20,29 +20,6 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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singleton ShaderData( PFX_GlowBlurVertShader )
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{
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DXVertexShaderFile = "./glowBlurV.hlsl";
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DXPixelShaderFile = "./glowBlurP.hlsl";
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OGLVertexShaderFile = "./glowBlurV.glsl";
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OGLPixelShaderFile = "./glowBlurP.glsl";
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defines = "BLUR_DIR=float2(0.0,1.0)";
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samplerNames[0] = "$diffuseMap";
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pixVersion = 2.0;
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};
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singleton ShaderData( PFX_GlowBlurHorzShader : PFX_GlowBlurVertShader )
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{
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defines = "BLUR_DIR=float2(1.0,0.0)";
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};
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singleton GFXStateBlockData( PFX_GlowCombineStateBlock : PFX_DefaultStateBlock )
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{
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// Use alpha test to save some fillrate
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@ -59,54 +36,6 @@ singleton GFXStateBlockData( PFX_GlowCombineStateBlock : PFX_DefaultStateBlock )
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blendDest = GFXBlendOne;
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};
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singleton PostEffect( GlowPostFX )
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{
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// Do not allow the glow effect to work in reflection
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// passes by default so we don't do the extra drawing.
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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renderPriority = 1;
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// First we down sample the glow buffer.
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shader = PFX_PassthruShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "#glowbuffer";
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target = "$outTex";
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targetScale = "0.5 0.5";
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enabled = true;
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// Blur vertically
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new PostEffect()
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{
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shader = PFX_GlowBlurVertShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$inTex";
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target = "$outTex";
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};
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// Blur horizontally
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new PostEffect()
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{
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shader = PFX_GlowBlurHorzShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$inTex";
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target = "$outTex";
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};
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// Upsample and combine with the back buffer.
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new PostEffect()
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{
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shader = PFX_PassthruShader;
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stateBlock = PFX_GlowCombineStateBlock;
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texture[0] = "$inTex";
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target = "$backBuffer";
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};
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};
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singleton ShaderData( PFX_VolFogGlowBlurVertShader )
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{
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DXVertexShaderFile = "./glowBlurV.hlsl";
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@ -48,7 +48,7 @@ singleton PostEffect( TurbulencePostFX )
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allowReflectPass = true;
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renderTime = "PFXAfterDiffuse";
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renderBin = "GlowBin";
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renderBin = "FogBin";
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renderPriority = 0.5; // Render after the glows themselves
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shader = PFX_TurbulenceShader;
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@ -79,10 +79,7 @@ function initRenderManager()
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DiffuseRenderPassManager.addManager( new RenderTranslucentMgr(TranslucentBin){ renderOrder = 1.4; processAddOrder = 1.4; } );
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DiffuseRenderPassManager.addManager(new RenderObjectMgr(FogBin){ bintype = "ObjectVolumetricFog"; renderOrder = 1.45; processAddOrder = 1.45; } );
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// Note that the GlowPostFx is triggered after this bin.
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DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } );
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// We render any editor stuff from this bin. Note that the HDR is
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// completed before this bin to keep editor elements from tone mapping.
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(EditorBin) { bintype = "Editor"; renderOrder = 1.6; processAddOrder = 1.6; } );
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